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Races, Units, Buildings

I made a tool that calculates the strategic combat ratings for each unit in the game. The output is attached.
This should help decide if the AI is expected to under- or overperform with any specific race.

.txt   units.txt (Size: 14.06 KB / Downloads: 7)


In the "cost effectiveness" column, higher is better. All of these are calculated without any levels.
Looking at at Dark Elves, their units aren't that bad. They're pretty average. Warlocks stand out as absolutely horrible for obvious reasons but the rest are decent. So the problem wasn't that.
It's the growth. It's so absolutely horrible, the AI can't keep up even with average units, power advantage and Myrran resources.
Which got me thinking. The primary selling point of Dark Elves is the power/pop. Which is twice as good as most other Myrran races. Sounds amazing. Except, if you have half the growth, well, it's not doing anything until the endgame where all cities are maxed. Even then, you'll have fewer cities (poor outpost building ability) so ultimately the advantage is just...not there. We probably need to get rid of the entire "very slow growth" thing for this race. High Elves are a different story because on Arcanus other races produce zero power. So any power you get is useful, even if growth is low. But on Myrror, other races also make power, just not as much as Dark Elves.
The secondary selling point of the race are the good units. Nightblades are invisible, amazing, even vs the human player. They are at least average in AI vs AI. Warlocks are pretty much a defense/noding unit only. They do this well, although they suck in AI vs AI combat like all magicians. Raising their melee will not fix this because it's caused by the low health, figures and defense. They rate lower than a swordsmen in that and their (ranged) attack rating is high enough, adding more there does not help. Hardcoding an exception might be the only way to improve that. Finally Nightmares, these are supposed to be the amazing, scary, big guns. But their actual cost-effectiveness is medicore. Flight and 5 moves are amazing things, and ranged is better than melee, but these don't apply in strategic combat - and make the unit cost a ton. And while the unit is strong on paper, 4 ammo runs out quickly, limiting the value a lot.

I think the race needs a drastic increase in growth and maybe a small reduction to unit costs.
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I'd be interested in doing this for all races. Then you can pick what actual average is, then you can tailor growth rates to match. When growth rate should be different than what the comparison to unit value is, cgane unit cist instead.
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(February 5th, 2017, 12:56)Nelphine Wrote: I'd be interested in doing this for all races. Then you can pick what actual average is, then you can tailor growth rates to match. When growth rate should be different than what the comparison to unit value is, cgane unit cist instead.

I believe it's better to consider only the units the AI builds often - swordmen and below are of minimal consequence because the AI will build a fighter's guild pretty early.

Barbarians :
Berserkers  (Barbarian)
ARATE :  1108 RRATE :     0 DRATE :  498 TOTAL =  134 COSTEFF = 5517

Outpost +30, City +90

Beastmen :
Halberdiers  (Beastmen)
ARATE :   475 RRATE :     0 DRATE :  570 TOTAL =   66 COSTEFF = 4512
Magicians  (Beastmen)
ARATE :    52 RRATE :   396 DRATE :  221 TOTAL =   24 COSTEFF =  825
Manticores  (Beastmen)
ARATE :   576 RRATE :   202 DRATE :  498 TOTAL =   94 COSTEFF = 2421
Minotaurs  (Beastmen)
ARATE :   660 RRATE :     0 DRATE :  760 TOTAL =  122 COSTEFF = 2508

Outpost 0, City +60

Dark Elf :
Halberdiers  (Dark Elf)
ARATE :   356 RRATE :   158 DRATE :  380 TOTAL =   47 COSTEFF = 2170
Nightblades  (Dark Elf)
ARATE :   716 RRATE :     0 DRATE :  570 TOTAL =   99 COSTEFF = 2720
Warlocks  (Dark Elf)
ARATE :    21 RRATE :   554 DRATE :  126 TOTAL =   17 COSTEFF =  452
Nightmares  (Dark Elf)
ARATE :   396 RRATE :   396 DRATE :  506 TOTAL =   97 COSTEFF = 1669

Outpost -33, City +30

Draconians
Halberdiers  (Draconian)
ARATE :   594 RRATE :     0 DRATE :  427 TOTAL =   61 COSTEFF = 3170
Magicians  (Draconian)
ARATE :    21 RRATE :   396 DRATE :  126 TOTAL =   12 COSTEFF =  350
Doom Drakes  (Draconian)
ARATE :   613 RRATE :     0 DRATE :  712 TOTAL =  106 COSTEFF = 1818
Air Ship  (Draconian)
ARATE :    59 RRATE :   257 DRATE :  712 TOTAL =   54 COSTEFF = 1124

