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AoC Statistics [6.feb.2016]

  • Thread starter Unknownpip
  • Start date Nov 8, 2015
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pip

Unknownpip

Active Member
Jul 11, 2014
255
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  • Nov 8, 2015
  • #1
bZqj4Vo.png


Originally posted here
URL: http://aoe2stats.net

I made a website with searchable statistics. At the time of making it I knew only about a few static sites, excel sheets or the option to search through the genie editor. I wanted something simple and fast. The source of the data is mostly extracted from data files using Genie Editor. Other sources include Age of Kings heavengames website, ZeroEmpires and Spirit of the Law videos, Cysion's site, Steam data files of changes, and much much more... (sorry if I missed you) I also want to thank everybody from the original topic and reddit for correcting the mistakes!

Features:
  • Unit statistics with bonuses (click on row)
  • Building statistics
  • Technology listing
  • Civilizations and their bonuses
  • Resource gathering statistics
  • Easily searchable through all sections
  • Toggle sections ON/OFF by clicking the corresponding title (turn on all again by clicking AoC Stats)
  • Supported versions
    • AoC userpatch 1.4/ AoE 2 HD
    • HD DLCs Age of Empires Forgotten + African Kingdoms

Planned:
  • Balance Patch (voobly mod) support
  • improved searching
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Nov 8, 2015
  • #2
Re: AoC Statistics

Changelog:
* Added african kingdom support
* Added version icons for units, structures, technologies and civilizations
* you can filter dlc versions with 'aoak', 'aof', 'aoc', 'aok'
* fixed trebuchet bonuses

for more details see: link
 
dogao

Brazildogao

Champion
May 28, 2008
2,522
2,473
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  • Nov 9, 2015
  • #3
Re: AoC Statistics

Amazing.
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Nov 28, 2015
  • #4
Re: AoC Statistics

Changelog:
* moved to new site aoe2stats.net
* fixed persian dock and TC technologies civ bonus (nice catch by GaryInternet)
* ... other changes I forgot :smile:

Please, if you know reddit admins, let them know to fix the link. In the meantime I just redirect to the new page.
 
Aguruchi

UnknownAguruchi

Known Member
Feb 9, 2011
1,367
1
46
  • Nov 30, 2015
  • #5
Re: AoC Statistics

This is real nice!
GJ m8!!!
 
H

GermanyHades85

Member
Aug 12, 2012
122
4
23
  • Nov 30, 2015
  • #6
Re: AoC Statistics

Did you create a online data base?
 
ZeroEmpires

United KingdomZeroEmpires

Champion
Mar 20, 2015
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youtube.com
  • Dec 5, 2015
  • #7
Re: AoC Statistics

Hey, for the Celt civ bonus it says that Celt siege fires 20% faster. I believe this should read 25%

Kataparuto tech for the Japanese also makes them fire 33% faster, and not 25% as posted on the website.

The reload speed being reduced by 20% doesn't mean 20% faster firing :smile:
 
Socksyy

AustraliaSocksyy

Champion
Nov 6, 2013
1,322
866
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Australia
  • Dec 5, 2015
  • #8
Re: AoC Statistics

wonder should be only available in imperial * or am i wrong? ?
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Dec 5, 2015
  • #9
[url=http://www.aoczone.net/viewtopic.php?p=457231#p457231:2evkgm5x]05 Dec 2015 said:
Hey, for the Celt civ bonus it says that Celt siege fires 20% faster. I believe this should read 25%

Kataparuto tech for the Japanese also makes them fire 33% faster, and not 25% as posted on the website.

The reload speed being reduced by 20% doesn't mean 20% faster firing :smile:
Click to expand...

That also concerns all other bonuses like this - Byzantine Fire Ships, Spanish Gunpowder units, Saracen galleys, Mongol Cavalry Archers.

Also, this is really minor, but Goths get 35% cheaper infantry, not 33% :P That's 1 food saved per Militia!
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 5, 2015
  • #10
Re: AoC Statistics

[url=http://aoczone.net/viewtopic.php?p=457231#p457231:itfhj2hq]05 Dec 2015 said:
Hey, for the Celt civ bonus it says that Celt siege fires 20% faster. I believe this should read 25%

Kataparuto tech for the Japanese also makes them fire 33% faster, and not 25% as posted on the website.

