Coc War Weight Calculator 2020

COC War Weight Calculator 2020 – Calculate Your Clan War Weight :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ccc; –card-background: #fff; –shadow: 0 2px 5px rgba(0,0,0,0.1); } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 20px; display: flex; justify-content: center; } .container { max-width: 1000px; width: 100%; background-color: var(–card-background); padding: 30px; border-radius: 8px; box-shadow: var(–shadow); } h1, h2, h3 { color: var(–primary-color); text-align: center; } h1 { font-size: 2.5em; margin-bottom: 20px; } h2 { font-size: 1.8em; margin-top: 40px; margin-bottom: 20px; border-bottom: 2px solid var(–primary-color); padding-bottom: 5px; } h3 { font-size: 1.4em; margin-top: 30px; margin-bottom: 15px; } .calculator-section { background-color: var(–card-background); padding: 25px; 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COC War Weight Calculator 2020

Estimate your village's war weight for Clash of Clans with our 2020-era calculator.

War Weight Calculator

Sum of the war weight of all your defensive buildings (Cannons, Archer Towers, etc.).
Total war weight contribution from all your walls.
Sum of the war weight of your Heroes (Barbarian King, Archer Queen, etc.).
Total war weight of your trained troops and researched spells.
War weight of your unlocked Siege Machines.

Your Estimated War Weight

Defensive Buildings:
Walls:
Heroes:
Troops & Spells:
Siege Machines:

Key Assumptions (2020 Era)

Offensive Weight Factor:
Defensive Weight Factor:
The total war weight is a sum of weighted defensive and offensive components. In 2020, the exact formulas were complex and changed, but this calculator uses a simplified approximation: Total Weight = (Defensive Buildings + Walls + Heroes) * DefensiveFactor + (Troops + Siege Machines) * OffensiveFactor.

War Weight Breakdown (2020 Approximation)

Defenses Walls Heroes Offense (Troops/Siege)

Weight Contribution Table (2020 Approximation)

Component Estimated Weight (2020)
Defensive Buildings
Walls
Heroes
Troops & Spells
Siege Machines
Total Estimated War Weight

What is COC War Weight 2020?

The "COC War Weight Calculator 2020" refers to a tool designed to estimate the strategic weight of a player's village within the Clash of Clans (COC) matchmaking system, specifically referencing the understanding and prevalent calculation methods around the year 2020. In Clash of Clans, war weight is a hidden metric that Supercell uses to balance clan wars. It aims to match clans with similar overall "strength" against each other, ensuring fairer and more competitive wars. The war weight isn't just about the number of buildings or troop levels; it's a complex calculation that heavily emphasizes defensive upgrades, particularly those that prevent enemy attacks from succeeding. Understanding your war weight is crucial for both offensive and defensive strategies in clan wars.

Who should use it?

  • Clan Leaders and War Strategists: To understand their clan's overall war potential and identify potential imbalances within the roster.
  • Active War Players: To gauge how their individual village's development impacts the clan's matchmaking and to make informed decisions about upgrade priorities.
  • Newer Players: To get a sense of what contributes most to war weight and how to approach upgrades strategically from the start.

Common Misconceptions:

  • War Weight = Base Level: Your Town Hall level is a significant factor, but war weight is more nuanced. A maxed-out base at a lower Town Hall can have a higher war weight than an rushed base at a higher Town Hall.
  • Offense Doesn't Matter: While defenses historically held more weight, offensive capabilities (high-level troops, heroes, spells) also contribute, especially in later Town Hall levels and with the introduction of Siege Machines.
  • It's a Fixed Number: War weight is dynamic. Every upgrade, troop training, and hero level-up can slightly alter your village's war weight. The calculation methods also evolved over time, hence the specificity of "2020".

COC War Weight Formula and Mathematical Explanation (2020 Approximation)

The exact war weight calculation used by Supercell is proprietary and has evolved significantly since the game's inception. However, based on community analysis and observation around the 2020 period, we can approximate the formula. The primary driver of war weight has historically been defensive strength, but offensive power has gained importance.

A simplified, widely accepted approximation for COC war weight around 2020 can be represented as:

Approximate War Weight Formula

Total War Weight = (Defensive Component Weight) + (Offensive Component Weight)

Where:

  • Defensive Component Weight: This is the sum of the weights of all your defensive structures, walls, traps, and heroes. This component traditionally carries a heavier multiplier.
  • Offensive Component Weight: This includes the weights of your trained troops, researched spells, and Siege Machines. This component's influence grew over time.

