Calculation of the combat value

From Lands & Lords Wiki
Jump to navigation Jump to search

Version 4.0, currently just on server 1

The combat value of an army (or a group of armies) decides between victory and defeat in a battle. The calculation of the combat power includes a large number of factors. The most relevant ones shall be described here using an example of a detailed report.

Unit overview

Datei:Kampfbericht_1.jpg

The part of the battle report provides an overview of the participating armies and units, as well as the percentual composition of the single armies.

In addition, the space for soldates in the available siege towers is displayed under Towers capacity. However, this is only relevant for sieges.

Generals

Datei:Kampfbericht_2.jpg

This part shows the levels of the generals comanding the various units. A "Youngling" is level 3, while a "Lord" is level 24. The leaders of milita have level 2.

Heroes

Datei:Kampfbericht_3.jpg

In the next part, the levels of the leaders of the various armies are shown. When a heroe leads an army, the level of the heroe is shown here and underneath it the levels of the Heroe's separate abilities. When no heroe is leading the army, the leader's level is always 10, with exception of the militia. Here, the leader's level is 5.

Experience, morale, and exhaustion

Datei:Kampfbericht_4.jpg

Here, the victories and defeats, the experience and the exhaustion of the respective armies are displayed. The number of victories and defeats determine the morale of the army. The bonus/malus for the morale can reach from -10 to +10 (victories - defeats)

Research

Datei:Kampfbericht_5.jpg

This part shows all research levels relevant for combat. A "0" indicates that the respective aspect has not been researched yet. When a "-" is shown, the unit type that is impacted by this research is not used in the battle (hence you won't know if the enemy has already researched that topic). For weapon quality, there are two possible research paths. If both have been researched, a "2" is displayed.

Morale points

Datei:Kampfbericht_5b.jpg

A lot of factors influence the morale of armies:

factor quantifier calculation notes
victories/defeats Number of victories - number of defeats maximum range -10 to +10
Heroe bless level of ability none
Heroe might 1.5× level of ability none
Heroe sword/spear/bow/horseman level of ability × contingent of the respective unit none
Heroe ambush 2.5× level of ability only in forest and mountains
Heroe pioneer level of ability only in castles
Heroe people motivation level of ability only militia
Infinite research army 0.25× level of research none
Infinite research siege 0.5× level of research only in castles

The respective ability multiplied by the respective quantifier results in a certain number of morlale points. These are used for calculating the morale as part of the troup basis value.

Troup basis value

Datei:Kampfbericht_6.jpg

Here the troup basis value is calculated. This value is decisive for all following calculations. The troup basis value results from the sum of weapon quality and the combat value of the single units. The values of unit types not participating in the combat are not shown, but indicated with a "0". The values are:

Settler Warrior
Weapon quality level 0 1 1
Weapon quality level 1 2.4 3
Weapon quality level 2 4.8 6
Swordman level 0 15 15
Swordman level 1 45 45
Spearman level 0 8 8
Spearman level 1 16 16
Archer level 0 4 4
Archer level 1 6 6
Horseman level 0 28 28
Horseman level 1 77 77
Ballista 60 60
Trebuchet, Tower 0 0

Troup value = Sword_quality×Fraction_sword + Spear_quality×Fraction_spear + Bow_quality×Fraction_bow + Horsemen_Quality×Fraction_horsemen + Ballista_quality×Fraction_Ballista

Basis value = Weapon quality + troup value

Troup factors

The calculated basis value is then multiplied with a series of factors. The single factors are determined as follows:

Troup basis factor

Datei:Kampfbericht_7.jpg


Experience factor = 2×experience/(experience+92)

Morale factor = Morale points/(Morale points+10)×0.5

Exhaustion factor = Exhaustion/(Exhaustion-150)

The sum of these 3 factors results in the troup basis factor

Troup basis factor = experience factor + morale factor + exhaustion factor

Troup size factor

Datei:Kampfbericht_8.jpg

The number of troups is multiplied with a troup multiplier during sieges. For the defender of a castle this factor always equals 1.5. For the attacker, the multiplier is 1.1, when he had researched scaling ladders. For armies having siege towers, the multipliers equals 1.5. Each tower has space for 400 men.

