Example Entry

Here's an example entry with explanations to show how the spreadsheets should be read.Column 1: Name of the unit. [x] is the number of units that can be garrisonedColumn 2: M(elee)/P(ierce) armor, reduces each type of damage by the given amount.Column 3: Standard attack value, whether it's M(elee) or P(ierce).Column 4: Fire rate (FR). If the value is 3, it means 3 seconds will pass between two attacks of that unit (therefore lower is better). For ranged units, this is the time between the projectiles being shot (So there is no difference between the target being close or far away)Column 5: Ra(nge) of attack and Line of sight (LoS).– If the value is black, the unit has the noted amount of range.– If the values are noted like this: 3-15, it means the unit has 3 minimum and 15 maximum range.– Usually, the line of sight will be 2 tiles bigger than the range, so an archer with 5 range will have 7 LOS.– If the value is red, it means the unit doesn't have any range, and the LOS value is noted instead.Column 6: Acc(uracy) of ranged units. This is how often a unit will hit exactly where it aims, in percent.– However, a shot that „misses“ can still hit the intended or nearby units. If a shot hits a different unit that the one it was aimed at, it will do half the damage.– How far off the shot can go depends on the „accuracy error width“. If a unit „misses“, the projectile can land in a square with a side length of the error width times the range.As an example, the Elite Cannon Galleon has an accuracy error width of 0.1 and an accuracy of 50%. If it fires at a unit 10 tiles away, this means it will hit exactly where it aimed 50% of the time, and 50% of the time, it will hit in a square around that spot with a side length of (10*0.1 =) 1 around the original target, or up to 0.5 tiles away on the x and/or y axis.– This error radius depends on the type of the unit: 0.33 for any archer type, 0.75 for gunpowder units and camel archers, 0.5 for Arambai, 0.2 for Trebuchets and 0.1 for cannon galleons/turtle shipsColumn 7: Attack delay (AD) is the delay between a player's attack command and the unit actually shooting (in seconds). A low value makes hit-and-run tactics much easier (E.g. this is one of the big advantages of the Elite Mangudai)Column 8: Health Points (HP), pretty straightforward.The colors in each row signify which class(es) the unit belongs to.– For the Siege ram, the first cell is yellow, the next one light yellow - If you look at the column headers, you can see that this represents the „Siege“ and „Ram“ classes. (Related classes have similar colors). Any siege ram will take bonus damage from attacks against these classes.– All different attacks are added together and in most cases, units will take the standard amount of bonus damage, but a few have bonus armor, signified in {} brackets for the class of the corresponding colour.The columns after HP represent attack bonuses of the unit.– The Siege Ram will do 65 bonus damage against „Siege“ and 200 against the „Buildings“ classNote: All buildings are part of two „Building“ classes (khaki and light brown). Attack bonuses might belong to one or the other, while all armor bonuses are for the first class. Thus bonus damage against B2 (mostly from infantry or archers) is not affected by any bonus armor.– In case a column says 0 attack bonus, it implies that it has 0 base attack bonus, but can be increased by a civ bonus or technology; Elephant archers have -2 archer armor and will take 2 extra damage from anti-archer attack, even if it is 0.Example for damage calculation: Let's have a Mangudai attack a Siege Ram.-Mangudai has 6 pierce attack, the Siege Ram 195 pierce armor -> 0 damage (no negative damage possible).-Mangudai has 1 attack bonus vs Siege Weapons and the Siege Ram has no bonus armor, so that's 1 damage.-Mangudai has 3 attack bonus vs „Ram“ class and the Siege Ram has 2 bonus armor, again we get 1 damage-The Mangudai's attack bonus against „Spearmen“ class does not apply.All attacks added together result in 2 damage. (If the sum was 0, a minimum damage of 1 would be inflicted)Columns after the attack bonuses:Column 11: Movement Speed (MS), this is how many tiles a unit can move per secondColumn 12: Cost (resources necessary to train a single unit)Column 13: Build Time (BT), how long a unit takes to be trained / construction time a single villager needs for a buildingUnless otherwise noted, values are without any civ bonuses, upgrades like blacksmith or unique techsA few notes on the tech overview:Techs that some civilizations are missing are in the main table, techs that all civilizations get in a secondary table underneath. Not mentioned are basic/unupgraded units that every civ gets (militia, archer, siege tower, battering ram etc.).Also: Stable, Scout (+Knight for AoC), Scale/Chain Barding Armor are noted as available for every civ (or not mentioned to signify the same thing), however mesoamerican civs don't get these for obvious reasonsIf there's something unclear, leave a comment and I'll try to clarify :)