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Game knowledge base

Battle simulator

Select attacker and defender units, morale, the wall, Unity Monument, alliance bonuses and artifacts to check a Tyrians battle result.

What changes attack?

The main battle sequence and special unit behaviour are explained under Units → Battles.

Morale reduces a stronger player's attack power against a weaker player. It is determined by both players' overall development – their settlement points and number of settlements. The number of troops taking part in the attack does not change morale. Morale ranges from 30% to 100%: the greater the attacker's advantage, the more their troops' attack power is reduced. In scouting reports, morale is shown for information only and does not affect the scouting result. The morale calculator gives the exact value. In live combat, luck is selected randomly from −25% to +25%; in the simulator you select it yourself.

What changes defence?

The city wall increases the defence of all defending troops: level 0 is 100% (no bonus), while level 20 is 220%. The Unity Monument increases defending troops' defence by 50%. You can set these values in the simulator.

Other bonuses

Each alliance tower level adds +0.1% attack, while each Altar of Honour level adds +0.1% defence. Combat artifacts can add attack, defence or luck, and several artifact bonuses are added together. Exact artifact bonuses are listed in the artifact guide; you can select every value in the simulator.
ATTACKER DEFENDER
City wall level:
Catapult – target building level:
Morale: Morale calculator
Luck:
Alliance tower level:
Alliance Altar of Honour level:
Artifacts ATTACKER DEFENDER
Defence Defence:
Hunting Hunting:
Rogue Rogue:
Runes Runes:
Spirit Spirit:
Warfare Warfare:

Morale calculator

Protection against much stronger players

You cannot attack or spy on a player whose protection points are less than one tenth of yours. This 10:1 protection covers all their settlements. An action is allowed at an exact 10:1 ratio.

Protection points are the sum of all settlement points plus 2500 points for each settlement after the first. Troops and stored resources are not included.

A weaker player may attack or spy on an opponent who is more than 10 times stronger. However, successfully dispatching troops removes their 10:1 protection against that particular opponent for 7 real days. That opponent may attack and spy on all their settlements. Protection against other players remains.

Each new qualifying dispatch by the weaker player starts a new 7-day period. Retaliatory actions by the stronger player do not extend it. Recalling a dispatched order does not restore protection.

The stronger opponent immediately receives a system notification with the initiating player’s name and the protection loss expiry time. This also applies to stealth espionage: the espionage order itself may remain undetected, but the protection loss notification identifies who initiated a hostile action.

Sending reinforcements does not remove 10:1 protection. This protection does not apply to abandoned settlements without a player owner or mysterious valleys.

Beginner and sleep mode protections apply separately. The right to retaliate does not remove them. Morale works as usual in permitted battles.

The 10:1 ratio and retaliation period are checked when troops are dispatched. Orders already dispatched legally continue even if the ratio changes or the retaliation period expires during travel.