Taikei no Yuurei wrote:That works well for stacking where no leadership is concerned, but it doesn't make sense if you have... say a leadership 5 unit in the mix. Then you'd want all 16 stabbers under him regardless, which would make the stacks of 8 far less common. Even if you're comparing a leadership 5 unit to a leadership 3 you're looking at a significant advantage having everyone under the 5 as opposed to splitting them up between the 5 and 3. That's why I think there might be diminishing returns on everything (the stack bonus, leadership, etc.) when going above 8.
That is an interesting point. Either stack bonus is absurdly high, or there's no point to stacks of 8. The only thing I can think of is that if leadership bonuses don't stack with each other, the CWL might be applying a large leadership bonus to the whole side that diminishes the difference. It would explain why Jetstone continually sends their crown princes into battle, at least.
Let's assume side-wide leadership bonus of 3, a warlord with leadership 5, fifteen stabbers, and Fibonacci stack bonuses (1,1,2,3,5,8,13,21). If split in two stacks of eight, it's 8(5) + 8(3) + 21 + 21 = 106 total. If all in one stack it's 16(5) + 21 = 101.
Flippin' close, but it works. Plus, it looks like when huge leadership bonuses are available all units are stacked to take advantage anyways, like when Wanda led the uncroaked in TBFGK. Plus, you can always keep raising the maximum stack bonus to make the math work.
Taikei no Yuurei wrote:And as for the specials: Dwagons are mounts, and Unipegataurs are fliers. Dwagons might also be heavy, as they're roughly the size and strength of Megalogwiffs... which are certainly heavy flying mounts. Might be that they get to mix and match 5-6 of those for their special units though. It also seems to be based on the individual city as opposed to the side, as there was mention of GK razing cities that 'didn't produce good units' and then rebuilding them to what sounds like a side template, but yeah, likely the side gets a limited selection and can simply use other sides' selections if they capture their cities.
Hence needing refinement. The different sides barely seem to follow any rules at all, so I was going as close as I could, not creating exclusive groups. A better way to put it might be that each side has all of the following: a way for warlords to travel quickly, an air unit, and a heavy. Therefore, you have
GK: dwagons/spidews, dwagons, twolls
Faq: gwiffons, gwiffons/megalogwiffs, megalogwiffs
Transylvito: flying warlords, doombats/firebirds/thunderbirds, firebirds/thunderbirds?
Charlescomm: ??????????, archons, ??????????
Goodminton: sawhorses, ??????????, ??????????
Jetstone: unipegataurs, orlies/unipegataurs, gumps/sourmanders
And so on. Nothing seems to fit everything quite right, though. For example, why do some sides have more special units than others? Not to mention all the unanswered questions, like "could a megalogwiff carry Parson?".
Taikei no Yuurei wrote:I'd have to look through the various tribes. Only ones I can think of off hand though are the marbits, the gobwins, the various elves, the hobgobwins.... and the giants.
Tribes are groups of human sides who may or may not look the same/share special units. What you're talking about are Natural Allies, or non-capitol sides.