• Dear forum visitor,

    It looks as though you have not registered for a forum account, or are not signed in. In order to participate in current discussions or create new threads, you will need to register for a forum account by clicking on the link below.

    Click here to register for a forum account!

    If you already have a forum account, you can simply click on the 'Log in' button at the top right of your forum screen.

    Your Elvenar Team

Battle: Troop Training Costs

DeletedUser61

Guest
I've established, to my satisfaction, that the Cost of Goods may be usefully represented as
Code:
Overall Cost = Coins + 10*Supplies + 40*Tier1 + 160*Tier2 + 640*Tier3
You can review the justification at https://en.forum.elvenar.com/index.php?threads/market-value-ratio-highly-inaccurate.2296/#post-15948

I'd like to add Troop Training Costs to the equation.
  • We know that Supplies (plus time) are required for training troops, and that Diamonds may be used to instantly train troop and also to revive them immediately after a hard fought battle.
  • We know that in the Tournaments, as in the original acquisition of sectors, your can either Cater or Fight to solve each encounter.
  • We know the approximate relationship between Enemy Unit Size and Negotiation Costs, and if you're losing more than 25% of your troops in each battle, then you're probably in over your head.
What we NEED is an analytical model for the SUPPLIES that are needed to train troops, so that we can add training costs into the above equation, with an expected attrition rate of perhaps 25%.
  • Has anybody collected any data regarding the training conts for various Barracks levels?
  • What is the formula for the effect of the Barracks level?
  • What is the effect of unit weights on training costs and capabilities?
  • What is the effect of unit skill level (Golem, Golem II, etc) on both cost and capabilities?
  • Is it even feasible to boil Training Costs down to a specific number,
    so that we will have an informed basis for deciding whether to Cater or Fight?
Has anybody done any research on Troop Training Costs?
 
Last edited by a moderator:

DeletedUser61

Guest
We've previously establish a Catering Encounter, and it this post we'll establish a similar cost for Fighting Encounters. You will think have an economics model that will allow you to acquire the most sectors and/or tournaments.
Code:
Catering Costs, in Coins = Coins + 10*Supplies + 40*Tier1 + 160*Tier2 + 640*Tier3

Troop Training Costs, in Coins = 10 Coins/Supply * 10% Attrition * the # of Squads * the Squad Size
  times ( 11*ChapterI + 15*ChapterII + 17*ChapterIII + 21*ChapterIV + 29*ChapterV + 46*ChapterVI + 64*ChapterVII )
We've included Squad Size in the formula, even though it's always 5 for your squads, because you can use the same formula to evaluate your raw numbers against those of the defenders who CAN have various numbers of squads. We've also assumed a 10% attrition rate because that's close enough it nicely cancels the 10* multiplier for Supplies to Coins.

SquadSize.png


Catering.png


The data, which is presented in the next post, is all available in the Wiki at https://en.wiki.elvenar.com/index.php?title=Sword_Dancer et al

We've combined two different sets of tables, sorted the units in accordance with the Chapter wherein they are researched and, for completeness, we have interpolated costs and training times for Provincial units.
 
Last edited by a moderator:

DeletedUser61

Guest
Type Class Wm Ws Minutes Supplies Damage Health Weight Mrange Arange Sback Inititive AttackB DefendB Race

