Thank you very much for detailed explanations -- precise and clear, covering all points.
Just a couple of final (hopefully) questions.


1. Round flow
Quote Originally Posted by Neokarasu View Post
Fortifications come into play last. I thought this was clear in a couple of posts back ...
I read the previous posts about it, I just wanted to get confirmation.


2. Fortifications damage
The question was asked for satisfying "scientific" interest, in order to cover all unclear points. The main fortification is AT and as long as it works as a stationery super-archer (Darkbrady ?), the remaining fortifications are usually few and play insignificant role from damage point of view. They define the initial distance though and this is their main purpose as I see it.
As you fairly mentioned "no one has cared to figure out" the exact damage from autokill units as it is insubstantial.


3. Troops move
Quote Originally Posted by Neokarasu View Post
Melee units move up to their maximum speed until they encounter something in melee range ...
Questions:
1) What about ranged units? I assume they move in the same manner (full speed), if "stand&shoot" rule is not applicable (nobody's in range). Am I right?
2) Who moves first -- attacker or defender? I assume attacker, otherwise attacking cavalry will never have a chance to "jump on" defending layered archers, even if the initial range is not 5000. Please confirm.


5. Target priorities
Ok, so the final (?) version looks like this:
1) Range unit rules.
Range units (AT included) prefer ranged ones, no matter what (even being attacked by melee unit). Among possible ranged targets the most valuable (summary of all resources for production) one will be chosen. If no ranged units in sight, follow Melee unit rules.
2) Melee unit rules.
Choose the closest enemy. Among possible targets (same distance) the most valuable one will be chosen.
There is some uncertainty in these rules (possibly unit priorities, say swords 'like' pikes), but that is the best that we have for now.
Am I correct?


6. Wall bonus to all defending ranged units
If you are so sure, I can accept it. Especially after such a solid confirmation by archers failure reports.
Quote Originally Posted by Neokarasu View Post
Scoutbombs are really a popular method ...
Well, it works only against offline player though, that decreases its value a lot. Night raids on a sleeping enemy don't seem to be attractive for me.