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<languages/> {{Legends Kingdoms Topic/en}} The combat system in Travian: Legends and Travian Kingdoms is quite complex and the outcome of a single attack depends on many different factors. == Overview == In combat, a lot of things happen. Some of those influence each other, so the order of execution is important to understand. === Attacks and Sieges === In an attack or {{SwitchVersion|kingdoms=siege}} the following will happen in this specific order: # Rams attack the wall and demolish it to some intermediate level, which will be used later. The intermediate level is never shown in the report or explicitly visible anywhere. # Troops fight each other until one side is completely dead. # Rams attack once again and demolish the wall to its final level, which will be visible in the report. # Catapults shoot. # Surviving chiefs lower loyalty. # {{SwitchVersion|kingdoms=The attacker steals treasures, if the hero survives.}} # Surviving attackers steal resources. # {{SwitchVersion|legends=The attacking hero steals the artefact, if he can store it and one exists.}} === Raids === In a raid, rams, catapults and chiefs don't work and troops don't fight until one side is completely dead. Order of execution: # Troops fight each other until either one side is completely dead or the sum of losses in percent equals {{SwitchVersion|legends=100%|kingdoms=103.2%}}. For details, see [[#raids|below]]. # Surviving attackers steal resources. === Espionage === Espionage is fundamentally different from other attacks in some ways: * The defender doesn't see that attack coming. * The defender can't lose any troops. * Only the scouts of both partys fight, other troops are not involved. * The defender is only informed about the attack, if he kills at least one attacking scout. Only one thing happens during espionages: # Defending scouts kill attacking scouts they notice. == Fighting strength calculation == === Calculation for attackers === {| class="wikitable" ! Step || Description || Formula || Example || Notes |- | 1 || Take the unit's base attack strength. || || Clubswingers: 40 || |- | 2 || Apply the upgrades of the smithy for each unit. || <math>\text{leveled strength} = \text{base strength} + (\text{base strength} + \text{supply} \cdot \frac{300}{7}) \cdot (1.007^\text{unit level in smithy} - 1)</math> || | * Supply refers to the base crop consumption before any modifiers like horse drinking trough, WW-village buff or {{SwitchVersion|legends=artefacts}}. * The smithy level of the home village of the unit is used. |- | 3 || Apply the hero's weapon bonus. || <math>\text{new value} = \text{leveled strength} + \text{weapon bonus}</math> || | * The weapon must be equipped and the hero must attack with the units to apply the bonus. |- | 4 || Apply the hero's attack bonus. || <math>\text{new value} = \text{old value} \cdot (1 + \frac{\text{points in off bonus}}{100} \cdot 20%)</math> || | * The hero must participate in the fight for the bonus to apply. |- | 5 || Apply the brewery bonus, if applicable. || <math>\text{new value} = \text{old value} \cdot (1 + \text{Brewery level}%)</math> || | * This applies only for teutons * This applies only, if the capital of the attacker celebrates a party in the brewery at the time of the attack. * This explicitly applies, if the hammer is not built in the capital, aswell. |- | 6 || {{SwitchVersion|kingdoms=Apply the siege bonus.}} || <math>\text{new value} = \text{old value} \cdot 1.33</math> || | * Only applies, if the attack is sent as siege. |- | 7 || Sum up the strength of all attacking troops in this attack. || || | * To get the infantry attack strength, sum up all non-cavalry units (i.e. infantry, rams, catapults, chiefs and settlers). * To get the cavalry attack strength, sum up all cavalry units. |} === Calculation for defenders === {| class="wikitable" ! Step || Description || Formula || Example || Notes |- | 1 || Take the unit's base attack strengths. || | Phalanx: 40 vs infantry, 50 vs cavalry | |- | 2 || Apply the upgrades of the smithy for each unit. || <math>\text{leveled strength} = \text{base strength} + (\text{base strength} + \text{supply} \cdot \frac{300}{7}) \cdot (1.007^\text{unit level in smithy} - 1)</math> || | * This is calculated once for defense versus infantry, one for defense versus cavalry. * Supply refers to the base crop consumption before any modifiers like horse drinking trough, WW-village buff or {{SwitchVersion|legends=artefacts}}. * The smithy level of the home village of the unit is used. |- | 3 || Calculate the defense strength. || <math>\text{strength} = \text{defense vs infantry} \cdot \frac{\text{attack infantry strength}}{\text{total attacking power}} + \text{defense vs cavalry} \cdot \frac{\text{attack cavalry strength}}{\text{total attacking power}}</math> || | * The attack infantry/calvalry strength refers to the total attack strength of the attack, that was calculated before. |- | 4 || Apply the hero's weapon bonus. || <math>\text{new value} = \text{leveled strength} + \text{weapon bonus}</math> || | * The hero must participate in the fight for the bonus to apply. * For Travian: Legends, the bonus applies only to the units that have the same home village as the hero. * For Travian Kingdoms, the highest bonus per unit type is applied to all units. This explicitly can buff foreign troops and a hero can explicity equip the weapon of another tribe and still make use of the bonus. Only one bonus is applied per unit, so multiple weapons have no additional effect. |- | 5 || Apply the hero's defense bonus. || <math>\text{new value} = \text{old value} \cdot (1 + \frac{\text{points in def bonus}}{100} \cdot 20%)</math> || | * The hero must participate in the fight for the bonus to apply. * The bonus applies for all troops of the same account as the hero. This is true for Travian: Legends and Travian Kingdoms. |- | 6 || Sum up the strength of all defending units. || || || |- | 7 || Add the hero's fighting strength. || || || |- | 8 || Add the base strength of residence / palace / {{SwitchVersion|legends=command centre}}. || || || |- | 9 || Apply the wall and {{SwitchVersion|kingdoms=water ditch}} bonus. || <math>\text{new value} = \text{old value} \cdot (\text{wall bonus} + \text{water ditch bonus})</math> || || |- | 10 || Add the wall's base strength. || <math>\text{new value} = \text{old value} + \text{wall base strength}</math> || || |- | 11 || Add the base defense. || <math>\text{new value} = \text{old value} + 10</math> || || |}
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