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Analysis

Battle simulator

Two stacks, real armour classes, real reload timers. Overkill is wasted and out-ranged units eat free shots while they close.

Side ACastle
750F850G
1300 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Barding ArmorChain Barding ArmorPlate Barding ArmorHusbandryBloodlines
Upgrade bill
1695F795G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Centurion wins

7 left standing · 7.6s

Counter analysis
Duration

7.6s

Trade ratio

0.99×

resources destroyed per resource lost, side A

A lost

3/10

608 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 107.6s · 7 v 0
■ Centurion■ Pikeman

Engagement detail

What each side does to the other, per hit and per second.

Centurion

vs Pikeman
Damage / hit
14
Hits to kill
4
DPS
7.37
Free shots
0s
Attack
17 +4
Armour
5/7
Speed
1.485

Pikeman

vs Centurion
Damage / hit
25
Hits to kill
6
DPS
8.33
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Centurion beat up to 15 Pikeman.

Both stacks are assumed to be in contact and focused on one target at a time. Kiting after contact, collision, splash radius, healing, conversion and terrain are not modelled — treat the result as the maths of the trade, not a replay.