Muhabir
Private
Hello folks, I am Muhabir from the East Nagach server. I’ve been playing FoE for about a year now but haven’t really been active on the forums. However the – relatively – new settlement appeared to be quite a mathematical curiosity from a few points and over the course of the last couple of weeks I’ve done some basic analysis of the battles, goods produced, time limits and so on which I decided would better serve the community out here in the open instead of being forgotten in one of my workdesk’s many drawers. So, let’s get started shall we?
The basic formula for success in the Egyptian Settlement consists of gathering coins, training Egyptian units, fighting battles with Egyptian units, getting loot from those battles, using the loot to produce goods, unlocking buildings with those goods and completing quests until you’re done. We will now take a look at each of those steps.
DEBEN COINS, UNITS & BATTLES
While there is much to be said about the way Egyptian battles work, the general overabundance of randomness and data to be plotted in the system (Each battle has 210 tiles, 16 units of 5 types, a changing initiative order based on the unit types and numbers and so on…) makes a rigorous analysis of the battles themselves nigh-impossible. We can, however, make some general deductions based on a basic set of data available to us:
1) We want to win all three battles offered to us every day in the settlement;
2) Each unit has 10 hit points and “winning” a battle consists of killing the enemy off by reducing all enemy units’ hit points to 0 before the enemy can do the same to you;
3) Therefore, the ultimate goal in any battle is causing as much disparity in terms of damage as possible;
5) There are 5 types of units in the Egyptian settlement:
a) Khopesh Fighters – Light Units, counter fast & heavy, ATTACK 100 / DEFENCE 100 / RANGE 1 / SPEED 8, get +30 DEFENCE per adjacent Khopesh Fighter
b) Mounted Camel Archers – Ranged Units, counter light & artillery, ATTACK 90 / DEFENCE 110 / RANGE 4 / SPEED 8, can retaliate against any attack made from within their attack range
c) Nubian Archers – Artillery Units, counter light & heavy, ATTACK 100 / DEFENCE 100 / RANGE 6 / SPEED 6, can hide in bushes
d) War Chariots – Fast Units, counter ranged & artillery, ATTACK 100 / DEFENCE 90 / RANGE 3 / SPEED 10, get +30 ATTACK boost when attacking adjacent enemies
e) War Elephants – Artillery Units, counter fast & ranged, ATTACK 80 / DEFENCE 120 / RANGE 1 / SPEED 10, have a 20% chance of doubling damage when attacking
4) Units may attack other units within range (this range is 1, or adjacent tiles for Khopesh Fighters and Elephants), and may or may not receive retaliation damage depending on the type of the attacked unit;
5) If a unit is dead already by the time its turn comes around, it can’t deal damage;
6) If a unit is alive but there are no enemy units within its movement + attack range, it can’t deal damage;
7) Therefore, the key to increasing the damage disparity lies in concentrating your fire to kill the enemy units as quickly as possible and staying out of the range of enemy units which are left alive;
8) Since there are no attack boosts in the settlement, the only advantages we as the player can have are
a) A numerical superiority – The enemy armies almost never have the full 8 units, meaning bringing 8 units to a battle will automatically confer an advantage on the player
b) A terrain / positioning superiority – Meaning we fight in terrain that is favourable to us and/or unfavourable to the enemy, however it is impossible to manipulate the terrain of the battlefield and therefore this type of superiority is impossible to generalize on – If you get a good set of tiles, good for you. You just can’t depend on it
c) A tactical superiority in unit types, meaning our 8 units are the best counters to the enemy units, which will be the gist of our strategy here
Now, as we have previously established, Khopesh Fighters and Elephants have a range of 1. These two units are therefore extremely easy to pick off if your own units have a longer range than their movement range. They are also both countered by Nubian Archers which can move and attack targets 9 tiles away in a single turn, whereas Khopesh Fighters only have a combined movement and attack range of 5, and elephants 6 (Do note that tiles take 2 – 4 movement points to cross, meaning a unit’s “speed” is halved or cut to a third in the battle screen). Coupled with the Archers’ attack bonuses, they can take out melee units in 2, or at most 3 hits. In other words, Nubian archers can kill elephants and/or Khopesh Fighters without taking any damage barring some extraordinary circumstances. Meaning these units are questionable choices at best, especially since we only have limited Deben coins and space to dedicate to military units.
