Design a massive and highly...
About this model
Design a massive and highly detailed RTS game economy and combat simulation based on the following exact parameters and formulas:
1. TROOP TYPES & ROCK-PAPER-SCISSORS MECHANIC: - Infantry: High HP/Defense. Deals +10% damage to Cavalry, takes -10% damage from Cavalry. - Archer: Ranged damage. Deals +10% damage to Infantry, takes -10% damage from Infantry. - Cavalry: Fast flankers. 20% chance to bypass Infantry and directly hit Archers. - Camel: Logistic unit. Every 10 Camels increases total army carry capacity by +5% (Max +25%).
2. TROOP STATS SCALING (Levels 1 to 10 for Attack/Defense/Health): - Infantry L1 (13/9/75) scaling up to L10 (113/84/573). - Archer L1 (17/4/37) scaling up to L10 (141/47/465). - Cavalry L1 (20/5/48) scaling up to L10 (153/67/486). - Camel L1 (8/10/90) scaling up to L10 (49/112/929).
3. COMMANDER (SWORD) PROGRESSION: - Max Level: 100. - Attack Boost Formula: 120 + (Level - 1) * 60 (Max 6060). - Defense Boost Formula: 40 + (Level - 1) * 2 (Max 238). - Health Boost Formula: 1000 + (Level - 1) * 700 (Max 70,300). Add this as a global multiplier to the Attacker's combat power.
4. SWORD GEMS (8 Types, Max Level 150): - Fury Gem: Increases overall damage output by (Level * 0.2%), Max 30%. - Wind Gem: Increases march speed by (Level * 0.2%), Max 30%. - Snake Gem: Penetrates enemy defense by (Level * 0.2%), Max 30%. - Turtle Gem: Mitigates incoming damage by (Level * 0.2%), Max 30%. - Tear Gem: Post-battle healing by (Level * 0.1%), Max 15%. - Fate Gem: Treasure luck by (Level * 0.1%), Max 15%. - Qarun Gem: Loot quantity by (Level * 0.2%), Max 30%. - Falcon Gem: Map visibility range by (Level * 0.1%), Max 15%.
5. BUILDINGS & PROGRESSION (Max Level 50): - Training Camp: Unlocks a new troop tier every 5 levels. Formula: Level requirement = (TroopTier - 1) * 5. - Castle Wall (Crucial): Acts as a damage mitigation shield for the Defender. Formula: Incoming damage is reduced by (Wall Level * 0.8%), capping at a massive 40% damage reduction at level 50. - Watchtower: Holds a garrison of Archers. Capacity Formula: 20 + (Level - 1) * 15. - Heal Tent (Hospital): Rescues Defender casualties. Rescue percentage Formula: 20% + ((Level - 1) * 60 / 49), capping at 80% survival rate at level 50. - Prison: Captures Attacker casualties. Capacity = 20 + (Level - 1) * 20 (Max 1000). Capture Chance = 10% + (Level - 1) * 1.5% (Max 80%). - War Hall: Dictates concurrent marches. Formula: 2 + (Level - 1) / 12 (Max 6 marches).
6. SIMULATION GOAL: Create a playable diagram where a user can input Attacker and Defender troop amounts, select their Troop Levels (1-10), Sword Level (1-100), Wall Level (1-50), and Heal Tent Level. Run a single-pass combat simulation calculating raw damage, applying Wall and Turtle Gem mitigations, resolving casualties, and routing the dead to the Heal Tent, Prison, or Graveyard according to the formulas above.
"Design a massive and highly..." is a public Machinations diagram shared in the Community by FAISAL ALMATRAFI, with 36 components.
It was created in July 2026 and last edited in July 2026.
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