I am really confused about the way this thread went. I am baffled so many people are interested in this topic overall and at the same time I am very suspicious about many, many posts here.
First, regarding the general idea about template numerical "strategicness measurement" based on over/underdog elo ratings does not make much sense to me since the elo ratings you're using are based on games that were played on that template already. If you had access to some magical real values of some general warlight skill elo, that'd be possible. On that topic I'd heavily support Teddy's post, if you'd ever want to really test strategicness of many templates, you'd need multiple ladders for a big enough sample with the same elo settings, the bigger the rating gap between first and last would be, the more strategy there'd be. Warlight atm does not have nearly enough players nor ladders to consitute such an experient.
Ok, now off to some more weird posts:
Even hundreds of years later opinions differ still in matter if chess is strategic or psychological game. One should not dvelve into quantitative and qualitative analysis without eliminating first its prejudice.
Please tell me, who atm thinks that chess is not strategic.
There is probably no universal definition of strategy
Please look up game theory for definitions of strategies and strategic games. Warlight is indeed a strategic game and you can very effectively incorporate existing models to help you improve your Warlight understanding. Also it'll show you that you breaking up strategy into 2 segments is not necessary, it'll all fall under the same thing.
is EU 4x5 0% WR just as good as EU 4x4 0% SR?
No, but almost.
Is Rise of Rome too big to be a good 1v1 map?Is it a good 2v2 map then?
Yes and no.
Chess is in the end not a game of skill (nor of strategy). We have computers which have inherently no skill and no intelligence now beating world champions.
Please explain to me the reasoning behind this, I do not follow the trail of logic here.
The same goes for 0%SR games, they ultimately become measures of dedication rather than skill or strategy.
If you have no fog and no picking stage it might be true, however as a general statement it is far from true.
So I propose the following with regard to strategicality of settings:
- luck percentage doesn't matter, it just changes what you have to account for, and 0% is more likely to reward time spent than actual skill.
- Same for SR versus WR
- A small upset should not leave you screwed. E.g. opponent is lucky and gains a bonus first move and you do not. In a good strategic game, you should be able to recover from this and your greater skill be able to compensate for a bit of bad luck.
That shows a great deal of misunderstanding of how settings affect the game. In general it has been agreed by most good players that 0% vs other % discussion is long over and 0% is superior in all aspects. That is mostly, because in practical terms, regardless of luck % almost all the time, the same move will be optimal, because settings like 16%, 20% etc. will turn some attacks like 7vs4 from 100% to 90% and it is very, very rare that it's optimal to change your deployment just for that extra x%, not to mention games can be decided by luck factor alone (bad net income when ou're attacking the enemy for example). SR vs WR is an entirely different thing, because it really changes how strategy works. SR has been becoming more and more popular, because sometimes games in wr were only decided on 3v2 rolls, but very often those were the cases when it was not an optimal move and a player was forced to go for risky expansion route, which in long run will show. When it comes to luck% it is literally like throwing a coin every turn to see who'll get a free edge/disadvantage. If we're going for comparisons, we could analyse some 16% wr games since we have a decent sample for that and compare win rate with cumulative luck at the end of the game. With a big enough sample I'm interested in seeing a study like that.
Now, to comment on the fundamental question of the topic:
I'll repeat, if you ever want a numerical study, go for Teddy's suggestion, but I doubt you'll ever have any kind of relevant data for that anytime soon. Still, I don't think it is necessary to make such a high-level theoretical study for sth that can be broken down to a few key and more easy to understand components that have been already discussed before on the forum:
1) use 0% luck, there is no downside, try not to use other things than normal fog unless you have a good reason for it
2) get good at warlight so you understand the game mechanics regardless of template
3) have a basic idea for the template (1v1 or team game/map/1-2 cards at most if any)
4) check if your idea makes sense (map size in comparison to team size, some cards are game-breaking (again, back to point 2))
5) try to find a balance for the picking stage
6) test it out with good players
7) repeat points 5 and 6 untill you're satisfied with how you can control the game each time
That is basically it, so far for me it has worked well, I don't think I'll be changing that formula. So you get 2 short answers for the question at hand, the "real" answer is what Teddy said, the perfect strategic template would be the one that'd give the biggest rating range in the population, but in practical terms, it just means the level of game control you have. For me personally I like templates, where I can literally always trace my losses back to either a mistake I made or some sort of luck involvement during the picking stage, but that's mostly a personal preference. The better you are as a player, the better feel for the game you'll have and the easier it'll be for you to find balance for templates that you want to be strategic.