Outpost -10, City +50

Dwarf
Hammerhands  (Dwarf)
ARATE :   712 RRATE :     0 DRATE :  760 TOTAL =  132 COSTEFF = 2459
Steam Cannon  (Dwarf)
ARATE :     0 RRATE :   297 DRATE :  427 TOTAL =   30 COSTEFF = 1268
Golem  (Dwarf)
ARATE :   237 RRATE :     0 DRATE : 1029 TOTAL =   59 COSTEFF = 1354

Outpost 0, City +20


Gnoll
Halberdiers  (Gnoll)
ARATE :   594 RRATE :     0 DRATE :  380 TOTAL =   55 COSTEFF = 3762
Jackal Riders  (Gnoll)
ARATE :   633 RRATE :     0 DRATE :  665 TOTAL =  102 COSTEFF = 2806
Wolf Riders  (Gnoll)
ARATE :   396 RRATE :     0 DRATE :  554 TOTAL =   53 COSTEFF = 2193

Outpost 0, City +60

Halfling
Magicians  (Halfling)
ARATE :    29 RRATE :   528 DRATE :  147 TOTAL =   19 COSTEFF =  545
Slingers  (Halfling)
ARATE :    59 RRATE :   422 DRATE :  211 TOTAL =   24 COSTEFF = 1014

Outpost +40, City : +60

High Elf
Halberdiers  (High Elf)
ARATE :   475 RRATE :     0 DRATE :  380 TOTAL =   44 COSTEFF = 2506
Magicians  (High Elf)
ARATE :    29 RRATE :   528 DRATE :  110 TOTAL =   14 COSTEFF =  453
Elven Lords  (High Elf)
ARATE :   495 RRATE :     0 DRATE :  506 TOTAL =   61 COSTEFF = 1565
Pegasai  (High Elf)
ARATE :   211 RRATE :   139 DRATE :  506 TOTAL =   43 COSTEFF = 1475


Outpost -25, City +30

High Men
Magicians  (High Men)
ARATE :    33 RRATE :   594 DRATE :  166 TOTAL =   25 COSTEFF =  867
Pikemen  (High Men)
ARATE :   395 RRATE :     0 DRATE :  380 TOTAL =   36 COSTEFF = 2001
Paladins  (High Men)
ARATE :   395 RRATE :     0 DRATE :  712 TOTAL =   68 COSTEFF = 1171

Outpost +10, City +60

Klackon
Halberdiers  (Klackon)
ARATE :   356 RRATE :     0 DRATE :  475 TOTAL =   41 COSTEFF = 2818
Stag Beetle  (Klackon)
ARATE :   346 RRATE :     0 DRATE :  871 TOTAL =   73 COSTEFF = 1883

Outpost 0, City +80

Lizardmen
Halberdiers  (Lizardmen)
ARATE :   356 RRATE :     0 DRATE :  570 TOTAL =   49 COSTEFF = 3382
Javelineers  (Lizardmen)
ARATE :   356 RRATE :   237 DRATE :  332 TOTAL =   48 COSTEFF = 2625
Dragon Turtle  (Lizardmen)
ARATE :   247 RRATE :     0 DRATE : 1029 TOTAL =   62 COSTEFF = 2541

Outpost +50, City +120

Nomad
Magicians  (Nomad)
ARATE :    21 RRATE :   396 DRATE :  110 TOTAL =   11 COSTEFF =  382
Horsebowmen  (Nomad)
ARATE :   158 RRATE :   158 DRATE :  285 TOTAL =   21 COSTEFF = 2001
Pikemen  (Nomad)
ARATE :   296 RRATE :     0 DRATE :  285 TOTAL =   20 COSTEFF = 1124
Rangers  (Nomad)
ARATE :   316 RRATE :   396 DRATE :  332 TOTAL =   57 COSTEFF = 1575
Griffins  (Nomad)
ARATE :   346 RRATE :     0 DRATE :  712 TOTAL =   60 COSTEFF = 1231

Outpost +0, City +70

Orc
Halberdiers  (Orc)
ARATE :   356 RRATE :     0 DRATE :  380 TOTAL =   33 COSTEFF = 2254
Horde  (Orc)
ARATE :   633 RRATE :     0 DRATE :  506 TOTAL =   78 COSTEFF = 4270
Magicians  (Orc)
ARATE :    21 RRATE :   396 DRATE :  110 TOTAL =   11 COSTEFF =  382
Wyvern Riders  (Orc)
ARATE :   318 RRATE :     0 DRATE :  712 TOTAL =   55 COSTEFF = 1509

Outpost +20, City +90

Troll
Halberdiers  (Troll)
ARATE :   396 RRATE :     0 DRATE :  760 TOTAL =   73 COSTEFF = 3344
War Trolls  (Troll)
ARATE :   475 RRATE :     0 DRATE : 1013 TOTAL =  117 COSTEFF = 3207
War Mammoths  (Troll)
ARATE :   594 RRATE :     0 DRATE : 1425 TOTAL =  206 COSTEFF = 4702
Magicians  (Troll)
ARATE :   158 RRATE :   396 DRATE :  506 TOTAL =   68 COSTEFF = 1557