That’s two unit types down already. Let’s look at the others.
Chariots, Camels, and Nubian Archers are all ranged units, although the chariots have a marked disadvantage when firing from range due to their special ability. However, the AI seems to only use this ability sporadically and thus enemy chariots are weaker than they seem. The question is, just how weak are they?
As I have unfortunately finished all 3 of today’s battles, I am currently unable to provide numerical data on the damage – defence ratios of chariots. But based on experience, I can say that Camels and Nubian Archers can take out chariots with relatively minor losses because Chariots don’t retaliate against damage from ranged attacks meaning you can stay out of their range, let them move, and pick them off with your ranged troops before they can cause any significant damage. But howso?
Chariots have a range of 3 tiles and a speed of 10 tiles per turn. Meaning their effective reach is at most 8 tiles, since even plains tiles cost 2 movement points to cross. Meanwhile, Camels have a range of 4 + 8 movement, making their reach 8 tiles as well. As a result, if you stay out of the chariots’ range, let them make their move, and then move closer to attack you can easily pick them off.
Nubian Archers are even better choices here, since their range of 6 + 6 movement gives them an effective reach of 9 tiles, meaning on a completely flat map chariots can’t even reach your archers before they find a storm of arrows coming their way.
The exact damage statistics for these two scenarios are unfortunately unavailable to me right now (which is kind of ironic, not having enough mathematical data in a post about mathematical analysis) but chariots in general are outclassed rather easily by Nubian Archers & Camels, which incidentally are the two most versatile Egyptian units. As for why, that’s our next point.
Camel Archers have the “Contact!” ability, which allows them to retaliate against any attack made from within their attack range. This retaliation attack, from experience, tends to be a 1 – 4 points attack against fellow camels and more against Khopesh Fighters and Archers. Elephants are harder to take down, but as we’ve seen before, they can be massacred at will by Nubian Archers and the Camels outrange them nonetheless, allowing correctly-positioned Camels to make a free shot without getting hit by the elephant before the elephant can even move.
And then we have Chariots, but here the Camels also have a couple advantages. One, they match or outrange chariots and thus can also take a free shot at them before the chariot can attack. Two, because chariots have a shorter range than Camels, they will retaliate against all chariot attacks. Effectively, camels get 2 shots for each one the chariot takes at them. Furthermore, due to a quirk of the FoE Combat system, ranged units deal less damage if they are not at full health, so a camel archer that damages a chariot actually lessens the damage output of the chariot, and the advantage becomes slightly more than 2 shots per shot received. While by no means a no-questions-asked counter to chariots, camels still hold an edge over them in one-to-one combat. Consequentially, camels are an effective counter against all units except for other camels.
This brings us to our final unit, the Nubian Archer which – as we have already seen – can also take out Elephants, Khopesh Fighters, and Chariots with relative ease by outranging them and not even allowing them to attack. (This is actually true, I’ve had fights where my 8 Nubian Archers faced 3 elephants + 4 Khopesh fighters or a similar setup and managed to win without taking any damage whatsoever.) As for other Archers and Camels, there are a couple caveats and tactics you can use.
As is obvious to anyone who has ever engaged in FoE combat, dead units don’t shoot back. Therefore, shooting first, killing off some enemy units, and preventing the enemy from attacking on its turn can significantly reduce the enemy’s damage capacity. The archers, which outrange any unit other than other archers, are perfect for this strategy and can take out elephants, khopesh fighters, and chariots without breaking a sweat using it.
