Age of Empires IV — Counter Matrix (battle simulation)

Read by row: the colour shows how the unit in the ROW fares against the unit in the COLUMN. Green = the row wins, red = the row loses.
Click a unit (row or column) to see its stats across the ages and highlight its counter row.
Fetching fresh data from AoE4World …
Gold-weighted cost (gold ×1.4)
off
Fully upgraded (max upgrades per unit)
off

Select a unit

Click a unit in the matrix to see details.
Stats are shown from Dark Age up to Imperial Age (the ages the unit exists in).

How the matrix is calculated

Each cell is the result of a cost-balanced battle simulation between two unit types — not a 1-vs-1 duel, but player vs player where both have spent the same amount of resources.

1. Equal resources → number of units

Both sides get the same budget. Number of units = budget ÷ unit cost. Cost is by default raw total resources (food + wood + gold treated equally). Turn on “gold-weighted” to count gold ×1.4 (gold is scarcer) — this changes the unit counts per side and therefore some cells.

2. Damage, armour and bonuses

Damage per hit = base damage × volley − armour (melee subtracts melee armour, ranged subtracts ranged armour), plus bonus damage vs armour class (e.g. spear +28 vs cavalry). Volleys/bursts are counted (e.g. Zhuge Nu fires 3 bolts). DPS = damage ÷ attack time. Charge attacks are excluded (one-off, not sustained).

3. Kiting (optimal play) — speed and range

Ranged units are assumed to kite optimally, with a smooth effect based on both speed and range, both against melee and against other ranged units with shorter range.

High ranged armour still neutralises the shooter (e.g. Archer vs Man-at-Arms). Fast mounted archers (Mangudai, Horse Archer, Camel Archer) now get credit for their mobility in ranged duels — they can kite slow units like Crossbowman effectively.

4. The battle itself

The fight is simulated in time steps with focus fire (damage is concentrated on the front unit until it dies) — this is where the “more cheap units” advantage (the square-law effect) emerges naturally. For melee there is an engagement width: only a front line can attack at a time, so numeric superiority for melee is dampened realistically. Ranged units have no such limit.

5. Colour

After the fight, we measure how one-sided the resource trade was (log2 of value destroyed one way divided by the other). Thresholds: clear advantage/outmatched (±±) when the trade is ≳3× skewed; advantage/disadvantage (±) for moderate skew; even when it is close.

Fully upgraded toggle

When enabled, each unit receives unit-specific bonuses approximating maximum Imperial upgrades (Veteran + Elite + all blacksmith tiers). Per-unit estimates: Spearman/MAA: +3 atk, +3 armor, +22% HP; Knight: +3 atk, +3 armor, +22% HP; Archer/Crossbowman: +3 atk, +3 ranged armor, +22% HP; Longbowman: +4 atk (incl. Fire Arrows), +3 ranged armor, +22% HP; Mangudai: +3 atk (incl. Fire Arrows), +2 armor, +20% HP; Horseman: +3 atk, +2 armor, +20% HP; Keshik/Camel units: +2 atk, +2 armor, +18% HP; Mounted archers/Streltsy/Zhuge Nu: +2 atk, +2 armor, +15% HP; Handcannoneer/Janissary: +2 atk, +2 armor, +10% HP; War Elephant: +2 atk, +2 armor, +5% HP. These are modelled estimates — exact values vary by civilization and technology.

Not modelled

Healing, splash beyond volley, transformations, terrain, formation, line of sight. Blacksmith and technology upgrades are approximated by the ‘Fully upgraded’ toggle above. Signature units are civ-locked — the matrix compares unit types across civilizations, not actual civ-vs-civ battles. This is a model to guide intuition, not ground truth.

Source: AoE4World open unit data (data.aoe4world.com; age 4 for the matrix, all ages in the unit panel). The page recomputes everything locally each time it loads or you change a setting.