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March 19th, 2005, 10:57 PM
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First Lieutenant
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Re: Unit Cost Equation
Code:
Morale Cost
0 0.500
1 0.510
2 0.523
3 0.541
4 0.564
5 0.596
6 0.638
7 0.694
8 0.768
9 0.868
10 1.000
11 1.251
12 1.439
13 1.580
14 1.686
15 1.765
16 1.824
17 1.869
18 1.903
19 1.928
20 1.947
21 1.961
22 1.971
23 1.979
24 1.985
25 1.990
26 1.993
27 1.995
28 1.997
29 1.999
30 2.000
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March 20th, 2005, 01:11 AM
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Major General
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Re: Unit Cost Equation
Perfect!
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March 20th, 2005, 05:29 AM
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Sergeant
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Re: Unit Cost Equation
Here is a quick and dirty formula based on a multiple linear regression that
included only units with morale below 30. (AFAIK, the 30 and 50 morale
numbers are only symbolic and represent a qualitatively different state.) I
didn't include movement because the spreadsheet I have needs work to
adjust those numbers into a useable format. (Plenty of other boring
qualifiers omitted.)
Cost = -386.0 + (11.9 * Size) + (2.3 * HP) + (-2.0 * Prot) + (11.0 * Morale) +
(21.8 * MagicRes) + (1.4 * Enc) + (-4.8 * Str) + (2.8 * Att) + (.7 * Def) +
(4.0 * Prec)
The adjusted multiple R-squared is .70, so about 70% of the variance in cost
is explained by the predictors. How does that compare to the formula in the
first post?
In case you are not familiar with multiple regression, don't be fooled by the
size of the coefficients. There is some collinearity -- some of the stats used
as predictors are correlated with each other, so their unique predictive
contribution is affected. For example, strength has a zero-order correlation
of .24 with cost, but in the multiple regression, its coefficient is negative.
Edit: Commander vs. non-commander makes a difference, so here are the
formulae after splitting the two groups.
Non-commander formula (adjusted R-squared = .81):
Cost = -60.1 + (12.3 * Size) + (2.9 * HP) + (.8 * Prot) + (5.3 * Morale) +
(4.1 * MagicRes) + (-1.9 * Encumb) + (-8.0 * Str) + (1.5 * Att) + (.5 * Def) +
(-1.9 * Prec)
Commander formula (adjusted R-squared = .71):
Cost = -459.7 + (16.8 * Size) + (.3 * HP) + (-2.5 * Prot) + (11.0 * Morale) +
(25.4 * MagicRes) + (5.0 * Encumb) + (.8 * Str) + (-1.1 * Att) + (6.2 * Def) +
(-.1 * Prec)
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March 20th, 2005, 08:13 AM
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Major General
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Re: Unit Cost Equation
How on Earth did you come up with these? I assume you were using data compiled in Excel spreadsheets and some automated technique, but...
OK, I admit it, I'm
Quote:
not familiar with multiple regression
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I have to wonder how well a forumla with negative coefficients for strength, encumbrance, and precision will predict the value of future units... but since you out-math me, I'll gracefully bow before you 
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March 20th, 2005, 01:46 PM
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First Lieutenant
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Re: Unit Cost Equation
50 morale is symbolic, but I think 30 morale is real...
As for your equation, while it may be perfect for all units already in the game, it doesnt do much for modding, which is what I was interested in; I ran the Size 1, 5 HP, 3 Prot, 10 Mor, 5 MR, 2 Enc, 5 Str, 11 Att, 10 Def unit Im including in my mod through your equations and he came out costing -133 from your combined euation, and 20 from the unit only one. So, it isnt really a global equation that can be applied to any unit a modder might come up with, which is what I was hoping to eventually get. Not that Im claiming any equation can fully encompass this complicated game  I just want to make a stab at it...
Now, I have a couple questions: Can the same 'diminishing returns' idea be applied to attack and defence? That is, is the difference between 10 and 13 attack greater than between 20 and 23? How much attack or defense skill would be required to double the effectiveness of a 'normal' unit (that is, 10 HP, 0 Prot, 10 Att, 10 Def, etc.)? Is defense really worth more than attack? For some reason I have gotten that into my head, but then, Im a n00b at Dominions...
In my initial equation, should the magic resistance be pulled out of the square root? Should it be wieghted more? Does low magic resistance make an otherwise powerful unit worthless?
new equation: (thanks Saber Cherry  )
sqrt( ( ( HP * ( 10 + Prot ) * Def * MR ) / 1000 ) * ( ( Str * Att ) / 10 ) ) * ( ( 3 + Move ) / 5 ) * ( ( 40 + AP ) / 50 ) * ( 9 / ( 6 + Enc ) ) * f( Mor )
f( x ) = 0.5 + ( ( 0.75 ) ^ ( 10 - x ) ) / 2 | x < 10
f( x ) = 2 - ( ( 0.75 ) ^ ( x - 10 ) ) | x >= 10
Heres another (crazy) idea:
sqrt( HP * ( 10 + Prot ) * f( Def ) * f( Str ) * f( Att ) ) * ( ( 3 + Move ) / 5 ) * ( ( 40 + AP ) / 50 ) * ( 9 / ( 6 + Enc ) ) * f( Mor ) * f( MR )
f( x ) = -sqrt( 10 - x ) / 3 + 1 | x < 10
f( x ) = sqrt( x - 10 ) / 3 + 1 | x >= 10
This is assuming that morale, magic resistance, attack, strength, and defense all follow the same cost distribution...
Attatched is a graph of this f(x).
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March 20th, 2005, 04:47 PM
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Sergeant
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Re: Unit Cost Equation
How did I do it? Many statistics programs exist that can do a multiple
regression in a few seconds. The tricky part is recognizing problems and
interpreting the output.
