Battle Calculation Theorycrafting:SI

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Attention Soldiers. Welcome to Battlefield tactics 101 - Understanding battle calculations.


The calculations in this section are gleaned from analysis of in game battle results. Plarium has not and will not release their actual battle algorithms. Use this information at your own risk.

  • Regarding the accuracy of this information.

This information is a close approximation. It is not exact. There are some calculations that are hidden behind the scenes and we can only hypothesize on what they are. Though they are likely comprised of two types 1.) standardized adjustments based on the type of attack and 2.) randomize adjustments designed to introduce and element of uncertainty into calculations.

  • Regarding Search and Destroy Calculations

A recent change to ZGH unit statistics as accessed from a search and destroy report confirms that there is a bonus adjustment to enemy unit combat values. This value is likely based on the type of location but further testing is required to reveal these bonuses.

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Basic Battlefield Calculations

The basic calculations for battle are, as best we can ascertain, as follows:

1. Total the offense values of each offense player's units. This is a straight line total modified only by research values. Strategic units will vary based on the number of appropriate units sent, but will maximize their value using the units available. In other words the unit will take from the best units when calculating it's values. No other modifications affect offensive player values. A hidden adjustment affects ZHG units at this stage.

2. Defense units are total proportional to the NUMBER of each type of unit sent. If 50% offensive units are light infantry and 50% of the units are Aviation then the calculate the value of a defense unit as such: (Defense vs Light Infantry * .5) + (Defense vs Aviation * .5) = Defense value. Defense Values include research adjustments before the calculations. Once these defense values are calculated a straight line total for the defense units is calculated using the values. Defensive bonuses from defense structures and improvements are added to the subtotal or if this is a Complex, the complex bonus is added.

3. Add total defense and total offense together to get total battle value.

4. divide offense by battle value to get defense loss percent

5. divide defense by battle value to get offense loss percent.

6. The loss percent is applied evenly to each unit type present. Veteran units are counted separate.

Example (Without research bonuses)

Attacker 10 Riflemen & 10 Thunderhead = 10*40 + 1680*10 = 400 + 16800 = 17200 Total Offense

50% Lt Infantry & 50% Aviation

Defender 30 Sappers & 30 Firedrakes = 30*(20*.5)+30*(18*.5)+30*(400*.5)+30*(725*.5) = 300+270+6000+10875 = 17445

Plus 10 level 1 walls. 10*20 = 200

Thus 200 + 17445 = 17645 Total Defense

Total Offense 17200 + Total Defense 17645 = 34845 Battle value

Total Offense 17200 / Battle Value 34845 = 49% Defense Losses

Total Defense 17445 / Battle value 34845 = 51% Offense Losses

Defense Wins! (Assuming no hidden adjustments get in the way, particularly true for S&D).

Advanced Battlefield Calculations

It is possible to estimate the remaining enemy forces after a loss. This requires that you have sent enough units so that you have at least a few stranglers return to you.

Because loss percents are complements of one another (They add up to 100%), knowing your loss % can tell you their loss percent and from there you can figure their total units present and there by their remaining forces.

A simple example 4000/10000

You sent 100 Riflemen. You lost 71 of them. They lost 142 Sappers. Your loss percent is thus 71%. Thus theirs is 29%. Thus 142 Sappers represented 29% of their forces. Dividing 142/.29 = 489 Sappers.

Couple caveats.

  • You only see unit losses for unit types that had enough units on target for the loss percent to kill of units. If one 1 Firedrake was present at a unit, it wouldn't show up and the calculations would be skewed.
  • You have to account for their defensive structures as well as whatever their research level happens to be. Thus use this with caution as an estimate only.
  • You never know if they'll throw up a defensive wall between your first attack and your second. Such is the chaotic nature of the battlefield.

Additional Notes

  • S&D Battles have two important differences from regular battles. There is a great deal of randomness affecting battle calculations. You must weight your resulting loss percents to account for those variances if you intend to use these calculations for S&D.
  • S&D is designed such that a win MUST kill off all units of the losing side. This seems to factor as greater losses for the winning side. In other words, every unit you technically didn't kill based on loss percent is tacked on as a cost to your units.

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