It's mainly done. So now I should yet again write something about how-to-use... And post it as a separate thread... Many, many bugs were harmed in this process! 'raw' sheet This sheet analyses units. It has many, many columns, and isn't very Oberstain-friendly, much less user-friendly! Most important stuff is simplified as possible. The first couple of columns are self-explanatory (race, then some unimportant flyer/upgrade yes/no's, then unit name). Nothing to see, except the names, of course. Following (black background, green/red if positive/negative) are 5 semaphores, which pretty much sum the unit stats and value, compared to other units. Last one ('mix') is pretty much most important one and gives general unit value - say, Buzz is worth 125% of average stats. Next column ('RVal') is the same, except it's expressed in gold - Buzz performs as a unit worth of 25g. *For a user who looks for more, M3 semaphore is pretty much unit downsized to combat stats, so without abilities. Personally, I used all others (modded, m2, m4) just to make visible different aspects temporarily, until it's all 'mix' Next are unit stats - anyone can just enter changed numbers into white fields, everything is recalculated automatically. Coloured fields are either general (such as DPS and CD) formulas and shouldn't be touched - really no need to; or specific formulas (such as DPSmod and HPmod) - those are my approximation of damage or hp modifiers (example - Whitemane has +25% HP, very clean and correct; some are much more arbitrary) Worth mentioning are Ab1mod and Ab2 mod - percentage-based coefficients of abilities that can't be calculated mathematically. Those were put with some idea, and that idea may be wrong. There are also HPs/g and DPS/g columns. **The main purpose of this sheet is to help balancing - Ranger is listed as unit which is worth 47g, and I indeed feel that 45g is what it should cost. 'Playing' with Attsp, DMG and HP can 'fix' unit to the desired price - in both ways - and there are DPS/g and HP/g when specializing unit to be balanced, dps-er or tanky. 'waves' and 'summons' sheets Pretty self-explanatory and, not so obvious but still - print-friendly (as are all sheets, except 'raw'). Last, coloured columns represent wave/summon value in gold ('Mod Val'), based on a typical cost of DPS and HP in gold, also given separately in appropriate columns. 'Mod Val' for waves obviously depends on unit attack/armour composition and expected summons, so it's probably in +-20% range (and more in the first few levels). Summons sheet also has 'Val / Myth' column, showing - yes - value divided by mythium cost. 'Towers-Waves' and 'Towers-Summons' sheets Show modifiers to a unit against waves or summons, based on armour/attack type. Peewee, for example, has a disastrous wave1 and wave2, becoming better later (or much better, such as on wave5 and wave7), with a few downfalls later. Upgrading to Veteran doesn't change anything in this regard. Buzz start, on the opposite, has excellent armour/attack type for the first four levels, and upgrade to Consort changes unfavourable situation on wave5. Nobody should start with Wileshroom. How to read? Use logic and experience. Mathematical approximations are one thing, they are meant to help, not to give definitive answers. A Certain unit could be useful and good, even if numbers show differently - probably approximation doesn't take in account everything needed. Things like Zeus and Ranger excels in tanking against 4-eyes? Really??? The table says so, but this should obviously be ignored. On the same matter, if read properly, the table gives an answer to '4-eyes being overpowered' fact - this summon excels against each tanking unit likely to find mid-to-endgame (well, except Bananas, which is yet another reason to put them into tanking position for the players who still hide them).