Balance Adjustment for Attack Mechanism (#973)

## Description:
Original playtests mainly focused on balancing speed. This PR adjusts
attack losses further upwards for all terrain types by around 10%. Pop
growth is decreased by around 10% to slightly slow game tempo. Worker
growth boost is also weakened a bit to nerf super low troop meta
beginning. Slight 10% speed nerf at higher attack sizes. Port spawn rate
boosted.
## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

1brucben
This commit is contained in:
1brucben
2025-05-31 20:11:43 +02:00
committed by evanpelle
parent 3136f637df
commit 2b4ee599c5
+6 -6
View File
@@ -66,8 +66,8 @@ const numPlayersConfig = {
} as const satisfies Record<GameMapType, [number, number, number]>;
const TERRAIN_EFFECTS = {
[TerrainType.Plains]: { mag: 0.9, speed: 0.8 },
[TerrainType.Highland]: { mag: 1.1, speed: 1 },
[TerrainType.Plains]: { mag: 1, speed: 0.8 }, // higher speed, lower damage
[TerrainType.Highland]: { mag: 1.15, speed: 1 },
[TerrainType.Mountain]: { mag: 1.3, speed: 1.25 },
} as const;
@@ -274,7 +274,7 @@ export class DefaultConfig implements Config {
return 10000 + 150 * Math.pow(dist, 1.1);
}
tradeShipSpawnRate(numberOfPorts: number): number {
return Math.round(10 * Math.pow(numberOfPorts, 0.5));
return Math.round(10 * Math.pow(numberOfPorts, 0.4));
}
unitInfo(type: UnitType): UnitInfo {
@@ -541,7 +541,7 @@ export class DefaultConfig implements Config {
tilesPerTickUsed:
baseTileCost *
within(defenderDensity, 3, 100) ** 0.2 *
(attackStandardSize / attackTroops) ** 0.1 *
(attackStandardSize / attackTroops) ** 0.075 *
speed *
within(attackRatio, 0.1, 20) ** 0.4,
};
@@ -642,8 +642,8 @@ export class DefaultConfig implements Config {
//population grows proportional to current population with growth decreasing as it approaches max
// smaller countries recieve a boost to pop growth to speed up early game
const baseAdditionRate = 10;
const basePopGrowthRate = 1300 / max + 1 / 140;
const reproductionPop = 0.85 * player.troops() + 1.15 * player.workers();
const basePopGrowthRate = 1200 / max + 1 / 150;
const reproductionPop = 0.9 * player.troops() + 1.1 * player.workers();
let toAdd = baseAdditionRate + basePopGrowthRate * reproductionPop;
const totalPop = player.totalPopulation();
const ratio = 1 - totalPop / max;