Stats are numerical values that affect the skills of a specific unit. The higher a certain stat the better that unit is at something. Stats can be heavily affected by traits, age, and culture. Usually a unit's base stats will be quite low and can improve over time depending on the creature.
Normal Stats[]
*Critical Chance does not provide any benefits past 100%, Attack Speed does not increase past 264 despite the cap being 300
Civil Stats[]
These stats are only shown on humans, elves, dwarves and orcs and are in most cases only used by kings and leaders. These stats define the ability of units to manage villages, kingdoms and other civilized aspects of the game.
Icon | Stat | Meaning | Example | Extra Info |
---|---|---|---|---|
Diplomacy | Effects how fast a unit's influence increases. Influence is used for plots. | 5 | Used by the leader/king. If this is a leader/king's highest ruling stat their personality will be marked as "Diplomat".* | |
Warfare | Every 10 warfare a leader has their village's watch tower limit increase by 1 (capped at 2).
Every 2 warfare a leader has, the more warriors their village can have and increased warrior hiring speed. (does not seem to work as intended in-game) |
5 | Used by the leader/king. If this is a leader/king's highest ruling stat their personality will be marked as "Miltarist".* | |
Stewardship | The higher the stat for kings the more villages they can control without loyalty penalties (every 6 stewardship = +1 village). Leaders can also manage more zones for every 10 stewardship they have. Also, affects taxes and how many goods are produced in villages. | 5 | Used by the leader/king. If this is a leader/king's highest ruling stat their personality will be marked as "Administrator".* | |
Intelligence | The higher the stat the faster a unit's culture will level up. | 5 | Used by village leaders. |
*Personalities are not decided by exactly how they mentioned here for more info see the Kings and Leaders page
In-game the color of these stats will differ based on how high the number is: Red 0-3, Orange 4-19, Green 20-999
Old Stats[]
(this stats don't seem to be used anymore)
From official changelogs under version "0.5.167 - Crab - August 4, 2020" "changes: fighting adjustments. Dodge and accuracy stats replaced with attack rate and critical hit chance." (these stats can still be found in the game's code)
Icon | Stat | Meaning | Example |
---|---|---|---|
Accuracy | Chance for a unit to land an attack. | 90% | |
Dodge | Chance for a unit to dodge an attack. | 10% |
Examples of Normal Stats in Action[]
Damage[]
Let's say a unit's damage stat is 4-8. For this unit, there is a equal chance for the unit to deal either 4, 5, 6, 7, or 8 damage. So on average you can expect a unit that has a 4-8 damage stat to deal 6 damage. The game actually defines damage as one number and the lower number (4-8) is calculated using a hidden stat called "Damage Range". The damage range varies based on the weapon (or lack of weapon) the unit is holding.
- Everything Else: 50%
- Hammer: 10%
- Stick: 20%
- Bow, Alien Blaster Axe: 60%
- Spear: 70%
- Sword: 80%
- Shotgun: 90%
Armor[]
A unit with an armor stat of 5% would block 5% of all incoming damage. So lets say a unit with 5% armor took 20 damage the armor stat would reduce that to 19 damage. If the damage calculation after the effects of armor is a decimal it is always rounded down [example: 17.9 = 17]. Units no matter how much armor they have will always take 1 damage when hit.
Critical Chance[]
If a unit has a 5% critical chance stat then every time they attack there is a 5% chance they get a "critical hit". A critical hit will take the units max damage value and multiply it by the units "Critical Damage Multiplier" (in most cases this equals 2). Where can I find the max damage value? The max damage value is the highest number of the unit's damage stat. So if a unit's damage stat is 5-10 then the game will take 10.
Speed[]
A creature with a speed stat of 30 will be much faster than a creature with a speed stat of 1 but not 30 times faster. There are a lot of factors that go into speed, below there is a guide on how to calculate the "actual speed" of unit. (This is probably temporary and will be made easier to understand in the future)
- First, If the creature is immune to tile speed debuffs or is in air or is an ocean creature: Result = 1
- If not in liquid then: Result = 1 or "walkMod" of whatever tile they are on (see terrain effects below)
- Second, If the creature is affected by tile speed debuffs and is in liquid and is faster in water (special ability, only penguins|turtles use) = Result x Speed Boost (3|40)
- Third, If the current task the unit is doing requires them to slow down: Result = Result x Task Speed
- Fourth, Result x Speed Stat x 0.1 = Actual Speed
- If "Actual Speed" is less than 0.1 it is set to 0.1
- If "UnitsAlwaysFast" is turned on in the debug menu then "Actual Speed" is x20
Terrain Effects:
- Swamp High -20% (or 0.8)
- Swamp Low -30% (or 0.7)
- Sand -30% (or 0.7)
- Arcane Desert High -40% (or 0.6)
- Arcane Desert Low -50% (or 0.5)
- Biomass, Cybercore, Tumor, Super Pumpkin Tiles -50% (or 0.5)
- Hills -60% (or 0.4)
- Lava - 80% (or 0.2)
- Mountains -90% (or 0.1)
- Ocean Tiles -90% (or 0.1)
- Grey Goo -90% (or 0.1)
- Road/Bridge +50% (or 1.5)
Attack Speed[]
The higher this stat is the less time between attacks (attacks themselves are instantaneous) a creature with an attack speed of 1 will take longer to start an attack than a creature with 30. However, an increase in attack speed will not linearly increase the interval of attacking. The formula for determining the time between each attack is , where a is the game's given attack speed . For example, an attack speed of 1 means an interval of 2.96 seconds between each attack, and an attack speed of 50 means 1.67 seconds between each attack. The time between each attack can't be lower than 0.1 seconds, so an attack speed of 264 is already as fast as an attack speed of 300.
