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New and Improved Battle Calculation Formula!

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Apr 27, 2015, 17:3704/27/15
220588

New and Improved Battle Calculation Formula!

New and Improved Battle Calculation Formula!

Orichalcum Production Boost at Pantheons! And – More Pantheons!

Archons!

The gods have bestowed their blessing upon us, and have granted us great new updates!

For those busy Archons, here are the latest changes you would be wise to take note of:

  • You will now be granted a 3x Orichalcum production boost for defending a Pantheon from a Persian attack
  • Improved, more balanced formula for deciding the outcome of battles
  • New Pantheons have been discovered on the Map

    1. You will now be granted a 3x Orichalcum production boost for defending a Pantheon from a Persian attack.

    From this day forth, you will receive a 3x Orichalcum production boost for successfully repelling Xerxes’ warriors’ attacks. Each time you successfully fend off one of Xerxes’ attacks, your Orcichalcum production will increase a further 3 times.


    2. Improved, more balanced formula for deciding the outcome of battles

Your generals have trained your warriors well – they are stronger than ever. Now your warriors will stand resilient in the face of your enemies. Battles will now be closer-fought, and fairer, than ever before! Ready your men and put them to the test on the battlefield!

What it all means:

  1. Combat advantage has been given a lower weighting in the algorithm, but still retains a certain impact on the outcome of battles;
  2. Coalition Challenges are fairer than ever before – each and every Coalition is able to compete;
  3. Be aware: the new battle calculation formula doesn’t influence battles taking place at Persian Positions – they will remain as they were!

Are you an Archon that prefers to remain steadfast in defense, as opposed to forceful in attack? If so, then heed this information!

In the past, if you were caught off-guard by your rivals at your weakest moment, your small defensive squad would be wiped out by a superior, well-prepared force. With the previous algorithm, you would fail to even scratch the surface of your enemy’s armor… But from this day forth, your enemy will not get away so freely!

Take the following situations as examples:

Before: When defending with 25 Mounted Peltasts (15,000 Defense Points) against 200 Agema Horsemen (336,000 Offensive Points), 2  Agema Horsemen (3360 Offensive Points)  and around 25 Mounted Peltasts  (15,000 Defense Points)  would fall in battle.

Now: When defending with 25 Mounted Peltasts (15,000 Defense Points) against 200 Agema Horsemen  (336,000 Offensive Points), 8 Agema Horsemen (13,440 Offensive Points) and 24 Mounted Peltasts (14,400 Defensive Points) would fall in battle.

Remember, Archon! Not only the quantity of units, but also the strength of each individual warrior is important when deciding the outcome of a battle. Our calculations always take into account the overall strength of the forces stationed at a location, not just the sheer numbers!

If you are primarily an Offensive Archon, you would be wise to take note of the following information before planning your next battle:

Take the following situations as examples:

On your way to attack a Pantheon, your opponent managed to station an immovable, invincible army, and there’s no way for your men to turn back. It’s certain death – or is it?

Before: During an attack consisting of 10 Agema Horsemen (16,800 Offensive Points) against 600 Mounted Peltasts (360,000 Defensive Points), you would have lost 10 Agema Horsemen (18,600 Offensive Points), while your enemy would have lost around 6 Mounted Peltasts (3600 Defensive Points).

Now: During an attack consisting of 10 Agema Horsemen (16,800 Offensive Points) against 600 Mounted Peltasts (360,000 Defensive Points), your 10 Agema Horsemen (18,600 Offensive Points) would die, while your rival would lose around 23 Mounted Peltasts (13 800 Defensive Points) .

The Gods have bestowed upon you their favor, Archons – make of it what you will!

As you know, every tale has two sides, and with these changes, we wanted to take into account every player’s perspective. With that said, please take a read through the following to understand the thinking behind these recent changes.

The aim of this update, as ever, is to make the outcome of each battle as fair and as balanced as it can be for each party. Because of these changes, no matter the stature of an Archon, he or she will be sure that their army will be able to stand their ground, and give the opposition a good, hard-fought battle. Because of this, the opponent will also sustain losses – as opposed to the old mechanics, where one side could completely destroy the other, without sustaining losses.

This, as always, depends on the combat advantage correlation of each party. Remember: combat advantage is the key to victory. As in the real world, firm alliances, well-judged strategies and the most powerful armies will always prevail. However, a couple of thousand units fighting against an army that dwarfs it in size, will now be able to cause a fair, realistic amount of damage.

    3. New Pantheons on the Map!

Archons! New Pantheons have been discovered on the Global Map. March your men and take control of Hellas!

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Comments
Apr 27, 2015, 20:2704/27/15
08/23/14
14

why not include a battle calculator --- it would make things simpler and people would know the minimum amount of troops needed to defeat an enemy force

Apr 28, 2015, 11:5604/28/15
09/21/14
5

I am looking forward to taking advantage of this change. As a lvl50 player i can expect to be raided daily by lvl60, 70+ neighbours.

I come on daily to see that my reinforcements are gone and resources are limited unable to level buildings. 

Restricting attacks within a 10lvl margin as mentioned by Kris makes sense. 