The values are calculated as follows:

Tower fraction = MIN(1, Siege towers×400/total troup)

Troup multiplier = (1-tower fraction)×1.1 + 1.5×tower fraction (if scaling ladders are researched)

Troup multiplier = (1-tower fraction) + 1.5×tower fraction (without scaling ladders)

Leader = leader level / 200

The troup size results from the square root of the ratio of the number of troups of the single armies to the total troup count of all enemy armies:

Troup size = SQUARE ROOT(Army size ×troup multiplier / total army size×troup multiplier)

The sum of leaders troup size results in the troup size factor:

Troup size factor = leader + troup size

Troup bonus factor

Datei:Kampfbericht_9.jpg

The troup bonus factor is calculated from the fraction of the single unit types. Depending on the unit type there is a limit on the maximum usable fraction of a unit type. There is no additional bonus above this fraction:

Unit type max. usable fraction Calculation Notes
Archers 100% 5 × fraction/(fraction+1) × fraction horseman enemy only against horsemen
Archers 20% 1 (0.34 + Archer heroe level/200) × fraction / (0.13 + Archer hero level/400) 1 Archer heroe increases the max. usable fraction by +1.5% per level
Archers in castle 1 40% 2 (0.44 + Archer heroe level/200) × fraction / (0.18 + Archer heroe level/400) 1 Only if arrow slits have been researched

2 Archer heroe increases the max. usable fraction by +1.5% per level

Horsemen 100% Terrain bonus1 × fraction / (fraction+1) 1Terrain bonus: 0.5 on open field, 0.125 in forrest, -0.125 in castle/town/harbor/mountain

Heroe "Negation" increases the terrain bonus by 0.025 per level (not more than 1)

Ballista 10% (0.12×fraction) / (fraction+0.03) none

Troup bonus factor = 1 + spear bonus + bow bonus + horsemen bonus + ballista bonus

Terrain factor

Datei:Kampfbericht_10.jpg

The impact of the terrain is contained in the terrain bonus. For the attacker the terrain bonus is always 1. The following aspects influence the terrain bonus of the defender:

Aspect calculation notes
Defense of the homeland 0.05 This bonus always applies to the defender
Defense of mountains 0.1 only on mountain fields
Defense of towns (town level+9) / 100 none
defense of harbours (harbour level+5) / 100 1 bzw. 0.05 2 1 Attack from sea, 2 attack from land
Fortifications (town/harbour) 0.5 1 oder 0.3 2 1 Settler, 2 Warrior
Fortifications (castle) 0.2 - 1.1 (depending on level) Bonus can be increases by the slot "fortified towers" by 5% or 10%
Mangonel (defender) 0.03 bis 0.05 per Mangonel slot in harbour, city oder castle
Trebuchet (attacker) -0.03 to -0.05 per trebuchet Trebuchets reduce the bonus of fortifications by up to 90%
Infiltration (attacker) -(spy experience/2-15)/100 Infiltration reduces the bonus of fortifications by up to 90%

Leadership factor

Datei:Kampfbericht_11.jpg

The leadership factor summarizes the quality of the leaders.

Leadership factor = 0.75+0.01 × (swordmen_factor × general_swordmen1.8 + spearmen_factor × general_spearmen1.8 + archers_factor × general_archers1.8 + horsemen_factor × general_horsemen1.8

Combar value

The combat value of the single armies results from the multiplication of the basis value with the single factors.

Datei:Kampfbericht_12.jpg

Combat value (of army) = basis value * troup basis factor * troup size factor * troup bonus factor * terrain factor * leadership factor

The combat value of each side (attacker/defender) results from the square root of the sum of the single combat values of each army squared:

Combat value (of the respective side) = SQUARE ROOT(army_12 + army_22+....+army_n2)

This value is then increased by random between 0-20%:

FINAL RESULT = combat value * (1+(0-20)/100)

The ratio of the combat value between attacker and defender then determines the losses:

Losses = MIN(1,1-(ratio-ratio_enemy/4)/ratio)