Let's break down the components:

  1. Defensive Buildings Weight: This includes structures like Cannons, Archer Towers, Wizard Towers, Air Defenses, Inferno Towers, Eagle Artillery, Scattershots (introduced later), etc. Each building type and level has a specific, non-linear weight.
  2. Walls Weight: The weight of all your walls. Higher level walls contribute more.
  3. Heroes Weight: Barbarian King, Archer Queen, Grand Warden, Royal Champion (introduced later). Their weight is primarily determined by their level.
  4. Troops & Spells Weight: The weight of all your unlocked and trained troops (Barbarians, Archers, Dragons, Electro Dragons, etc.) and researched spells (Lightning, Heal, Rage, etc.). Their weight is based on their level.
  5. Siege Machines Weight: Introduced later in the game, Siege Machines (Wall Wrecker, Battle Blimp, Stone Slammer, Log Launcher, Flame Flinger) have their own distinct weight contribution.

Multipliers: To balance offense and defense, Supercell applies multipliers. Around 2020, the general understanding was:

  • Defensive structures, walls, and heroes were often grouped and received a higher effective multiplier (e.g., roughly multiplied by a factor of 0.6 to 0.8, depending on the specific component and game version).
  • Offensive components (troops, spells, siege machines) had a lower effective multiplier (e.g., roughly multiplied by a factor of 0.2 to 0.4).

Simplified Calculation Used in Calculator:

Calculator War Weight = (DefBuildingWeight + WallsWeight + HeroWeight) * DEF_FACTOR + (TroopWeight + SiegeWeight) * OFF_FACTOR

For this calculator, we use approximate factors that were observed around 2020. These factors attempt to balance the contribution of defense vs. offense:

  • DEF_FACTOR (Defensive Multiplier): ~0.7
  • OFF_FACTOR (Offensive Multiplier): ~0.3

Variables Table

Key Variables in War Weight Calculation (2020 Approximation)
Variable Meaning Unit Typical Range (Approx.)
Defensive Buildings Weight Sum of weights of all defensive structures (excluding traps). Points 10,000 – 150,000+
Walls Weight Total weight contribution from all walls. Points 5,000 – 70,000+
Heroes Weight Combined weight of Barbarian King, Archer Queen, Grand Warden, Royal Champion levels. Points 2,000 – 60,000+
Troops & Spells Weight Sum of weights for all trained troops and researched spells. Points 5,000 – 100,000+
Siege Machines Weight Weight of unlocked Siege Machines. Points 500 – 10,000+
DEF_FACTOR Multiplier applied to defensive components. Decimal ~0.6 – 0.8
OFF_FACTOR Multiplier applied to offensive components. Decimal ~0.2 – 0.4
Total War Weight The final calculated weight used for matchmaking. Points Highly variable, 50,000 – 1,000,000+

Practical Examples (Real-World Use Cases)

Understanding war weight helps players make strategic decisions. Here are a couple of examples illustrating how different upgrade paths can affect war weight, based on 2020 estimations.

Example 1: Maxing Defenses vs. Rushing Offense

Scenario: Two players at Town Hall 11 (TH11).

Player A (Defensive Focus): Has maxed defenses for TH11 (including Eagle Artillery, Inferno Towers), maxed walls, heroes are level 40+, but troops and spells are slightly behind, around level 5-6 for most.

  • Defensive Buildings Weight: 90,000
  • Walls Weight: 50,000
  • Heroes Weight: 45,000
  • Troops & Spells Weight: 25,000
  • Siege Machines Weight: 5,000

Player B (Offensive Focus / Rushing): Has upgraded to TH11 quickly. Defenses are mid-level for TH11 (e.g., Wizard Towers level 7, Air Defenses level 7), walls are mostly level 10, heroes are level 30+, but troops and spells are maxed for TH11, and Siege Machines are unlocked.

  • Defensive Buildings Weight: 60,000
  • Walls Weight: 30,000
  • Heroes Weight: 30,000
  • Troops & Spells Weight: 50,000
  • Siege Machines Weight: 8,000

Calculation (using calculator's default factors: DEF_FACTOR=0.7, OFF_FACTOR=0.3):

Player A Total Weight: (90000 + 50000 + 45000) * 0.7 + (25000 + 5000) * 0.3 = 185000 * 0.7 + 30000 * 0.3 = 129500 + 9000 = 138,500

Player B Total Weight: (60000 + 30000 + 30000) * 0.7 + (50000 + 8000) * 0.3 = 120000 * 0.7 + 58000 * 0.3 = 84000 + 17400 = 101,400

Interpretation: Player A, despite having a higher Town Hall, carries a significantly higher war weight due to their heavily upgraded defenses and walls. This means Player A contributes more to the clan's overall matchmaking weight. Clan wars often favor strong defenses, so Player A might be considered a more valuable defensive asset, while Player B might be better positioned to secure 3-star victories on enemy bases due to their offensive strength. This highlights the trade-offs in upgrade strategies.

