Inspired by discussion in Gfirefly's thread: https://forums.elementalgame.com/426436
During my recent game I started noticing that unit size seems to matter a whole hell of a lot more than unit experience. The discussion above made me curious enough to see exactly how the relationship works out between them all.
Methodology:
All units have 4 Hit Points per model and increase at a rate of 4 hps per model per level.
Accuracy starts at 60 and increases at a rate of 2 per level
Attack is equal to wielded weapon's attack times number of men in the unit
Probable Damage is a contrived number assuming perfect probability of hits occurring on units with no armor.
Trained Unit Levelling Diagrams
3 person unit up to level 20
|
Health |
Attack |
Accuracy |
Prob. Dmg. |
1 |
12 |
24 |
0.6 |
14.4 |
2 |
24 |
24 |
0.62 |
14.88 |
3 |
36 |
24 |
0.64 |
15.36 |
4 |
48 |
24 |
0.66 |
15.84 |
5 |
60 |
24 |
0.68 |
16.32 |
6 |
72 |
24 |
0.7 |
16.8 |
7 |
84 |
24 |
0.72 |
17.28 |
8 |
96 |
24 |
0.74 |
17.76 |
9 |
108 |
24 |
0.76 |
18.24 |
10 |
120 |
24 |
0.78 |
18.72 |
11 |
132 |
24 |
0.8 |
19.2 |
12 |
144 |
24 |
0.82 |
19.68 |
13 |
156 |
24 |
0.84 |
20.16 |
14 |
168 |
24 |
0.86 |
20.64 |
15 |
180 |
24 |
0.88 |
21.12 |
16 |
192 |
24 |
0.9 |
21.6 |
17 |
204 |
24 |
0.92 |
22.08 |
18 |
216 |
24 |
0.94 |
22.56 |
19 |
228 |
24 |
0.96 |
23.04 |
20 |
240 |
24 |
0.98 |
23.52 |
5 person unit up to level 20
|
Group (5 Man) |
|
Health |
Attack |
Accuracy |
Prob. Dmg. |
1 |
20 |
40 |
0.6 |
24 |
2 |
40 |
40 |
0.62 |
24.8 |
3 |
60 |
40 |
0.64 |
25.6 |
4 |
80 |
40 |
0.66 |
26.4 |
5 |
100 |
40 |
0.68 |
27.2 |
6 |
120 |
40 |
0.7 |
28 |
7 |
140 |
40 |
0.72 |
28.8 |
8 |
160 |
40 |
0.74 |
29.6 |
9 |
180 |
40 |
0.76 |
30.4 |
10 |
200 |
40 |
0.78 |
31.2 |
11 |
220 |
40 |
0.8 |
32 |
12 |
240 |
40 |
0.82 |
32.8 |
13 |
260 |
40 |
0.84 |
33.6 |
14 |
280 |
40 |
0.86 |
34.4 |
15 |
300 |
40 |
0.88 |
35.2 |
16 |
320 |
40 |
0.9 |
36 |
17 |
340 |
40 |
0.92 |
36.8 |
18 |
360 |
40 |
0.94 |
37.6 |
19 |
380 |
40 |
0.96 |
38.4 |
20 |
400 |
40 |
0.98 |
39.2 |
7 person unit up to level 20.
