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Downloads › AOE3 TWC TAD Unit Comparison
AOE3 TWC TAD Unit Comparison   Editor's Pick
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Category AOE3
Submitted by Cyclohexane
Author's Name
Cyclohexane
Version 3
Published
Mon Jan 28, 2008 5:35 am
Updated
Thu May 22, 2008 2:06 am

This spreadsheet was created to mathematically compare the performance characteristics of every unit with optional upgrades and the capability to compare base, veteran, guard, and imperial units easily.

Any upgrade in the game can be simulated including arsenal technologies, auras, big button technologies, fire pit dances, shipments, Wonders, etc. Upgrades to speed, hit points, and damage (range, melee, or siege) can be included and then these unit types can be compared.

If you learn to use this power tool, the time it takes to develop strategies can be significantly decreased. If you combine this spreadsheet with my "Quick Reference Guide", there will be no secrets to this game and your only reason for playing badly is not enough practice. It is easy to use, but I wrote instructions for users not familiar with Excel.

Here is what is included:
• Instructions & Notes
• Table of Contents
• Unit Classification & Counters
• Unit – Artillery Comparison
• Unit – Hand Infantry Comparison
• Unit – Healer Comparison
• Unit – Hero Comparison
• Unit – Heavy Infantry Comparison
• Unit – Light Infantry Comparison
• Unit – Light Cavalry Comparison
• Unit – Melee Cavalry Comparison
• Unit – Pet Comparison
• Unit – Ship Comparison
• Unit – Temporary Units

The spreadsheet accuracy is amazing and the statistics have been tested and verified in game. At worst case, I am off from what the in-game user interface reads by 1 damage. The reason for this is round off error in the game UI. Damage and HP is calculated without rounding. The decimals do not show up in the UI, but they are there when the unit is upgraded (in barracks, shipment, technology, etc.). I originally had rounded down all of my calculations to make everything appear like it does in the UI. However, with the inclusion of Wonders and Fire Pit dances, the base values increase and amplifies round off error.

I gathered all my fire pit percentages from the UI (in game user interface). That means that all my fire pit percentages do not include the decimals that are included in game which leads to values that are slightly off base when comparing fire pit dancing. However, you are still in the ball park for all the values and only slightly off. If you find any problems or have any questions, please post them here and I will get it fixed.

Because I know people will ask (without reading the instructions), this is the formula used to calculate effectiveness:

EFFECTIVENESS = [Speed * EHP (Effective Hit Points to include armor) * Attack in 9 seconds (includes ROF, setup animation, and area of effect) * Range] / [Population * Villager Second Cost]

All the important unit attributes are compared in the same manner and can be filtered and sorted to obtain a qualitative value for unit ranking. Yes, there are other ways to compare statistics, this is not the perfect comparison tool, but is the best starting point available.


For those of you who do not have Excel, here are some free viewers:

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Popularity 5/5: Very popular
Downloads 2557
Page views 3262

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