I would post this in guide section but i guess i do not have forum rep required for that yet. If you all enjoy this i hope it gets moved to guide section
Evony Age 2 Advanced Combat Mechanics
Disclaimer: Much of the following has been taken from other peoples guides (mostly Spawn and Hellfire) and placed into my own words. I have supplemented some of this guide with my own finding that I have picked up along the way. I chose to create this guide because compiling all this information took a long time to pick out of all of the other guides floating around and i think this fills in many spots that other peoples guides are missing. While there are many guides out there on combat mechanics, I hadn't yet found one that covered all the bases that I was looking for. This guide is for people who are at least decent at understanding mathematical logic, but can be understood by new players (with the exception of some of the Evony terminology I used) as well as experienced ones.
Introduction: Before you know what ideally to send in Evony, you should have an idea of how the combat mechanics work. This will help you decide how many troops and of what type when you are attacking. Now some enemies have cookie cutter attacks such as a level 5 NPC can EASILY go down with 500 ballistae without taking any losses, but when you start looking at enemies such as a Level 10 or Level 12 NPC, then you have some serious work to do to minimize losses and maximize effectivity.
With this, you should hopefully be able to work out an attack (or know that you can't yet) no matter your hero size, army size, technology levels, etc...
1. Scouting
Scouting is the first step and most important step to setting up a good attack. Without knowing what the enemy has, you will never be able to effectively setup a counter to what he has. By knowing what type of units and how many of each he has, as well as his tech levels (for most servers any good enemy will have level 10 tech levels by now, but not always the case) you can setup a solid counter.
Now to get a good scouting report, first of all you better have enough scouts to break through any defending scouts (only applicable in PvP, barbarian cities have no scouts and you can just send 1 if you like.) Also make sure to send a hero, preferably one with high intelligence rating to help improve your scouting. The third thing, that I have not yet confirmed, is that the level of your Beacon Tower from the town which you scouting originates plays a factor in how well your scouting does. And the 4th and most important is your Informatics technology level (this is one of the cheapest and easiest techs to reach level 10 and should be done so early in your civilization.)
2. Heroes
When selecting a hero for combat, 3 stats are important to look at: Attack, Intelligence, and Leadership. Attack will help increase the damage that your troops inflict upon the enemy. Intelligence will increase the defensive characteristics of you own troops, mitigating the damage they take. Leadership (the most important of the three IMO) is a multiplier/reducer of your three stats (Pol/Att/Int). If you have 50 Leadership and 150 Attack, only 75 Attack will be used in the battle because 50 Leadership dictates at 50% effectivity of stats. For a regular hero (not a historic hero) his leadership will be the same as his level (I am not sure as for historic heroes, if a leadership above 100 gives a boost beyond 100% effectivity)
When purchasing a new hero, I try to look at the combined statistics of Intelligence and Attack, placing a little more emphasis on Attack, because Defense rating eventually caps out at 50% damage reduction (more on this later.) (Intelligence + Attack - Level) should be over 120 (after redistribution of attributes) at a minimum for me to consider him worth keeping in the long run. I generally will take a chance on a hero of level 30 or more within about 10 of this number, hoping that a redistribute can make him fall under my minimum requirements, but if he doesn't, I have no problem dropping him. If you are connected through facebook, the holy waters required to redistribute come free and often.
Note: Early on when just starting the game, you will probably have to settle for less because with a smaller inn (less heroes to choose from) and a greater immediate need for heroes, it will not be worth the wait. Just take what you can get and dismiss them later when you get better heroes
Don't forget to level your new heroes as well
3. Combat Movement
Once you have a sizeable army built, it is time to start attacking. Keep in mind to always save enough army to defend against retaliation and ambushes. You don't want to go off to war and lose 95% of your army to win, just to have someone sneak in right behind you and grab what you worked so hard on.
The first step to understanding what to send is understanding how troops move, when they stop, who they attack, how much damage they do, how much they take, etc... Everyone should have a table of unit base characteristics as well as a table that includes modifications based upon technologies (all equations I use later are based on base stats and include tech level in the equation.) The key stats to know the modified value of your units are the Speed and Range (which are exactly what they sound like.) Speed is how fast your troops move across the field, and Range is how far beyond their current position they can attack. Below is a table that accounts for level 10 compass (100% boost to infantry speed) and level 10 Horseback Riding (HBR - 50% increase to mounted and mech speed)
The first unit to move in combat is the unit with the fastest modified speed. If both players have equally fast units, the defender moves first. The unit that moves, moves its complete distance or until bump, whichever comes first. i.e. 10,000 cavalry with level 10 HBR will move 1500 spots on the map or until it comes into contact with an enemy. Bump is when a unit runs into an enemy unit. Assume your cavalry are moving forward, but enemy warriors are only 1100 spots ahead of you, therefore your cavalry will only move 1100 spots and the warriors, when it is their turn to move, will not move at all since they are already at bump range.
Note: Archers are an exception to this rule. Archers will move their 500 spaces (with compass 10) if they are not in attack range of any enemy units. If they are in attack range, they "stand and shoot." This means that as long as they can hit something without moving at all, they will hold their ground and shoot (see targeting under Combat Fighting section)
The standard starting field size is 200 units longer than the base range of the longest ranged unit on either side. Archers have 1200 base range so if they have the largest range on the field to start the battle, the field size will be 1400. The exception to this rule is if there are any Traps/Abatis on the field, if so, the field size starts at 5200.
Note: Fighting does not occur until all units have moved, but where the units before them moves, can alter how far other units move.
4. Combat Fighting
After units move, they begin to attack each other. This is the second of 3 phases in each round. (1. Move 2. Attack 3. Remove Dead). The first unit to attack will be the fastest speed units on the field (tie still goes to defender.) This importance of this, is that if cavalry (99k attack 1 pikeman, that is the only attack that the cavalry get that turn, and whatever the cavalry's army has left, will ignore the pikeman and move on to the next target.(see Layering) Melee units will attack the first units they get to. If they run into multiple enemy types at the same location, they will attack the enemy with the highest combined attack (think Base Attack * Number of Units). This is why the rainbow can be so very effective (see Layering section.) Ranged units work differently. Ranged will attack opposing ranged units, ignoring melee units (if ranged are in range). If AT's are in range, this will always be their target, regardless of how many there are. If no AT's are in range, they will attack the highest combined-attack ranged units from the enemy army that is in range. If no enemy ranged units are in range of your archers, but melee units are, the archers will shoot the fastest speed unit first. Your Ballistae and Catapults will continue to move forward attacking units by Ranged priorities. They do not Stand and Shoot as archers do.
Note: Remember that if archers are in range of ANYTHING, they will not move. Archers will not move to get to higher priority targets, they will just shoot at the highest priority target that is already in range.
IMPORTANT: All units have the opportunity to fight. If enemy cavalry decimate all of your archers, all of your archers still get to take one last attack before being removed as dead fodder.
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