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articles: 10
tactics » soldier-calculations

This articel deals with the exact offensive and defesive stats of every type of unit in Settlers 3 with different amounts of combat power.

These are the base stats at 100% combat power: (The table does not cover the armor of spears. I explain this after the table)

Unit type Health
points
Damage per hit
at 100% cp.
Attacks
per second
Dmg.
per
second
Range Movement
speed
Lv.1 Sword 101 10  (1 per 10% cb) 1.3 13.3 1 1
Lv.1 Spear 101 4 (1 per 25% cb) 1.3 5.3 2 0,9
Lv.1 Bow 101 5 (1 per 20% cb) 0.6 3.3 15 0,8
Lv.2 Sword 121 14 (1 per ~7.14% cb) 1.3 18.6 1 1
Lv.2 Spear 121 5 (1 per 20% cb) 1.3 6.6 2 0.9
Lv.2 Bow 121 6 (1 per 16.6% cb) 0.6 4 15 0.8
Lv.3 Sword 151 20 (1 per 5% cb) 1.3 26.6 1 1
Lv.3 Spear 151  6 (1 per 16.6% cb) 1.3 8 2 0.9
Lv.3 Bow 151 7 (1 per ~14.29% cb) 0.6 4.6 15 0.8
Priests 81 0.6
Pioneers
Geologists
Thiefs
21
0.8
Warmachines 501 0.6
Donkeys 0.8

The current health of any type of unit can only be a natural number.

At first Settlers 3 determines the damage depending on your combat power. If the attacked unit is a spearman, the damage gets halved and rounded down. For example: If a spearman is attacked by 9 damage, he receives only 4 instead of 4.5 damage. At last miracles from priests will be taken into account and rounded down again.

Amazons have the same stats, except the soldiers miss 20 health points on all levels. (lv.1: 81/lv.2: 101/lv.3: 131).


Damage and combat power:

The following table represents the start combat power and the amount of "virtual gold bars" you have, depending on the amount of players in the game:

Amount of Player Start Cp. Start amount
of gold bars
1 54% 60
2 50% 48
3 42% 38
4 37% 32
5 33% 26
6 29% 22
7 26% 18
8 25% 16
9 23% 13
10 21% 11
11 19% 9
12 18% 8
13 17% 6
14 16% 5
15 15% 4
16 14% 3
17 14% 2
18 13% 1
19 12% 0
20 12% 0


This table shows the amount of combat power/gold bars you need to get a certain amount of damage. (For Example: A lv. 1 Sword with 35% combat power or 29 gold bars deals 4 damage. On a 4 vs 4 you'd need 29-16= 13 gold bars)
If you want to calculate the exact amount of gold bars to reach a certain damage spike, you need to substract the start gold depending on the game size. (table above):

Dmg. Lv. 1 Sword 

Lv. 1 Spear

Lv. 1 Bow

1

12% / 0

12% / 0 12% / 0
2

15% / 4

37,5% /  32 30% / 23
3 25% / 16 62,5% /  80 50% / 48
4 35% / 29 87,5% / 272 70% / 120
5 45% / 42 112,5% / 784 90% / 328
6 55% / 61 137,5% / 1296 110% / 736
7 65% / 94 130% / 1144
8 75% / 144
9 85% / 248
10 95% / 432
11 105% / 632
12 115% / 840
Dmg. Lv. 2 Sword  Lv. 2 Spear Lv. 2 Bow
1 - 12% / 0

12% / 0

2 12% / 0 30% / 23

25% / 16

3 17,9% / 7   50% / 48

41.6% / 38

4 25% / 16

70% / 120

58.3% / 70

5 32,1% / 21

90% / 328

75% / 144

6 39,3% / 35

110% / 736

91.6% / 360

7 46,4% / 44

130% / 1144

108.3% / 704

8 53,6% / 58

125% / 1040

9 60,7% / 76
10 67,9% / 108
11 75% / 144
12 82,1% / 220
13 89,3% / 312
14 96,4% / 456
15 103,6% / 608
16 117,9% / 896
17 125% / 1040
Dmg.

Lv. 3 Sword 

 Lv. 3 Spear 

 Lv. 3 Bow

1

-

12% / 0

12% / 0

2

12% / 0

25% / 16

21.4% / 12

3

12.5% / 1

41.6% / 38

35.7% / 30

4

17.5% / 7

58.3% / 70

50% / 48

5

22.5% / 14

75% / 144

64.3% / 90

6

27.5% / 20

91.6% / 360

78.6% / 184

7

32.5% / 26

108.3% / 704

92.9% / 384

8

37.5% / 33

125% / 1040

107.1% / 680

9

42.5% / 39

121.4% / 968

10

47.5% / 46

135.7% / 1264

11

52.5% / 55


12

57.5% / 67

13

62.5% / 80

14

67.5% / 106

15

72.5% / 132

16

77.5% / 172

17

82.5% / 220

18

87.5% / 372

19

92.5% /376

20 97.5% / 480

General rules:
At 12% cp. you get 0.8% per gold bar on average.
At 51% cp. you get 0.4% per gold bar on average.
At 63% cp. you get 0.2% per gold bar on average.
At 76% cp. you get 0.1% per gold bar on average.
At 88% cp. you get 0.05% per gold bar on average.
From now on it stays at 0.05% forever.
Egyptians get half the amount per gold bar and double the amount for gems.


Since damage values are pretty low and rounded in this game, there are some really unanticipated results. Here are some examples:
  • A lv.1 spear with 12% combat power has the same damage against other spears as a lv. 1 spear with up to 87,4%. Past 85,5% the lv.1 Spear has double damage.

  • If you excel 70% your lv. 2 spears are as strong as enemy lv. 2 spears in his own land.

  • If you excel 92,9%, your lv.3 spear and bows are as strong as the enemy bows and spears in theire land.

  • If you excel 108,3%, you get a decent attack advantage with lv. 3 bows and spears.

  • On a 1 vs 1 map with 50% combat power, your lv. 2 spears are a lot stronger than swords.

  • Lv. 2 bows have the same amount of damage as lv. 3 bows against spears in your land.

Soldier stats and miracles:

Damage changes by miracles are calculated after combat power and armor. Non natural number are rounded down again. (For example: A lv. 1 swordfighter with 65% combat power and debuffed by festering fear. Now, deals 1 damage to spears, because he has 7 damage which will be reduced to 3 because of the armor and than halfed and rounded down to 1 because of festering fear.

Romans:
Festering Fear: Halfes the damage of enemy soldiers attacking from allied territory.

Egyptians:
Strengthen Soldiers: Doubles the damage of allied units in neutral or enemy territory.

Asians:
Samurai Sword: Doubles the attack speed of allied swordfighters and increase the damage by 33%.

Ch'ih-Yu's Shield: This miracle is not only useless but also decrease the attack damage of allied units by 33%.

Amazons:

Cursed Arrows: Has no effect at all.

author: Incinerate



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