But camels are sneaky little fiends who can almost match the archers’ range and they come with an attack bonus against the archers. Here, we will use two basic facts to neuter the Camels’ natural advantages:
1) Archers can hide in bushes. If the archer is hiding, only adjacent units can attack it. This brings the camels’ effective range down a notch, but unless the archer has another bush tile within 2 tiles’ range the camel will catch up the next turn anyhow.
2) Archers outrange camels, and as a result, camels can’t use their Contact! ability against attacks made from 5 or 6 tiles away. HOWEVER this also works – somewhat counterintuitively – in reverse and camels can and will retaliate against attacks made from hiding archers within a 4-tile range of the targeted camel.
These two facts, along with the camels’ attack and defence bonuses vs. archers, cut both ways: We can use them to our advantage when attacking enemy camels with our archers AND we can use them when attacking enemy archers with our camels.
As a natural result of all aforementioned points, a combined arms strategy involving varying numbers of Nubian Archers and Mounted Camel Archers becomes obvious:
1) Nubian Archers can take out Khopesh fighters & Elephants with ease.
2) Camels can take out Chariots without receiving significant damage in return, Archers can also assist by hiding in strategically-placed bushes and taking pot shots at enemy chariots.
3) When attacking enemy Camels, Nubian Archers can stay out of their range and weaken them to the point that a single attack (or an attack + retaliation when the enemy camel shoots back next turn) from a friendly Camel can take them out.
4) When attacking enemy Nubian Archers, Camels can rush into a 4-tile range of the enemy archers, weaken them via retaliation and take them out in melee the next turn.
There are a couple more fine points to Egyptian combat that are readily available, mainly that it is imperative to not move much during the first combat turn or two; let the enemy come to you and try to isolate their faster units, and take those units out before the rest of the enemy army attacks – effectively dividing the enemy army into “waves” but these are much more intuitively acquired via trial-and-error. Fight a few battles for yourself and you’ll start using them.
Now, since we know that our armies will consist entirely of Nubian Archers and Camels, we can start calculating some costs. Do note that other army setups might be better for specific instances, but the Archer – Camel combo is the best all-rounder.
For further refutation of other army setups, I am now going to refer to two extremely important bottlenecks in the Egyptian Settlement: Time & Space
As Loot is absolutely required to succeed in the settlement without using obscene amounts of diamonds, our main bottleneck in Egypt is how much we can fight. The answer is simple: 3 times per 24 hours. This means everything operates on the basic time unit of one day.
Chariots and elephants may be better alternatives to archers and/or camels, especially in fights with plenty of enemy camels because they are just a nuisance to counter effectively even with the abovementioned strategies. However, they take 8 hours each to train. You will only ever be able to replace 3 chariots or elephants per day per building if you lose your precious units. What’s more, these blokes cost 350 Deben Coins per unit whereas our Archers & Camels only cost 200 Deben. Adding the fact that chariots & elephants only unlock once you have progressed a bit in the settlement, we see why they are poor alternatives: To get them, you need to be able to complete the 3 fights and if you can complete them without using chariots or elephants, why not keep completing them without maintaining these expensive units?
Khopesh Fighters, meanwhile, do cost the same as Archers & Camels and get obscene bonuses versus heavy & fast units. Nonetheless, elephants are trivial to take out using massed archers and as we’ve seen before, chariots are manageable using camels and/or archers. If you happen to get some bizarre combination of elephants & chariots, Khopesh Fighters might actually be useful. Otherwise they’ll be massacred. If you happen to have an extra 9 tiles + 8 tiles for the population needed + a couple roads + some spare Deben lying around, you could as well maintain a Training Camp for them. But in the same space you can build one more goods building or an extra Archery Range or Camel Stables instead, which are all more versatile choices.
