Thardferr Battle Calculator
Your Army
Quick Kingdom Import
Your Kingdom Stats
Name | Effect | Level | Max |
---|---|---|---|
Sharper Blades | Increases damages from Sword and Lance. | 3 | |
Tougher Light Armor | Increases defence of units wearing a Light Armor. | 4 | |
Tougher Heavy Armor | Increases defence of units wearing Heavy Armor. | 2 | |
Improve Bow Range | Increases number of attacks from Bow. | 1 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
Field-glass | Doubles exploration efficiency. | 50,000 | 30 | |
Convertion | Increases the number of peasants joining your kingdom after capturing land from an enemy. | 300,000 | 50 | |
Transport | Reduces attack time to 18 days. | 500,000 | 60 | |
Leadership | Increase minimum Basic Army Strength to 0 and gives natural Basic Army Strength growth. | 400,000 | 40 | |
Improved Law System | Reduce crime rate natural growth and reduce maximum crime rate to 25%. | 500,000 | 70 | |
Tactical Knowledge | Greatly improves chances of victory in combat. | 2,500,000 | 100 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
Habitation | Increases the number of peasants per house to 115. | 200,000 | 40 | |
Commerce | Increases gold production. | 300,000 | 60 | |
Animal training | Increases animal weapon production by 20%. | 100,000 | 15 | |
Blacksmithing | Increases weapon production by 20%. | 100,000 | 15 | |
Carpentry | Increases building construction speed by 50%. | 400,000 | 60 | |
Barrack | Increases the number of men that can be housed in a guard house to 65. | 300,000 | 50 | |
Training techniques | Increases unit production speed by 25%. | 1,000,000 | 100 | |
Fortification | Decreases enemy attack power by 5% when defending a castle. | 400,000 | 125 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
Irrigation | Increases the number of food produced per farm by 15. | 50,000 | 150 | |
Machinery | Decreases the optimal worker level for Mines to 85. | 200,000 | 175 | |
Wood Recycling | Increases wood production by 1.5 per Mill. | 300,000 | 240 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
New Spells | Adds new spells to your spellbook. | / 4 | 150,000 | 50 |
Insight | Decreases wizard rest time. They will rest at a rate of 2 per school per day. | 100,000 | 150 | |
Magical Instruments | Greatly improves spell casting success. | 2,000,000 | 100 |
Your Army Composition
No Training Centers or Advanced Training Centers built
Unit | Melee | Short | Range | Defense | Count |
---|---|---|---|---|---|
Shieldbearer | 0 | 0 | 0 | 20 | |
HammerWheilder | 7 | 0 | 0 | 7 | |
AxeMan | 9 | 0 | 0 | 11 | |
Runner | 6 | 2 | 0 | 3 | |
LightCrossbowman | 0 | 0 | 2 | 5 | |
HeavyCrossbowman | 0 | 0 | 3 | 6 |
Population Assignment
Total Assigned: 0 / 0
Job | Optimal | Max | Assigned | Efficiency (per building) |
---|---|---|---|---|
Mine | 0 | 0 | ||
Lumber | 0 | 0 | ||
Agriculture | 0 | 0 | ||
Building | 0 | 0 | ||
Training | 0 | 0 | ||
Blacksmithing | 0 | 0 | ||
Exploration | 0 | 0 |
Both Assigned and Efficiency are editable and kept in sync.
Buildings
Your builders will work the best they can in order to build 0 buildings per day.
Building | Details | Ratio | Count |
---|---|---|---|
Advanced Training Center | Unit production: Dwarf Shieldbearer: 1 per 4 Advanced Training Center, Dwarf Runner: 1 per 5 Advanced Training Center, Dwarf Heavy Crossbowman: 1 per 5 Advanced Training Center | ||
Castle | |||
Farm | Optimal workers: 60; Production/day: 100 | ||
Forge | Optimal workers: 80 | ||
Guard House | Housing: 40 soldiers | ||
Guard Towers | Defense bonus: 40 | ||
House | Housing: 100 peasants | ||
Market | |||
Medical Center | Healing: 20% | ||
Mill | Optimal workers: 85; Production/day: 5 | ||
Mine | Optimal workers: 100; Production/day: 4; (Dwarf bonus: 5 per day) | ||
School | Housing: 40 wizards | ||
Training Center | Unit production: Dwarf Hammer Wheilder: 1 per 4 Training Center, Dwarf Axe Man: 1 per 5 Training Center, Dwarf Light Crossbowman: 1 per 3 Training Center |
Land: 20 | Buildings: 0/200 | Castles: 0/3 | Ratio: 0.00/10.00
You cannot exceed 10 buildings per land (excluding Castle). Castles do not count toward the building cap. Max castles: floor(land / 7) + 1. Ratios are buildings per land (e.g., 2.00 = 2 per land).
Projected Production
Resource | Prod | Upkeep | Net/D |
---|---|---|---|
Gold | 0 | 250 | -250 |
Iron | 0 | 0 | 0 |
Wood | 0 | 0 | 0 |
Food | 0 | 90 | -90 |
Armory Production
If your blacksmiths go to work right away, they will be able to build: 0 Poney, 0 Axe, 0 Hammer, 0 Crossbow, 0 Plate Armor, 0 Chainmail per day.