[tr1][td] Chapter I [/td][td] ~ [/td][td2] 2.5 [/td2][td2] 11 [/td2][td2] 2.5 [/td2][td2] 11.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Sword Dancer [/td][td] Light Melee [/td][td2] 2 [/td2][td2] 10 [/td2][td2] 2.0 [/td2][td2] 10.0 [/td2][td2] 7-9 [/td2][td2] 24 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 12 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Axe Barbarian [/td][td] Light Melee [/td][td2] 2 [/td2][td2] 10 [/td2][td2] 2.0 [/td2][td2] 10.0 [/td2][td2] 9/11 [/td2][td2] 20 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 12 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Thief [/td][td] Light Melee [/td][td2] 2 [/td2][td2] 10 [/td2][td2] 2.0 [/td2][td2] 10.0 [/td2][td2] 6-8 [/td2][td2] 19 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Province [/td2][/tr2]
[tr2][td] Archer [/td][td] Short Ranged [/td][td2] 3 [/td2][td2] 12 [/td2][td2] 3.0 [/td2][td2] 12.0 [/td2][td2] 4-6 [/td2][td2] 12 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 10 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Crossbowman [/td][td] Short Ranged [/td][td2] 3 [/td2][td2] 12 [/td2][td2] 3.0 [/td2][td2] 12.0 [/td2][td2] 5-7 [/td2][td2] 10 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 10 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Archer [/td][td] Short Ranged [/td][td2] 3 [/td2][td2] 12 [/td2][td2] 3.0 [/td2][td2] 12.0 [/td2][td2] 4-6 [/td2][td2] 12 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 7 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Province [/td2][/tr2]
[tr2][td] Bandit [/td][td] Short Ranged [/td][td2] 3 [/td2][td2] 12 [/td2][td2] 3.0 [/td2][td2] 12.0 [/td2][td2] 5-9 [/td2][td2] 7 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 7 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Province [/td2][/tr2]
[tr1][td] Chapter II [/td][td] ~ [/td][td2] 3.1 [/td2][td2] 15 [/td2][td2] 3.1 [/td2][td2] 15.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Sword Dancer II [/td][td] Light Melee [/td][td2] 3 [/td2][td2] 16 [/td2][td2] 3.0 [/td2][td2] 16.0 [/td2][td2] 9-11 [/td2][td2] 31 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 12 [/td2][td2] 20% [/td2][td2] 0% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Axe Barbarian II [/td][td] Light Melee [/td][td2] 3 [/td2][td2] 16 [/td2][td2] 3.0 [/td2][td2] 16.0 [/td2][td2] 12-14 [/td2][td2] 26 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 12 [/td2][td2] 20% [/td2][td2] 0% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Cerberus [/td][td] Light Melee [/td][td2] 3 [/td2][td2] 14 [/td2][td2] 3.0 [/td2][td2] 14.0 [/td2][td2] 5-7 [/td2][td2] 16 [/td2][td2] 1 [/td2][td2] 6 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 90% [/td2][td2] -60% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Orc [/td][td] Light Melee [/td][td2] 3 [/td2][td2] 16 [/td2][td2] 3.0 [/td2][td2] 16.0 [/td2][td2] 9-13 [/td2][td2] 14 [/td2][td2] 1 [/td2][td2] 4 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 0% [/td2][td2] 0% [/td2][td2] Province [/td2][/tr2]
