I wrote this thread some time ago in an attempt to properly evaluate unit types and combat modifiers. I have no knowledge of programming so I'm still not certain if the combat calculator I made is 100% accurate, but I concluded that it was close enough to the real game numbers. However, yesterday, I discovered that this spreadsheet still gets referenced a lot even though it seems to be misinformation according to my calculations, so I posted a reddit thread trying to clarify that. Then I got into an argument with /u/Iwassnow on whether cavalry is worth it. He introduced me to a much better combat simulator and I was able to verify my own test results with it.
In the discussion we had on reddit, /u/Iwassnow argued that cavalry is almost never worth the cost because the difference it makes is insignificant compared to other combat modifiers such as discipline, and because the small advantage you get from utilizing cavalry isn't worth the micromanagement and cost, especially in single-player against the AI.
My argument is that there are certain tech levels that make cavalry significantly stronger for a specific period of time, so it is not optimal to dismiss cavalry entirely. You may choose to not bother with the micro, but that doesn't change the fact that, if you are willing to put in the effort, you could played the game a bit more optimally.
I decided to bring the discussion over to this forum because 1. reddit format is not suitable for extended conversation and 2. I'd like to hear what others think of this topic.
So here's an infantry vs cavalry comparison chart that I made back when I was doing the analysis. I picked a few tech levels with different infantry to cavalry strength disparity to see if there's a correlation between my test results and the pdxsimulator.
Here's why I chose these tech levels for comparison based on the table above.
Tech 4 - strong cavalry (no artillery)
Tech 6 - weak cavalry (no artillery)
Tech 9 - relatively even
Tech 18 - strongest cavalry (with and without artillery)
Tech 23 - moderately strong cavalry (with artillery)
Tech 32 - Cavalry suffer heavy losses but still wins the fight (with artillery)
12% / 2% means that against a control-group army consisting of only infantry (and artillery) with no military modifiers applied, an infantry army with 5% discipline made it 12% more likely to win and suffer 2% less losses than the base army.
Here's how it looks on pdxsimulator. Some of the screenshots won't upload properly for some reason, so I'll attach a zip file instead.
Tech 4 - infantry base VS cavalry base
I chose to include maximum ratio of cavalry with a little bit of room left for battle losses, because if cavalry is stronger than infantry that's what you would want to do.
Conclusion.
From what I can tell, there seems to be a strong correlation between my calculations and the sim result, and one thing I can say for certain is that discipline does not render cavalry meaningless. Now, whether it's worth the cost is a different issue and it would vary from time to time. If it allows you to win an early war, it would be worth it. If, in mid-game, you're in a cavalry-weak tech level and you need to start snow-balling your economy with buildings, it'd definitely not be worth the cost. If, in the late-game, money becomes abundant and cavalry gives you edge in terms of strength per combat-width and manpower, then cavalry would become viable again.
So far my opinion is unchanged. Cavalry can be viable. Neglecting it entirely just isn't the optimal way to play the game. I am, however, eager to hear what others have to say.
In the discussion we had on reddit, /u/Iwassnow argued that cavalry is almost never worth the cost because the difference it makes is insignificant compared to other combat modifiers such as discipline, and because the small advantage you get from utilizing cavalry isn't worth the micromanagement and cost, especially in single-player against the AI.
My argument is that there are certain tech levels that make cavalry significantly stronger for a specific period of time, so it is not optimal to dismiss cavalry entirely. You may choose to not bother with the micro, but that doesn't change the fact that, if you are willing to put in the effort, you could played the game a bit more optimally.
I decided to bring the discussion over to this forum because 1. reddit format is not suitable for extended conversation and 2. I'd like to hear what others think of this topic.
So here's an infantry vs cavalry comparison chart that I made back when I was doing the analysis. I picked a few tech levels with different infantry to cavalry strength disparity to see if there's a correlation between my test results and the pdxsimulator.
Here's why I chose these tech levels for comparison based on the table above.
Tech 4 - strong cavalry (no artillery)
Tech 6 - weak cavalry (no artillery)
Tech 9 - relatively even
Tech 18 - strongest cavalry (with and without artillery)
Tech 23 - moderately strong cavalry (with artillery)
Tech 32 - Cavalry suffer heavy losses but still wins the fight (with artillery)
12% / 2% means that against a control-group army consisting of only infantry (and artillery) with no military modifiers applied, an infantry army with 5% discipline made it 12% more likely to win and suffer 2% less losses than the base army.
Here's how it looks on pdxsimulator. Some of the screenshots won't upload properly for some reason, so I'll attach a zip file instead.
Tech 4 - infantry base VS cavalry base
I chose to include maximum ratio of cavalry with a little bit of room left for battle losses, because if cavalry is stronger than infantry that's what you would want to do.
Conclusion.
From what I can tell, there seems to be a strong correlation between my calculations and the sim result, and one thing I can say for certain is that discipline does not render cavalry meaningless. Now, whether it's worth the cost is a different issue and it would vary from time to time. If it allows you to win an early war, it would be worth it. If, in mid-game, you're in a cavalry-weak tech level and you need to start snow-balling your economy with buildings, it'd definitely not be worth the cost. If, in the late-game, money becomes abundant and cavalry gives you edge in terms of strength per combat-width and manpower, then cavalry would become viable again.
So far my opinion is unchanged. Cavalry can be viable. Neglecting it entirely just isn't the optimal way to play the game. I am, however, eager to hear what others have to say.
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