The reload speed being reduced by 20% doesn't mean 20% faster firing :smile:
Click to expand...

That's all just wording, please read the legend, how FR is defined: "firing rate - the game time in seconds between consecutive starts of attack." Since there is no general definition of firing rate, I defined it like so.

It's basically reload time.
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 5, 2015
  • #11
Re:

[url=http://aoczone.net/viewtopic.php?p=457234#p457234:1p38r6nm]05 Dec 2015 said:
Also, this is really minor, but Goths get 35% cheaper infantry, not 33% :P That's 1 food saved per Militia!
Click to expand...

that was only the at the civ description... For the unit civ bonuses I already used the 35% value :D Thankfully I don't have to recalculate all. You scared me there!

Edit: Also fixed wonder starting age

Thx for pointing out
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Dec 13, 2015
  • #12
Re: AoC Statistics

[url=http://www.aoczone.net/viewtopic.php?p=457247#p457247:pypfyjvx]05 Dec 2015 said:
[url=http://aoczone.net/viewtopic.php?p=457231#p457231:pypfyjvx]05 Dec 2015 said:
Hey, for the Celt civ bonus it says that Celt siege fires 20% faster. I believe this should read 25%

Kataparuto tech for the Japanese also makes them fire 33% faster, and not 25% as posted on the website.

The reload speed being reduced by 20% doesn't mean 20% faster firing :smile:
Click to expand...

That's all just wording, please read the legend, how FR is defined: "firing rate - the game time in seconds between consecutive starts of attack." Since there is no general definition of firing rate, I defined it like so.

It's basically reload time.
Click to expand...

Well yeah, but then I don't think it should read e.g. "Siege weapons attack 20% faster", which isn't true but something like "Siege weapons -20% FR". It's just wording, but there's a difference, and "attack 20% faster" implies the wrong thing. Also, attack x% faster is more intuitive than y% less reload time imho ( 25% faster is one fourth, so one extra attack for every 4 normal ones, or a 25% DPS increase)

Apart from that, I found another small error - Eagle Scouts only have 4 attack in Feudal Age, just like in Dark Age.
Edit: Also, the mayan civ bonus says they start with an eagle warrior for the expansions.
Edit2: For the expansions, Parthian Tactics also affects Camel Archers and Elephant Archers (same bonuses as mangudai)
Also, Heated Shot still says it increases bonus dmg vs Camels in the expansions.
With the newest patch, Eagle Scouts do +1 vs camels from Castle Age onwards again. (Elite) Kamayuks do (6) 4 bonus damage vs. camels and the chieftains tech is supposed to give +2 vs. camels as well, though it currently doesn't work as the berserk unit misses the blank attack vs. camels.
 
John the Late

GermanyJohn the Late

Active Member
Nov 6, 2013
588
13
33
Germany
  • Dec 13, 2015
  • #13
Re: AoC Statistics

- The work rate multiplicator on fish traps was changed in AoFE, from 0.75 to 1.25. :smile:
- Would be nice if you could include Japanese fishing ships.
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 24, 2015
  • #14
Re: AoC Statistics

Sorry for the lack of updates recently. Was busy with life again. Also I've been bitten by a dog, so can't play during the holidays :'( ... at least I got around to fix the issues.

Thanks so much guys for the bugs and suggestions! You guys are awesome.

@ZeroEmpires - I rewrote and removed all references to firing rate. I replaced them with reload time. Hopefully this will cause less confusion. I was considering leaving in firing rate and recalculating everything, but the firing rate itself is ambiguous. What are the units? How exactly should it be calculated... so I thought better of it.
I also added the trebuchet accuracy for small buildings. Kudos to you on finding out how that worked!