Accuracy and Dodge*[]
These stats don't seem to be used anymore
(Unsure) Example explanation: a creature with an accuracy of 90% will hit 90% of their attacks and miss 10% on average. When a unit misses it will do zero (or deal less than normal) damage.
(Unsure) Example explanation: a creature with an dodge chance of 10% will take zero (or take less than normal) damage on an average of 10% of incoming attacks.
More Info about Civil Stats[]
All of these stats were added in the Civilization Update (except intelligence which was added in version 0.10.0). They are only used by leaders and/or kings and grow as a unit ages (the rate at which they various stats grow depends on the unit's race). You can only see a unit's civil stats if they are a human, elf, dwarf or orc.
Other Info about Civil Stats:
- Diplomacy, Warfare and Stewardship are used for the "attribute dice" which is used for creation of new clans and crownings
- Diplomacy and Stewardship effect loyalty
How does age affect civil stats?[]
Civil Stats = Diplomacy, Warfare, Stewardship, Intelligence
If the unit's current age is divisible by 3 and is less than 100 there is a chance the unit will gain 1 civil stat point which is influenced by the civilized unit's preferred attributes. Preferred attributes can be seen on race pages under the "Other Stats" dropdown on the race template.
Other Stats[]
Icon | Stat | Meaning | Notes |
---|---|---|---|
Fertility Max Children |
Chance a unit can have children How many children one unit can have |
If the unit is below 18 years old then -100% Fertility Units become less fertile as they age, if they don't have the immortal trait: %toMaxAge = Current Age/Max Age %toMaxAge > 30% then fertility is 80% %toMaxAge > 50% then fertility is 50% %toMaxAge > 70% then fertility is 20% %toMaxAge > 90% then fertility is 10% Fertility is then multiplied by World Age Modifier If a unit has more than max children then fertility is divided by 2 If is a unit is a king +2 Max children | |
Knockback Knockback Reduction |
How far a unit sends its victims back (0 to Infinity) How much of incoming knockback is reduced (0 to 100%) |
||
Maximum Age | Defines when a creature has a chance (13% per year) of dying from old age. Creatures on average will live 4 years beyond their maximum age). |
Can have an effect on a unit's fertility | |
Loyalty | How loyal a unit is to their kingdom (used by leaders) | ||
Opinion | Affects kingdom relationships (used by kings) | ||
Number of Cities | How many villages a kingdom can manage (used by kings) | ||
Range | Affects how far a creature can see/hit others. | ||
Settlement Area | How big a village can be | ||
Projectiles | How many projectiles the unit/weapon can shoot at once | ||
Size Scale |
How much bigger/smaller a unit is compared to its normal size (stats might do the same thing) | ||
Targets | How many enemies the unit can aim at once? | ||
Area of Effect | Area a certain effect affects | ||
Mood | affects loyalty and other stats temporarily | ||
Damage Range | Defines the variability of the damage stat | Everything Else: 50% Hammer: 10% Stick: 20% Bow, Alien Blaster Axe: 60% Spear: 70% Sword: 80% Shotgun: 90% | |
Aggression, Administration, Diplomatic, Rationality | Hidden personality stats (used by kings and "used" by leaders) | Aggression seems to be the only one used. Seems to increase length and frequency of wars. [Analyze: personality_aggression] | |
Status Chance | Seems to be unused |
Mod Stats (Increase stats by a percentage)[]
- Mod Health
- Mod Damage
- Mod Armor
- Mod Crit
- Mod Diplomacy
- Mod Speed
- Mod Attack Speed
- Mod Supply Timer
Other Non-Unit Stats[]
- Army
- Cities
- Zone Range
- Bonus Towers
Trivia[]
- Almost all creatures can level up. When creatures level up they gain 20 Health, 1 Attack Speed, and .5 Damage. Usually the max level for creatures is 10 but for intelligent races, in certain cases, can go above level 10.
- Their is a hidden stat for some units that will cause them to die if they receive the madness trait, as it breaks their special logic.
- If a unit becomes a leader/king and one of their kingdom stats (diplomacy, stewardship, warfare) is not higher than the others than their personality will be marked as "Balanced"*
- Most stats are capped at 999. Max children stat is capped at 69. Armor is capped at 99%. Attack Speed is capped at 300.
- There is a hidden personality called "wildcard"