Advanced Weapon and Utility technologies are just an inefficient way to increase naval capacity

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Waar

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Advanced Weapon and Utility technologies are just an inefficient way to increase naval capacity [Battleship analysis, updated 2017-03-05]

Update: Something is very very wrong with combat and singular tests of the same setup are not are not representative of what can be expected.


I saw this thread here on the forum a while ago and it inspired me to do some test. Over there the focus was on finding the best battleship for fighting an equal number of other battleships. Here the focus is on testing the performance of such a battleship versus cheaper, but more numerous battleships.


Warning: The results can be quite demoralizing :p.


The Cast:


One of the suggested “Best” battleships for fighting other battleships (with a minor alteration):

expensive.jpg


A cheap mass driver and plasma battleship:

vCheap.jpg


An even cheaper mass driver only battleship:

dCheap.jpg


And the last contender, a laser only battleship (because results might depend too much on mass driver being overpowered):

cheapLazor.jpg


A fleet composed of only the expensive battleship will face a fleet worth an equivalent mineral and maintenance cost, first when engaging at long range and then at very short range.


Additional Details:

No space borne alien or dlc technology were used. No repeatable techs were used. No Leaders, strategic resources or spaceport upgrades were used. All ships used the same high end drives, battle computers and sensors.

And no claim is made on the cost effectiveness of any of those.


Both the research costs of the high-end weapon and utility (shield, armour, reactor etc) tech as well as the costs of acquiring additional naval capacity are not a part of this analysis.



The Results:


A fleet composed of only the expensive battleship will face a fleet worth an equivalent mineral and maintenance cost, first when engaging at long range and then at very short range.



First 49 Expensive face 93 mass driver + plasma (the number of the later ship type is rounded up):

Starting at long range the cheap design wins with 45/93 ships surviving.

Starting at short range the cheap design wins with 84/93 ships surviving.


Then 49 Expensive face 96 mass driver (the number of the later ship type is rounded down):

Starting at long range the cheap design wins with 50/96 ships surviving.

Starting at short range the cheap design wins with 81/96 ships surviving.


Finally, 49 Expensive face 92 laser (the number of the later ship type is rounded down):

Starting at long range the cheap design wins with 38/92 ships surviving.

Starting at short range the cheap design wins with 70/92 ships surviving.


Due to the demoralizing nature of these results, repeated tests of the same setups did not occur.



Conclusions:


The more advanced and much more expensive ships did not perform nearly as well as the cheaper alternatives.

In effect, this means that equipping your ships with the most advanced weapons and utilities is just an expensive way of increasing your effective naval capacity.


If one wants to make advancement in weapon and utility technology more effective, one could increase their potency or reduce the cost of using these options on your ships.

Changing naval maintenance to be the same for all ships in a certain category instead of linearly dependent on the cost could be an interesting way to create a trade-off.



20170303164114_1.jpg

Battleship battles do look nice though.





Update:

It seems at least some part of the poor results from above are due to tachyon lances scaling poorly with the size of the fleets.


I did some additional tests with this:

20170304132420_1.jpg


Against the plasma+mass driver from above. (Note that the tachyon plasma should be a counter to the mass driver plasma.)

At 75 of the tachyon+plasma vs 92 mass driver+plasma:

20170304132823_1.jpg


The tachyon lance+plasme loses with 29/92 ships remaining for the other composition, the reason seems to be the tachyon lance underperforming.


And at 22 of the tachyon+plasma vs 27 mass driver+plasma:

20170304133845_1.jpg



Here the tachyon+plasma wins with 4/22 ships remaining, and the tachyon lance contributes a lot more.

As you can see the tachyon lance performs much better at smaller fleet sizes, which could explain a part of the original results.

Even if you happend to use small battleship fleets the other problems with weapon and utility tech should remain. And a counter that barely beats the thing it is supposed to counter, and only at some fleet sizes, isn't great.


Update 2: Something is very very wrong with combat and singular tests of the same setup are not are not representative of what can be expected.

It seems that the reliance on tachyon lances and defensive utilities may have been a larger part of the reason for the poor performance of the test. In addtion repeat battles of the same situation (at different speed?) gave wildly different results.




I tried a fleet of cheap plasma vs the mixed mass driver+plasma fleet above:

20170305130249_1.jpg


83 Plasma vs 92 mass driver + plasma

The plasma won (unsurprising, since the other fleet had a lot of cheap armor), with 22/83 ships remaining.

Then I tried the same with a equvalent cost fleet with first more expensive reactors and plasma and then also more armor and a bit of shields.

20170305133427_1.jpg


71 offensive plasma vs 92 mass driver + plasma:
The more expensive plasma won with 21/71! ships remaining, actually performing a bit better than the cheaper plasma.

Then I tried the more expensive plasma:

20170305130943_1.jpg


59 Expensive plasma vs 92 mass driver+plasma:
Here the cheaper design wins with 39/92! ships remaining.
Troubling.



At this point i decided to do some more test with the offensive plasma above:
1 test (iirc mostly at fast) the offensive plasma only won by 6/71.
And in another test (also mostly at fast) the cheaper plasma won with 61/92 ships remaining!
(that fleet had about half hp left on average though, so it seems something went very wrong with the targeting)
At this point i did another test at normal speed and got another 21/71 result.

This is not an acceptable variance for combat analysis, you can't have a ship desing performing so much better or worse depending on chance and/or game speed, that isn't right.
 
