Tactical Battle & Combat Simulator
Simula gli esiti delle battaglie in Mandate Order. Calcola contromisure di unità, elevazione del terreno, difesa d'assedio e fisica del contraccolpo del morale.
Inputs
Outputs
4800
Attacker Effective Power
7560
Defender Effective Power
39%
Projected Win Rate
37
Attacker Losses (est.)
23
Defender Losses (est.)
Key Battle Factors:
0.60×
Counter modifier
1.00×
Terrain modifier
0.80×
Morale modifier
Guida strategica
Unit Counter Triangle
Mandate Order's combat rests on a counter matrix rather than raw stats. Chariots crush infantry (mass + knockback), archers outrange and punish chariots (large target bonus), and infantry swarms archers once they close distance. The bed crossbow is the siege-anchor — it deals devastating damage to stationary targets but is itself immobile and vulnerable to flanking cavalry.
The simulator above computes effective combat power as: Power = Stats_base × CounterMatrix(AtkType, DefType) × TerrainMod × (Morale/100). The win-rate projection integrates both sides' total power and outputs a percentage with an expected casualty ratio. The Key Battle Factors panel highlights which input swung the result most — useful for diagnosing why a battle you expected to win instead went sideways.
A frequent beginner mistake is reading unit stats in isolation. A 100-power chariot into a 60-power archer looks like a win on paper but the counter matrix gives the archer a 1.8× multiplier vs chariot, flipping the effective power to 108 vs 100 — the archer wins. Always read counters before committing to an engagement.
Height Elevation & Knockback Physics
The game's pseudo-physics knockback system is unique among city-builders. Melee and ranged attacks have a chance to displace the target tile — pushing enemy units backward, often off walls or into unfavorable terrain. Units in Hold orders (above the soldier token) resist knockback, making them anchor points for defensive lines. A wall defender with Hold order on a high tile is nearly unshakeable.
Terrain height is asymmetric: low attackers hitting high defenders deal reduced damage (the defender has cover), while high attackers hitting low defenders deal bonus damage (gravity + exposed target). City wall defenders firing down at siege troops get the largest elevation bonus in the game — a +25% damage modifier that makes wall garrisons punch far above their raw stats.
A national policy unlock grants all friendly units a knockback-on-attack chance. Stack this with Hold-order front lines to pin enemies in place while archers punish them — the canonical 'anvil and hammer' formation that wins field battles without chariot investment.