So earlier (read: bloody 2 months and 2 days ago), I mentioned that I was planning to utilize the special troops system to its limit for LI by converting all the special cultural troop designations Shaytana made into unique special troops per culture-cluster that use them.
In the process of doing so, I realized that if I were to be thorough with keeping them balanced, I'll first need to start with the very basics - namely balancing the very "base"/standard soldiers first, since special troops are essentially elite versions of said standard soldiers.
And so, I decided first to play some TW games for a while to sort of reimagine how different troop types would function in battle and how to rebalance their stats to fit the Lux Invicta setting. Then, I needed to confirm just how combat damage works, and came to the following thought process:
first, troop deaths are determined by [Total Attack Points Received / Total Defence Points Available]*[Troop Kill Factor]. These determine how many troops you lose per day. vanilla has it set at 0.015, and I decided to set it a 2/3, ie. 0.01 (well, technically it's been freely floating whenever I randomly tweaked it, but I thought I'd use this value as the standard now).
second, morale loss is determined by [Troop Morale Points Lost + Morale Loss Factor]. As each soldier has a base morale point, each troop death reduces the total morale points pool (hence morale drops faster) as well as incurs a morale loss factor too (even more morale loss). This made morale a sort of "HP" system that determined just how long a battle would last. Since it has been agreed upon previously that Lux Invicta battles are all about small scale drawn out conflicts, I've decided to both increase the base morale of all troops as well as reducing the morale loss factor to 3 (vanilla had it pegged at 6).
As such, below is the matrix I've decided on so far:
notes:
attack and defence = skirmish/melee/pursue values
T = "Total Worth" = (Attack + Defence)*Morale
Light Infantry A10, D10, T60
cost = 1
morale = 3
attack = 4/3/3
defence = 3/3/4
notes: I've tweaked LI a bit so that they function more as all-around-skirmishers rather than simply junk troops. They're still the least valuable troop per person, but at least they're less trash now.
Heavy Infantry - A11, D13, T120
cost =3 2
morale = 5
attack = 1/8/2
defence = 6/4/3
notes: A slight few tweaks from vanilla, heavy infantry are nowthrice twice as expensive as light infantry, but are slightly stronger in skirmish/melee as well as a bit more defence. The price difference is to account for better equipment maintenance and whatnot relative to light infantry.
Pikemen - A8, D16, T120
cost =3 2
morale = 5
attack = 0.1/6.9/1
defence = 6/8/2
notes: Pikemen-type troops had a bit of rebalance to them, having equal morale with heavy infantry as well as alsothrice twice as expensive as light infantry. Their melee attack is relatively slighly weaker than heavy infantry, but they have twice the defensive capabilities in melee of heavy infantry (a vanilla ratio anyway) in exchange for weaker performance in pursuit. Also, the decimal-value skirmish is mostly a vanilla safeguard I retained to keep them marginally useful in siege assaults (which apparently use skirmish values).
Light Cavalry - A21.5, D16, T150
cost =4 2.5
morale = 4
attack = 5/4.5/12
defence = 6/4/6
notes: Light Cavalry had been rebalanced by a fair amount. They have strengthened a significantly strengthened skirmish offensive and boosted pursuit value and thus more valuable as a combat unit, but are comparably more expensive as well (quadruple two and a half times that of light infantry).
Heavy Cavalry A20, D18, T300
cost =6 5
morale = 8
attack = 0.5/10/9
defence = 6/7/5
notes: Heavy Cavalry underwent a fair amount of rebalance as well. I've reduced their base morale relative to vanilla, as well as slightly boosting their skirmish/pursuit offensive in exchange for reducing their skirmish/melee defences. They're also more expensive as well, nowsix five times as expensive as a light infantryman, making them less overpowered as it used to be in vanilla (especially since heavy cavalry are fairly numerous in lux invicta relative to vanilla too).
Archers A13, D7, T60
cost = 1
morale = 3
attack = 8/3/2
defence = 1/3/3
notes: Archers also were rebalanced by much as well. Aside from having the same base morale of light infantry (3), they now have a stronger skirmish value (twice of light infantry) and a bit more melee in exchange for reduced skirmish defences. This essentially makes them a glass-cannon variant of light infantry then, but significantly more stronger than the vanilla version.
To summarize their relative "worth" with each other:
1 light infantry, archer = 2 heavy infantry, pikeman = 2.5 light cavalry = 5 heavy cavalry.
Horse Archers, Camels, Elephants, and other vanilla special troops are not yet part of the balance yet, and I'll be making them up as I go ahead with making the special troops matrix and find relevant cultures that would use them (and tweaking accordingly). But a tentative strength ratio I have is 1 LI = 3 HA = 3 Cm, 10 El.
