1. Take pierce and hack armor, average them. (Crush armor is, for the most part, insignificant).
2. Next, multiply the HP by the armor average/100 . Add the HP to this number.
3. Take hack attack*1.1 , ranged attack and crush attack. (1.1 hack accounts for buildings hack vulnerability. Crush is also useful vs buildings, but is usually very high anyways.) Add 1/3*range. basically:
1.1*hack + ranged + crush + 1/3*range
4. Take the attack total, multiply it by the HP total. Multiply this by 1/4 of the unit speed.
At the end of step 4, we have calculated the Unit Effectiveness, or basically how powerful the unit is in fights.
5. Now take 1.5*gold cost, .75*wood cost, and 2*favor cost and the food cost.
6. Multiply the total cost by 1/2 times the population
This is the Cost Total.
7. Divide the is Effectiveness by the Cost Total.
So, heres an example: which is better - hoplite or ulfsark?
I'll do ulfsark out step by step:
1. 30+5=35/2=17.5
2. 80*.175=14+80=94
3. 1.1*9=9.9
4. 94*9.9=930.6*.25=232.65*4.8=1116.72
5. 50+1.5*30=45+50
6. 95*.5*2=95
7. 1116.72/95=11.75
Hoplite:
Unit Effectiveness - 1207.5
Cost Total - 112.5
Total Effectiveness=10.73
The Ulfsark seems more effective overall. (although the hoplite is more powerful, it is also more effective) Just for kicks, I calculated the Hersir effectiveness - 7.75
Obviously, this isn't perfect, it fails to take into account unit bonuses, and special attacks. It also assigns arbitrary numbers to resource value and hack/range/crush attacks. What do you think? Should I change any of the coefficients before computing the rest of the units? (I've already written a computer program that calculates the effectiveness using this method, so it isn't too much work.) Thanks in advance for any comments/advice.
EDIT: changed favor variable down a bit
[This message has been edited by Jackson (edited 05-21-2003 @ 06:29 PM).]