[tr2][td] War Dog [/td][td] Light Melee [/td][td2] 3 [/td2][td2] 14 [/td2][td2] 3.0 [/td2][td2] 14.0 [/td2][td2] 4-6 [/td2][td2] 13 [/td2][td2] 1 [/td2][td2] 6 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 90% [/td2][td2] -80% [/td2][td2] Province [/td2][/tr2]
[tr2][td] Treant [/td][td] Heavy Melee [/td][td2] 38 [/td2][td2] 168 [/td2][td2] 3.2 [/td2][td2] 14.0 [/td2][td2] 86-106 [/td2][td2] 378 [/td2][td2] 12 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 7 [/td2][td2] 20% [/td2][td2] -70% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Knight [/td][td] Heavy Melee [/td][td2] 13 [/td2][td2] 56 [/td2][td2] 3.3 [/td2][td2] 14.0 [/td2][td2] 12-20 [/td2][td2] 122 [/td2][td2] 4 [/td2][td2] 2 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 5 [/td2][td2] 60% [/td2][td2] -30% [/td2][td2] Province [/td2][/tr2]
[tr1][td] Chapter III [/td][td] ~ [/td][td2] 3.8 [/td2][td2] 17 [/td2][td2] 3.8 [/td2][td2] 17.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Archer II [/td][td] Short Ranged [/td][td2] 4 [/td2][td2] 19 [/td2][td2] 4.0 [/td2][td2] 19.0 [/td2][td2] 6-8 [/td2][td2] 16 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 10 [/td2][td2] 20% [/td2][td2] 0% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Crossbowman II [/td][td] Short Ranged [/td][td2] 4 [/td2][td2] 19 [/td2][td2] 4.0 [/td2][td2] 19.0 [/td2][td2] 6-10 [/td2][td2] 14 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 10 [/td2][td2] 20% [/td2][td2] 0% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Paladin [/td][td] Heavy Melee [/td][td2] 24 [/td2][td2] 102 [/td2][td2] 4.0 [/td2][td2] 17.0 [/td2][td2] 22-32 [/td2][td2] 284 [/td2][td2] 6 [/td2][td2] 2 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 70% [/td2][td2] 0% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Swamp Monster [/td][td] Heavy Melee [/td][td2] 19 [/td2][td2] 84 [/td2][td2] 3.2 [/td2][td2] 14.0 [/td2][td2] 25-53 [/td2][td2] 108 [/td2][td2] 6 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 7 [/td2][td2] 30% [/td2][td2] -60% [/td2][td2] Province [/td2][/tr2]
[tr2][td] Golem [/td][td] Heavy Ranged [/td][td2] 24 [/td2][td2] 102 [/td2][td2] 4.0 [/td2][td2] 17.0 [/td2][td2] 17-51 [/td2][td2] 131 [/td2][td2] 6 [/td2][td2] 3 [/td2][td2] 3 [/td2][td2] 0 [/td2][td2] 6 [/td2][td2] 40% [/td2][td2] -20% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Steinling [/td][td] Heavy Ranged [/td][td2] 16 [/td2][td2] 67 [/td2][td2] 4.0 [/td2][td2] 16.8 [/td2][td2] 13-35 [/td2][td2] 61 [/td2][td2] 4 [/td2][td2] 3 [/td2][td2] 3 [/td2][td2] 0 [/td2][td2] 4 [/td2][td2] 80% [/td2][td2] 0% [/td2][td2] Province [/td2][/tr2]
[tr2][td] Necromancer [/td][td] Mage [/td][td2] 15 [/td2][td2] 60 [/td2][td2] 3.8 [/td2][td2] 15.0 [/td2][td2] 6-12 [/td2][td2] 32 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 3 [/td2][td2] 60% [/td2][td2] -80% [/td2][td2] Province [/td2][/tr2]
 