I'll be implementing these in the SVN shortly, so tell me how they feel.
edit:
as I noted, I'll be instead just using the net relative "worth" (computed by adding their offensive/defensive points and multiplying by their morale, then taking their ratios) as the maintenance values, so I decided to go with 1/1/2/2/3/5 for AR/LI/HI/PI/LC/HC, and it seems balanced enough... so far. (the previous cost ratios lay havoc to economies as DarkReborn noted)
In the process of doing so, I realized that if I were to be thorough with keeping them balanced, I'll first need to start with the very basics - namely balancing the very "base"/standard soldiers first, since special troops are essentially elite versions of said standard soldiers.
And so, I decided first to play some TW games for a while to sort of reimagine how different troop types would function in battle and how to rebalance their stats to fit the Lux Invicta setting. Then, I needed to confirm just how combat damage works, and came to the following thought process:
first, troop deaths are determined by [Total Attack Points Received / Total Defence Points Available]*[Troop Kill Factor]. These determine how many troops you lose per day. vanilla has it set at 0.015, and I decided to set it a 2/3, ie. 0.01 (well, technically it's been freely floating whenever I randomly tweaked it, but I thought I'd use this value as the standard now).
second, morale loss is determined by [Troop Morale Points Lost + Morale Loss Factor]. As each soldier has a base morale point, each troop death reduces the total morale points pool (hence morale drops faster) as well as incurs a morale loss factor too (even more morale loss). This made morale a sort of "HP" system that determined just how long a battle would last. Since it has been agreed upon previously that Lux Invicta battles are all about small scale drawn out conflicts, I've decided to both increase the base morale of all troops as well as reducing the morale loss factor to 3 (vanilla had it pegged at 6).
As such, below is the matrix I've decided on so far:
notes:
attack and defence = skirmish/melee/pursue values
T = "Total Worth" = (Attack + Defence)*Morale
Light Infantry A10, D10, T60
cost = 1
morale = 3
attack = 4/3/3
defence = 3/3/4
notes: I've tweaked LI a bit so that they function more as all-around-skirmishers rather than simply junk troops. They're still the least valuable troop per person, but at least they're less trash now.
Heavy Infantry - A11, D13, T120
cost =
morale = 5
attack = 1/8/2
defence = 6/4/3
notes: A slight few tweaks from vanilla, heavy infantry are now
Pikemen - A8, D16, T120
cost =
morale = 5
attack = 0.1/6.9/1
defence = 6/8/2
notes: Pikemen-type troops had a bit of rebalance to them, having equal morale with heavy infantry as well as also
Light Cavalry - A21.5, D16, T150
cost =
morale = 4
attack = 5/4.5/12
defence = 6/4/6
notes: Light Cavalry had been rebalanced by a fair amount. They have strengthened a significantly strengthened skirmish offensive and boosted pursuit value and thus more valuable as a combat unit, but are comparably more expensive as well (
Heavy Cavalry A20, D18, T300
cost =
morale = 8
attack = 0.5/10/9
defence = 6/7/5
notes: Heavy Cavalry underwent a fair amount of rebalance as well. I've reduced their base morale relative to vanilla, as well as slightly boosting their skirmish/pursuit offensive in exchange for reducing their skirmish/melee defences. They're also more expensive as well, now
Archers A13, D7, T60
cost = 1
morale = 3
attack = 8/3/2
defence = 1/3/3
notes: Archers also were rebalanced by much as well. Aside from having the same base morale of light infantry (3), they now have a stronger skirmish value (twice of light infantry) and a bit more melee in exchange for reduced skirmish defences. This essentially makes them a glass-cannon variant of light infantry then, but significantly more stronger than the vanilla version.
To summarize their relative "worth" with each other:
1 light infantry, archer = 2 heavy infantry, pikeman = 2.5 light cavalry = 5 heavy cavalry.
Horse Archers, Camels, Elephants, and other vanilla special troops are not yet part of the balance yet, and I'll be making them up as I go ahead with making the special troops matrix and find relevant cultures that would use them (and tweaking accordingly). But a tentative strength ratio I have is 1 LI = 3 HA = 3 Cm, 10 El.
I'll be implementing these in the SVN shortly, so tell me how they feel.
edit:
as I noted, I'll be instead just using the net relative "worth" (computed by adding their offensive/defensive points and multiplying by their morale, then taking their ratios) as the maintenance values, so I decided to go with 1/1/2/2/3/5 for AR/LI/HI/PI/LC/HC, and it seems balanced enough... so far. (the previous cost ratios lay havoc to economies as DarkReborn noted)
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