google sheets file//slasher is anomaly since it does not account for stop to fire behaviour
//scorcher damage is set as 15 instead of 30 due to heatray effects
//for raiders, skirmishers, and assults (i have not made an arty or strider category
//special unit classes such as suicide units, air, sea not included due to having special targeting categories unusual attack modes
power^ : combat utility (fairly accurate to achivable ingame results)
(asumes unit survives battle to repair, finite income, conservative playstyle)
utility^ : "spamability" if you have "infinite" income, how usefull is the unit to simply spam till doomsday
power || utility (no "^") : these values are true if the unit can not kite the enemy target "effectively"
/cost and /sqrt(cost) : scales with weight due to potential to survive and repair
||range*speed : skirming power (allways /cost does not scale with weight)
||range*speed*DPS : skirming power+damage capacity while skirm
||hp*dps : lifetime damage
||hp*dps/sqrt(cost) : lifetime damage, weight adjusted, a mesure of the units survivability assuming the unit attempts to retreat when damaged
//does not count special damage classes, shields, AOE effects
//although many results are true to ingame, not absolute accuracy
//"^" and non-"^" are not normalized, they are
NOT comparable to eachother
//stats taken from zero-k.info/Static/UnitGuide, are not curent
//if anyone can make a crawler to take the stats directly from the code, please do
//definitions of " " terms
//spamability and infinite : if loosing a unit is acceptable(or unavoidable) and/or, there is a preferance to kill the enemy base cause economic damage with attack patterns that will lead to attrition
(also true for literal cases of infinite income games where buildpower is the limiting factor)
//effectively : the capacity to do damage to the target on a consistent basis while avoiding damage yourself
edit beter table, defined what the colums actualy show, seperators, utility