The Anti-Turtle Cap System controls how much offense you are allowed to make.
Try out the calculator: AT Cap Calcualtor
| Cap Type | Percentage |
|---|---|
| Defense | 45% |
| Offense | 55% |
| Unit Type | Offense | Defense | Cap Role | Contribution to Offense Cap |
|---|---|---|---|---|
| Troopers | 4 | 0 | Pure Offense | 0 |
| Laser Troopers | 0 | 4 | Pure Defense | 4 |
| Tanks | 9 | 9 | Flex | 3.15 |
| Soldiers | 1 | 1 | Flex | 0.35 |
Calculate Defense Cap Value
Determine Offense Cap from Defense Cap
Apply Caps When Training Units
Let’s say your kingdom has:
Laser Troopers:
5,000 × 4 = 20,000 (100% contribution)
Tanks:
1,000 × 9 = 9,000 → 35% = 3,150
Soldiers:
1,000 × 1 = 1,000 → 35% = 350
20,000 + 3,150 + 350 = 23,500
Using the 55:45 cap ratio:
Trooper Offense Cap = (55 / 45) × 23,500
= 1.222... × 23,500
= 28,722 (rounded)
Each Trooper provides 4 offense, so:
Troopers Allowed = 28,722 / 4
= 7,180
To encourage offense as the game progresses, the Anti-Turtle Cap System loosens after a certain point in time.
Between these ticks, the cap gradually loosens. Before tick 144, it’s fully tight. After tick 624, it’s at its most relaxed.
The system uses a tightness factor that starts at 1.0 (full cap pressure) and decreases to 0.5 (50% looser).
This factor adjusts your offensive cap upward over time.
IF CurrentTick < 3 * 48:
CapTightness = 1.0
ELSE IF CurrentTick > (13 * 48):
CapTightness = 0.5
ELSE:
CapTightness = 1 - ((CurrentTick - 3*48) / (10*48)) * 0.5
Your final offensive cap is calculated like this:
OffensiveCap = (DefenseCap / 0.45) × 0.55
OffensiveCap = OffensiveCap / CapTightness
So as the cap loosens (CapTightness ↓), your offensive potential increases!
At max looseness you can train offensive in a 2.44:1 ratio