Last edited by a moderator:

DeletedUser61

Guest
Type Class Wm Ws Minutes Supplies Damage Health Weight Mrange Arange Sback Inititive AttackB DefendB Race

[tr1][td] Chapter IV [/td][td] ~ [/td][td2] 4.9 [/td2][td2] 21 [/td2][td2] 4.9 [/td2][td2] 21.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Cerberus II [/td][td] Light Melee [/td][td2] 5 [/td2][td2] 22 [/td2][td2] 5.0 [/td2][td2] 22.0 [/td2][td2] 7-9 [/td2][td2] 21 [/td2][td2] 1 [/td2][td2] 6 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 90% [/td2][td2] -80% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Treant II [/td][td] Heavy Melee [/td][td2] 57 [/td2][td2] 264 [/td2][td2] 4.8 [/td2][td2] 22.0 [/td2][td2] 115-141 [/td2][td2] 504 [/td2][td2] 12 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 7 [/td2][td2] 40% [/td2][td2] -80% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Sorceress [/td][td] Mage [/td][td2] 19 [/td2][td2] 80 [/td2][td2] 4.8 [/td2][td2] 20.0 [/td2][td2] 7-13 [/td2][td2] 45 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 2 [/td2][td2] 40% [/td2][td2] -60% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Priest [/td][td] Mage [/td][td2] 19 [/td2][td2] 80 [/td2][td2] 4.8 [/td2][td2] 20.0 [/td2][td2] 2-18 [/td2][td2] 30 [/td2][td2] 4 [/td2][td2] 1 [/td2][td2] 14 [/td2][td2] 0 [/td2][td2] 1 [/td2][td2] 40% [/td2][td2] -60% [/td2][td2] Human [/td2][/tr2]
[tr1][td] Chapter V [/td][td] ~ [/td][td2] 6.5 [/td2][td2] 29 [/td2][td2] 6.5 [/td2][td2] 29.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Paladin II [/td][td] Heavy Melee [/td][td2] 36 [/td2][td2] 162 [/td2][td2] 6.0 [/td2][td2] 27.0 [/td2][td2] 30-44 [/td2][td2] 389 [/td2][td2] 6 [/td2][td2] 2 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 8% [/td2][td2] -30% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Golem II [/td][td] Heavy Ranged [/td][td2] 36 [/td2][td2] 162 [/td2][td2] 6.0 [/td2][td2] 27.0 [/td2][td2] 23-69 [/td2][td2] 179 [/td2][td2] 6 [/td2][td2] 3 [/td2][td2] 3 [/td2][td2] 0 [/td2][td2] 6 [/td2][td2] 80% [/td2][td2] -40% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Cannonneer [/td][td] Heavy Ranged [/td][td2] 36 [/td2][td2] 162 [/td2][td2] 6.0 [/td2][td2] 27.0 [/td2][td2] 8-74 [/td2][td2] 27 [/td2][td2] 6 [/td2][td2] 1 [/td2][td2] 14 [/td2][td2] 0 [/td2][td2] 3 [/td2][td2] 80% [/td2][td2] -80% [/td2][td2] Province [/td2][/tr2]
[tr2][td] Sorceress II [/td][td] Mage [/td][td2] 29 [/td2][td2] 128 [/td2][td2] 7.3 [/td2][td2] 32.0 [/td2][td2] 10-18 [/td2][td2] 63 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 2 [/td2][td2] 60% [/td2][td2] -80% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Priest II [/td][td] Mage [/td][td2] 29 [/td2][td2] 128 [/td2][td2] 7.3 [/td2][td2] 32.0 [/td2][td2] 3-25 [/td2][td2] 42 [/td2][td2] 4 [/td2][td2] 1 [/td2][td2] 14 [/td2][td2] 0 [/td2][td2] 1 [/td2][td2] 60% [/td2][td2] -80% [/td2][td2] Human [/td2][/tr2]
[tr1][td] Chapter VI [/td][td] ~ [/td][td2] 6 [/td2][td2] 46 [/td2][td2] 6.0 [/td2][td2] 46.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Sword Acrobat [/td][td] Light Melee [/td][td2] 4 [/td2][td2] 32 [/td2][td2] 4.0 [/td2][td2] 32.0 [/td2][td2] 15-19 [/td2][td2] 50 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 12 [/td2][td2] 30% [/td2][td2] 0% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Storm Barbarian [/td][td] Light Melee [/td][td2] 4 [/td2][td2] 32 [/td2][td2] 4.0 [/td2][td2] 32.0 [/td2][td2] 19-23 [/td2][td2] 42 [/td2][td2] 1 [/td2][td2] 3 [/td2][td2] 1 [/td2][td2] 1 [/td2][td2] 12 [/td2][td2] 30% [/td2][td2] 0% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Blessed Paladin [/td][td] Heavy Melee [/td][td2] 43.2 [/td2][td2] 324 [/td2][td2] 7.2 [/td2][td2] 54.0 [/td2][td2] 51-77 [/td2][td2] 672 [/td2][td2] 6 [/td2][td2] 2 [/td2][td2] 2 [/td2][td2] 1 [/td2][td2] 8 [/td2][td2] 90% [/td2][td2] -40% [/td2][td2] Human [/td2][/tr2]
[tr2][td] Granite Golem [/td][td] Heavy Ranged [/td][td2] 47 [/td2][td2] 324 [/td2][td2] 7.8 [/td2][td2] 54.0 [/td2][td2] 40-120 [/td2][td2] 310 [/td2][td2] 6 [/td2][td2] 3 [/td2][td2] 3 [/td2][td2] 0 [/td2][td2] 6 [/td2][td2] 90% [/td2][td2] -50% [/td2][td2] Elven [/td2][/tr2]
[tr1][td] Chapter VII [/td][td] ~ [/td][td2] 9.8 [/td2][td2] 64 [/td2][td2] 9.8 [/td2][td2] 64.0 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] 1 [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] ~ [/td2][td2] Chapter [/td2][/tr1]
[tr2][td] Sorceress III [/td][td] Mage [/td][td2] 39 [/td2][td2] 256 [/td2][td2] 9.8 [/td2][td2] 64.0 [/td2][td2] 18-33 [/td2][td2] 111 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 4 [/td2][td2] 0 [/td2][td2] 2 [/td2][td2] 70% [/td2][td2] -90% [/td2][td2] Elven [/td2][/tr2]
[tr2][td] Priest III [/td][td] Mage [/td][td2] 39 [/td2][td2] 256 [/td2][td2] 9.8 [/td2][td2] 64.0 [/td2][td2] 5-45 [/td2][td2] 74 [/td2][td2] 4 [/td2][td2] 1 [/td2][td2] 14 [/td2][td2] 0 [/td2][td2] 1 [/td2][td2] 70% [/td2][td2] -90% [/td2][td2] Human [/td2][/tr2]
 
