Army calculator

per

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Tribe

Buildings

0

Smithy upgrades

Needs a Smithy at level 0, priced in the building cost.

Bonuses

No Brewery: it is Teuton, and on this world an account's villages are all of one tribe. Keep tribe after conquest, under Game version, offers it to every tribe.

None
None
None
None

Hero

Tier I
Infantry helmet
Cavalry helmet

0.0% attack, 0.0% defence

Pick a tier, then a weapon for a unit in play: a flat bonus to that unit's offence and defence, set by its crop use, the tier and the rarity.

Advanced: travel
None

No mounted Hun hero: only Huns have one on a world where conquered villages change tribe.

Boots and the Tournament Square apply only beyond the first 20 fields; the speed artefact applies to the whole march. The Hun hero moves an army that is entirely mounted.

Advanced: Hospital
0%
100%
Healed first

Hospital recovers 40% of losses as wounded. Healing costs what training costs and takes half as long, and no artefact, alliance bonus or hero item speeds it up. One village, so one building healing. The queue is worked one branch at a time, in two batches: the one picked above is healed first, and the other starts when it is done.

Advanced: raiding

Fields to the farm, one way. The plunder rate is the load divided by the round trip, so a target twice as far away is worth half as much an hour - and the first 20 fields get none of the speed bonuses, which is why a close farm is worth more than its distance suggests.

Advanced: army on a date

The army as it stood when counted. Training starts then, at the buildings, Smithy and bonuses set above, and only units that have left the queue by the target date count. Times are in your own time zone.

Total offensive power23,045
Cavalry offence0
Infantry defence33,721
Cavalry defence35,585
Average defence34,653
Crop consumed1,932

Barracks + Great Barracks (Legionnaire)576
Stable + Great Stable (Equites Legati)678
Workshop (Battering ram)0
Total1,254