Last edited:

krios41

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A fleet composed of only the expensive battleship will face a fleet worth an equivalent mineral and maintenance cost, first when engaging at long range and then at very short range.
Tell me if i'm reading this wrong, but i get the impression that you went of of mineral cost to determine the oposite fleet side?
If so, then try using an equal amount of ships.
 

Mackus

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I am not surprised. At all. Whenever I look at new weapons or utility I am about to research, I see something like:
"+5% damage, +5% minerals cost, +5% power requirement, f compared to previous level of weapon. Huh"
Damage per individual weapon increases, but damage per cost remains consistent, or even falls, with more advanced weapons.
High tech weapons seem to be perfect case of "cool but impractical"
If you have naval capacity to spare... use lvl 1 weapons.
 

BlackUmbrellas

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Tell me if i'm reading this wrong, but i get the impression that you went of of mineral cost to determine the oposite fleet side?
If so, then try using an equal amount of ships.
That misses the point, doesn't it?

Per-cost, lower-tech ships are more effective than higher-tech ones. Which can be important if you're strained for resources, like when you're trying to rebuild your forces.
 

krios41

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That misses the point, doesn't it?

Per-cost, lower-tech ships are more effective than higher-tech ones. Which can be important if you're strained for resources, like when you're trying to rebuild your forces.
if your bottleneck is minerals and energy yes, otherwise? no, If we have the same Naval cap, but i have MUCH better euipment, i should and most likly would, win.
 

Wyrm

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Great.

What's the point of advancing weapons technology then?

Well, when you are at or near your naval capacity. And to decrease losses when outnumbering the enemy.

The problem here is that numerical superiority is > than technological superiority. That makes true in many forms of combat in real life as well.

Lanchasters law is somewhat applicable.
https://en.wikipedia.org/wiki/Lanchester's_laws
 

Waar

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Hm.
Do these results carry through for other ship types? Because if so, that's a really useful note for saving on expenses.

While I have not tested I would imagine that to be the case,
Edit: I realised that the following isn't a correct motivation:
"since the flat cost of drive, sensors, etc. should be the least relevant on battleships, which could/should make it even worse for other ship types."

Great.

What's the point of advancing weapons technology then?

That is pretty much the issue, yet I imagine that getting say plasma should still be valuable if you face high armor opponents.


if your bottleneck is minerals and energy yes, otherwise? no, If we have the same Naval cap, but i have MUCH better euipment, i should and most likly would, win.

Well, when you are at or near your naval capacity. And to decrease losses when outnumbering the enemy.

The problem here is that numerical superiority is > than technological superiority. That makes true in many forms of combat in real life as well.

Lanchasters law is somewhat applicable.
https://en.wikipedia.org/wiki/Lanchester's_laws

Testing whether it is worth it to go over naval cap/build more naval cap and use cheaper battleships could be interesting, I might do that later.
 
Last edited:

CastelloNova

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I honestly believe that naval cap usage per ship should go up with tech levels OR that build times should increase. That way you can viably change your playstyle from highest tech to swams of cheap ships wearing down your enemy.
 

nrader

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Hm.
Do these results carry through for other ship types? Because if so, that's a really useful note for saving on expenses.
Check this for example http://forum.paradoxplaza.com/forum...-to-corvettespam.1000892/page-2#post-22456311
Great.

What's the point of advancing weapons technology then?
There is none unless you really cant just increase your naval cap anymore, you even hit overlimit and you still need more.

That is pretty much the issue, yet I imagine that getting say plasma should still be valuable if you face high armor opponents.
Yes, though all plasma levels have the same 90% armor penetration, so........
 
Last edited:

balmung60

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Great.

What's the point of advancing weapons technology then?
Well, if you're looking to increase your fleet power when you're at or near (or slightly above) your fleet cap, high-tech has some advantage.

Other than that, if time is more of a constraint than cost, high-tech ships take exactly as long to build as low-tech ships on the same hull type, so you get more power per shipyard-day by going high-tech.
 

TwiceAHuman

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Nothing new, really. If we look at the modules themselves, there is only that much improvement they provide. Worst combat computers give 5% of something-something, while best give 15%, which is miserable. That's just my humble opinion, but if we take default ship power by as 1, best modules as 33% more power modifier. Let's multiply the default fleet power by the size and modifiers that we've got. We can see that 1*1.33vs1*2 = 1.33vs2, which leaves us with 0,67 of combat power diffirence. With such diffirence it would be an utter madness to think that high tech ships can win anything against a double digit of low tech ones. The sudden drop of performance at small distances can easily be explained by the fact that X-size weapons are obsolete <del>in any situation</del> at close range, as they need full ship steering to aim, causing the ship to go nuts at close range. It is what it is. My theory is that this is one of those tall vs wide occasions, where tall has a smaller high tech fleet, while wide has an unending legion of rusted garbage. (And like in other tall vs wide occasions, tall loose.)
 

Pchang

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What this really means is one should:
Colonize like crazy
Don't worry about research penalties and just build up the biggest economy as fast as you can. You will overwhelm your opponents with numbers. Conquer as much as you can and repeat. Alternate enemies so you can fight multiple wars per 10 year period. Constantly build. The only real tech worth researching is engineering so you can get bigger star bases and more/bigger ships.
 

TwiceAHuman

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I have used the above strategy to win a Domination victory before the end game crisis can occur (about 180 years of game time).
Or you can make a tiny galaxy with 25% habitable worlds and only one AI nation that will be fanatical befrienders. Because achievements are fair and cannot be tricked. Totally.