Last edited by a moderator:

DeletedUser61

Guest
The damage calculation formula is: 10% base damage + 90% of the remaining squad size. For example.
  • A squad of crossbowmen has been reduced to 80 (starting size was 120). To calculate their damage - 80 out of 120 is 66.6% of the total squad. 66.6% of the 90% of the damage is 60% (rounded from 59.92) damage.
  • The final calculation based on the formula is therefore 10% + 60% = 70% of the total possible damage (ranged between minimum and maximum).
  • With above formula any squad (player or AI) below 10% of the starting squad size hits above its weight, which prevents the stalemates that might otherwise occur if two squads were both too weak to harm each other.
Understanding precisely how "weighting" effects unit capabilities is the key to winning battles.
  • Elvenar troops are never injured. They are either unharmed or dead.
  • If a squad has a size of 252, for example, there are really 252 separate sub-fights, each time a squad attacks.
  • "Damage" is a range. This range can be VERY important. A Cannoneer's attack, as an example, can range from 8-74, so they're not very "accurate.
  • Each of the (252 in our example) sub-attacks will randomly use a number within that attack range. A larger squad will have a stronger central average tendency, but you're unlikely to win all of the sub-fights against a weaker opponent, nor lose them all against a stronger opponent.
  • If the damage is MORE THAN the "Hit Points" (Health) of the defending unit, then the number of units in the defending squad will decrement by one, although you'll only see the combined total once all 252 fights have occurred.
  • Each of the units in the attacking squad will get a turn. If the defending squad has fewer units, and some of them survive during the first round, the survivors will be attacked again during a second round until ALL of the attackers have gotten a turn.
  • Likewise, if the attacker has fewer units, some of the defenders won't be attacked at all. Consequently, once weights are accounted for and until the attacking squad is down to 10% strength, a smaller squad will never be able to wipe out a larger squad in just one turn.
  • Treants, as an example, have a weight of 12. There are really 12 sub-Treants that each have 1/12th of the attack and 1/12th of the health, but the parameters only change if 12 sub-Treants are killed. Treants are, consequently, harder to kill because just killing "part of" a Treant doesn't have any effect on their stats, although the "partial" Treant will be easier to kill during the next round.
  • When similarly weighted units are slugging it out, then the attack numbers will determine the results.
  • Between unlike classes the attack/defensive bonus will significantly "adjust" the underlying attack numbers. The upshot is that a Heavy Melee unit can kill several Light Melee units per round, and can likewise shrug off attacks from Light Units.
  • The basic tactic for killing heavy units is to hold them in place, with a melee unit, and let the protected ranged units pound on them.
  • Terrain determines pathing, so ranged units are particularly effective on a cluttered map.
Total Treants.png


It's easy to tell how many units you have in reserve, regardless of your current squad size.
The program actually does the math for you, in the combat setup screen unit tooltips.

