Battle Simulator

Beta

Build armies and simulate battles on web and mobile.

Which army comes out ahead?

Build two armies, choose upgrades and compare the battle outcome.

English spearmen against French royal knights, using real catalog stats.

  1. 1

    Armies

    Choose each side’s units, ages and upgrades.

  2. 2

    Simulation

    Set the distance and movement, then compare the trade across 200 battles. See the win rate, survivors and resources lost, then replay the fight.

What the model coversAn estimate based on unit statistics. Terrain, formations and manual control are not fully modeled.

BetaThe battle simulator is experimental — results may be inaccurate.

Model notes

What a battle simulator answers

Most Age of Empires IV arguments come down to one question: if these two armies meet right now, who wins and what is left standing? A counter chart answers it in the abstract — spearmen beat knights — but it says nothing about twelve spearmen against eight knights with second-age upgrades and a line of archers behind them. The simulator answers the version of the question you actually have: this army, that army, this age.

How the simulation works

Every unit fires on its own attack-speed clock. The simulation jumps to the next moment somebody shoots, resolves everyone firing at that instant together, and applies the damage. Shots already committed still land even if the shooter dies in the same volley — without that rule two identical armies would finish a couple of units apart purely because of the order the loop happened to run in. Each attacker aims at the enemy group where its shot destroys the most resource value, so bonus damage and armour classes decide targeting on their own, with no counter table involved.

Starting distance and kiting

Fights do not start at contact. Both armies begin at a set distance, so ranged units get their free shots while the melee closes; shorten the distance and a knight charge lands before the bows matter. Kiting can be switched on or off, and the cavalry charge is modelled as its own weapon, because that is how the game itself stores it.

Reading the result

You get a win rate across the whole run, how long the fight lasted, which units survived on each side, and the resource swing — what each army spent against what it destroyed. That last number is usually the decisive one: an army that wins while losing more resources than it kills has won the battle and lost the game.