@Jinneapple - you are absolutely king, thanks! I hope I didn't miss anything

@John the Late - i tried to update the food gathering from fish traps. though I did not test it. If you guys know anyone who did real testing with it, could you link it here? The japanese fishing ships food gathering would need testing, too. I didn't want to make up some numbers just from percentages. It would be nice if you guys had a test somewhere lying around you could link to :] thx.
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Dec 29, 2015
  • #15
Re: AoC Statistics

Ouch, that doesn't sound like fun :|

Your site has been a lot of help for my own guide, so I'm happy to give some of that back :smile:

I'm currently rechecking my data for the expansions, I have quite a few errors, seems like they did change a few things without mentioning it in patch notes...
Some more stuff I found: (Always for expansions)
-You misspelled Kataparuto
-You have 300F 100F as the cost for inquisition, should be 300G 100F ofc :wink:
-Line of sight for eagle units is always 6 tiles, not 8
-Build time of Heavy Cav Archers is 0:27
-For the capped ram, the bonus damage with full garrison is not updated for the 5 garrison capacity.
-For siege tower, there is no mention of speed increase with garrisoned infantry.
-Normal scorpions have 7 pierce armor instead of 6
-Both versions of Cataphracts have a build time of 20 seconds instead of 23.
-Elite Genoese crossbows have a build time of 19 seconds instead of 22
-Normal Magyar Huszar has a build time of 16s, just like elite.

Regarding fishing:

I created a few scenarios to test this, but I haven't been able to get a perfect rate because I still get some movement of the fishing ships at the start. Still, I hope it's enough to see that the percentages fit, they are just all slightly lower.
In addition to the testing, I also tried to figure out the japanese bonus with genie editor. They multiply with 1.05 in DA, 1.0476 in FA, 1.0454 in CA and 1.0434 in IA to get the round 5/10/15/20% increase instead of a stacking bonus of four times 1.05.
However, Gillnets is just a flat 1.25 multiplier, so the japanese get slightly more out of that (That's why there's more than a 40% increase from base if you look at japanese CA with gillnets).

Here are my results (Excel as a summary, pics of the indivdual test results, replays and the scenarios I used)
https://onedrive.live.com/?id=F9AAFAF74 ... F74C493EB9

I'm not sure how I could improve the scenario to get better gather rates. Maybe if I write a simple custom AI for it..
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 29, 2015
  • #16
Re: AoC Statistics

[url=http://aoczone.net/viewtopic.php?p=460077#p460077:963199rz]29 Dec 2015 said:
Some more stuff I found: (Always for expansions)
-You misspelled Kataparuto
-You have 300F 100F as the cost for inquisition, should be 300G 100F ofc :wink:
-Line of sight for eagle units is always 6 tiles, not 8
-Build time of Heavy Cav Archers is 0:27
-For the capped ram, the bonus damage with full garrison is not updated for the 5 garrison capacity.
-For siege tower, there is no mention of speed increase with garrisoned infantry.
-Normal scorpions have 7 pierce armor instead of 6
-Both versions of Cataphracts have a build time of 20 seconds instead of 23.
-Elite Genoese crossbows have a build time of 19 seconds instead of 22

Regarding fishing:

I created a few scenarios to test this...
Click to expand...

fixed most of this.
- EDIt: sorry, yeah, the scorpions were changed in the DLCs, gonna fix quick


Nice tests for the japanese fish. I like it :smile:. I tried to test it myself, but for some reason i got different values, I also tried to move the marvin right under the fishing ship. I double checked it with the old game and there was a difference... did they change the fishing speed between the DLC and old game??? I didn't let them drop the food, but looked at the left food on the fish in the sea.

anyways my tests using dlc:
base 0.475
gillnets 0.577083333
japDA 0.49375
japFA 0.5125
japCA 0.535416667
japCAgill 0.660416667
japImp 0.558333333
japImpGill 0.7

test with old game:
base 0.492
japDA 0.517
japFA 0.541
japCA 0.566
japImp 0.58

My tests a bit closer to old game, but still 3-4% difference.
I will upload in a bit to the server, dinner first :smile:
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Dec 30, 2015
  • #17
Re: AoC Statistics

I think the difference in rates might be due to AI for the dlc, but not sure if that's enough to explain the difference between expansions and base game.

In other news: (again always for expansions)
-Mangudai have a build time of 26s,
-Might be worth mentioning that Tarkans from Stables create slower (24 and 26s, plus civ bonus so between 19 and 21s depending on how it's rounded)
-Elite Caravels do 9 bonus dmg to buildings instead of 7 (they apparently fixed that)
-Keeps have 2250 instead of 2220 HP.
-Gates take 70 seconds to build once fortified wall is researched.
-On the longboat entry, the description says "Stronger than longboat" (both base and expansion)
-For Obsidian Arrows: The +6 against stone defense doesn't actually work, because the archer-line doesn't have any attack against stone defense, they would need 0 attack for it to be upgraded. They only do 6 dmg per shot against a stone wall.

