# How your Offense Level is calculated

August 27, 2018 2:49PM
edited August 2018

**Level Calculation**

For calculating the Offense Level of your army, the value of every unit is considered and transferred into an arbitrary score. That score is based on the level, its Army Point Cost and a magic number that acts as a modifier to balance powerful units against weaker units. That score then gets calculated against a theoretical army score on a given level to find out how close you are to your army’s hypothetical power potential of that level.

**Unit Score**

First, the individual score of every of your fielded units is calculated.

All Unit Scores add up to the final Player Army Score

**Offense Level Modifiers**

The strongest units of a faction have a magic number they bring into the formula. This ensures that, due to their power, these units are also weighted heavier in the calculation of the Offense Level.

*GDI Offense Level Modifiers*:

- Commando: 2,6
- Mammoth: 2,6
- Juggernaut: 1,5
- Kodiak: 2,6

*Nod Offense Level Modifiers:*

- Confessor: 1,5
- Commando: 2,4
- Avatar: 1,5
- Specter: 2,6
- Salamander: 2,6

**Theoretical Army Score**

For calculating the Final Army level another value is needed, the value of an theoretical army using all available army points and has all units at its available max level. This does not take the magical numbers of the OLM into account.

**Army Score Fraction**

Before the Final Army Level, a Fraction is calculated based on the Player Army Score compared against the Theoretical Army Score of a given level.

The game calculates the Theoretical Army Score from level 1 to 200 (just in case) and then checks the Player Army Score against that array of values. The TAS that is the next lower value to the PAS is then chosen as the Theoretical Army Score for the calculation. Both are subtracted with the TAS that is one level below the TAS corresponding to the PAS.

**Final Army Level**

Ultimately the Final Army Level is calculated with the formula below and rounded to two digits after the comma.

If the TAS and PAS are identical, this value will return 1, which will result in an even Offense Level equal to the Command Center level, as intended.

In some rare cases the Offense level may exceed the CC level. That is when fielding only endgame units with an OLM greater than 0 (see list) in a low-level army; like 6x level 10 Salamanders at a level 10 CC.

Naturally, the mix of units is what ultimately decides the effectiveness of your army in combat, not the raw Offense Level alone. The strongest units won't be worth their repair costs if they are not used effectively.

Envision Entertainment Community Liaison

Post edited by EE_Elephterion on

0

## Replies

Envision DeveloperIf there are other aspects of the game you'd like to know more let me know and I'll see what I can reveal to you.

Points provided within a base is the following;

Levels 1-12 are hard coded, starting after level 12 the formula = ROUNDDOWN (S*1.2^(New level - 1),0)

Where "S" is a strength

CONSTRUCTION YARD / DEFENSE HQ / COMMAND CENTER / FACTORY / AIRFIELD / BARRACKS / DEFENSE FACILITY: S = 4

POWER PLANT: S = 3

REFINERY / Accumulator / Harvester / Silo: S = 2

Point values awarded for building a CC for example;

Level - Points awarded for increasing to

Increasing CC from level 27 to 28 for example, grants you 317 points

1 - 20

2 - 4

3 - 3

4 - 4

5 - 4

6 - 5

7 - 6

8 - 8

9 - 9

10 - 11

11 - 14

12 - 17

13 - 20

14 - 24

15 - 29

16 - 35

17 - 42

18 - 51

19 - 61

20 - 73

21 - 88

22 - 106

23 - 127

24 - 153

25 - 184

26 - 220

27 - 264

28 - 317

29 - 381

30 - 457

31 - 549

32 - 659

33 - 791

34 - 949

35 - 1,139

36 - 1,367

37 - 1,640

38 - 1,968

39 - 2,362

40 - 2,835

41 - 3,402

42 - 4,082

43 - 4,899

44 - 5,879

45 - 7,054

46 - 8,465

47 - 10,159

48 - 12,190

49 - 14,629

50 - 17,554

51 - 21,065

52 - 25,278

53 - 30,334

54 - 36,401

55 - 43,682

56 - 52,418

57 - 62,902

58 - 75,482

59 - 90,579

60 - 108,695

61 - 130,434

62 - 156,520

63 - 187,825

64 - 225,390

65 - 270,468

For defensive units, levels 1-13 are hard coded, after which the formula is

=CORE_VALUE * 1.2^(New Level - 12)

I don't remember how I calculated core value originally, but it's similar to "strength value" in the prior formula

Barb Wire / Wall = 2.4519276232704

Missile Squad / Zone Trooper = 4.087

MG Nest / Guardian / Predator / Pitbull / Sniper Team = 8.172

"Artillery" = 24.525

Point values awarded for building an Artillery defensive unit for example;

Level - Points awarded for increasing to

Increasing ART from level 27 to 28 for example, grants you 453 points

1 - 19

2 - 4

3 - 5

4 - 6

5 - 7

6 - 8

7 - 10

8 - 11

9 - 15

10 - 17

11 - 20

12 - 24.525

13 - 29

14 - 35

15 - 42

16 - 51

17 - 61

18 - 73

19 - 88

20 - 105

21 - 127

22 - 152

23 - 182

24 - 219

25 - 262

26 - 315

27 - 378

28 - 453

29 - 544

30 - 653

31 - 784

32 - 940

33 - 1,128

34 - 1,354

35 - 1,625

36 - 1,950

37 - 2,340

38 - 2,808

39 - 3,369

40 - 4,043

41 - 4,851

42 - 5,822

43 - 6,986

44 - 8,383

45 - 10,060

46 - 12,072

47 - 14,486

48 - 17,383

49 - 20,860

50 - 25,032

51 - 30,038

52 - 36,046

53 - 43,255

54 - 51,906

55 - 62,288

56 - 74,745

57 - 89,694

58 - 107,633

59 - 129,160

60 - 154,992

61 - 185,990

62 - 223,188

63 - 267,826

64 - 321,391

65 - 385,669

The same formula for defense is used for offense

=CORE_VALUE * 1.2^(New Level - 12)

