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Multiplayer Top Tier Factions, primary role stats to money

NekcarbNekcarb Posts: 2Registered Users
edited August 23 in General Discussion
Has anyone mapped out different faction costs to primary stat/skill to see which are best? I would be referencing vanilla and Radious mod units here. This comparison could be for any total war but in this case for Rome 2.

For example, F faction melee infantry role (health, armor, weapon damage, melee attack/defense, bonus vs infantry, shield and any other infantry stat I might be missing) with the added bonuses of skill (shorter cooldown = more points, higher stats = more points), possible formations, and finally additional points if able to throw missiles while waiting to engage and compare all that as a ratio to their cost. Not quite sure if or where veterancy/experience values should be considered here.





In-practice example (guesstimates on 5 point scale 5 being maxed out) : Roman cohort, melee role: health 3/5 + armor 3/5 + WD 3/5 + MA 3/5 + MD 3/5 + BI 2/5 + shield 3/5 + 2/5 charge bonus + 3/5 morale = role stat .56 * 120 troops = 64.2 base stats

formation testudo 1 + formation shield wall 1 = formation bonus (since formations are situational just add a point for non primary role, and .2 for primary role formations) = 3 formation points

Skill whip 3 + javelin throwing before charge / when stationary 1 ( 3 pts for high stat change / low cd, 2 pts for either lower stat change or higher cd, 1 point for nonprimary role skill) = 4 skill points

Veteran rank average increase: +.002 MA +.002 MD +.002 morale = .006 * 120 troops = .72 pts per veteran rank

Cost 800 standard, 110 per veteran rank (110 * 9 = 990)

Base Calculation: Base cost / ( Base stats + formation + skill )
or 800 / ( 64.2 + 3 + 4 ) = 800 / 71.2 = 11.24 gold per role value point

Elite Calculation: [ Base cost + (Veteran cost * veteran rank) ] / [ Base stats + formation + skill + ( veteran inc * veteran rank ) ]
or [ 800 + ( 110 * 9 ) ] / [ 25 + 3 + 4 + ( .72 * 9 ) ] = 1790 / 71.2 + 6.48 = 1790 / 77.68 = 23.04 gold per role value point

(the challenge with the above would be finding the right weight/scale/representation to give role base stats, formations, skills, and veteran rank increases. Obviously, mine are guesstimates for the purpose of an example and probably wildly weighted wrong or misrepresented)




Then do the same for each primary unit inside its role, for example, missile, melee infantry, hybrid infantry ( primary missile with comparable secondary melee infantry stats), melee cavalry, shock cavalry, hybrid cavalry (primary missile with comparable secondary melee or shock), artillery. I understand that things can change drastically depending on the battle scenario, ( open field battle vs bridge battle vs ambush vs siege ) but a basic comparison per cost would help focus on what factions to practice the most. I am sure this detailed breakdown ratio would help future versions of total war with balancing as well!

I ask this because I am a new online multiplayer battle lover and I would like to know which factions I should practice with and be wary of in order to save myself a lot of time and effort figuring it all out. Thanks a ton!

Comments

  • NekcarbNekcarb Posts: 2Registered Users
    edited August 23
    I also understand that it can be hard to compare or put a value to skills, for example, whip vs headhunt. I'd try to sort that out by doing a similar calculation as above,

    for example, guesstimate:

    whip 30 total stat change, duration 20 seconds, cooldown 60 seconds, 30 * 20 / 60 = 600/60 = 10.

    vs

    headhunt 15 total stat change, duration 30 seconds, cooldown 50 seconds, 15 * 30 / 50 = 450 / 50 = 9

    Either use these values in whatever weight you want for the main calculation above or categorize them into the weight groups i used above for skills (3 pts for high stat change / low cd, 2 pts for either lower stat change or higher cd) say whip > headhunt so whip = 3 combat points, and headhunt = 2.

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