|
Health |
Attack |
Accuracy |
Prob. Dmg. |
1 |
28 |
56 |
0.6 |
33.6 |
2 |
56 |
56 |
0.62 |
34.72 |
3 |
84 |
56 |
0.64 |
35.84 |
4 |
112 |
56 |
0.66 |
36.96 |
5 |
140 |
56 |
0.68 |
38.08 |
6 |
168 |
56 |
0.7 |
39.2 |
7 |
196 |
56 |
0.72 |
40.32 |
8 |
224 |
56 |
0.74 |
41.44 |
9 |
252 |
56 |
0.76 |
42.56 |
10 |
280 |
56 |
0.78 |
43.68 |
11 |
308 |
56 |
0.8 |
44.8 |
12 |
336 |
56 |
0.82 |
45.92 |
13 |
364 |
56 |
0.84 |
47.04 |
14 |
392 |
56 |
0.86 |
48.16 |
15 |
420 |
56 |
0.88 |
49.28 |
16 |
448 |
56 |
0.9 |
50.4 |
17 |
476 |
56 |
0.92 |
51.52 |
18 |
504 |
56 |
0.94 |
52.64 |
19 |
532 |
56 |
0.96 |
53.76 |
20 |
560 |
56 |
0.98 |
54.88 |
9 person unit up to level 20
|
Health |
Attack |
Accuracy |
Prob. Dmg. |
1 |
36 |
72 |
0.6 |
43.2 |
2 |
72 |
72 |
0.62 |
44.64 |
3 |
108 |
72 |
0.64 |
46.08 |
4 |
144 |
72 |
0.66 |
47.52 |
5 |
180 |
72 |
0.68 |
48.96 |
6 |
216 |
72 |
0.7 |
50.4 |
7 |
252 |
72 |
0.72 |
51.84 |
8 |
288 |
72 |
0.74 |
53.28 |
9 |
324 |
72 |
0.76 |
54.72 |
10 |
360 |
72 |
0.78 |
56.16 |
11 |
396 |
72 |
0.8 |
57.6 |
12 |
432 |
72 |
0.82 |
59.04 |
13 |
468 |
72 |
0.84 |
60.48 |
14 |
504 |
72 |
0.86 |
61.92 |
15 |
540 |
72 |
0.88 |
63.36 |
16 |
576 |
72 |
0.9 |
64.8 |
17 |
612 |
72 |
0.92 |
66.24 |
18 |
648 |
72 |
0.94 |
67.68 |
19 |
684 |
72 |
0.96 |
69.12 |
20 |
720 |
72 |
0.98 |
70.56 |
Results:
As you can see, a third level unit of 3 is exactly the same as a 1st level unit of 9, except the unit of 9 has three times the damage output potential. In many ways, this is both sensible and fine. However, when you look at this from an opportunity standpoint. Getting into combat with smaller units EVER is a bad choice, because it takes the same amount of experience to level a unit of 3 as it does a unit of 9, with the added costs of losing units easier and more protracted combats due to significantly lessened damage outputs.
Even groups of 5 quickly outclass their one step lower counterparts, and given how high up the research tree the other two techs are, that sort of makes the 5 man groupings the optimal size of build. 3 man units are swiftly outclassed by even 5 man units (assuming a relatively average damage output, it takes a 3 man unit identically equipped until level 4 before they can reliably take on a unit just two larger because of return damage.
Because of this, even in the face of increasing upkeep, because of constantly topped out growth in cities, and especially because of only marginally larger build times, it is always always the best policy to create the largest group you can possibly field. The new size techs are not unlocking new "options" they are unlocking the new only choice.
Assessment:
It is my opinion, that because of the dramatic rate at which smaller units, identically equipped, get outclassed by the next larger size of unit, that there needs to be some benefit at all of creating smaller units later in the game, or we may as well not have them at all from the get go.
- First off, smaller teams will be able to learn from their experiences more quickly, and provide "real-world" combat training to each and every member faster than larger units. Because of this, larger units should gain experience at a marginally slower rate than smaller units.
- One of the key concepts in the original vision of this game was that it would be a viable strategy to field "small but elite forces as well as large armies of trash". In many ways, that is not currently represented by the gameplay, and having larger units level slower than smaller ones would encourage a wider variety of unit builds as tactically viable.
- Because there are a couple ways to improve the rate at which your armies level, having larger, more valuable units levelling slower on their own values up not only all the abilities which give 10-15-25% exp bonus to stacked units, but dramatically improves the appearance of any and all buildings which improve a unit's level.
Recommendation:
I would like to see Units of 3 levelling at the rate they currently do, with units of 5 levelling at 85%, units of 7 at 70%, and units of 9 at 55% to keep the relative hit points by experience somewhat in line with one another while still allowing the player to benefit from the significant increases in damage output afforded by the larger units. Between that and the smaller units having more "Actions" as a collective, I think would wind up pretty well balanced over the long term.
In many ways I think there is an argument for capping units at level 10 to allow for champions to seem more important, but that is a totally different argument.