Digging one layer deeper, for comparative purposes it's entirely appropriate to simply multiply
the total number of heavy units by their weight, which you have to sort of remember
or else calculate by comparison with the unweighted units per squad,
and then use the unweighted equivalent numbers.

So a Treant simply costs 12 times as much, and takes 12 times as long to train,
as would 12 light units with the same total capabilities.

There are, as well you know, many other special abilities and tactics that you have to consider. In particular, there's a Rock,Paper,Scissors game going on, because of the various attack and defensive bonuses, and the various special abilities. My preferred tactical references are:
(This post was most recently revised on 5/8/16, and we'll try to keep up with the learning curve.)
 
Last edited by a moderator:

maeter75

Well-Known Member
  • Once a squad has lost half of it's strength, it loses 25% of its attack strength.
I thought this was changed to make it that a squad loses strength per member lost.
 

DeletedUser61

Guest
I thought this was changed to make it that a squad loses strength per member lost.
https://us.forum.elvenar.com/index....-tactics-strategy-tips-tricks.1432/#post-9220 indicates that as well. I'll update my comments.

We might as well use this thread to collect all of the relevant threads and guidelines. That's the first step towards the development of a comprehensive guide. I'd be surprised if the wiki ever provides the kind of tactical detail that many of us would like to see.

If somebody has the chops, and the time, to put together a comprehensive combat guide, there will never be a better opportunity than the pending release of the Tournaments. I'm not volunteering because I rarely do any manual battles, and that's where the details matter the most.

So far we have:
 
Last edited by a moderator:

DeletedUser43

Guest
This was posted in another forum and had such good advice I thought I would post it here.

Here was the problem I was facing:

8 sets of enemies. 6 thieves. 2 bandits. All of them 739 each.

Row 1: ttbt
Row 2: tttb

or:

2 thieves 2235 each.

I tried using granite golems. Every one is dead. (don't do that!!)

or
131 cannoneer 784 bandit and 4 troops of knights 196 each.


Granite golems do not have a bonus vs light melee. Treants will die easily at the hands of the bandits. What i would do vs 6 squads of thieves and 2 squads of bandits, is use 5 squads of sorceress III. You'd be surprised how many thieves they can kill with that 70% bonus vs light melee. Focus on the thieves first, the bandits will hardly do any damage cause sorceress III has a 90% defense bonus vs short ranged. 5 squads out of the 6 thieves can be cursed by your 5 squads of sorceress III, making sure their damage is reduced by 80%

2 squads of thieves? use 3 squads of treant II, and have them flanked by 2 squads of sorceress III. Because the treant has an 80% defense bonus vs light melee, the curse of the sorceress will make sure the treants become immune.

The last 1 i'd bring 2 squads of granite golems and 3 squads of sorceress III. have 1 sorceress focus on the cannoneers, the other one on the bandits. The curse will reduce the cannoneers damage, and cursing the bandits means they can't do any damage anymore. The golems and 1 sorceress will focus on the knights. Both have a huge bonus vs heavy melee. When the cannoneers are dead, have the other sorceress focus on the knights as well.
 

DeletedUser1122

Guest
I thought this was changed to make it that a squad loses strength per member lost.

Correct until the last 10%(?). The attack strength of a squad never falls below 10%.

This was posted in another forum and had such good advice I thought I would post it here

Thank-you.
The same logic applies with Paladan/mage. While humans are reduced to 2 fighters for advanced combat. The 3 or 4 or 5 mage set-up is very dependent to the terrian lay-out and can be very sucessful.
 
Top