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The combat value of an army (or a group of armies) decides above victory or defeat in a combat. The calculation of the combat value encompasses a vast number of factors. The most important ones are described here.
Version 4.0, currently just on server 1


== 1. Calculation of the unit quality. ==
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.


The first step is the determination of the qualitiy of the employed units. This value is completely independent on the number of units and includes the following factors:
= Unit overview =


*'''The kind of units:''' Swordsmen have a higher value than archers; horsemen are stronger than swordsmen. These value can further be increased by the respective research.</br>The unit with the highest combat value of its own is the ballista. Ballistas are [[Units|siege weapons]] and must be researched before they can be build.
[[Datei:Kampfbericht_1.jpg]]
*'''Level of the Leader:''' The level of the [[Leaders and heroes|leader]] is added on.
*'''Rank of the generals:''' The ranks of all [[generals]] are added on.
*'''Moral:''' Victories are added as a bonus, defeats are subtracted.
*'''Experience:''' The army's experience is added on.
*'''Weapon quality:''' The quality of the weapons (can be increased by research) is calculated in.


All these values result in the troup quality (TQ) of an army. The TW of militia is 45, for example. Newly recruited armies at the beginning of the game usually have a value between 50 to 60. An elite army with lots of experience, completed research and good leaders can reach values of up to 200.
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.


== 2. Composition of an army ==
In addition, the space for soldates in the available siege towers is displayed under ''Towers capacity''. However, this is only relevant for sieges.


*'''Support by cavalry:''' Depending on the amount of cavalry, the army can receive a bonus of up to 30% of the TQ. The maximum bonus is achieved with a army made purely of horsemen.
= Generals =
*'''Support by archers:''' The army can get a bonus of up to 20% (on regular fields) or 30% (in castles) of the TQ depending on the proportion of archers. The maximum bonus is reached with 20% archers on normale fields, or 40% in castles. More archers do not bring a higher bonus. This bonus is further increased by 20% in castles. The castle bonus can be increased by additional 20 per cent (i.e. from 30 up to 36 per cent) by researching „Arrow Slits“.
*'''Heavy suppressive fire:''' Depending on the percentage of ballistas, the army can receive a bonus of up to 10% of the TQ. The maximal bonus is achieved, if your army consists of 10% ballistas ore more.


== 3. Calculation of the combat value ==
[[Datei:Kampfbericht_2.jpg]]


The combat value is calculated as follows for all parties in a combat. The basic value of the TQ plus respective bonuses for the composition of the army. Further bonmuses or maluses are added towards that value:
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.
For both fighting parties the combat value is calculated as following: The basic value of each army is the TQ plus correlating bonuses for the composition of troops. Each single army influences the average combat value relative to its percentage of the whole fighting force. To this average combat value the following bonuses are added / subtractions are made:


*'''Homeland:''' Defense of the homeland +5
= Heroes =
*'''Higher troop quality:''' If the TQ is higher than the TQ of the enemy: up to +10
*'''Mountains:''' Defense of a mountain +10
*'''Unsuitable area:''' Horsemen during defense or attack of a mountain, town or castle: up to -50; in woods up to -30
*'''Castle:''' Defense of a castle, depending on the castle's level, from +20 to +110; additional bonuses may be achieved through fortifications after researching them in the path of Siege (fortified towers 5/10%, Mangonel)
*'''Bonus for castle attackers:''' Infiltration bonus is depending on the spy’s experience level with a maximum of 80 per cent of the castle bonus. [[Units|Trebuchet]] bonus is also at a maximum of 80 per cent of the castle bonus. However the combined trebuchet and infiltration bonus cannot exceed 90 per cent of the castle bonus.
*'''Exhaustion:''' For each point of exhaustion, -1
*'''Numeric superiority:''' Depending on the superiority up to +295. The maximum bonus is reached with a superiority of 36 to 1 or higher.</br>Special rules for castle attacks: The number of defending troops in the castle is multiplied by 1.5. Through research of "scaling ladders" the assailant can increase his number of troops by the factor 1.1. If the assailant use siege towers, he can get the factor 1.5 (for the number of troops supplied with siege towers ).