Now, let’s talk about money. Unlike the Vikings & Japanese settlements, in Egypt there is very little use for coin. This is in fact perfectly historically accurate as Egyptian labourers were usually paid in beer, barley and other subsistence goods instead of coin. If you are decent at combat, your coin budget might be tight without using any diplomacy buildings. Having just one or two divine statues will literally leave you with thousands of spare deben if you play the combat game right.
The basic formula for success in the Egyptian Settlement consists of gathering coins, training Egyptian units, fighting battles with Egyptian units, getting loot from those battles, using the loot to produce goods, unlocking buildings with those goods and completing quests until you’re done. We will now take a look at each of those steps.
DEBEN COINS, UNITS & BATTLES
While there is much to be said about the way Egyptian battles work, the general overabundance of randomness and data to be plotted in the system (Each battle has 210 tiles, 16 units of 5 types, a changing initiative order based on the unit types and numbers and so on…) makes a rigorous analysis of the battles themselves nigh-impossible. We can, however, make some general deductions based on a basic set of data available to us:
1) We want to win all three battles offered to us every day in the settlement;
2) Each unit has 10 hit points and “winning” a battle consists of killing the enemy off by reducing all enemy units’ hit points to 0 before the enemy can do the same to you;
3) Therefore, the ultimate goal in any battle is causing as much disparity in terms of damage as possible;
5) There are 5 types of units in the Egyptian settlement:
a) Khopesh Fighters – Light Units, counter fast & heavy, ATTACK 100 / DEFENCE 100 / RANGE 1 / SPEED 8, get +30 DEFENCE per adjacent Khopesh Fighter
b) Mounted Camel Archers – Ranged Units, counter light & artillery, ATTACK 90 / DEFENCE 110 / RANGE 4 / SPEED 8, can retaliate against any attack made from within their attack range
c) Nubian Archers – Artillery Units, counter light & heavy, ATTACK 100 / DEFENCE 100 / RANGE 6 / SPEED 6, can hide in bushes
d) War Chariots – Fast Units, counter ranged & artillery, ATTACK 100 / DEFENCE 90 / RANGE 3 / SPEED 10, get +30 ATTACK boost when attacking adjacent enemies
e) War Elephants – Artillery Units, counter fast & ranged, ATTACK 80 / DEFENCE 120 / RANGE 1 / SPEED 10, have a 20% chance of doubling damage when attacking
4) Units may attack other units within range (this range is 1, or adjacent tiles for Khopesh Fighters and Elephants), and may or may not receive retaliation damage depending on the type of the attacked unit;
5) If a unit is dead already by the time its turn comes around, it can’t deal damage;
6) If a unit is alive but there are no enemy units within its movement + attack range, it can’t deal damage;
7) Therefore, the key to increasing the damage disparity lies in concentrating your fire to kill the enemy units as quickly as possible and staying out of the range of enemy units which are left alive;
8) Since there are no attack boosts in the settlement, the only advantages we as the player can have are
a) A numerical superiority – The enemy armies almost never have the full 8 units, meaning bringing 8 units to a battle will automatically confer an advantage on the player
b) A terrain / positioning superiority – Meaning we fight in terrain that is favourable to us and/or unfavourable to the enemy, however it is impossible to manipulate the terrain of the battlefield and therefore this type of superiority is impossible to generalize on – If you get a good set of tiles, good for you. You just can’t depend on it
c) A tactical superiority in unit types, meaning our 8 units are the best counters to the enemy units, which will be the gist of our strategy here
Now, as we have previously established, Khopesh Fighters and Elephants have a range of 1. These two units are therefore extremely easy to pick off if your own units have a longer range than their movement range. They are also both countered by Nubian Archers which can move and attack targets 9 tiles away in a single turn, whereas Khopesh Fighters only have a combined movement and attack range of 5, and elephants 6 (Do note that tiles take 2 – 4 movement points to cross, meaning a unit’s “speed” is halved or cut to a third in the battle screen). Coupled with the Archers’ attack bonuses, they can take out melee units in 2, or at most 3 hits. In other words, Nubian archers can kill elephants and/or Khopesh Fighters without taking any damage barring some extraordinary circumstances. Meaning these units are questionable choices at best, especially since we only have limited Deben coins and space to dedicate to military units.
