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[Guide] Military Unit Speed/Initiative in Arctic Future and beyond

Abyssal Glider is > 60 (nothing to compare it to further)
Harpoon Grenadier is > 30 and < 40 (nothing to compare it to in range to narrow it further)
Cavitation Tank is 30 (identical to dragon drone)
Glacier Hiker is > 25 and < 30 (nothing to compare it to in range to narrow it further)
Division Drone is = 10
 
Long overdue, but SAJM units have been added to the list! I was lurking around the time the age was being tested on beta, but wasn't around when it finally made it to the live servers...
 
For military unit selection I don't remember ever using more than 2 type of units, I determine the best choices thru experience, and taking a look at what other players think. It's pretty quick to find the right units.
 
For military unit selection I don't remember ever using more than 2 type of units, I determine the best choices thru experience, and taking a look at what other players think. It's pretty quick to find the right units.
That's all well and good, but also not really what this list is about!
 
Bit of a necro here, but I was thinking of messing around and trying to create an updated version with SAT and SASH units. Does anyone know how the values for initiative higher than 30 or so were found, especially considering they are all multiples of 5 rather than just incremental increases

I distinctly remember a comment mentioning something about certain values for units being datamined, but I don't know where that comment went...
 
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Bit of a necro here, but I was thinking of messing around and trying to create an updated version with SAT and SASH units. Does anyone know how the values for initiative higher than 30 or so were found, especially considering they are all multiples of 5 rather than just incremental increases

I distinctly remember a comment mentioning something about certain values for units being datamined, but I don't know where that comment went...
Indeed, I was eventually pointed in the direction of internal data to verify the actual initiative values for every unit that had been released up to that point. Unfortunately, my beta forum account has been deleted due to a lapse in activity and with it, the message that pointed me towards that internal data...which I have also completely forgotten how to access. :confused:

It's rather disappointing to me that Inno's remained steadfast on keeping initiative hidden. I guess they feel like it keeps things more strategic if it's something we have to figure out for ourselves rather than having the game tell us?

In any case, I apologize for letting this reference fade into obscurity. I haven't touched the game itself for a couple years at this point, so I'm not really in a position to update it anymore either. If you do end up proceeding with creating an updated reference, you have my blessing to take whatever you'd like from this one and use it in yours. :D
 
Might be worth it to do some manual fights with SASH and SAT units and see how the movement works. This could be especially useful if anyone uses SAT units in SASH or SAJT units in SAT to see how those operate in practice.
 
Indeed, I was eventually pointed in the direction of internal data to verify the actual initiative values for every unit that had been released up to that point. Unfortunately, my beta forum account has been deleted due to a lapse in activity and with it, the message that pointed me towards that internal data...which I have also completely forgotten how to access. :confused:

It's rather disappointing to me that Inno's remained steadfast on keeping initiative hidden. I guess they feel like it keeps things more strategic if it's something we have to figure out for ourselves rather than having the game tell us?

In any case, I apologize for letting this reference fade into obscurity. I haven't touched the game itself for a couple years at this point, so I'm not really in a position to update it anymore either. If you do end up proceeding with creating an updated reference, you have my blessing to take whatever you'd like from this one and use it in yours. :D
Ah, that's disappointing. That said, I did get this:
1754153392771.png

The 70 and 75 for fast units is just an assumption based on it increasing by 5 per the list in this thread. No idea if that's actually the case or not.


[EDIT] As per hiding initiative, I honestly don't even know if there's much of a point to them showing it. The game has continually moved further and further away from manually fighting, so once you find a combo that autos, it just becomes that. They even made QI much simpler by introducing a bunch of army boosts to where it is now autobattle too. Similar story with the bonuses against units of certain types - that bonus has less and less of an effect as army boosts scale, so it may as well be removed (and would probably save a tad on performance). Manual fighting just isn't a part of the game anymore, really.
 
That's fair enough. Having been away from the game so long, I can only imagine what gameplay looks like now but I do know how things were trending at the time. SAT had only just released when I last played.
 
Ah, that's disappointing. That said, I did get this:
View attachment 22676

The 70 and 75 for fast units is just an assumption based on it increasing by 5 per the list in this thread. No idea if that's actually the case or not.


[EDIT] As per hiding initiative, I honestly don't even know if there's much of a point to them showing it. The game has continually moved further and further away from manually fighting, so once you find a combo that autos, it just becomes that. They even made QI much simpler by introducing a bunch of army boosts to where it is now autobattle too. Similar story with the bonuses against units of certain types - that bonus has less and less of an effect as army boosts scale, so it may as well be removed (and would probably save a tad on performance). Manual fighting just isn't a part of the game anymore, really.

Showing it is still a nice point for those who enjoy theorizing. I mean it still clocks into autobattles - what units move forward first to either get shot or get the first shot; what situations rogues benefit or hinder your army. And especially for those odd situations where you're considering, for some reason, an out of age unit for a specific fight there is a lot of combinations to "just try them all". So I still like to reference this list at times - and better still would be if they showed it somewhere official.

And please don't take away my manual battle option even if I rarely use it ;) I'm excited for the SAD units potentials "when used right" to make some fights I can't auto winnable on manual.

Now on the bonuses vs units or on terrain, yea, those could just go away probably. Even the new SAD ones at an order of magnitude larger than usual are well, sad, in the context of what I'd expect a Space Age city to have for boost.
 
Showing it is still a nice point for those who enjoy theorizing. I mean it still clocks into autobattles - what units move forward first to either get shot or get the first shot; what situations rogues benefit or hinder your army. And especially for those odd situations where you're considering, for some reason, an out of age unit for a specific fight there is a lot of combinations to "just try them all". So I still like to reference this list at times - and better still would be if they showed it somewhere official.

And please don't take away my manual battle option even if I rarely use it ;) I'm excited for the SAD units potentials "when used right" to make some fights I can't auto winnable on manual.

Now on the bonuses vs units or on terrain, yea, those could just go away probably. Even the new SAD ones at an order of magnitude larger than usual are well, sad, in the context of what I'd expect a Space Age city to have for boost.
Thank you for reminding me of this thread... there are some things to update. First, I didn't realize that the initiative was just sent in the metadata file, so can verify the SAT fast has 70 and SASH fast has 75. Also, the new units for STAD:
1787690104182.png

Interestingly, the artillery and fast units both have the same initiative. In certain cases, artillery can now deal damage against fast units before they have the chance to move.

The top whatever of the list is now:
1787690235203.png
 
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