Quote Originally Posted by Viceicarious View Post
Battle mechanics...

Well not many people have enough knowledge base to derive an accurate portrayal of the combat mechanics in this game. Through reverse mathematics, comparison, and analyzing; I have derived a few theories...
If you can correct or add to these let me know, this will be an ongoing discussion and I will reserve 2 threads after this one for 2 different sections of mechanics, as I will split the discussion up.(This discussion will not be about tech levels, or wall levels as I believe everyone should know these already)

Targeting Priority Key:

CumAtk- means the unit targets the enemy with highest cumulative attack.

R- targets units in this order... 1st ranged w/ highest CumAtk focusing only on ranged units unit no more exist, then 2nd the units with highest CumAtk. and so on.

M- targets melee units with highest cumulative attack.

S- targets units closest to them regardless of range or attack value


I. ATTACKING:

#1. Troop types and targeting:

Workers-S
Warriors-S
Scouts- CumAtk
Swordsmen- S
Pikemen- S
Archer- M+CumAtk, then R+CumAtk
Cavalry- M, then R
Cataphract- M, then R
Transporter- S
Ballistae- M+CumAtk, then R+CumAtk
Battering Ramms- S
Catapult- M+CumAtk, then R+CumAtk


II: DEFENCE

1. Defending wall units:

a. traps- Affect ALL units except Battering Ramms, Catapult, and Ballistae
b. Abatis- Affect only horse units
c. Rollinglogs- Affect ALL units except horse units
-Damage (or kill count) 1.5x against battering ramms
d. Archer Towers- Affects ALL units using R+CumAtk, then M+CumAtk
e. Defensive Trebuchet(a.k.a. Rockfall)- Affects ALL units
-Damage (or kill count) 1.5x against ALL siege units
(Battering Ramms, Catapult, Ballistae, and even Transporters)


A. Kill Ratios for single use units:

This is where I am lost for the most part.....I will tell you all what I have noticed about these, see if you can lend a helping hand here.

Traps- depends on tech levels...
heros intelligence affects melee units ability to move around these
Rollinglogs- depends on tech levels
Rockfall- depends on tech levels

B. Archer Tower kills-

I have noticed these towers if attacking while gates are closed can be taken out with minimal losses by using the following formula:

[Ignoring any hero bonuses]
Attacking Ranged units total health minus (AT's CumAtk minus ranged units CumDef) this gives you how many units will die per round, and you will have to figure for each range unit type independently. Then find how many total ranged units you can send minimum depending on how many rounds it takes your swordsmen to reach the walls depending on your compass level.
You will then send this # of archers, plus one ballistae, and one catapult, send one of each other melee unit that is SLOWER than swords, and the remaining troops up to your rally point level send as swordsmen.... then you will take out AT's with minimal losses.

This is only if there are no traps, rockfall, or rollinglogs.

2. Defending troop types and targeting:

Worker- S
Warrior- S
*Scout- then CumAtk
Swordsmen- S
Pikemen- S
*Archers- R+CumAtk, then CumAtk
(this is where transporters can die ahead of other troop types)
Cavalry- CumAtk
Cataphract- CumAtk
*Transporters- S
*Ballistae- R+CumAtk, then M+CumAtk
**Battering Ramms- S
*Catapult- R+CumAtk, then M+CumAtk
AT's- R+CumAtk, then M+CumAtk

*- unit stays in walls
**- Battering Ramms do not hurt Cavalry or Cataphract


III. Bonuses/Penalties to combat

Bonuses are applied to not only attack power, but also are applied to life and defence...Penalties seem to be the same.

1. Swordsmen- 1.5x bonus against Archers, and AT's
2. Cavalry- 1.5x penalty against pikemen
3. Cataphract- 1.5x penalty against pikemen
4. Pikemen- 1.5x bonus against ALL horseunits
5. Ballistae, Catapult- 1.5x penalty to Rockfall
6. Battering Ramms- 1.5x penalty to Rollinglogs


thats it for now....soon I will have more.

simple way to say that....

1. for range units.... suppose they have many units in their atk range.. they will hit the longest range troop first. when all ranged attk targets die they ll go for highest atk block (atk block = cummalative attk in ur terms)

2. for mele attk units, they will target the highest atk block when they have more than one in their hit range.


ats.. well they will shoot the ranged atks first if they have a choice ...
simple calc... 17k ats + 30k bows = 100k bow atk dead.
for taking out pure ats... think about a wave like scouts cav combo or scout phract or phract cav. in scout cav combo.. just keep the number of socuts equal to twice the ats.

good attempt but keeping it simple always helps :-)

Regards
kissi
DeathInc S137