What use is it to a modder? Use it as you will. It is an imperfect description of
the way that the unit stats are related to unit costs in the original game.
Below are some new formulae. I added some stats, and I removed stats post
hoc that didn't make a significant unique contribution. Something I might do
in the future is separate mages from non-mages.
Non-commander (adjusted R-squared = .81)
Cost = -51.7 + (11.2 * Size) + (3.1 * HP) + (.9 * Prot) + (5.9 * Morale) +
(4.5 * MagicRes) + (-1.6 * Encumb) + (-8.6 * Str) + (-1.8 * Prec) +
(.5 * TacMove)
Commander (adjusted R-squared = .82)
Cost = -269.6 + (1.6 * HP) + (-1.7 * Prot) + (8.9 * Morale) +
(12.4 * MagicRes) + (3.6 * Def) + (2.2 * TacMove) + (.6 * Ldr_Norm) +
(1.5 * Ldr_Undead) + (3.3 * Ldr_Magic)
Edit: OK, here are separate formulae for non-mage and mage commanders.
Non-mage Commander (adjusted R-squared = .77)
Cost = -125.6 + (9.2 * Size) + (1.4 * Prot) + (10.9 * Morale) +
(7.6 * MagicRes) + (-6.6 * Encumb) + (-3.5 * Str) + (-2.0 * Def) +
(2.3 * TacMove)
Mage Commander (adjusted R-squared = .79)
Cost = -233.0 + (7.7 * Morale) + (16.0 * MagicRes) + (4.1 * Str) +
(-10.7 * Att) + (11.5 * Def) + (-5.7 * Prec) + (.9 * Ldr_Norm) +
(1.1 * Ldr_Undead) + (3.5 * Ldr_Magic)
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March 21st, 2005, 04:01 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
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Re: Unit Cost Equation
Quote:
sushiboat said:
Cost = -386.0 + (11.9 * Size) + (2.3 * HP) + (-2.0 * Prot) + (11.0 * Morale) +
(21.8 * MagicRes) + (1.4 * Enc) + (-4.8 * Str) + (2.8 * Att) + (.7 * Def) +
(4.0 * Prec)
In case you are not familiar with multiple regression, don't be fooled by the
size of the coefficients. There is some collinearity -- some of the stats used
as predictors are correlated with each other, so their unique predictive
contribution is affected. For example, strength has a zero-order correlation
of .24 with cost, but in the multiple regression, its coefficient is negative.
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Er, um, I don't doubt this, but may I ask why Size is a positive value? With the sole exception of Trampling, Size is almost invariably a negative in Dominions, isn't it?
Quote:
Cost = -459.7 + (16.8 * Size) + (.3 * HP) + (-2.5 * Prot) + (11.0 * Morale) +
(25.4 * MagicRes) + (5.0 * Encumb) + (.8 * Str) + (-1.1 * Att) + (6.2 * Def) +
(-.1 * Prec)
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Do you mind if I use this to calculate values for the commanders? Also, is this ignoring other factors (magic, etc.)?
__________________
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Gaming Aficionado
Modding Beginner
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March 21st, 2005, 04:33 PM
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Sergeant
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Join Date: Dec 2004
Location: North Carolina, USA
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Re: Unit Cost Equation
Why is size a positive value? I guess the ultimate answer would have to come
from Illwinter. If I remember correctly, size, HP, and strength are highly
correlated with each other, so having more than one in the equation makes
interpretation tricky.
You are welcome to use the equations in any way you like. At the moment,
they cover only national units, not independents. (Maybe next weekend I'll
add the indies.) I have not included magic paths for mages yet. The only
special ability I have looked at is flying. I would like to add other special
abilities and magic paths later. The three equations below are the ones to use
for now.
Non-commander
Cost = -51.7 + (11.2 * Size) + (3.1 * HP) + (.9 * Prot) + (5.9 * Morale) +
(4.5 * MagicRes) + (-1.6 * Encumb) + (-8.6 * Str) + (-1.8 * Prec) +
(.5 * TacMove)
Non-mage Commander
Cost = -125.6 + (9.2 * Size) + (1.4 * Prot) + (10.9 * Morale) +
(7.6 * MagicRes) + (-6.6 * Encumb) + (-3.5 * Str) + (-2.0 * Def) +
(2.3 * TacMove)
Mage Commander
Cost = -233.0 + (7.7 * Morale) + (16.0 * MagicRes) + (4.1 * Str) +
(-10.7 * Att) + (11.5 * Def) + (-5.7 * Prec) + (.9 * Ldr_Norm) +
(1.1 * Ldr_Undead) + (3.5 * Ldr_Magic)
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March 21st, 2005, 04:48 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: Unit Cost Equation
Quote:
sushiboat said:
Why is size a positive value? I guess the ultimate answer would have to come
from Illwinter. If I remember correctly, size, HP, and strength are highly
correlated with each other, so having more than one in the equation makes
interpretation tricky.
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Ah, that would answer it. Sort of like my idea to 'prorate' Strength and HP gains by the size of the unit?
Quote:
You are welcome to use the equations in any way you like. At the moment,
they cover only national units, not independents. (Maybe next weekend I'll
add the indies.) I have not included magic paths for mages yet. The only
special ability I have looked at is flying. I would like to add other special
abilities and magic paths later. The three equations below are the ones to use
for now.
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Oh, well, that's good, since I don't have the independents in there either.
If I could give you values for commanders without any 'specials', could you calculate a regression formula based on that?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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March 21st, 2005, 04:54 PM
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Second Lieutenant
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Re: Unit Cost Equation
Also, why is the mage commander different from the non-mage commander?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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