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W3C - The War Engine

Topics: General: W3C - The War Engine

Andy

Tuesday, May 30, 2023 - 11:40 am Click here to edit this post
There are always discussions about the war engine and suggestions about possible errors in the way it works.
The war engine works in the same way from the start of Simcountry.
Numbers were tunes and tuned again in the initial period and many megabytes of logs analyzed time and again.

To date, we did not find any evidence of an error in the way it works and it has run through probably millions of wars.

Each attack in a war is divided into many mini rounds of attacks.
In each mini round, there are weapons on each side and fighting takes place, blow by blow, one grenade and one missile at a time.
Each mini round can consist of hundreds or even thousands of single shots that take place one after the other and each one of them is executed according to the capabilities of the used weapon and ammo with chances of hitting the target and creating a damage level, as documented for the specific type of ammunition.

Two mini rounds, with identical numbers of ammunition, will produce different results, depending on the order of hits and failures on both sides.

Having a chance of 40% to hit a target, means that most probably, 40 of 100 rounds of ammo will hit the target but never in the same order and the attacks will produce different results and then, the following rounds will start with different conditions and again will produce different results.

In time, players discovered and developed strategies about attacks and learned which weapons will have more success against many types of defense.
The collection of weapons that are involved in an attack or in the defense determine the results. Numbers and qualities have a lot of influence on the results too.

Having a land unit close to the target you attack is essential too as it can make a very big difference is the results of the attack.

Each mini round can produce many thousands of lines of logging info that describe each round of ammunition or a missile used, and reports if the target was hit, how many rounds used, losses on both sides etc.

We have studies huge logs thousands of times.
An attack that takes place like this, and with random chance of hitting a target that is based on the documented capabilities of a weapon, its chances to hit the target and the damage level it creates if the target is hit, is very accurate and any error in the process was evident as it occurred in each and every blow during the fighting.

There is no shred of evidence of such errors and even the slightest error would produce impossible results in 100% of all attacks that take place and make the entire process unusable.

If any shot of a missile would not take place according to the documented rules, the blow by blow results of such action will immediately show.

If a hundred missiles are used and produce 45 hits where 40 were expected, that would be a major error.
If the defense would shoot down more missiles than expected within the few parameters of the correct process, that would destroy the entire result.

We are not computing the results of 500 pieces of ammo against 500 pieces of ammo.
It is one by one, very simple process, with a chance to hit or fail.

This process was tested with low numbers and was tested with attacks of millions weapons in huge fighting rounds as was possible in early days.
In the past years, we did sometimes change the power of weapons. The changes involved the chance of hitting the target, the level of damage and the numbers of rounds of ammunition used per weapon in each attack. These changes did of course influence the results of attacks.
We have for example, recently, increased the power of land forces by increasing the chance of hitting a target and the damage levels such hits cause.

But the war process remained untouched. It produced different results because single rounds of ammunition produced different results both on the offense and on the defense.

There are many ways to optimize your war strategy. Experimenting with the right types of weapons against specific defensive force and checking the capabilities of weapons as documented did produce excellent results for many players.

Andy

Monday, June 5, 2023 - 05:04 pm Click here to edit this post
We have described the way the war engine always worked, in details.

any claims of errors or statements that dispute this, should at least be based on knowledge and facts.

there are no such facts because this description is the way it works.

we assume that the entire tirade about errors in the war engine are baseless and basic facts and functions were not reffered to.

for example, when talking about numbers of casualties, there was never any mentioning of military units that were moved close to the attacked targets.

there were none.

also, some of the weapons mentioned in the attacks, were not effective against the attacked weapons.

This of course reduces the attack power and increases the number of losses for the attacker.

Player responses can make all kinds of claims but if there are no arguments to prove them within the structure of the war engine and the way it works then such responses are not relevant.

Huge numbers of wars were executed in that same way.

there were many cases when players did not like specific parameters attached to specific weapons and, for example, complained that land forces were not very effective,
In these cases, we looked at the numbers and in the following weeks and months, tuned the power of land forces up and observed the result.

as it is now, land forces are much more powerfull and our tests showed that We will however, make anoth tuning round for land forces and make them more powerful.

The base way the war engine works as described at the top of this discussion was never changed.
All updates were always limited to the tuning of specific properties of individual weapons.

The reduced power of all attacks when there are no military units close to the attacked target is part of Simcountry not from the start but shortly after, many years ago.


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