Military Strength Calculation
Author: SpringPizazz
Date: 2026-02-11
Game version: 4.19.12
1. Base combat strength of each unit
Every unit has a base combat strength, determined mainly by:
1.1 Base attack
- Melee units:
strength ^ 1.5 - Ranged units:
ranged strength ^ 1.45
Examples
| Unit | Strength | Base combat strength |
|---|---|---|
| Warrior | 6 | |
| Archer | 7 (ranged) | |
| Catapult | 12 (ranged) |
1.2 Movement bonus
Strength is also multiplied by:
Examples
- Warrior (movement 2):
- Archer (movement 2):
- Horseman (strength 10, movement 4):
1.3 Bonuses and modifiers
| Factor | Effect |
|---|---|
| Ranged naval units | strength × 0.5 |
| Self-destructing units (e.g. missiles) | strength × 0.5 |
| City attack bonus (e.g. +50%) | half counts → +25% |
| Bonus vs specific units | only a quarter counts |
| "When attacking"/"when defending" bonus | only half counts |
| Terrain bonus | only half counts |
| Paradrop ability | +25% |
| Needs setup to attack | -20% |
| Extra attacks | +20% per extra attack |
| Nukes | +4000 |
Concrete example: Catapult
- Ranged attack 12, movement 2
- Has "needs setup" and "city attack +50%"
Calculation:
- Base:
- Setup modifier:
- City attack:
2. Actual unit strength (promotions & HP)
Final strength is also affected by:
- Promotions: each promotion multiplies strength by
- Current HP: applied proportionally (e.g. 50HP = ×0.5)
Examples
- Full-HP Archer (no promotions):
- Half-HP Archer (2 promotions):
3. Total civilization military strength
Summing all unit strengths gives your civilization military strength!
Formula
Important details
- Base value is 1: even with no units you have 1 military strength
- Naval units × 0.5: water units count for half strength
- Gold modifier: more gold = higher military strength
Gold modifier table
| Gold | Modifier |
|---|---|
| 0 | 0% (×1.0) |
| 100 | 10% (×1.1) |
| 1,000 | 31.6% (×1.316) |
| 2,500 | 50% (×1.5) |
| 6,400 | 80% (×1.8) |
| 10,000 | 100% (×2.0) |
| 20,000 | 141% (but capped at ×2.0) |
💡 The gold modifier caps at 2x (reached at 10,000 gold)
4. Full calculation example
Suppose your civilization has these units (all full-HP, no promotions):
| Unit | Count | Unit strength | Subtotal |
|---|---|---|---|
| Warrior | 3 | 18 | 54 |
| Archer | 2 | 18 | 36 |
| Catapult | 1 | 48 | 48 |
| Trireme | 1 | 50 (naval ×0.5) | 25 |
| Horseman | 1 | 44 | 44 |
Unit total:
With 2,500 gold:
- Gold modifier = (×1.5)
- Final military strength =
5. Practical tips
- Ranged units: despite high attack, the 1.45 exponent (not 1.5) makes their actual strength slightly lower than equal-attack melee units
- Naval units: automatically halved — you need more ships at sea to deter
- HP matters: damaged units lose lots of strength; heal promptly
- Gold is invisible strength: 2,500 gold gives +50% military strength!
- Promotions accumulate: veteran units beat fresh ones
6. Code references
| Feature | Code location |
|---|---|
| Base unit strength | core/src/com/unciv/models/ruleset/unit/BaseUnit.kt:509 |
| Unit strength | core/src/com/unciv/logic/map/mapunit/MapUnit.kt:685 |
| Civ military strength | core/src/com/unciv/logic/civilization/Civilization.kt:800 |
| Detailed docs | docs/Other/Force-rating-calculation.md |
✦ Summary: stronger units, more units, more gold → higher military strength!