That’s two unit types down already. Let’s look at the others.
Chariots, Camels, and Nubian Archers are all ranged units, although the chariots have a marked disadvantage when firing from range due to their special ability. However, the AI seems to only use this ability sporadically and thus enemy chariots are weaker than they seem. The question is, just how weak are they?
As I have unfortunately finished all 3 of today’s battles, I am currently unable to provide numerical data on the damage – defence ratios of chariots. But based on experience, I can say that Camels and Nubian Archers can take out chariots with relatively minor losses because Chariots don’t retaliate against damage from ranged attacks meaning you can stay out of their range, let them move, and pick them off with your ranged troops before they can cause any significant damage. But howso?
Chariots have a range of 3 tiles and a speed of 10 tiles per turn. Meaning their effective reach is at most 8 tiles, since even plains tiles cost 2 movement points to cross. Meanwhile, Camels have a range of 4 + 8 movement, making their reach 8 tiles as well. As a result, if you stay out of the chariots’ range, let them make their move, and then move closer to attack you can easily pick them off.
Nubian Archers are even better choices here, since their range of 6 + 6 movement gives them an effective reach of 9 tiles, meaning on a completely flat map chariots can’t even reach your archers before they find a storm of arrows coming their way.
The exact damage statistics for these two scenarios are unfortunately unavailable to me right now (which is kind of ironic, not having enough mathematical data in a post about mathematical analysis) but chariots in general are outclassed rather easily by Nubian Archers & Camels, which incidentally are the two most versatile Egyptian units. As for why, that’s our next point.
Camel Archers have the “Contact!” ability, which allows them to retaliate against any attack made from within their attack range. This retaliation attack, from experience, tends to be a 1 – 4 points attack against fellow camels and more against Khopesh Fighters and Archers. Elephants are harder to take down, but as we’ve seen before, they can be massacred at will by Nubian Archers and the Camels outrange them nonetheless, allowing correctly-positioned Camels to make a free shot without getting hit by the elephant before the elephant can even move.
And then we have Chariots, but here the Camels also have a couple advantages. One, they match or outrange chariots and thus can also take a free shot at them before the chariot can attack. Two, because chariots have a shorter range than Camels, they will retaliate against all chariot attacks. Effectively, camels get 2 shots for each one the chariot takes at them. Furthermore, due to a quirk of the FoE Combat system, ranged units deal less damage if they are not at full health, so a camel archer that damages a chariot actually lessens the damage output of the chariot, and the advantage becomes slightly more than 2 shots per shot received. While by no means a no-questions-asked counter to chariots, camels still hold an edge over them in one-to-one combat. Consequentially, camels are an effective counter against all units except for other camels.
This brings us to our final unit, the Nubian Archer which – as we have already seen – can also take out Elephants, Khopesh Fighters, and Chariots with relative ease by outranging them and not even allowing them to attack. (This is actually true, I’ve had fights where my 8 Nubian Archers faced 3 elephants + 4 Khopesh fighters or a similar setup and managed to win without taking any damage whatsoever.) As for other Archers and Camels, there are a couple caveats and tactics you can use.
As is obvious to anyone who has ever engaged in FoE combat, dead units don’t shoot back. Therefore, shooting first, killing off some enemy units, and preventing the enemy from attacking on its turn can significantly reduce the enemy’s damage capacity. The archers, which outrange any unit other than other archers, are perfect for this strategy and can take out elephants, khopesh fighters, and chariots without breaking a sweat using it.
But camels are sneaky little fiends who can almost match the archers’ range and they come with an attack bonus against the archers. Here, we will use two basic facts to neuter the Camels’ natural advantages:
1) Archers can hide in bushes. If the archer is hiding, only adjacent units can attack it. This brings the camels’ effective range down a notch, but unless the archer has another bush tile within 2 tiles’ range the camel will catch up the next turn anyhow.
