Unit Stats for 2.35D

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Civ_ONE
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Re: Unit Stats for 2.35D

Postby Civ_ONE » Sat Dec 31, 2016 3:25 pm

Here's a big update.

-Added effective health points for each unit or eHPs (health points taking into account armor).
-Added a "combat simulator" section. Select matchups are calculated.
--The stars of the late game appear to be:
--1. Mech Infantry (MG), seems to counter every other unit.
--2. Interceptor, best counter for air units.
--3. Dreadnought, counters every other ship.

The simulator is most accurate in small number fights. In mass fights, splash and long range units become more important. Units like stinger mech, artillery, strikers, and subs can hit multiple targets.

Many players rush strikers but based on the analysis, it's more cost effective for mid to use Interceptors along with Mech Infantry (MG) or Interceptors with Dreadnoughts, depending on what lane you are in. Top player can support with ironclad/subs/destroyers until they can get dreadnoughts. Bottom player can support with MG/humvee/artillery until they can get Mech Infantry (MG). Strikers will be added as well as more interceptors. That's when Stinger mechs are needed to win the air war. Aegis are also added to the anti-air effort. As more late game units get added in, that's where artillery and subs start to shine again. You'll be smiling if you are lucky enough to get to this point of the game. :D
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RaptorXI
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Re: Unit Stats for 2.35D

Postby RaptorXI » Sat Dec 31, 2016 5:38 pm

Dissertation #1 of the virtual Civ Wars University


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