A question on reload times:
-How do you find out the values for Chu Ko Nu/Longboat (or possibly other units? Are there others affected by this?). Just let them shoot at a high HP target and see how long it takes?
-For the castle it says it has a reload time of 1.5 - Why would it be lower than the 2s noted in the game data?
 
jojkov

Slovakiajojkov

Active Member
Aug 26, 2012
232
8
33
  • Dec 30, 2015
  • #18
Re: AoC Statistics

Wow, amazing, good job!
What about adding some table with hidden bonuses(pikemen vs cavalry, samurai vs unique units and so on)
 
robo

Australiarobo

Administrator
Staff member
Dec 12, 2011
8,497
1
9,311
153
Australia
twitter.com
  • Dec 30, 2015
  • #19
Re: AoC Statistics

click on the unit and it will tell you its bonuses.
 
jojkov

Slovakiajojkov

Active Member
Aug 26, 2012
232
8
33
  • Dec 30, 2015
  • #20
Re: AoC Statistics

yeah, just read it again, thx
this is great
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 30, 2015
  • #21
Re: AoC Statistics

Hey, looked into the gates, and found funny stuff.
Only one rotation of the gate takes 30 seconds to build no matter if fortified wall is researched or not. (short gate left to right following the bottom right edge of the map). All the other gates take 70s to finish, so I corrected the main number there. not sure if I should specify this though :D it's definitely a bug.

I fixed the rest. With the reload times I moved the experimental values to the note and only listed the values from data files.
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Dec 30, 2015
  • #22
Re: AoC Statistics

Okay that's weird :P
I just saw that it was sometimes 30s and sometimes 70s, and when I tested it, it took longer with fortified wall researched, but I did not look out for rotation. Apparently I just had the "luck" to use those rotations that fit my theory with fortified wall research :P

Currently I'm looking into a few techs and there's interesting stuff to be found here as well:
-For Obsidian Arrows: The +6 against stone defense doesn't actually work, because the archer-line doesn't have any attack against stone defense, they would need 0 attack for it to be upgraded. They only do 6 dmg per shot against a stone wall.
-I have to correct myself on a previous comment I made: Parthian Tactics in theory affects camel archers (if you look at the game files), but Berbers don't actually get parthian tactics! (And on a side note, the spearmen attack bonus wouldn't work on them because they again miss that blank attack class)
-It might be interesting to note the units that get a 0 attack bonus against archers, as they would do 2 extra damage against elephant archers.
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 30, 2015
  • #23
Re: AoC Statistics

They should really hire you as an official tester .11
I let cysion know about the bugs. I keep spamming him, hope he's not angry :]
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Dec 30, 2015
  • #24
Re: AoC Statistics

Well I'll just keep spamming you to let you know what it's like :wink:

-Hand Cannoneers have 1 melee/0 pierce armor (both versions)
-Maybe you should add all armors/classes of a unit in the details, even if they're 0, so one can find out whether certain attack bonuses work. E.g. Conquistadors aren't Cavalry Archers in AoC, but they are in the expansions, so skirmishers get extra bonus damage against them.
For most units it should be clear to which classes they belong, but especially for unique units there are some weird cases.
 
pip

Unknownpip

Active Member
Jul 11, 2014
255
2
28
  • Dec 30, 2015
  • #25
Re: AoC Statistics

[url=http://aoczone.net/viewtopic.php?p=460434#p460434:30oytgy7]30 Dec 2015 said:
Well I'll just keep
-Maybe you should add all armors/classes of a unit in the details, even if they're 0, so one can find out whether certain attack bonuses work. E.g. Conquistadors aren't Cavalry Archers in AoC, but they are in the expansions, so skirmishers get extra bonus damage against them.
For most units it should be clear to which classes they belong, but especially for unique units there are some weird cases.
Click to expand...

I think you are wrong here. They are not cav archers in the african patch. In both new and old AoC they have 0 archer armor, that means (elite) skirmishers do get a bonus against them.

I would much rather not list all 0 armors, instead put the info to the units that do damage against them. Most people don't know that much in detail about the game. I think its easier to understand if you get a list of units you do extra damage against. I let people calculate with bonuses enough as is :smile:
 
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