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💥 Damage

Damage Overview

Damage is defined as the number of casualties dealt by one army against the other in an instance of combat. When combat is initiated (i.e. one army attacks another), damage for both the attacking and defending army is calculated based on a damage formula that considers troop numbers, troop tier, biome effects, stamina penalties, and battle timer penalties.

Combat Process

When an army attacks another from an adjacent tile, the following sequence occurs:

  1. Stamina Assessment: The attacker must have sufficient stamina to engage in combat, the defender must have enough to avoid a low-stamina damage penalty
  2. Damage Calculation: Damage is calculated for both combatants using the damage formula
  3. Casualty Application: Damage is applied simultaneously to both armies
  4. Battle Timers: Each combatant receives a battle timer, which prevents them from initiating new attacks while active.
  5. Refunds: Damage-ratio refunds are calculated and applied to battle timers and stamina

Damage Calculation

Combat Damage Calculation

The damage dealt by an army during combat is calculated as follows:

Damage Calculation Equation
Where:
Dx
= Damage of army x
K
= Global damage modifier = 2
Tx
= Tier of army x
Ty
= Tier of army y
C
= Total number of troops (x + y)
z
= Damage scaling coefficient = 0.2
B
= Biome damage modifier
S
= Stamina penalty modifier
T
= Battle timer penalty modifier

The damage scaling coefficient (z = 0.2) is designed to reduce damage in larger conflicts so that larger battles require more combat rounds to resolve. The global damage modifier (K = 2) provides a baseline multiplier for all combat interactions.

Battle Timers

Immediately after damage is applied, each combatant receives a battle timer that prevents it from attacking an army or Realm until the timer expires. Armies are free to take any other action while the timer is active. The base duration is the length of a single Phase (one minute in Blitz). Timers for different armies are maintained independently of the world clock.

If an army that currently has a battle timer is attacked by another army, it will deal 15% less damage during that combat round. This reduction is represented by the battle timer penalty modifier (T) in the damage equation and reflects the army's reduced combat readiness while recovering from previous engagements.

Damage-Ratio Refunds

The combat system includes a refund mechanism designed to prevent smaller, weaker armies from indefinitely stalling larger forces. When combat is significantly imbalanced, the dominant army receives:

  • Stamina Refunds: Based on the damage ratio between armies
  • Battle Timer Reduction: Shorter cooldowns for overwhelming victories

Refund Calculation

The system calculates a Refund Factor based on the damage ratio between armies x and y:

  • Damage Ratio (Rx): x's damage ÷ y's damage

  • Refund Factor f(Rx): determines the amount of stamina refunded and battle timer reduction

  • If Rx ≥ 10: f(Rx) = 1 (maximum refund)

  • If Rx ≤ 2.5: f(Rx) = 0 (no refund)

  • If 2.5 < Rx < 10: f(Rx) = (Rx - 2.5) ÷ (10 - 2.5)

For army x:

  • Refunded Stamina: (combat cost) × f(Rx), rounded up
  • Battle Timer Length: (base timer) × [1 - f(Rx)]

The same calculations are applied for army y