Grade a battle by what each side lost, so a lucky scout kill is not a triumph
After a fight the game shows a rating and hands out rank points. Counting only heads rewards trading ten cheap soldiers for one expensive one, and a tiny skirmish can look like a great victory. This entry shows a grade based on the value lost on each side with a minimum size, and handles the cases where nothing happened.
Why this works
A fight is judged by what each side gave up compared with what it gained, and a unit's worth is what it cost, not how many there were. Comparing the two losses directly stays fair when one side loses nothing, and a minimum size stops tiny clashes looking grand.
When not to use it
Skip it when the fight is about something other than losses, such as holding a place, escorting someone or surviving a timer. Grade those by whether the goal was met, since a costly win can still be the right one.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Grade a battle by what each side lost, so a lucky scout kill is not a triumph" (read_entry battle-result-grade-from-lost-value-not-head-count) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP