Right defense and attack

Before you conduct your first warfare, you need to take a close look at all available units, their capabilities and intended use. Effective use of army will not only allow to win the combat, but also to minimize casualties among units. Fewer soldiers are lost in combat, lower costs you have for participation in war, and the higher could be warfare intensity.

Lords & Knights. Right defense and attack

There are only 15 various units. 3 units (Pushcart, Oxcart and Ship) are transport units. They are needed only to deliver resources and have no impact on the course of battle. The rest 12 units are designed to conduct warfare; we will enlarge upon this point.

There are three branches of military force: infantry, cavalry and artillery. Soldiers have different parameters of force against each military branch. Generally, infantry is most effective against cavalry, cavalry is most efficient against artillery, and artillery is best-performing against infantry. This endless circle generates balance of forces between units and brings in variability to players’ actions. Besides, combat characteristics are further divided into defensive and offensive units. Ultimately, each soldier has only 6 combat parameters that determine his effectiveness in particular military actions.

In terms of their field of application, units can be roughly divided into 4 groups: defensive units, offensive units, Vikings and Siege Weapons.

Defensive units

These units are designed to conduct defensive warfare. They have high protection rates and very low attack parameters. Due to a high level of casualties, it is exceptionally unwise to use this type of soldiers for an attack. Thus, for example, in a battle for a castle in 289 level, 500 Spearman will be defeated by just 15 Crossbowmen. However, if we change their roles, the same 500 Spearman being on the defensive will destroy not just 15, but 1500 attacking Crossbowmen! The difference is more than 100 times.

If you doubt the credibility of these figures, recheck them using our calculator of battles.

Spearman

This is a basic defensive unit available for construction from the first days of the game. It belongs to Infantry class and is highly efficient on the defensive against enemy cavalry. From this point on in the article, there will be presented tables of efficiency assessment of units during the battles between each other in terms of casualty ratio, resource costs and time for army reinstatement.

The data is given for soldiers from fully improved fortresses without regard to scores of defensive works (please, do not confuse them with bonus protection parameters for units).

Spearman
54 res.
75 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
9.09 (0.11)
9.09
9.09
2.69 (0.33)
7.46
5.45
5.66 (0.24)
6.56
5.83
1.63 (0.61)
3.37
2.62
2.02 (0.94)
1.54
1.28
2.08 (0.52)
7.48
4.77
0.88 (1.13)
1.79
1.68
0.73 (1.71)
1.02
0.97
1.47 (0.39)
7.03
6.63
1.41 (0.71)
3.76
3.23
1.34 (1.56)
1.34
1.25
2.70 (0.36)
8.85
7.63

Attack
0.11 (9.09)
0.11
0.11
0.04 (26.36)
0.09
0.07
0.16 (7.88)
0.20
0.18
0.14 (7.27)
0.28
0.22
0.17 (9.09)
0.16
0.13
0.38 (3.64)
1.07
0.68
0.24 (4.24)
0.48
0.45
0.20 (8.18)
0.21
0.20
0.44 (3.33)
0.82
0.78
0.17 (6.06)
0.44
0.38
0.18 (8.48)
0.25
0.23
0.44 (3.03)
1.05
0.91
High efficiency Medium efficiency Low efficiency

Table 1. Efficiency of Spearman in a battle against other units

Let’s address the figures from the table in more detail. We will take a look at Spearman efficiency in a defensive combat against attacking Lancer Horsemans. The first figure in a cell means that one Spearman destroy 2.08 Lancer Horsemans and one Lancer Horseman destroy 0.52 Spearmans. The second one shows economic costs of the parties for participation in a combat. In this particular case, the attacking party has to spend 7.48 of resources against 1 resource of the defending party. The third figure shows the ratio of time needed for army reinstatement: it will take the attacking party 4.77 times more time for restoration of Lancer Horseman than for the reinstatement of defending Spearman.

Pay close attention to the data from this table and share it with your fellows. Rest assured, many of them, even if they have vast combat experience, never thought about soldier's efficiency from economic point of view.

Crossbowman

This is the strongest defensive unit, which is available upon study of Crossbow science. It belongs to Artillery class and is highly efficient on the defensive against enemy infantry and artillery.

Crossbowman
133 res.
135 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
26.36 (0.04)
10.15
13.89
8.06 (0.12)
8.33
8.33
3.13 (0.20)
3.20
3.89
4.73 (0.20)
4.17
4.44
6.05 (0.17)
3.45
3.92
1.15 (0.82)
1.93
1.68
2.56 (0.15)
5.46
7.01
2.20 (0.45)
1.57
2.04
0.81 (1.35)
0.82
1.06
4.10 (0.14)
7.73
9.10
4.03 (0.25)
3.40
4.33
1.49 (1.11)
1.17
1.37

Attack
0.33 (2.69)
0.15
0.21
0.12 (8.06)
0.12
0.12
0.12 (8.06)
0.08
0.10
0.41 (1.70)
0.49
0.52
0.51 (1.98)
0.30
0.34
0.28 (3.39)
0.47
0.41
0.71 (1.41)
0.58
0.75
0.59 (1.70)
0.42
0.54
0.33 (2.40)
0.46
0.60
0.50 (1.70)
0.64
0.75
0.54 (1.84)
0.46
0.59
0.33 (3.11)
0.42
0.49
High efficiency Medium efficiency Low efficiency

Table 2. Efficiency of Crowssbowman in a battle against other units

Armoured Horseman

This is the fastest defensive unit that is available for recruitment after study of Stirrup science. It is medium-strong, belongs to Cavalry class and is highly efficient on the defensive against enemy artillery.

Armoured Horseman
85 res.
105 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
7.88 (0.16)
3.97
4.46
8.06 (0.12)
13.04
10.71
3.54 (0.28)
3.57
3.57
1.41 (0.77)
1.70
1.48
6.05 (0.13)
7.06
6.59
1.30 (0.77)
3.21
2.30
0.77 (1.80)
0.71
0.75
2.20 (0.09)
12.29
13.12
0.92 (1.09)
1.60
1.70
1.23 (1.45)
1.17
1.13
4.03 (0.20)
6.65
6.96
1.69 (0.59)
3.43
3.33

Attack
0.24 (5.66)
0.11
0.13
0.20 (3.13)
0.50
0.41
0.28 (3.54)
0.28
0.28
0.29 (3.64)
0.36
0.31
0.81 (1.01)
0.91
0.85
0.66 (1.52)
1.63
1.17
0.51 (2.12)
0.60
0.64
0.94 (0.91)
1.22
1.30
0.76 (1.31)
1.33
1.41
0.35 (3.33)
0.51
0.49
0.87 (0.81)
1.64
1.72
0.76 (1.31)
1.54
1.50
High efficiency Medium efficiency Low efficiency

Table 3. Efficiency of Armoured Horseman in a battle against other units

Attacking units

These units are designed to conduct offensive actions. They have high attacking performance and low protection rates. It is reasonable to use this type of units to protect the castle after its successful seizure, while defensive troops are approaching to the castle.

Swordsman

This is the slowest attacking unit that is available after the study of Swordsmith science. It belongs to Infantry class and is efficient in the attack against enemy cavalry.

Swordsman
111 res.
120 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
7.27 (0.14)
3.47
4.46
1.70 (0.41)
2.92
2.74
3.64 (0.29)
2.64
3.02
1.31 (0.77)
1.30
1.30
1.27 (1.18)
0.60
0.64
1.34 (0.65)
2.91
2.38
0.71 (1.41)
0.70
0.84
0.46 (2.14)
0.40
0.48
0.94 (0.49)
2.72
3.30
1.13 (0.88)
1.47
1.63
0.85 (1.94)
0.52
0.63
1.74 (0.45)
3.44
3.81

Attack
0.61 (1.63)
0.30
0.38
0.20 (4.73)
0.25
0.24
0.77 (1.41)
0.54
0.62
0.77 (1.31)
0.76
0.76
0.81 (1.63)
0.43
0.46
1.79 (0.65)
2.91
2.38
1.31 (0.76)
1.29
1.56
0.94 (1.47)
0.58
0.70
2.07 (0.60)
2.22
2.69
0.92 (1.09)
1.19
1.31
0.87 (1.52)
0.67
0.80
2.07 (0.54)
2.87
3.18
High efficiency Medium efficiency Low efficiency

Table 4. Efficiency of Swordsman in a battle against other units

Archer

This mobile and fast attacking unit is available upon the study of Longbow science. It belongs to Artillery class and is efficient in the attack against enemy infantry.

Archer
78 res.
90 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
9.09 (0.17)
4.07
4.90
1.98 (0.51)
3.34
2.94
1.01 (0.81)
1.35
1.44
1.63 (0.81)
1.76
1.65
1.48 (0.67)
1.49
1.49
0.37 (3.33)
0.81
0.62
0.88 (0.61)
2.29
2.59
0.54 (1.85)
0.65
0.74
0.26 (5.49)
0.35
0.39
1.41 (0.57)
3.24
3.35
0.99 (1.01)
1.43
1.61
0.48 (4.51)
0.49
0.51

Attack
0.94 (2.02)
0.34
0.41
0.17 (6.05)
0.28
0.25
0.13 (6.05)
0.18
0.19
1.18 (1.27)
1.12
1.05
0.67 (1.48)
0.68
0.68
0.31 (2.55)
1.06
0.81
2.02 (1.06)
1.32
1.49
0.79 (1.27)
0.95
1.08
0.36 (1.80)
1.05
1.20
1.41 (1.27)
1.45
1.50
0.73 (1.38)
1.05
1.18
0.36 (2.33)
0.95
0.98
High efficiency Medium efficiency Low efficiency

Table 5. Efficiency of Archer in a battle against other units

Lancer Horseman

This fast and hard-hitting attacking unit is available after the study of Horse armor science. It belongs to Cavalry class and is efficient in the attack against enemy artillery.

Armoured Horseman
210 res.
186 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
3.64 (0.38)
0.68
1.06
3.39 (0.28)
2.26
2.59
1.52 (0.66)
0.61
0.86
0.65 (1.79)
0.30
0.36
2.55 (0.31)
1.20
1.56
0.56 (1.79)
0.56
0.56
0.35 (4.21)
0.12
0.18
0.93 (0.22)
2.03
3.03
0.39 (2.55)
0.28
0.41
0.57 (3.39)
0.20
0.27
1.70 (0.47)
1.14
1.67
0.72 (1.38)
0.59
0.80

Attack
0.52 (2.08)
0.12
0.19
0.82 (1.15)
0.55
0.63
0.77 (1.30)
0.31
0.43
0.65 (1.34)
0.39
0.48
3.33 (0.37)
1.00
1.31
1.79 (0.56)
1.79
1.79
1.11 (0.78)
0.67
0.98
3.89 (0.33)
1.36
2.02
2.07 (0.48)
1.47
2.17
0.78 (1.23)
0.56
0.75
3.59 (0.30)
1.79
2.62
2.07 (0.48)
1.71
2.31
High efficiency Medium efficiency Low efficiency

Table 6. Efficiency of Lancer Horseman in a battle against other units

Vikings

They first appeared in the game in 2016. They are available for construction only on certain days when there is a special campaign on the server. These are the only units for the recruitment of which you need copper. Vikings are extremely effective in an attack, but as opposed to standard attacking units, they can break protection bridges. You may read about this technique in more detail in the article Break of a bridge by Vikings.

Berserker

In terms of applicability, they are similar to common Swordsman, but they travel on the map in double-quick time and have much stronger attacking performance against equestrians. They are capable of breaking a defensive bridge, if it is constructed based on cavalry.

Berserker
109 res.
142 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
4.24 (0.24)
2.06
2.20
1.41 (0.71)
1.72
1.34
2.12 (0.51)
1.53
1.45
0.76 (1.31)
0.78
0.65
1.06 (2.02)
0.35
0.31
0.41 (2.42)
0.41
0.41
0.41 (2.42)
0.41
0.41
0.39 (3.67)
0.23
0.24
0.55 (0.84)
1.62
1.63
0.66 (1.52)
0.87
0.80
0.71 (3.33)
0.31
0.31
1.01 (0.77)
2.05
1.88

Attack
1.13 (0.88)
0.56
0.60
0.15 (2.56)
0.48
0.37
1.80 (0.77)
1.01
0.96
1.41 (0.71)
1.43
1.19
0.61 (0.88)
0.81
0.72
2.42 (0.41)
2.44
2.44
2.42 (0.41)
2.44
2.44
0.71 (0.80)
1.08
1.09
4.86 (0.32)
4.24
4.27
1.70 (0.59)
2.24
2.05
0.65 (0.82)
1.26
1.26
4.86 (0.29)
5.44
5.00
High efficiency Medium efficiency Low efficiency

Table 7. Efficiency of Berserker in a battle against other units

Nordic Archer

It is a more powerful analogue of common archers. They have slightly higher speed of movement and show much stronger attacking performance against infantry. They are capable of breaking a defensive bridge, if it is constructed on the basis of infantry.

Nordic Archer
94 res.
124 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
8.18 (0.20)
2.87
3.02
1.70 (0.59)
2.40
1.85
0.91 (0.94)
0.96
0.90
1.47 (0.94)
1.26
1.03
1.27 (0.79)
1.05
0.92
0.80 (0.71)
1.63
1.61
0.80 (0.71)
1.63
1.61
0.46 (2.16)
0.46
0.46
0.24 (6.40)
0.25
0.24
1.27 (0.67)
2.29
2.07
0.85 (1.18)
1.02
1.00
0.43 (5.26)
0.35
0.32

Attack
1.71 (0.73)
0.79
0.83
0.45 (2.20)
0.64
0.49
0.09 (2.20)
0.41
0.38
2.14 (0.46)
2.57
2.10
1.85 (0.54)
1.54
1.34
3.67 (0.39)
2.97
2.94
3.67 (0.39)
2.97
2.94
2.16 (0.46)
2.17
2.17
0.25 (0.66)
2.39
2.37
2.57 (0.46)
3.33
3.02
1.99 (0.50)
2.40
2.36
0.25 (0.85)
2.15
1.95
High efficiency Medium efficiency Low efficiency

Table 8. Efficiency of Nordic Archer in a battle against other units

Axe Rider

These are the most powerful and fastest attacking units in the game. They have slightly higher attacking performance and speed of movement if compared to Lancer Horseman. They are capable of breaking a defensive bridge, if it is constructed based on artillery.

Axe Rider
148 res.
194 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
3.33 (0.44)
0.83
0.88
2.40 (0.33)
2.72
2.11
1.31 (0.76)
0.76
0.71
0.60 (2.07)
0.36
0.30
1.80 (0.36)
1.46
1.29
0.32 (4.86)
0.15
0.15
0.32 (4.86)
0.15
0.15
0.66 (0.25)
2.54
2.56
0.34 (2.94)
0.34
0.34
0.52 (3.92)
0.25
0.23
1.20 (0.54)
1.41
1.40
0.63 (1.60)
0.73
0.66

Attack
0.39 (1.47)
0.25
0.26
1.35 (0.81)
1.11
0.86
1.09 (0.92)
0.62
0.59
0.49 (0.94)
0.80
0.66
5.49 (0.26)
2.03
1.78
0.84 (0.55)
1.34
1.33
0.84 (0.55)
1.34
1.33
6.40 (0.24)
2.65
2.66
2.94 (0.34)
2.94
2.94
0.59 (0.86)
1.13
1.03
5.91 (0.21)
3.64
3.59
2.94 (0.34)
3.42
3.12
High efficiency Medium efficiency Low efficiency

Table 9. Efficiency of Axe Rider in a battle against other units

Siege Weapons

These are event units that have a special ability Destruction. This skill reduces the power of defenders and allows you to reduce your losses.

Siege Tower

The siege tower is a mobile wooden tower, which makes it easier to attack the enemy walls. All siege weapons have the ability to reduce the defensive values of all defending units. The defense reduction increases with the amount of siege weapons that take part in the fight.

