numbers behind a fight

DeletedUser

Guest
I know that not everyone will want to know this, but for those of us who enjoy math and want to get our army composition 100% right does anyone know the math behind a battle? I want to know the nitty gritty of how they (the numbers) interact and work together, not some general overview. If the equation is complex, don't worry, just post it, you won't scare me off. Thanks so, so much to whoever comes though with the math behind the battles.

Just read threw the code on the webpage. It's not there, so fights take place 100% on the server, which for security is how I want it. However, it means that I have to BEG the admins to release it. so without further a due, , PLEASE INNOGAMES, PLEASE release the numbers behind a fight, let us, the players of this great game use our troops to the fullest. Please! Even just copy and paste the code. One of use will break it down for the public. Please release the math behind a battle!
 
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DeletedUser

Guest
There are plenty of numbers involved! You gotta look at the armor rating for blunt defense etc.... Also for attacking. You also got to use math to see if your army has the capability to destroy the other. Plenty of math involved already!
 

DeletedUser

Guest
I was looking for someone to do one of two things;

1. For someone to post the math equation that is used in actual battles,

or

2. For someone to post the math equation that the simulator uses, since in theory it should be the same as number one.

Key words in both 1 and 2 are "math equation", not an, make sure you have more units then the guy your attacking, or an, make sure to attack with the kind of weapon their weak against, no, I want to know the equation the game uses so I can get 110% out of my army. And yes I know there are very few people out there who know the equation.
 

DeletedUser

Guest
What you are asking for is not something that is going to be freely given, part of playing this game is getting used to some trial and error; exploring for yourself, toying around with different builds and strategies until you either discover something new, or find the right specific unit setups for you. One build for offense and defense will not always apply to all or always be efficient in combat; if that were the case, the game would be fairly one-dimensional and monotonous.

Speaking as someone who does enjoy doing mathematics, and who studies it at university; I can tell you there is a lot that does not show up in the simulator, but will show up in battle with some units; so the equations for both are definitely going to be different. I could go into a few known examples of this, such as comparisons between myth units and regular units in defense (or mixed combinations), as well as mentioning the fact that offensively speaking; you will never get a consistent 110% attack rate in battle, since everybody tends to build different based on their skills and knowledge of the game, or personal preference. Some days you'll note that you had too many catapults, other days, you had too few. The variabilities apply when you defend against attacks; it could be a slinger nuke, a horsemen nuke, a hoplite nuke, or even mixed.

I hope this answers your question.
 

DeletedUser4013

Guest
I'm going to move this to Gameplay Questions since that is where this thread will find more assistance.
 

DeletedUser

Guest
Thank you, although I would thank you more if you posted the number. :)
 

DeletedUser

Guest
I am not sure exactly what you are looking for as i believe it is all freely available to us...?

There are the various armour and attack numbers for each unit.
There is the moral level.
There is the luck value (which is random)
There is the wall level.
etc etc

Play around with the simulator and you'll work it out.
 

DeletedUser

Guest
I want to know the equation(s) that the simulator uses. can I get a rough idea or the equation by using the sim? somewhat, sorta, kinda, not really. But I'm looking for the actual equation, Like, 2xy - 4kz= square root of (o+9d) or to put it in Grepolis terms,

sharp attack of hoplite times number of hoplites - sharp defense of archers times number of archers = outcome of battle

But what happens when you have swords men defending? or when you add slingers attacking, and how does luck facter into the equation? and the wall needs to be factored in there to.

To all future replies, unless you have the equation, or where I, and others, can go to get the equation, I respectfully ask that you not reply, It just wastes, my, your, and anyone who reads this, time. So unless you can post the equation "theonlyThomas" no, it's not freely available, at least not that I've found. you didn't give me a equation as to how those different variables work together.
 

DeletedUser

Guest
You'll need to use a combination of real battles and the simulator to get the results. The battle formula is not publicly released so nobody knows exactly how they are determined.

