![]() We can, however, make some general deductions based on a basic set of data available to us:ġ) We want to win all three battles offered to us every day in the settlement Ģ) Each unit has 10 hit points and “winning” a battle consists of killing the enemy off by reducing all enemy units’ hit points to 0 before the enemy can do the same to you ģ) Therefore, the ultimate goal in any battle is causing as much disparity in terms of damage as possible ĥ) There are 5 types of units in the Egyptian settlement:Ī) Khopesh Fighters – Light Units, counter fast & heavy, ATTACK 100 / DEFENCE 100 / RANGE 1 / SPEED 8, get +30 DEFENCE per adjacent Khopesh Fighterī) Mounted Camel Archers – Ranged Units, counter light & artillery, ATTACK 90 / DEFENCE 110 / RANGE 4 / SPEED 8, can retaliate against any attack made from within their attack rangeĬ) Nubian Archers – Artillery Units, counter light & heavy, ATTACK 100 / DEFENCE 100 / RANGE 6 / SPEED 6, can hide in bushesĭ) War Chariots – Fast Units, counter ranged & artillery, ATTACK 100 / DEFENCE 90 / RANGE 3 / SPEED 10, get +30 ATTACK boost when attacking adjacent enemiesĮ) War Elephants – Artillery Units, counter fast & ranged, ATTACK 80 / DEFENCE 120 / RANGE 1 / SPEED 10, have a 20% chance of doubling damage when attackingĤ) Units may attack other units within range (this range is 1, or adjacent tiles for Khopesh Fighters and Elephants), and may or may not receive retaliation damage depending on the type of the attacked unit ĥ) If a unit is dead already by the time its turn comes around, it can’t deal damage Ħ) If a unit is alive but there are no enemy units within its movement + attack range, it can’t deal damage ħ) Therefore, the key to increasing the damage disparity lies in concentrating your fire to kill the enemy units as quickly as possible and staying out of the range of enemy units which are left alive Ĩ) Since there are no attack boosts in the settlement, the only advantages we as the player can have areĪ) A numerical superiority – The enemy armies almost never have the full 8 units, meaning bringing 8 units to a battle will automatically confer an advantage on the playerī) A terrain / positioning superiority – Meaning we fight in terrain that is favourable to us and/or unfavourable to the enemy, however it is impossible to manipulate the terrain of the battlefield and therefore this type of superiority is impossible to generalize on – If you get a good set of tiles, good for you. While there is much to be said about the way Egyptian battles work, the general overabundance of randomness and data to be plotted in the system (Each battle has 210 tiles, 16 units of 5 types, a changing initiative order based on the unit types and numbers and so on…) makes a rigorous analysis of the battles themselves nigh-impossible. We will now take a look at each of those steps. ![]() The basic formula for success in the Egyptian Settlement consists of gathering coins, training Egyptian units, fighting battles with Egyptian units, getting loot from those battles, using the loot to produce goods, unlocking buildings with those goods and completing quests until you’re done. However the – relatively – new settlement appeared to be quite a mathematical curiosity from a few points and over the course of the last couple of weeks I’ve done some basic analysis of the battles, goods produced, time limits and so on which I decided would better serve the community out here in the open instead of being forgotten in one of my workdesk’s many drawers. ![]() I’ve been playing FoE for about a year now but haven’t really been active on the forums. Hello folks, I am Muhabir from the East Nagach server.
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