Adjust troop loss calculations and troop limits (#3652)

## Description:

I think this fixes the stalemate issue mentioned in the previous PR
without restoring the attack loss "bug". I tried making very small
adjustments (possibly too small?) to meet the goal of very gradually
changing the feel of the game.

If stalemate is still an issue, would recommend boosting the toAdd
parameter. I think the issue is not that attack losses are too high
relative to defender, but rather that large attackers get nerfed so much
by this formula. Going up to .8 from .73 is a roughly 10% boost in troop
growth for an attacker that is 4x the size of a defender. Not sure
anyone will notice, but it adds up over game time.

## 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

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

1brucben
This commit is contained in:
1brucben
2026-04-23 21:05:38 +02:00
committed by GitHub
parent 1aaa3ba99f
commit 98233d8bff
+3 -3
View File
@@ -718,7 +718,7 @@ export class DefaultConfig implements Config {
const altAttackerLoss =
1.3 * defenderTroopLoss * (mag / 100) * traitorMod;
const attackerTroopLoss =
0.7 * currentAttackerLoss + 0.3 * altAttackerLoss;
0.4 * currentAttackerLoss + 0.6 * altAttackerLoss;
return {
attackerTroopLoss,
@@ -814,7 +814,7 @@ export class DefaultConfig implements Config {
const maxTroops =
player.type() === PlayerType.Human && this.hasInfiniteTroopsFor(player)
? 1_000_000_000
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
: 2 * (Math.pow(player.numTilesOwned(), 0.7) * 1000 + 50000) +
player
.units(UnitType.City)
.filter((u) => !u.isUnderConstruction())
@@ -847,7 +847,7 @@ export class DefaultConfig implements Config {
troopIncreaseRate(player: Player): number {
const max = this.maxTroops(player);
let toAdd = 10 + Math.pow(player.troops(), 0.73) / 4;
let toAdd = 10 + Math.pow(player.troops(), 0.8) / 4;
const ratio = 1 - player.troops() / max;
toAdd *= ratio;