You'll get the best results by attacking with masses of the same unit and you will further increase those results positively if you attack using the weakness of the defender (hoplites>swordsmen, since swordsmen are weak against sharp). It is also important to remember that when attacking only the attack values are taken into consideration and when defending only the armour values are used; therefore Grepolis has some dedicated offensive and defensive units and they should only be used for those roles. The numbers are also influenced by the Wall, Morale and Luck.

Also, don't forget transports and adequate light ship escorts or else you'll get some heavy losses.

PS. I'm still going to reply even if you ask me not to because 1) I'm confirming what others have said and 2) Others might find this information and tips useful.
 

DeletedUser

Guest
Only the developers know the exact way the battle outcome is determined. In a single attack type battle, this is fairly easy to work out. If the modified attack points is greater than the modified defence points, the attacker will win. However this becomes much more complicated where there are multiple attack and defence types. Clearly they do not add all of the defence types and pit them against the attack types. There seems to be some formula which emulates which attack troops fight which defenders. This is further complicated by the reduction of losses when the victory is more overwhelming.

A less complex way of discovering the formula might involve going to a Hamburg nightclub where the developers go and be very generous when buying drinks. Mind you, they are probably sworn to secrecy and this may take several attempts before they talk.
 

DeletedUser21785

Guest
I don't think they will ever release it as they want luck to be a factor like how they do with the "anti timer" and luck stuff in battles.
 

DeletedUser

Guest
The fact that simulator gives access to an indefinite number of experiments means that someone determined enough could try to interpolate the formula. If it is just a polynomial function of the known variables (def and attacks values for each type, luck, etc) then the task is pretty straightforward.
 

DeletedUser

Guest
The simplest case: attack with a single type of unit.

Multiply the number of units by its attack score: N

Add (multiplying by the respective number of units) all the defense scores, only for the type of attack of the attacking unit, of the defending units: M

Without other bonus, if N > M all defenders die, if N < M all attackers die.
 

DeletedUser

Guest
lol
first of all sorry for refreshing an old thread but someone might be interested....

The basic formula to calculate attacker loses (when an attack > def) would be something like: Defense*100/Attack (or def/attk for simplicity). To count defenders loses you have to just turn it around (attk/def). However its just a foundation of the more complex formula.

For example if you attack 10 swords with 10 hoplites you will get 160 sharp attack vs 80 sharp def, so according to this formula its 80*100/160 = 50% of attacking units lost. That was ratio 2:1 (attack/def) and you could lose 50% of units. This will work for small numbers (like few units), however if you start operating on big numbers you will see that its never 50% but can be something around 43%.

As i said the formula is not that simple, it changes according to attack/def ratio - the bigger ratio the smaller result (loses). which is common sense really. Also to make things worse it doesnt grow in a linear way- the more advantage you get (attk/def ratio) the less units you will lose in some sort of geometrical fashion. So to come back to the formula you would have to find out what exactly developers had in their minds when they created it.
It could be anything like (defense-(attack-defense)/?)*100/attack
or defense*100/attack +? (plus something) or x? (times something)
or other things...

Bottom line
Dont bother trying to figure it out if you are not a pro mathematician and just keep in mind couple of things:
1) it doesnt matter if you attack one type of units or few types - just sum up their corresponding def value (for ex all sharp def). In calculations all defensive units are treated as one.
2) the bigger attack/def ratio the less units you will lose (when your attack>def) or kill more (when attack<def)

How it works exactly, doesnt matter - luck, morale, research differences, spells, unlucky timing etc all can change a lot, so you can never be really prepared...
 
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Abbacus

Phrourach
Sometimes I find it fun to try and think about it in a math way but then it gets too much and I just go "hey it's a game". But it is fun although it gets very complex very quickly with many variables listed at the end of G.R.O.M's post and the probability of knowing those goes dramatically down. How likely is it that you know if your enemy has Phalanx researced or something similar. A spy report only gives info on troops and buildings. I would be very interested if someone actually can come up with the way of working it out because for luck and all that supposedly random things. the random number generator follows a formula to randomise numbers but then the main variable there is the amount of attacks sent out at each time in each world which will affect what stage of the forumla it is at.

It just goes on and on like that and thats me only looking at luck and I beleive thats what counts is just a ton of luck.
 
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