Calculation of the combat value
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
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
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
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
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
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.
Moral points
A lot of factors influence the moral of armies:
factor | quantifier | calculation | notes |
---|---|---|---|
victories/defeats | 1× | Number of victories - number of defeats | maximum range -10 to +10 |
Heroe bless | 1× | level of ability | none |
Heroe might | 1.5× | level of ability | none |
Heroe sword/spear/bow/horseman | 2× | level of ability × contingent of the respective unit | none |
Heroe ambush | 2.5× | level of ability | only in forest and mountains |
Heroe pioneer | 3× | level of ability | only in castles |
Heroe people motivation | 3× | 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 troop base value.
Troop base value
Here the troop base value is calculated. This value is decisive for all following calculations. The troop basse 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 | 30 | 30 |
Swordman level 1 | 45 | 45 |
Spearman level 0 | 10 | 10 |
Spearman level 1 | 15 | 15 |
Archer level 0 | 4 | 4 |
Archer level 1 | 6 | 6 |
Horseman level 0 | 50 | 50 |
Horseman level 1 | 75 | 75 |
Ballista | 60 | 60 |
Trebuchet, Tower | 0 | 0 |
Troop 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 + troop value
Troop factors
The calculated basis value is then multiplied with a series of factors. The single factors are determined as follows:
Troop base factor
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 troop base factor
Troop base factor = experience factor + morale factor + exhaustion factor
Troop size factor
The number of troops is multiplied with a troop 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 troop)
Troop multiplier = (1-tower fraction)×1.1 + 1.5×tower fraction (if scaling ladders are researched)
Troop multiplier = (1-tower fraction) + 1.5×tower fraction (without scaling ladders)
Leader = leader level / 200
The troop size results from the square root of the ratio of the number of troops of the single armies to the total troop count of all enemy armies:
Troop size = SQUARE ROOT(Army size ×troop multiplier / total army size×troop multiplier)
The sum of leaders troop size results in the troop size factor:
Troop size factor = leader + troop size
Troop bonus factor
The troop 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 |
Troop bonus factor = 1 + spear bonus + bow bonus + horsemen bonus + ballista bonus
Terrain factor
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
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.
Combat value (of army) = basis value * troop base factor * troop size factor * troop 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)
- A ratio of 2:1 or higher will shatter an army (except in castles, here the defending army will only be shattered at a ration of 3:1 or higher).
- A ratio of 4:1 or higher results in complete annihilation of an army.