Now i know my small army won't die in vain, die all the same but one will come home to talk of the injustice.

Love the game.

Apr 30, 2015, 15:1104/30/15
220588

IAC said:

it is a terrible move.

the key element in this game is to get some ressources from raiding an enemy city.

but,now, if you leave 350 javelotiers lvl20 in your city (not in the acropole) the degats for the attacker will be bigger than even the 50K from the ressource that you can get .

this mean the end of the raid for ressource.

in the long run even with your 3 sieged cities and with your colonie, leaving 350 javelotiers is better.

please change this.

iac

 

 

 

He not it in nothing to add.

It should absolutely put back in place the former system

please change this.

Apr 30, 2015, 19:5304/30/15
220588

hello all, ba late game looks if he does not change his mind and they do not put the game as it was before, they always look the same spending more, and the new poor the game looks terrible for them and for us too lool,
Courage friends we will win.
rcsc

May 2, 2015, 13:0605/02/15
220588

Archons, first of all, I am grateful to you for sharing with me both negative and positive feedback.

DarthRevan, the base average dp of an mounted peltast is 587.5 and 725 for cavalry defense so I am not sure where the 600 dp used above came from.

600 DP is an approximate value which we took to make calculations for the stated examples.

I would like to notice that new formula also makes Coalition Challenges more fair. Before, the defending party used receive more points while defending. Now the correlations between offensive and defensive parties in terms of gained points also became more equal.

Important notes about this update:

- The changes don't presume that 10 Swordsmen can destroy half of a big hostile army defending a Pantheon;
- It doesn't mean that the number of units in the defending army has no impact on the outcome of the battle;
- It does mean that the bigger force you have, the less damage you get.

May 3, 2015, 04:3905/03/15
220588

there a problem im facing when raiding.

i send in 32 agema to raid a city that with 50 javeline.

the result shown i lose 1 agema while killing all 50 javeline

when i calculate my agema base offensive is 1680 and the javeline defensive on cavalry added not even close to 600 with max agrrment it only 800 from the 50 javeline.

1680 offensive with 32 unit i send never die during defeating 50-200 javeline or psilos after the updated calculator i have lose 1 agema every 50 javeline. and im really sad knowing the new method is killing your unit method

May 5, 2015, 06:0905/05/15
May 5, 2015, 06:13(edited)
08/25/14
1411

Well, I sent my usual 7-8 million offense raid to retaliate some fool thinking he can farms our members, and, as it often happens, he had the bad idea to defend...

Knowing the towers defending the city are really efficient in boosting defense, I generally lose at least some of my most numerous units (commonly a few Agemas and Promachoi), but this time, I lost nothing, while the target was completely wiped out. Probably a consequence of the changes ?... :p

What I understand from the explanations, and more precisely, from the before/after diagram, is sending attack waves to a well defended pantheon will gradually grind some of the defenders down, exposing the target and making possible to conquer it instead of remaining untouched as usual.

Well, I agree it would be more fair than before, though with the old system :

- I did kill lots of defenders during a coalition attack against a crowded level 5 pantheon (so it was possible already) ;

- I did lose some defenders against strong attacks against a pantheon I was helping to defend (maybe it wasn't defended enough then) in several occasions, though I really didn't lose many units.

Anyway, it would still be fair enough if we defenders would have to rebuild some defense to replace losses in our pantheons from times to times, rather than just throwing them there and forgetting them (except for orichalcum use) and leave any potential attacker hopeless. I agree it could get a bit boring and demoralizing in the end for both parties if there wasn't any challenge at all, as it was the case once a pantheon had reached level 5 and was filled up with defense.

Though since we're back with only one pantheon for now, it's so badly crowded I really doubt anybody could hope scratching any defender there, but this is another story. :D

At least, let's give the new rules a try and judge from results after a few months. :)

 

P.S. : in compensation for losing defense, would it be possible to at least earn PVP points ? As we don't seem to earn any defending pantheons...

May 20, 2015, 23:5805/20/15
220588

Well to be honest,

I have been playing this for about 3 months I reached lvl 50 and at this point I have army of DP 150K, yesterday I had offensive army of 200K today only 30K. I lost a lot of army on attacking and now with new changes I will probably loose even more, which is not really a problem at this point but if my army gets bigger and I can loose it faster then what is the point cause to build an army of let's say 500K offensive points player will need about 1-2 months of constant building and in meaningless attack I can loose for example army that I will need 10 days to rebuild - I am really considering to quit now and save my nerves in future.

Forget about resources, it is the time to rebuild the army.

May 21, 2015, 06:1005/21/15
03/08/15
3

All I would like to know is, how are battles calculated exactly, and how are war/challange points calculated. At the moment I notice that in a battle both sides loose about the same on OFF/DEF points, as shown in the example above. The Attacker with an overwehlming army losses 13,4k and the defender, much weeker losses 14,4k. This relation is also calculated for the challenge/war points. Both sides make about the same points, the stronger one, although, much stronger, makes a little bit more. This was very disappointing, as a winner should get more point in the challange, much much more!!!

Next: Assins win the war! As this is the only way to gain points without loosing points.

The result, I wll never go into a conflict or war again!

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