2) Archers outrange camels, and as a result, camels can’t use their Contact! ability against attacks made from 5 or 6 tiles away. HOWEVER this also works – somewhat counterintuitively – in reverse and camels can and will retaliate against attacks made from hiding archers within a 4-tile range of the targeted camel.
These two facts, along with the camels’ attack and defence bonuses vs. archers, cut both ways: We can use them to our advantage when attacking enemy camels with our archers AND we can use them when attacking enemy archers with our camels.
As a natural result of all aforementioned points, a combined arms strategy involving varying numbers of Nubian Archers and Mounted Camel Archers becomes obvious:
1) Nubian Archers can take out Khopesh fighters & Elephants with ease.
2) Camels can take out Chariots without receiving significant damage in return, Archers can also assist by hiding in strategically-placed bushes and taking pot shots at enemy chariots.
3) When attacking enemy Camels, Nubian Archers can stay out of their range and weaken them to the point that a single attack (or an attack + retaliation when the enemy camel shoots back next turn) from a friendly Camel can take them out.
4) When attacking enemy Nubian Archers, Camels can rush into a 4-tile range of the enemy archers, weaken them via retaliation and take them out in melee the next turn.
There are a couple more fine points to Egyptian combat that are readily available, mainly that it is imperative to not move much during the first combat turn or two; let the enemy come to you and try to isolate their faster units, and take those units out before the rest of the enemy army attacks – effectively dividing the enemy army into “waves” but these are much more intuitively acquired via trial-and-error. Fight a few battles for yourself and you’ll start using them.
Now, since we know that our armies will consist entirely of Nubian Archers and Camels, we can start calculating some costs. Do note that other army setups might be better for specific instances, but the Archer – Camel combo is the best all-rounder.
For further refutation of other army setups, I am now going to refer to two extremely important bottlenecks in the Egyptian Settlement: Time & Space
As Loot is absolutely required to succeed in the settlement without using obscene amounts of diamonds, our main bottleneck in Egypt is how much we can fight. The answer is simple: 3 times per 24 hours. This means everything operates on the basic time unit of one day.
Chariots and elephants may be better alternatives to archers and/or camels, especially in fights with plenty of enemy camels because they are just a nuisance to counter effectively even with the abovementioned strategies. However, they take 8 hours each to train. You will only ever be able to replace 3 chariots or elephants per day per building if you lose your precious units. What’s more, these blokes cost 350 Deben Coins per unit whereas our Archers & Camels only cost 200 Deben. Adding the fact that chariots & elephants only unlock once you have progressed a bit in the settlement, we see why they are poor alternatives: To get them, you need to be able to complete the 3 fights and if you can complete them without using chariots or elephants, why not keep completing them without maintaining these expensive units?
Khopesh Fighters, meanwhile, do cost the same as Archers & Camels and get obscene bonuses versus heavy & fast units. Nonetheless, elephants are trivial to take out using massed archers and as we’ve seen before, chariots are manageable using camels and/or archers. If you happen to get some bizarre combination of elephants & chariots, Khopesh Fighters might actually be useful. Otherwise they’ll be massacred. If you happen to have an extra 9 tiles + 8 tiles for the population needed + a couple roads + some spare Deben lying around, you could as well maintain a Training Camp for them. But in the same space you can build one more goods building or an extra Archery Range or Camel Stables instead, which are all more versatile choices.
Now, let’s talk about money. Unlike the Vikings & Japanese settlements, in Egypt there is very little use for coin. This is in fact perfectly historically accurate as Egyptian labourers were usually paid in beer, barley and other subsistence goods instead of coin. If you are decent at combat, your coin budget might be tight without using any diplomacy buildings. Having just one or two divine statues will literally leave you with thousands of spare deben if you play the combat game right.