# Begun Work on a new stat System

## Begun Work on a new stat System

This new one involves theoretical calculations, etc. based on Aradan's formulae, and is based on the EB stats system, not the EDU-matic. The most important part to state is the following:

Cost = #Men*BaseCost*Modifiers

BaseCost = Base Combat Effectiveness (excluding things such as barbarian combat bonuses) + Equipment Costs

The formula for base combat effectiveness is K * (Program Output) ^ 2.

K = A constant I need to determine.

Program Output: I designed a program to simulate the likelihood of a single man winning in combat vs another in the RTW engine, based on Aradan's formulae and experimental data found in the study that accompanies Aradan's EDU guide.

Base combat effectiveness = .5 when ATK = 8 and DEF = 10, where ATK is unmodified base attack with 1 lethality and DEF is unmodified pure defense skill. Base combat effectiveness can be interpreted as the proportion (out of 1) of battles that a unit with ATK = x and DEF = y will win against a unit with ATK = 8 and DEF = 10.

Here are some examples of the program's outputs:

ATK = 4, DEF = 6; Base Combat Effectiveness = .318 (estimated win rate - 31.8% of the time)

ATK = 8, DEF = 9; Base Combat Effectiveness = .476 (estimated win rate - 47.6% of the time)

ATK = 9, DEF = 6; Base Combat Effectiveness = .429 (estimated win rate - 42.9% of the time)

ATK = 11, DEF = 12; Base Combat Effectiveness = .617

ATK = 12, DEF = 10; Base Combat Effectiveness = .594

Note that when I say estimated win rate, I refer to the estimated chance of a unit winning a 1v1 combat, I.E one individual soldier vs another individual soldier. The chances of a unit with 4 ATK and 6 DEF beating an otherwise identical unit with 8 ATK and 10 DEF are near 0%, but the individual soldiers' comb results are obviously different.

Modifiers = Factional modifiers to unit costs. There may also be modifiers to some base cost attributes: for example, steppe factions will get horses for cheaper in addition to having the overall cost of their horse archers lowered. Iberians will have cheaper horses. Romans will get a general heavy infantry cost reduction, and so on.

Cost = #Men*BaseCost*Modifiers

BaseCost = Base Combat Effectiveness (excluding things such as barbarian combat bonuses) + Equipment Costs

The formula for base combat effectiveness is K * (Program Output) ^ 2.

K = A constant I need to determine.

Program Output: I designed a program to simulate the likelihood of a single man winning in combat vs another in the RTW engine, based on Aradan's formulae and experimental data found in the study that accompanies Aradan's EDU guide.

Base combat effectiveness = .5 when ATK = 8 and DEF = 10, where ATK is unmodified base attack with 1 lethality and DEF is unmodified pure defense skill. Base combat effectiveness can be interpreted as the proportion (out of 1) of battles that a unit with ATK = x and DEF = y will win against a unit with ATK = 8 and DEF = 10.

Here are some examples of the program's outputs:

ATK = 4, DEF = 6; Base Combat Effectiveness = .318 (estimated win rate - 31.8% of the time)

ATK = 8, DEF = 9; Base Combat Effectiveness = .476 (estimated win rate - 47.6% of the time)

ATK = 9, DEF = 6; Base Combat Effectiveness = .429 (estimated win rate - 42.9% of the time)

ATK = 11, DEF = 12; Base Combat Effectiveness = .617

ATK = 12, DEF = 10; Base Combat Effectiveness = .594

Note that when I say estimated win rate, I refer to the estimated chance of a unit winning a 1v1 combat, I.E one individual soldier vs another individual soldier. The chances of a unit with 4 ATK and 6 DEF beating an otherwise identical unit with 8 ATK and 10 DEF are near 0%, but the individual soldiers' comb results are obviously different.

Modifiers = Factional modifiers to unit costs. There may also be modifiers to some base cost attributes: for example, steppe factions will get horses for cheaper in addition to having the overall cost of their horse archers lowered. Iberians will have cheaper horses. Romans will get a general heavy infantry cost reduction, and so on.

## Re: Begun Work on a new stat System

gamegeek2 wrote:No comment on the substance?

I'm bad with stats in general, let alone RTW mod statting.

## Re: Begun Work on a new stat System

Does the basic concept of the system make sense to you?

Last edited by gamegeek2 on Thu Oct 13, 2011 4:20 pm; edited 1 time in total

## Re: Begun Work on a new stat System

It does, and I like it not because it's "good" but because you're trying something new and that's risky. And I like that.gamegeek2 wrote:Does the basic concept of the system make sense to u?

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