(September 21st, 2021, 05:04)Charriu Wrote: Amicalola:
Killed: 146
Lost: 58
Captured Cities: 13
Jowy:
Killed: 77
Lost: 50
Captured Cities: 8
WW related incidents due to worker capturing: 9
WW Amicalola: 40400
WW Jowy: 25000
Amicalola:
17 pop city = 12 unhappiness
10 pop city = 7 unhappiness
5 pop city = 3 unhappiness
Jowy:
17 pop city = 7 unhappiness
10 pop city = 4 unhappiness
5 pop city = 2 unhappiness
Amicalola with colosseum:
17 pop city = 8 unhappiness
10 pop city = 4 unhappiness
5 pop = 1 unhappiness
Jowy with colosseum:
17 pop city = 4 unhappiness
10 pop city = 2 unhappiness
5 pop city = 0 unhappiness
Now there are some things I want to look at in another post with these numbers at hand. Namely:
1. I made some proposals to reduce the WW increase in the past. How different would the situation be with those numbers in place?
2. How fast would the WW reduce if we allow peace-time reduction during war without fighting?
I want to return to the two questions I posted earlier.
1. Way back I proposed to change the increase of WW. For a quick summary you get WW everytime one of these happens:
a) You attack a unit and win
b) You attack a unit and loose
c) You are being attacked and win
d) You are being attacked and loose
e) You capture a unit
f) A unit is being captured
g) You capture a city
h) You are hit by a nuke
i) You attack with a nuke
My proposal back then was to not increase WW if you are winning, which would be like removing a), c) and e). Now how do Jowy's and Amicalola's numbers change without these:
WW Amicalola: 27500
WW Jowy: 15100
Amicalola:
17 pop city = 8 unhappiness
10 pop city = 4 unhappiness
5 pop city = 2 unhappiness
Jowy:
17 pop city = 4 unhappiness
10 pop city = 2 unhappiness
5 pop city = 1 unhappiness
Amicalola with colosseum:
17 pop city = 6 unhappiness
10 pop city = 3 unhappiness
5 pop = 1 unhappiness
Jowy with colosseum:
17 pop city = 2 unhappiness
10 pop city = 1 unhappiness
5 pop city = 0 unhappiness
Overall this looks a lot more managable and it does not punish winning.
Now as for the second question. What if we allow peace-time WW reduction during war turns without fighting. For this I want to focus on Amicalola alone with 40400 WW and only look at his capitol with 17 pop. This got 12 unhappiness at the end. Now if we apply the reduction every turn after T167 we get the following decline:
T167: 12 unhappiness
T168: 11 unhappiness
T169: 9 unhappiness
T170: 8 unhappiness
T171: 8 unhappiness
T172: 7 unhappiness
T173: 6 unhappiness
T174: 5 unhappiness
T175: 5 unhappiness
T176: 4 unhappiness
...
T189: 0 unhappiness
This is without a colosseum. We can see that over the course of 10 turns the unhappiness fell from 12 down to 4, which is it a managable level.
I think the biggest problem with WW in an MP game is that players stay in war to hurt their enemy. With WW this is bad for the winning enemy, but even without WW it hurts the overall turn pace. I think applying the peace-time reduction during non-fighting turns is a way to reduce this. There is still incentive to sue for peace because that gets rid of all the WW unhappiness immediately.
I'm not sure if this convinces the "WW-haters", if I'm allowed to use that term. Question is, is there any way to make WW work for the "WW-haters" or do we need to run separate PBs as Mjmd jokingly suggested.