Our enemies continue to build units:
![[Image: RB%20Poly%20Civplayers%20T168.png]](https://dl.dropboxusercontent.com/u/3729922/RB%20Poly%20Civplayers%20T168.png)
Note these is good news and bad news here:
(Sort of) Good news - a full range of drafts by Poly this late actually suggests they may wait 1+ turns before coming in. Unless we're missing a city location, they only need to draft 4 cities the two turns before they move in (and 3 the turn before) to get every drafted unit into our lands.
Bad news - the RB portion of the spreadsheet will shrink a bit this evening when I log into the game and check builds. This is due to a few cities where we're putting overflow into infrastructure as well as cities where we won't be able to 2pop whip units out next turn.
We're getting a clearer picture of the Poly stack (meaning the lower bound and upper bound for their strength is converging) and I'm learning more about the collateral system. That should allow us to refine our 'vs Poly stack' sim. Before I try to do that, can people look over the info below and let me know if anything is wrong?
*Unpromoted cats apply 6 damage to rifles, barrage 1 cats apply 7 damage. They apply ___ damage to jans, none to cats.
*Rifles are at max collateral at 70hp, jans by ___, and enemy cats are collateral immune.
*Max collateraled rifles are 44% battles for our units
*Cats apply 6 'ticks' of collateral to an enemy stack [source: Novice, who corrected the link I used earlier]
*A collateral tick is absorbed by both an already redlined unit as well as a collateral-immune unit
*The top defender is excluded from the collateral calculation [source for the last three bullets: IMs with pindicator, Novice, Ruff, and Seven]
*The top defender will receive on average 17 damage from the standard combat (assumes top defender is a healthy rifle, will need to revise when/if we have more cats than rifles) [source: cyneheard combat calculator]
EDIT: So here's a super quick and dirty estimate: if we have 30 cats attacking rifles should be the top defenders each time. We're going to distribute 510 damage from the basic attacks. We're also going to apply 1,080 total collateral damage to the stack, however 420 of that is going to hit either immune cats or not-as-important jans. That works out to 39 damage per rifle, which gets them to the collateral limit. What I'm unsure about is how many rifles will become collateral immune during the fight, but I don't think it will be many, and given the 15% cushion we should be OK.
Let's use my 32 rifles, 5 jans, 20 mixed older units, and 30 cats estimate instead. That applies the same 510 damage via basic attacks, but the 1,080 collateral now has 570 applied to the 'wrong' units, leaving the rifles at around 72hp before factoring in rifle 'misses.' That gives us 41% battles.
If we want to take our every enemy unit during our attack we need a lot of units. In the lower bound scenario we're looking at 30 attacks on the wounded rifle stacks, killing 13 and losing 17 units. The remaining rifles should average just 27 health and should drop below the cats in the combat order, which is annoying. We then need 5 jan battles, probably winning 3, and redlining the other 2. Then 14 cats, losing only once. The 20 cleanup battles. All told that's 69 attackers to kill everything.
In my middle estimate we need more. 32 attacks @ 41% means 13 kills, 19 losses. Same 3 kills versus jans. Then, and this is approximate, 17 kills versus the old units. 30 cats losing twice. Then cleanup (19 rifles, 2 jans, 3 old units, 2 cats for 27 total). That's 108 attacking units needed.
![[Image: RB%20Poly%20Civplayers%20T168.png]](https://dl.dropboxusercontent.com/u/3729922/RB%20Poly%20Civplayers%20T168.png)
Note these is good news and bad news here:
(Sort of) Good news - a full range of drafts by Poly this late actually suggests they may wait 1+ turns before coming in. Unless we're missing a city location, they only need to draft 4 cities the two turns before they move in (and 3 the turn before) to get every drafted unit into our lands.
Bad news - the RB portion of the spreadsheet will shrink a bit this evening when I log into the game and check builds. This is due to a few cities where we're putting overflow into infrastructure as well as cities where we won't be able to 2pop whip units out next turn.
We're getting a clearer picture of the Poly stack (meaning the lower bound and upper bound for their strength is converging) and I'm learning more about the collateral system. That should allow us to refine our 'vs Poly stack' sim. Before I try to do that, can people look over the info below and let me know if anything is wrong?
*Unpromoted cats apply 6 damage to rifles, barrage 1 cats apply 7 damage. They apply ___ damage to jans, none to cats.
*Rifles are at max collateral at 70hp, jans by ___, and enemy cats are collateral immune.
*Max collateraled rifles are 44% battles for our units
*Cats apply 6 'ticks' of collateral to an enemy stack [source: Novice, who corrected the link I used earlier]
*A collateral tick is absorbed by both an already redlined unit as well as a collateral-immune unit
*The top defender is excluded from the collateral calculation [source for the last three bullets: IMs with pindicator, Novice, Ruff, and Seven]
*The top defender will receive on average 17 damage from the standard combat (assumes top defender is a healthy rifle, will need to revise when/if we have more cats than rifles) [source: cyneheard combat calculator]
EDIT: So here's a super quick and dirty estimate: if we have 30 cats attacking rifles should be the top defenders each time. We're going to distribute 510 damage from the basic attacks. We're also going to apply 1,080 total collateral damage to the stack, however 420 of that is going to hit either immune cats or not-as-important jans. That works out to 39 damage per rifle, which gets them to the collateral limit. What I'm unsure about is how many rifles will become collateral immune during the fight, but I don't think it will be many, and given the 15% cushion we should be OK.
Let's use my 32 rifles, 5 jans, 20 mixed older units, and 30 cats estimate instead. That applies the same 510 damage via basic attacks, but the 1,080 collateral now has 570 applied to the 'wrong' units, leaving the rifles at around 72hp before factoring in rifle 'misses.' That gives us 41% battles.
If we want to take our every enemy unit during our attack we need a lot of units. In the lower bound scenario we're looking at 30 attacks on the wounded rifle stacks, killing 13 and losing 17 units. The remaining rifles should average just 27 health and should drop below the cats in the combat order, which is annoying. We then need 5 jan battles, probably winning 3, and redlining the other 2. Then 14 cats, losing only once. The 20 cleanup battles. All told that's 69 attackers to kill everything.
In my middle estimate we need more. 32 attacks @ 41% means 13 kills, 19 losses. Same 3 kills versus jans. Then, and this is approximate, 17 kills versus the old units. 30 cats losing twice. Then cleanup (19 rifles, 2 jans, 3 old units, 2 cats for 27 total). That's 108 attacking units needed.