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:
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.
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
- 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
2
Howdy, Stranger!
Replies
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.
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.
Defense points, as in the points needed to place units? They are not calculated but from a table. so each level of the Def HQ provides a fixed set amount of points up to a max of 300.
I'm not quite sure what you mean, is the unit's level surpassing that of the HQ or even to/lower then the level? It can't be both at the same time after all.
Units are only deactivated if they are above the level of their HQ (defense or offense respectively).
The other facilities are providing the repair functionality, the penalty for exceeding them in level is in decreased efficiency.