Topic: Lutas' Atlanteans

OIPUN
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Joined: 2020-11-17, 08:34
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Posted at: Yesterday 10:05

I uploaded a new add-on. It is a tribe modification of Atlanteans and for those, who don't want to investigate the changes by playing, here is a summary.

1. (+) New small mines are available. They have the completely same efficiency as the deep ones but can exploit only 35% of available resources, need only 2 workers and can be enhanced to the deep ones once empty.
2. (++) Woodcutters are 5 seconds faster. Still not sure about this change. I also tried a version with woodcutters 10 and 7 seconds faster, but it was too much. I am still considering to make the forester slower again (maybe just 3 seconds faster).
3. (+) You get one log for dismantling guardhouse, not only one granite.
4. (-) There is a new training site for health – Temple. It is occupied by a priestess (carrier+tabard, maybe golden tabard would be better).
5. (-) Health can be upgraded up to level 2, so Atlantean soldiers have a 10 grade soldier training as other tribes have.
6. (+) The temple is causing that the sea around the temple (working area 13) is giving seashells, while soldiers are trained. The seashells can be collected by fishers for meat.
7. (-) Soldiers are a little bit weaker. Something between the original Atlantean soldier and Amazon soldier. Newly, training of defence pays off more, as it is expensive. First level of health is very cheap (almost for free) and while without mineral resources you are still able to train soldiers up to HE1 EV2 AT0 DE0.
8. (-) The soldier training is slightly more expensive, it costs you 2 diamonds, one tabard (corn+water) more, one iron less and one smoked fish/meat more but you get 2 pieces of meat in the form of seashells for health training back. As a compensation, you can also decide whether you will use smoked fish, meat or bread for health training.

So the changes in general should make the Atlantean start faster, you should not need so many woodcutters. The soldier strength should be more balanced (I am not a fan of different hero's strength, it somehow puts more focus on the fighting part and I do not like it). You should still be able to recruit and train soldiers in health even when you run out of fishes, you just need open water for that (I know this is not very likely to happen in a real game but should be possible). The need for crystal mines is increased, till now it was too low. Atlanteans should mine more precious stones.


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hessenfarmer
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Joined: 2014-12-11, 22:16
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Posted at: Yesterday 12:11

I fed the new soldier values to our fighting simulator and in fact the new hero soldiers are stronger against Barbarians and Empire but much weaker against frisians.
So in contradiction to your description this addon does in fact imbalance heroes strength.


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OIPUN
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Posted at: Yesterday 13:00

That is exactly what meant by writing "I am not a fan of different hero's strength". The Frisian heroes are simply too strong. In my strength calculation the values are as follows:

Barbarians – 29 801 points

Empire – 30 114 points

Sumatrans – 30 390 points

Amazons – 30 520 points

Lutas' Atlanteans – 31 169 points

Atlanteans – 31 660 points

Frisians – 32 679 points

So the real problem are Frisians.

Edited: Yesterday 13:01

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tothxa
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Version: some new PR I'm testing
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Posted at: Yesterday 13:54

The problem for Frisians is that their attack is so strong that they can almost kill others in 2 hits, but in the end, they actually require 3 hits. That means that 80-90% of the strength of their 3rd blow is wasted. So against any enemy with reasonable evade training, their effective strength is closer to about 25k.


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hessenfarmer
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Posted at: Yesterday 14:31

The random effects in our fighting code (especially evade) are exactly the cause why I trust more in our fighting simulator then the rough guess of the points formula.
For the current value of the tribes their statistical balance is optimised as far as reasonably possible imho.


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OIPUN
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Posted at: Yesterday 15:05

What are you trying here on me guys. I made a quick calculation. I hope there is no mistake, I did it really quickly. If there is a mistake please let me know. If I overlook the fact that some values are random (random should mean, that sometimes it's better, sometimes it's worse) and calculate the average value, then according to my calculation, most wasted HPs have Empire and Atlanteans for Hero fights (0,61 attack wasted) that is what matter we are discussing Hero balance. As for all possible combinations, the values are close to 0,5 for all tribes (highest value by Frisians 0,55 followed by 0,53 for Barbarians).


Attachment: image/png
Snímek obrazovky 2025-04-13 154311.png

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OIPUN
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Posted at: Yesterday 15:08

hessenfarmer wrote

The random effects in our fighting code (especially evade) are exactly the cause why I trust more in our fighting simulator then the rough guess of the points formula.
For the current value of the tribes their statistical balance is optimised as far as reasonably possible imho.

Evade doesn't influences wasted HPs... it only influences how many hits you need...


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hessenfarmer
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Posted at: Yesterday 15:28

it seems evade is not reflected in your calculation table, which is really a big impact in our fighting.

Edit: what matters for hero balance is the probability to win a fight. this is currently between 48% for the worst combination (Barbabrians or empire attacking Amazons) and 57% (Atlanteans vs Empire) with a meridian of about 55% for each tribe vs itself. the 5% surplus result from the attacker having the first hit.

Edited: Yesterday 15:33

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OIPUN
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Posted at: Yesterday 15:34

The column "Hits needed" should be labeled "Successful hits needed", because for HPs wasted, I didn't need to calculate the evade value.

Edited: Yesterday 15:35

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OIPUN
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Posted at: Yesterday 15:41

hessenfarmer wrote

it seems evade is not reflected in your calculation table, which is really a big impact in our fighting.

Edit: what matters for hero balance is the probability to win a fight. this is currently between 48% for the worst combination (Barbabrians or empire attacking Amazons) and 57% (Atlanteans vs Empire) with a meridian of about 55% for each tribe vs itself. the 5% surplus result from the attacker having the first hit.

Well tell me then what values did you get for the modified Atlantean soldier, when the balance is so wrong.

Edited: Yesterday 15:41

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