Siege Tower
144 res.
172 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
6.06 (0.17)
2.21
2.56
1.70 (0.50)
1.85
1.57
3.33 (0.35)
1.69
1.74
1.09 (0.92)
0.84
0.76
1.27 (1.41)
0.38
0.37
0.59 (1.70)
0.45
0.49
0.59 (1.70)
0.45
0.49
0.46 (2.57)
0.25
0.28
0.86 (0.59)
1.74
1.91
0.94 (1.06)
0.94
0.94
0.85 (2.33)
0.34
0.36
1.59 (0.54)
2.21
2.22

Attack
0.71 (1.41)
0.27
0.31
0.14 (4.10)
0.23
0.19
1.45 (1.23)
0.48
0.50
0.88 (1.13)
0.68
0.62
0.57 (1.41)
0.38
0.37
1.52 (0.66)
1.15
1.25
1.52 (0.66)
1.15
1.25
0.67 (1.27)
0.51
0.57
3.92 (0.52)
1.98
2.17
1.06 (0.94)
1.06
1.06
0.62 (1.32)
0.59
0.64
3.92 (0.47)
2.54
2.55
High efficiency Medium efficiency Low efficiency

Table 10. Efficiency of Siege Tower in a battle against other units

Ballista

Ballistas are an artillery siege unit that takes out enemy soldiers using huge bolts. All siege weapons have the ability to reduce the defensive values of all defending units. The defense reduction increases with the amount of siege weapons that take part in the fight.

Ballista
113 res.
146 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
8.48 (0.18)
2.65
2.85
1.84 (0.54)
2.18
1.71
0.81 (0.87)
0.86
0.83
1.52 (0.87)
1.13
0.94
1.38 (0.73)
0.95
0.84
0.82 (0.65)
1.48
1.49
0.82 (0.65)
1.48
1.49
0.50 (1.99)
0.42
0.43
0.21 (5.91)
0.22
0.22
1.32 (0.62)
2.06
1.90
0.92 (1.09)
0.92
0.92
0.39 (4.86)
0.31
0.29

Attack
1.56 (1.34)
0.36
0.38
0.25 (4.03)
0.29
0.23
0.20 (4.03)
0.19
0.18
1.94 (0.85)
1.16
0.97
1.01 (0.99)
0.70
0.62
3.33 (0.71)
1.36
1.37
3.33 (0.71)
1.36
1.37
1.18 (0.85)
0.98
1.00
0.54 (1.20)
1.09
1.11
2.33 (0.85)
1.50
1.38
1.09 (0.92)
1.09
1.09
0.54 (1.56)
0.98
0.90
High efficiency Medium efficiency Low efficiency

Table 11. Efficiency of Ballista in a battle against other units

Trebuchet

The trebuchet and its heavy projectiles are the right tools of destruction against defense systems of all kinds. All siege weapons have the ability to reduce the defensive values of all defending units. The defense reduction increases with the amount of siege weapons that take part in the fight.

Trebuchet
113 res.
146 sec.
Spearman
54 res.
75 sec.
Crossbowman
133 res.
135 sec.
Armoured Horseman
85 res.
105 sec.
Swordsman
111 res.
120 sec.
Archer
78 res.
90 sec.
Lancer Horseman
210 res.
186 sec.
Berserker
109 res.
142 sec.
Nordic Archer
94 res.
124 sec.
Axe Rider
148 res.
194 sec.
Siege Tower
144 res.
172 sec.
Ballista
113 res.
146 sec.
Trebuchet
172 res.
206 sec.

Defense
3.03 (0.44)
0.71
0.83
3.11 (0.33)
2.34
1.99
1.31 (0.76)
0.65
0.67
0.54 (2.07)
0.31
0.28
2.33 (0.36)
1.26
1.21
0.29 (4.86)
0.13
0.14
0.29 (4.86)
0.13
0.14
0.85 (0.25)
2.19
2.41
0.34 (2.94)
0.29
0.32
0.47 (3.92)
0.21
0.21
1.56 (0.54)
1.22
1.31
0.63 (1.60)
0.63
0.63

Attack
0.36 (2.70)
0.12
0.13
1.11 (1.49)
0.52
0.44
0.59 (1.69)
0.29
0.30
0.45 (1.74)
0.37
0.33
4.51 (0.48)
0.94
0.91
0.77 (1.01)
0.63
0.68
0.77 (1.01)
0.63
0.68
5.26 (0.43)
1.27
1.40
1.60 (0.63)
1.37
1.49
0.54 (1.59)
0.53
0.53
4.86 (0.39)
1.68
1.82
1.60 (0.63)
1.59
1.59
High efficiency Medium efficiency Low efficiency

Table 12. Efficiency of Trebuchet in a battle against other units

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