Outpost -20, City +60
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Nightmares are only 4 moves. IMHO Nightblades are not really that amazing, because there's lots of things that see invisible and they move slowly. (so they can't keep up with warlocks, heroes, or nightmares unless you have windwalking) They are super nice in the right situation though, especially with Warlord + Adamantium. I mostly just find myself building Nightmares + some Warlocks with Dark Elves, and like you said it takes FOREVER to build up to that and even then they're very expensive per-unit.
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Might want to make it the level of the highest building. So most races would get war college, some get barracks, and most get alchemists guild (dont assume any ore). As that's what the AI will actually use. (Might have already done this?)
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lol, I think Hydra might need to be special cased...

Hydra (Chaos)
ARATE : 3088 RRATE : 0 DRATE : 2851 TOTAL = 2149
Demon Lord (Death)
ARATE : 1010 RRATE : 614 DRATE : 1940 TOTAL = 769
Colossus (Nature)
ARATE : 910 RRATE : 910 DRATE : 2344 TOTAL = 1041
Arch Angel (Life)
ARATE : 785 RRATE : 0 DRATE : 1774 TOTAL = 339
Great Wyrm (Nature)
ARATE : 1545 RRATE : 0 DRATE : 2138 TOTAL = 806
Behemoth (Nature)
ARATE : 759 RRATE : 0 DRATE : 3207 TOTAL = 594
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Note that without any levels, only beastmen, draconian, orcs, lizardmen, trolls, gnolls, and barbarians get a cost effectiveness of 3000 or more. Also without levels, barbarians ate the best.
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No, summons are on a different scale. City troops you mass produce. So can be used for defense and wave attacks. Summons are your shock troops and kill stacks, so you don't look at cost effectiveness you look at the total.
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Barbarians : Offers the most cost effective, highest raw power unit in the game with good growth and minimal building requirements...in exchange for having absolutely nothing else. Probably good as is. The AI doesn't spread this race if they have others, so it has a lower relevance.
Beastmen : High numbers, even for Myrror races, with average growth.
Dark Elves : Decent units but not outstanding for Myrror and horrible growth. Needs changes.
Draconians :  Units are all over the place, but their ability to spread through water is powerful enough to make up for that and the slightly slower growth.
Dwarf : Hammerhands offer outstanding absolute power and good cost-effectiveness from a race with outstanding economy. Slow growth seems fair.
Gnoll : Most cost effective units on Arcanus after Berserkers, and average growth, but poor building selection to balance it out. Looks fair and like Barbarians, the AI won't spread this race much.
Halfling : Horrible units with a good ability to spread. By far the weakest AI race except it's the only one that produces a research bonus. If the AI manages to stay out of wars, they can hit unstoppable spells way earlier than other races and threaten the world that way. Restricting the race to peaceful/lawful/charismatic+theurgist/perfectionist/pragmatist wizards might be a good idea?
High Elf : Units are decent for Arcanus, albeit not outstanding. Free power is probably enough of a reason for having a low growth rate.
High Men : Holy Bonus from Paladins is not included in the stats and it does work during AI combat, so the race is not as bad as it looks like. 8 figure pikemen benefit a lot from levels and are potentially really powerful, especially if buffed. These effects should be enough to balance out the poor unrest tables. Resistance doesn't apply for the AI combat so that disadvantage is negated. Growth is average.
Klackon : Powerful, but not outstanding units, good growth and production but average economy despite the low unrest (no gold buildings!). Looks balanced.
Lizardmen : Third most cost-effective race on Arcanus that also comes with water walking and extreme growth. Building selection and production is poor, which is enough to balance the growth, but the superior unit power is still there...and building selection is better than what the only two races that have stronger military can build. The AI prefers to spread other races once having access to them, but due to the water walking ability, by that time they probably already built enough lizardmen cities everywhere for this to be ineffective. Something should be done about this race but I don't have ideas.
Their weak late game is especially problematic paired with the high likelyhood of this wizard developing into the largest threat.
Nomad : Average growth and units. Nothing special I guess.
Orc : Somewhat above average growth and units but nothing to worry about I think.
Troll : Strongest units on Myrror, that also regenerate, so low growth is fair and probably could be even lower?

The AI builds randomly, so assuming they always have a barracks, war college or alchemist's guild would be wrong.
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Is there no way to account for movement in the ratings? If I understand correctly, a 9stack of Barbarian Shamans would get whooped by a 9stack of Beastmen Engineers.

Shaman (Barbarian)
ARATE : 52 RRATE : 104 DRATE : 110 TOTAL = 4 COSTEFF = 343
Engineers (Beastmen)
ARATE : 79 RRATE : 0 DRATE : 237 TOTAL = 4 COSTEFF = 624
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