Damage Potential, Efficiency, and Distribution

When I click on a stack of units I get this little screen that says damage potential, damage efficiency, and damage distribution. I just want some details on what it means. I would think it means that the attacking 10 units in combat have those statistics out of the stack against the certain armor classes (potential), I'm not sure what efficiency means exactly and what factors into that, and I would assume the distribution is how much each unit contributes to the damage or maybe how the damage is distributed as it's received to units. If someone could break this down for me for troops and stacks of troops that would be great. I think I know mainly what it means, but it's those little details that I get confused about.

2 Replies

Potential is the damage value of the army against an armour class.

When you attack an army, every unit in that enemy army receives your damage potential against its armour class, randomized by 80%-120% and then divided by the size of the army the enemy unit is in.

Damage distribution is just a simpler, but less handy way to explain this. It shows how much of the enemy's potential against an armour class will be dealt to that armour class.

For example, if you have 2 infantry and 1 medium tank, the damage distribution is 67% infantry, 33% heavy armour. So, the two infantry will receive 67% of the enemy's potential against infantry and the MT 33% of the enemy's potential against heavy armour (and both potentials are also randomized, yeah).

This is a little unpractical, though, as you need to further divide that damage if you need the damage a certain unit receives.

Efficiency is how many % of the army's units are contributing to the fight. There is a "real" damage efficiency, which reduces the damage potential, but that only depends on the health of the units (the efficiency is reduced by 4/5 of the missing health in %, so a zero hp unit has 20% efficiency).

But, there is no damage efficiency reduction related to army size. Instead, the top 10 units with the highest damage against an armour class are used to define the army's potential against that armour class.

The uncertain explanation "damage efficiency reduced due to exceeding army size limit" hasn't been changed yet, because, well, WebGL + 1.5 workload. :D

If you have above 10k manpower, you're not investing properly. A good player never has many resources.
Larger armies destroy enemies faster without taking damage from them.
Build only: 1 military building in each city, airstrips, and recruiting stations to boost manpower.
Minimize research, 2 unit types early, 6 types in late game. Upgrade old units, but: artillery lv1 to lv2 is a waste, only lv1 to lv4 is worth it.
Enjoy
Hornetkeeper

Thanks, that helps me understand combat more!

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