Thardferr Battle Calculator

Your Army

Quick Kingdom Import

Your Kingdom Stats

Combat Technologies
NameEffectLevelMax
Sharper BladesIncreases damages from Sword and Lance.3
Tougher Light ArmorIncreases defence of units wearing a Light Armor.4
Tougher Heavy ArmorIncreases defence of units wearing Heavy Armor.2
Improve Bow RangeIncreases number of attacks from Bow.1
Tree 1
NameEffectLevelCostResearch Time
Field-glassDoubles exploration efficiency.50,00030
ConvertionIncreases the number of peasants joining your kingdom after capturing land from an enemy.300,00050
TransportReduces attack time to 18 days.500,00060
LeadershipIncrease minimum Basic Army Strength to 0 and gives natural Basic Army Strength growth.400,00040
Improved Law SystemReduce crime rate natural growth and reduce maximum crime rate to 25%.500,00070
Tactical KnowledgeGreatly improves chances of victory in combat.2,500,000100
Tree 2
NameEffectLevelCostResearch Time
HabitationIncreases the number of peasants per house to 115.200,00040
CommerceIncreases gold production.300,00060
Animal trainingIncreases animal weapon production by 20%.100,00015
BlacksmithingIncreases weapon production by 20%.100,00015
CarpentryIncreases building construction speed by 50%.400,00060
BarrackIncreases the number of men that can be housed in a guard house to 65.300,00050
Training techniquesIncreases unit production speed by 25%.1,000,000100
FortificationDecreases enemy attack power by 5% when defending a castle.400,000125
Tree 3
NameEffectLevelCostResearch Time
IrrigationIncreases the number of food produced per farm by 15.50,000150
MachineryDecreases the optimal worker level for Mines to 85.200,000175
Wood RecyclingIncreases wood production by 1.5 per Mill.300,000240
Tree 4
NameEffectLevelCostResearch Time
New SpellsAdds new spells to your spellbook. / 4150,00050
InsightDecreases wizard rest time. They will rest at a rate of 2 per school per day.100,000150
Magical InstrumentsGreatly improves spell casting success.2,000,000100

Your Army Composition

No Training Centers or Advanced Training Centers built

UnitMeleeShortRangeDefenseCount
Shieldbearer00020
HammerWheilder7007
AxeMan90011
Runner6203
LightCrossbowman0025
HeavyCrossbowman0036
Special Abilities:
Shieldbearer: Protects army from ranged attacks (based on army ratio)
Runner: Attacks in short-range phase with throwing axes
Hammer Wielder: High melee damage, feared by other races
Axe Man: Most powerful dwarf unit, high defense

Population Assignment

Total Assigned: 0 / 0

JobOptimalMaxAssignedEfficiency (per building)
Mine00
Lumber00
Agriculture00
Building00
Training00
Blacksmithing00
Exploration00

Both Assigned and Efficiency are editable and kept in sync.

Efficiency Formula:
• Building: assigned/150 workers
• Blacksmithing: assigned/forges
• Training/Exploration: 1:1 ratio
• Others: assigned/buildings (rounded down)

Buildings

Your builders will work the best they can in order to build 0 buildings per day.

BuildingDetailsRatioCount
Advanced Training CenterUnit 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
FarmOptimal workers: 60; Production/day: 100
ForgeOptimal workers: 80
Guard HouseHousing: 40 soldiers
Guard TowersDefense bonus: 40
HouseHousing: 100 peasants
Market
Medical CenterHealing: 20%
MillOptimal workers: 85; Production/day: 5
MineOptimal workers: 100; Production/day: 4; (Dwarf bonus: 5 per day)
SchoolHousing: 40 wizards
Training CenterUnit 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

ResourceProdUpkeepNet/D
Gold0250-250
Iron000
Wood000
Food090-90

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

Combat Technologies
NameEffectLevelMax
Sharper BladesIncreases damages from Sword and Lance.3
Tougher Light ArmorIncreases defence of units wearing a Light Armor.4
Tougher Heavy ArmorIncreases defence of units wearing Heavy Armor.2
Improve Bow RangeIncreases number of attacks from Bow.1
Tree 1
NameEffectLevelCostResearch Time
Field-glassDoubles exploration efficiency.50,00030
ConvertionIncreases the number of peasants joining your kingdom after capturing land from an enemy.300,00050
TransportReduces attack time to 18 days.500,00060
LeadershipIncrease minimum Basic Army Strength to 0 and gives natural Basic Army Strength growth.400,00040
Improved Law SystemReduce crime rate natural growth and reduce maximum crime rate to 25%.500,00070
Tactical KnowledgeGreatly improves chances of victory in combat.2,500,000100
Tree 2
NameEffectLevelCostResearch Time
HabitationIncreases the number of peasants per house to 115.200,00040
CommerceIncreases gold production.300,00060
Animal trainingIncreases animal weapon production by 20%.100,00015
BlacksmithingIncreases weapon production by 20%.100,00015
CarpentryIncreases building construction speed by 50%.400,00060
BarrackIncreases the number of men that can be housed in a guard house to 65.300,00050
Training techniquesIncreases unit production speed by 25%.1,000,000100
FortificationDecreases enemy attack power by 5% when defending a castle.400,000125
Tree 3
NameEffectLevelCostResearch Time
IrrigationIncreases the number of food produced per farm by 15.50,000150
MachineryDecreases the optimal worker level for Mines to 85.200,000175
Wood RecyclingIncreases wood production by 1.5 per Mill.300,000240
Tree 4
NameEffectLevelCostResearch Time
New SpellsAdds new spells to your spellbook. / 4150,00050
InsightDecreases wizard rest time. They will rest at a rate of 2 per school per day.100,000150
Magical InstrumentsGreatly improves spell casting success.2,000,000100

Enemy Army Composition

No Training Centers or Advanced Training Centers built

UnitMeleeShortRangeDefenseCount
Shieldbearer00020
HammerWheilder7007
AxeMan90011
Runner6203
LightCrossbowman0025
HeavyCrossbowman0036
Special Abilities:
Shieldbearer: Protects army from ranged attacks (based on army ratio)
Runner: Attacks in short-range phase with throwing axes
Hammer Wielder: High melee damage, feared by other races
Axe Man: Most powerful dwarf unit, high defense

Population Assignment

Total Assigned: 0 / 0

JobOptimalMaxAssignedEfficiency (per building)
Mine00
Lumber00
Agriculture00
Building00
Training00
Blacksmithing00
Exploration00

Both Assigned and Efficiency are editable and kept in sync.

Efficiency Formula:
• Building: assigned/150 workers
• Blacksmithing: assigned/forges
• Training/Exploration: 1:1 ratio
• Others: assigned/buildings (rounded down)

Buildings

Your builders will work the best they can in order to build 0 buildings per day.

BuildingDetailsRatioCount
Advanced Training CenterUnit 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
FarmOptimal workers: 60; Production/day: 100
ForgeOptimal workers: 80
Guard HouseHousing: 40 soldiers
Guard TowersDefense bonus: 40
HouseHousing: 100 peasants
Market
Medical CenterHealing: 20%
MillOptimal workers: 85; Production/day: 5
MineOptimal workers: 100; Production/day: 4; (Dwarf bonus: 5 per day)
SchoolHousing: 40 wizards
Training CenterUnit 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

ResourceProdUpkeepNet/D
Gold0250-250
Iron000
Wood000
Food090-90

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.

Run a simulation to see the battle log and outcome here.