Core value for Mammoth / Firehawk / Orca / Kodiak = 8.172

1 - -

2 - 10

3 - 11

4 - 14

5 - 17

6 - 20

7 - 24

8 - 29

9 - 34

10 - 42

11 - 49

12 - 8.172

13 - 10

14 - 12

15 - 14

16 - 17

17 - 20

18 - 24

19 - 29

20 - 35

21 - 42

22 - 51

23 - 61

24 - 73

25 - 87

26 - 105

27 - 126

28 - 151

29 - 181

30 - 218

31 - 261

32 - 313

33 - 376

34 - 451

35 - 541

36 - 650

37 - 780

38 - 935

39 - 1,123

40 - 1,347

41 - 1,617

42 - 1,940

43 - 2,328

44 - 2,793

45 - 3,352

46 - 4,022

47 - 4,827

48 - 5,792

49 - 6,951

50 - 8,341

51 - 10,009

52 - 12,011

53 - 14,413

54 - 17,296

55 - 20,755

56 - 24,906

57 - 29,887

58 - 35,865

59 - 43,037

60 - 51,645

61 - 61,974

62 - 74,369

63 - 89,243

64 - 107,091

65 - 128,509

*** Note; formula is same for all worlds. Strengths and Core_Values might be different for your world (go test) and I did not extrapolate all buildings and all units for both factions.

7 primary buildings

7 accumulators

27 power plants

Base level was off by ~1.5

I'll keep tinkering with it however, the core formula for which the entire game engine is based on is simply X * Y ^ Z where;

X = arbitrary value

Y = 1.1, 1.2 or 1.32

Z = Level

The TACS script is public, simply open and read it for battle calcs.

If there are other aspects of the game you'd like to know more let me know and I'll see what I can reveal to you."

I for one would like a precise description of how the fortress level is calculated. Previously we were given two completely different versions by Rhiordd and by another one of the developers at that time. One said it was a simple calculation based on the top 10 individual player offense levels, while another claimed it was based on the average offense levels of the top 10 alliances.

I have spent quite a bit of time helping other following alliances get their fortress badges and for the most part it seems the fortress level rises too quickly to the maximum level of 95. Without previous badgewinners on that world helping out it could take years for many of the following alliances to have enough maximum sized offenses to defeat the fortress on their own.

Sector Relocation = X, Y where;

Cx, Cy = Center of world.

f(x) = average (X1 + X2 + X3 + ... + Xn)

f(y) = average (Y1 + Y2 + Y3 + ... + Yn)

f(d) = SQRT [ (Cx - f(x)) ^2 + (Cy - f(y)) ^2 ] + 40

Relocation to;

North = Cx, Cy - f(d)

Northeast = Cx + SQRT [ f(d)^2 / 2 ] , Cy - SQRT [ f(d)^2 / 2 ]

East = Cx + f(d), Cy

Southeast = Cx + SQRT [ f(d)^2 / 2 ] , Cy + SQRT [ f(d)^2 / 2 ]

South = Cx, Cy + f(d)

Southwest = Cx - SQRT [ f(d)^2 / 2 ] , Cy + SQRT [ f(d)^2 / 2 ]

West = Cx - f(d), Cy

Northwest = Cx - SQRT [ f(d)^2 / 2 ] , Cy - SQRT [ f(d)^2 / 2 ]

EXAMPLE:

Player LON LAT

Base 1 482 559

Base 2 488 560

Base 3 487 563

Base 4 477 552

Base 5 524 611

Base 6 498 573

Base 7 502 570

Base 8 477 572

Base 9 501 641

Base 10 556 622

Base 11 478 644

Base 12 489 563

Base 13 502 572

Base 14 502 577

Base 15 484 561

Base 16 483 571

Base 17 503 597

Base 18 498 623

Base 19 502 574

Base 20 476 542

Base 21 498 636

Base 22 498 601

Base 23 483 569

Base 24 505 583

Base 25 484 554

Base 26 470 664

Base 27 469 656

f(x) = 493.19

f(y) = 589.26

Cx, Cy = 500,500 for this world, many worlds are different size maps

Relocation options;

N 500 370

NE 592 408

E 630 500

SE 592 592

S 500 630 [Not possible - player in example is already in south sector]

SW 408 592

W 370 500

NW 408 408

Completely irrelevant as absolutely no bonus' are used to calculate defense level, it's straight weighted average.

With 200 max possible points, simply multiply unit size (5, 10, 30) by level, then divide by total defense size.

I personally generally use a mixture of size 5 and 10 units, but always upgrade a full level at a time.

If you had 20 size 10 units, you'd simply add up all the levels and divide by 20. If you have a mix, multiply each individual unit by it's size (5, 10 etc) then divide by 200.