Enemy Army
Quick Enemy Import
Enemy Kingdom Stats
Name | Effect | Level | Max |
---|---|---|---|
Sharper Blades | Increases damages from Sword and Lance. | 3 | |
Tougher Light Armor | Increases defence of units wearing a Light Armor. | 4 | |
Tougher Heavy Armor | Increases defence of units wearing Heavy Armor. | 2 | |
Improve Bow Range | Increases number of attacks from Bow. | 1 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
Field-glass | Doubles exploration efficiency. | 50,000 | 30 | |
Convertion | Increases the number of peasants joining your kingdom after capturing land from an enemy. | 300,000 | 50 | |
Transport | Reduces attack time to 18 days. | 500,000 | 60 | |
Leadership | Increase minimum Basic Army Strength to 0 and gives natural Basic Army Strength growth. | 400,000 | 40 | |
Improved Law System | Reduce crime rate natural growth and reduce maximum crime rate to 25%. | 500,000 | 70 | |
Tactical Knowledge | Greatly improves chances of victory in combat. | 2,500,000 | 100 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
Habitation | Increases the number of peasants per house to 115. | 200,000 | 40 | |
Commerce | Increases gold production. | 300,000 | 60 | |
Animal training | Increases animal weapon production by 20%. | 100,000 | 15 | |
Blacksmithing | Increases weapon production by 20%. | 100,000 | 15 | |
Carpentry | Increases building construction speed by 50%. | 400,000 | 60 | |
Barrack | Increases the number of men that can be housed in a guard house to 65. | 300,000 | 50 | |
Training techniques | Increases unit production speed by 25%. | 1,000,000 | 100 | |
Fortification | Decreases enemy attack power by 5% when defending a castle. | 400,000 | 125 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
Irrigation | Increases the number of food produced per farm by 15. | 50,000 | 150 | |
Machinery | Decreases the optimal worker level for Mines to 85. | 200,000 | 175 | |
Wood Recycling | Increases wood production by 1.5 per Mill. | 300,000 | 240 |
Name | Effect | Level | Cost | Research Time |
---|---|---|---|---|
New Spells | Adds new spells to your spellbook. | / 4 | 150,000 | 50 |
Insight | Decreases wizard rest time. They will rest at a rate of 2 per school per day. | 100,000 | 150 | |
Magical Instruments | Greatly improves spell casting success. | 2,000,000 | 100 |
Enemy Army Composition
No Training Centers or Advanced Training Centers built
Unit | Melee | Short | Range | Defense | Count |
---|---|---|---|---|---|
Shieldbearer | 0 | 0 | 0 | 20 | |
HammerWheilder | 7 | 0 | 0 | 7 | |
AxeMan | 9 | 0 | 0 | 11 | |
Runner | 6 | 2 | 0 | 3 | |
LightCrossbowman | 0 | 0 | 2 | 5 | |
HeavyCrossbowman | 0 | 0 | 3 | 6 |
Population Assignment
Total Assigned: 0 / 0
Job | Optimal | Max | Assigned | Efficiency (per building) |
---|---|---|---|---|
Mine | 0 | 0 | ||
Lumber | 0 | 0 | ||
Agriculture | 0 | 0 | ||
Building | 0 | 0 | ||
Training | 0 | 0 | ||
Blacksmithing | 0 | 0 | ||
Exploration | 0 | 0 |
Both Assigned and Efficiency are editable and kept in sync.
Buildings
Your builders will work the best they can in order to build 0 buildings per day.
Building | Details | Ratio | Count |
---|---|---|---|
Advanced Training Center | Unit production: Dwarf Shieldbearer: 1 per 4 Advanced Training Center, Dwarf Runner: 1 per 5 Advanced Training Center, Dwarf Heavy Crossbowman: 1 per 5 Advanced Training Center | ||
Castle | |||
Farm | Optimal workers: 60; Production/day: 100 | ||
Forge | Optimal workers: 80 | ||
Guard House | Housing: 40 soldiers | ||
Guard Towers | Defense bonus: 40 | ||
House | Housing: 100 peasants | ||
Market | |||
Medical Center | Healing: 20% | ||
Mill | Optimal workers: 85; Production/day: 5 | ||
Mine | Optimal workers: 100; Production/day: 4; (Dwarf bonus: 5 per day) | ||
School | Housing: 40 wizards | ||
Training Center | Unit production: Dwarf Hammer Wheilder: 1 per 4 Training Center, Dwarf Axe Man: 1 per 5 Training Center, Dwarf Light Crossbowman: 1 per 3 Training Center |
Land: 20 | Buildings: 0/200 | Castles: 0/3 | Ratio: 0.00/10.00
You cannot exceed 10 buildings per land (excluding Castle). Castles do not count toward the building cap. Max castles: floor(land / 7) + 1. Ratios are buildings per land (e.g., 2.00 = 2 per land).
Projected Production
Resource | Prod | Upkeep | Net/D |
---|---|---|---|
Gold | 0 | 250 | -250 |
Iron | 0 | 0 | 0 |
Wood | 0 | 0 | 0 |
Food | 0 | 90 | -90 |
Armory Production
If your blacksmiths go to work right away, they will be able to build: 0 Poney, 0 Axe, 0 Hammer, 0 Crossbow, 0 Plate Armor, 0 Chainmail per day.