I do not love criticizing others, but I like to see the correct information on the forum. Please don't take personal offense but this is just a failure, I don't seem to find a better term to describe that.
Edepedable wrote:
My conclusion is that the Pan-Asian doctrine is the only doctrine that has a handicap in it that the doctrine itself does not also fix. By making compensating for the weakness in this doctrine fall on how the player plays I think this doctrine is disadvantaged in relation to the other three.
Keep in mind Pan-Asian are faster with a higher view range. If you're a player who checks the game once a day Pan won't probably suit you, but with a very active player, Pan Asian is INSANE. Way better than any other doctrine.
People tend to overlook speed way too much. A fast army can easily take out the most vulnerable enemies and avoid the strong ones, eventually resulting in the fast armies having way too much advantage over the enemy slow ones. The view range does the same, just makes the units better at avoiding bad and finding good engagements.
This is an aspect that is very difficult to measure as it depends on the individual skill of the players. As a player who's been playing all day for a long time, I will prefer Pan over any other doctrine in like 90% of all situations (of course that statement is nowhere near the truth but just saying, Pan IS better than any other doctrine if the player has the suiting abilities).
Edepedable wrote:
Comintern has 10% less power, Pan Asian has 10% less hitpoints. In a way though, this is the same handicap it seems to me. If a unit has 10 power and 10hp than under comintern it has 9 power with 10hp and under pan Asian it has 10 power with 9 hp. When added together if another doctrine has a total of 20 when combining power and hp then Comintern and Asian both have 19. In this the Allies have 20 where nothing directly affects combat capability and axis has 23 with 1.5 added to both power and HP.
This is a grave mistake and I personally would never recommend writing any guides if you do that. It's very important to realize that health and damage
multiplies. If a unit has 2x more health and 2x more damage, it means the unit can stay in battle for 2x more time, making it deal twice as many hits, and each hit also deals 2x more damage. 2x more hits with 2x more damage, 4x strength, that is.
This does not factor in damage efficiency. It turns out that if you ram 4 tanks one after one into an army of 2 tanks, the 2 tanks will lose. But we still say the army is 4x stronger as that's its current strength. In that meaning, if the army is 4x stronger it means it will end the fight with 75% health left.
That will usually be slightly more though, as the stronger army's health % goes down slower, so the damage efficiency does as well. This causes an army of 100 units to win against an army of 10 with 94% health left (in this case 100-army is capped at only 10 units dealing damage, so its damage is still equal to the other army, making the numbers a linear advantage).
Axis would have 11.5 health and 11.5 damage, so the strength would be 132.5.
For both Comintern and Pan-Asian the strength will be 9 * 10 = 90.
Edepedable wrote:
One could argue that the discount on upkeep warrants another extra unit (or several) making the Comintern doctrine have 12 troops totalling 19 X 22 = 228 combat capability or even more than that. But since their build time is not reduced in any way (except some troops) I will keep the comparison to 1 extra unit. Just keep in mind that there is some extra benefit that could be turned into units or growing the economy. I could ad another 9.5 for the 5% but I will not.
To the upkeeps, they actually balance out with the cost nicely.
Part of my post about Axis vs Comintern:
There are 22 Comintern units per 17 Axis ones. Upkeeps are about 4.6% of the unit cost for Axis. Therefore, they will be 4.511% of the cost for Comintern (both are daily). That means, the Comintern player will lose about 99.24% of the cost of one unit per day, Axis will lose 78.2% (but 78.2% of a more valuable unit).
99.24-78.2=21.04%.
This means, Axis will gain an extra unit per 10 units every 8 days, 1 hour and 42 min. That's a very insignificant advantage, but still...
Again running a test with 8 hp and 1 damage units, 10 units against 11. The 11 win with 17.8% health left. This time simplified as it assumes damage is equally spread across all units (they don't get killed), but still shows how much an extra unit can add to an army.
Note that if we factored units getting killed in the test above, the army of 11 would win even more decisively...
Edepedable wrote:
Well, the move speed and view do not improve your combat strength.
Give a good player Pan in a 1v1, you're dead on day 4. The clearest way to say it.
Even if just the speed and view range weren't good enough, Pan have buffed Interceptors, artillery, armoured cars, light tanks, flying bombs and infantry. Flying bombs are 90% useless and some of the other bonuses are rather insignificant, but wait for the interceptors. They also have more range, which can be really valuable in blitzkrieg. Forward airports are easy to destroy, but as Pan you can use one quite a distance away and still be able to cover units with the Ints. Also can build a very forward airport, and scout way further in enemy territory than other doctrines.
Can't forget the armoured cars. AC are amazing scout units, in fact some people prefer them over mot infantry even as Axis (I always go mot infantry with them though). Give the AC the Pan speed bonus, and then +20% attack against infantry. Good luck to your enemy! It naturally means nothing against tanks but you never want to use AC against tanks. Regardless of doctrine you need to avoid those and possibly kill them with attack bombers. With the extra speed, running away with the AC is easier than ever...
Edepedable wrote:
If your 190 combat capability units encounter an equal enemy with 200 combat capability the enemy gets 50% power bonus and thus has 250 total combat capability (50% on the power only, which is 100 because the other 100 is HP). You yourself get 70% in this case which means you get a total of 190 + 70 = 260. So just for clarity, out of that 260 there is 90HP and 170 power.
Again, the grave mistake could've made your equations inaccurate. If the standard is 10 health and 10 damage, with the terrain bonus Pan has 9 health and 17 damage, standard 10 health 15 damage.
9 * 17 = 153 (Pan) against 10 * 15 = 150 (regular), so we're really close. Your outcome was fairly accurate, but imagine if we were against Axis. Your calculation would conclude that Pan will have 26 strength compared to the 28 for Axis.
In reality, Axis get +15% health AND damage, plus the regular terrain bonus. That means Axis will have 115%.150% attack power (result is 172.5%) and 115% health.
115% (health) * 172.5%(damage) = 197.825% combat strength. Compare to Pan Asian with 90% health * 170% damage = 153% combat strength. This means Axis would be way stronger here with equal numbers. That sounds like an argument against Pan-Asian, but if you think that means they lose you've never encountered a good player with them...
Sorry. I just like the statistics to be right.
If you have above 10k manpower, you're not investing properly. A good player never has many resources.
Larger armies destroy enemies faster without taking damage from them.
Build only: 1 military building in each city, airstrips, and recruiting stations to boost manpower.
Minimize research, 2 unit types early, 6 types in late game. Upgrade old units, but: artillery lv1 to lv2 is a waste, only lv1 to lv4 is worth it.
Enjoy
Hornetkeeper