Completely (in)Accurate Invasion Simulator (CiAIS)

 

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Units

v0.2.0

(2022-11-17)

Index

Units

 

Preface

This is a quick guide to the different units in the game.

All measurements for distance use degrees and/or nautical miles. (note that in the handbook sometimes it makes reference to km, this is wrong, it should be nmi or deg as we switched to a more coherent coordinate system)

 

Unit Values

 

Fighting and Probability

When two units interact, the victor is calculated based on the probability multiplier. A random number is generated between 1 and 100, and if the number is the same as or below the percentage of unit A winning, A becomes the victor. (I know this seems confusing, but hear me out!) The probability of a unit, a, winning is calculated as:

Example:

Unit A has a multiplier of 2

Unit B has a multiplier of 4

2/2+4 = 1/3 ≈ 33% (round to nearest whole number for simplicity's sake)

We then generate a random number, n (let's say 91)

If n <= 33, A wins If n > 33, B wins

Since 91 > 33, B wins this encounter

 

What, exactly?

Players can make custom units at the start of any game, as long as all other players agree on the stats and price. A list of default units will be updated here soon-ish! However there are some restrictions on nuclear units.

Going Nuclear

Nuclear weapons are a bit... overpowered, so they have to be watered down for the game.

Values for a nuke, as of v0.0.2 (subject to change) are:

{
  "name":"Thermonuclear Bomb",
  "cost":"20000", //yes, that's more than the starting price, when you take over a country you also take their entire bank and all their units
  "type":"air",
  "multi-l":"10",
  "multi-s":"10",
  "multi-a":"10",
  "cost-t":"1000",
  "range":"360",
  "cooldown":"Infinity" //can only be used by a player once in a game
}

So, without further ado, here are the units so far, as of this version:

Land

{
    "name":"Scout",
    "cost":"50",
    "type":"land",
    "multi-l":"1", //only really for building outposts
    "multi-s":"0",
    "multi-a":"0",
    "cost-t":"5",
    "range":"20",
    "cooldown":"0"
}
{
  "name":"Light Infantry",
  "cost":"100",
  "type":"land",
  "multi-l":"2",
  "multi-s":"1",
  "multi-a":"0",
  "cost-t":"10",
  "range":"20",
  "cooldown":"0"
}
{
  "name":"Heavy Infantry",
  "cost":"200",
  "type":"land",
  "multi-l":"4",
  "multi-s":"1",
  "multi-a":"0", //maybe this could be something? air combat hasn't really been figured out yet
  "cost-t":"12",
  "range":"15",
  "cooldown":"0"
}
{
  "name":"Shell Artillery",
  "cost":"250",
  "type":"land",
  "multi-l":"6",
  "multi-s":"2",
  "multi-a":"1",
  "cost-t":"20",
  "range":"10",
  "cooldown":"1"
}
{
  "name":"Rocket Artillery",
  "cost":"600",
  "type":"land",
  "multi-l":"6",
  "multi-s":"3",
  "multi-a":"3",
  "cost-t":"25",
  "range":"10",
  "cooldown":"2"
}

more coming soon-ish!!

 


This work is licensed under CC BY-NC-SA 4.0