Then, a random number between 1 to 20 is added to the calculated combat values. The player with the higher final combat value wins. The difference in combat value determines the losses. With a difference of 70 points or higher, the losing army is shattered; with 116 points difference the army is destroyed.
[[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:
 
{| class="wikitable"
! factor!!quantifier!!calculation!!notes
|-
|victories/defeats
|1&times;
|Number of victories - number of defeats
|maximum range -10 to +10
|-
|Heroe bless
|1&times;
|level of ability
|none
|-
|Heroe might
|1.5&times;
|level of ability
|none
|-
|Heroe sword/spear/bow/horseman
|2&times;
|level of ability &times; contingent of the respective unit
|none
|-
|Heroe ambush
|2.5&times;
|level of ability
|only in forest and mountains
|-
|Heroe pioneer
|3&times;
|level of ability
|only in castles
|-
|Heroe people motivation
|3&times;
|level of ability
|only militia
|-
|Infinite research army
|0.25&times;
|level of research
|none
|-
|Infinite research siege
|0.5&times;
|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:
 
{| class="wikitable"
! !!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&times;Fraction_sword + Spear_quality&times;Fraction_spear + Bow_quality&times;Fraction_bow + Horsemen_Quality&times;Fraction_horsemen + Ballista_quality&times;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&times;experience/(experience+92)'''
 
'''Morale factor = Morale points/(Morale points+10)&times;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&times;400/total troup)'''
 
'''Troup multiplier = (1-tower fraction)&times;1.1 + 1.5&times;tower fraction''' (if scaling ladders are researched)
 
'''Troup multiplier = (1-tower fraction) + 1.5&times;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 &times;troup multiplier / total army size&times;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:
 
{| class="wikitable"
! Unit type!!max. usable fraction!!Calculation!!Notes
|-
|Archers
|100%
|'''5 &times; fraction/(fraction+1) &times; fraction horseman enemy'''
|only against horsemen
|-
|Archers
|20% <sup>1</sup>
|'''(0.34 + Archer heroe level/200) &times; fraction / (0.13 + Archer hero level/400)'''
|<sup>1</sup> Archer heroe increases the max. usable fraction by +1.5% per level
|-
|Archers in castle <sup>1</sup>
|40% <sup>2</sup>
|'''(0.44 + Archer heroe level/200) &times; fraction / (0.18 + Archer heroe level/400)'''
|<sup>1</sup> Only if arrow slits have been researched
<sup>2</sup> Archer heroe increases the max. usable fraction by +1.5% per level
|-
|Horsemen
|100%
|'''Terrain bonus<sup>1</sup> &times; fraction / (fraction+1)'''
|<sup>1</sup>Terrain bonus: 1 on open field, 0.5 in forrest, -0.25 in castle/town/harbor
Heroe "Negation" increases the terrain bonus by 0.025 per level (not more than 1)
|-
|Ballista
|10%
|'''(0.12&times;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:
 
{| class="wikitable"
! 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 <sup>1</sup> bzw. 0.05 <sup>2</sup> '''
|<sup>1</sup> Attack from sea, <sup>2</sup> attack from land
|-
|Fortifications (town/harbour)
|'''0.5 <sup>1</sup> oder 0.3 <sup>2</sup>'''
|<sup>1</sup> Settler, <sup>2</sup> 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)
|'''&#45;0.03 to &#45;0.05 per trebuchet'''
|Trebuchets reduce the bonus of fortifications by up to 90%
|-
|Infiltration (attacker)
|'''&#45;(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 &times; (swordmen_factor &times; general_swordmen<sup>1.8</sup> + spearmen_factor &times; general_spearmen<sup>1.8</sup> + archers_factor &times; general_archers<sup>1.8</sup> + horsemen_factor &times; general_horsemen<sup>1.8</sup>'''
 
== 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_1<sup>2</sup> + army_2<sup>2</sup>+....+army_n<sup>2</sup>)'''
 
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)'''

Revision as of 17:31, 23 September 2014

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: 1 on open field, 0.5 in forrest, -0.25 in castle/town/harbor

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)