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โš”๏ธ Combat Damage Formula

transcribed reference

How much damage an attack does, and what raises or lowers it. Every unit's results are on Unit Damage & Counters.

The formula

Damage = 6 ร— ATK / DEF, rounded in the stronger unit's favor, minimum 1

ATK is the attacker's strength after all modifiers, and DEF is the defender's. The result rounds up when the attacker is stronger, and down otherwise. An even fight deals 6, so it takes three attacks to kill a 20 HP unit. The game shows strength to one decimal but uses the unrounded value.

DEF โ†’ATK โ†“ 3456789101112131415
3 6433222111111
4 8644332222111
5 10865433322222
6 12986544333222
7 141197654433332
8 1612108765444333
9 1814119876544433
10 20151210987655444
11 221714111098765544
12 241815121198876554
13 2620161312109887655
14 28211714121110987765
15 30231815131210998776

Effective strengths often land between these integers. For example, a Hoplite attacking a Horseman in melee is ATK 9, which is 6 ร— 1.5 for the anti-mounted bonus, against DEF 6, for 9 damage.

Effective strength

Strength = Base ร— (100 + ฮฃ modifiers) / 100

Modifiers are percentages that add together. The attacker and the defender each add up their own.

Current HP does not change strength, so a Pikeman on 1 HP hits as hard as a fresh one.

Example: Hoplite against Horseman

Hoplite base strength6
+ Anti-Mounted II (melee, vs Mounted)+50%
Hoplite effective attack9
Horseman defense (no modifiers)6
Damage of 6 ร— 9 / 6, rounded up9 HP

The Horseman drops from 20 to 11 HP. When the Horseman attacks back it is 6 against 9, because the anti-mounted bonus also works when the Hoplite defends in melee: 6 ร— 6 / 9 is 4 damage.

Striking back

Attack patterns (Pierce, Cleave, Splash, Circle)

Some units also hit nearby tiles when they attack. These extra hits use the same damage formula at a lower strength, and the attacker takes no damage back from them.

An extra hit's strength is a small percentage of the unit's base strength. For example, Pierce I adds +25% Pierce damage on top of a flat +1.

Rout and routed units

A unit at 0 HP routs: it retreats one tile and cannot attack until you rally it. The final blow never does more damage than the unit's remaining HP.

Combat constants

ConstantValueMeaning
STRENGTH_MULTIPLIER10Strength inside the game is 10 times the displayed value.
ACTIVE_HEAL5HP healed per turn when the unit neither moves nor attacks.
IDLE_HEAL1HP healed per turn after moving but not attacking.
UNIT_HEAL_COST1Cost per HP healed (in Training or Civics, depending).
COUNTER_CITY_DAMAGE1Damage delivered to a city per attack against its garrison.
COUNTER_ROUT_DAMAGE1Damage applied to a routed unit if attacked again.
CITY_STRENGTH_BASE80Base garrison strength for an undamaged city.
CITY_STRENGTH_PER5Bonus strength per city level.
CITY_HEAL_PERCENT_PER_TURN5%City HP healed per turn while at peace.
CITY_CAPTURE_DAMAGE_PERCENT50%City damage taken on capture.

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