Example 2: Strategic Defense vs. Aggressive Offense & Hero Levels

Scenario: Two players at Town Hall 12 (TH12).

Player C (Strategic Offense & High Heroes): Has a TH12 with a decent Giga Tesla, but focused on upgrading troops/spells to max for TH12, and importantly, has heroes at level 50+.

  • Defensive Buildings Weight: 80,000
  • Walls Weight: 40,000
  • Heroes Weight: 60,000
  • Troops & Spells Weight: 70,000
  • Siege Machines Weight: 10,000

Player D (Defensive Powerhouse): Has a TH12 with a maxed Giga Tesla, Inferno Towers, and Eagle Artillery, but heroes are only level 35, and offensive troops/spells are a bit lower.

  • Defensive Buildings Weight: 100,000
  • Walls Weight: 55,000
  • Heroes Weight: 35,000
  • Troops & Spells Weight: 55,000
  • Siege Machines Weight: 8,000

Calculation (using calculator's default factors: DEF_FACTOR=0.7, OFF_FACTOR=0.3):

Player C Total Weight: (80000 + 40000 + 60000) * 0.7 + (70000 + 10000) * 0.3 = 180000 * 0.7 + 80000 * 0.3 = 126000 + 24000 = 150,000

Player D Total Weight: (100000 + 55000 + 35000) * 0.7 + (55000 + 8000) * 0.3 = 190000 * 0.7 + 63000 * 0.3 = 133000 + 18900 = 151,900

Interpretation: In this scenario, Player D has a slightly higher total war weight primarily due to their superior defensive structures, even though their heroes are significantly lower. Player C's high hero levels and maxed offense contribute substantially to their weight, making them a strong attacking asset. This illustrates how hero levels, while powerful offensively, also add considerable weight. A clan aiming for strong offensive potential might prioritize players like C, while those needing strong defensive anchors might value players like D.

How to Use This COC War Weight Calculator 2020

Using this calculator is straightforward and designed to give you a quick estimate of your village's war weight based on 2020-era approximations. Follow these steps:

  1. Gather Your Village Data: Before using the calculator, you need to know the approximate "war weight" values for different categories of your village. This information is not directly shown in the game but can be estimated using various community tools or by summing up known weights for each building/troop/hero level. For simplicity, this calculator uses common input fields for the *total* weight of each category.
  2. Input Defensive Buildings Weight: Enter the total estimated war weight of all your defensive structures (Cannons, Archer Towers, Wizard Towers, Air Defenses, Inferno Towers, Eagle Artillery, X-Bows, etc.).
  3. Input Walls Weight: Enter the total estimated war weight of all your walls. Higher level walls contribute more.
  4. Input Heroes Weight: Enter the combined war weight of your Barbarian King, Archer Queen, Grand Warden, and Royal Champion based on their current levels.
  5. Input Troops & Spells Weight: Enter the total estimated war weight of all your trained troops and researched spells. This represents your offensive capabilities.
  6. Input Siege Machines Weight: Enter the weight of your unlocked Siege Machines (Wall Wrecker, Battle Blimp, etc.).
  7. Press "Calculate War Weight": Once all values are entered, click the button. The calculator will instantly process the numbers using its internal 2020 approximation formula.

How to Read Results:

  • Main Result: The large, highlighted number is your estimated total war weight. This is the primary figure used for matchmaking.
  • Intermediate Values: These show the calculated weighted contribution of each component (Defenses, Walls, Heroes, Offense) after applying the estimated 2020 multipliers. This helps you see where most of your weight comes from.
  • Key Assumptions: Displays the multipliers (DEF_FACTOR, OFF_FACTOR) used in the calculation, giving transparency to the approximation.
  • Table: Provides a clear breakdown of the estimated contribution of each category to your total war weight.
  • Chart: Visually represents the proportion of your total war weight contributed by defenses, walls, heroes, and offense.

Decision-Making Guidance:

  • High Defense Weight, Low Offense Weight: You might be a strong defensive anchor but could struggle to consistently 3-star enemy bases. Consider prioritizing troop, spell, and hero upgrades to improve your offensive capabilities and reduce the overall defensive imbalance within your clan.
  • High Offense Weight, Lower Defense Weight: You might be a strong attacker, capable of achieving 3-stars, but your base might be easier to 3-star in defense. Focus on key defensive upgrades (like Eagle Artillery, Infernos, Air Defenses) to balance your weight more effectively.
  • Balanced Weight: You have a well-rounded village, contributing effectively to both offense and defense. Continue upgrading strategically.

Remember, this calculator provides an *estimate*. The actual weight calculation by Supercell is complex and may differ. Use these results as a guide for strategic upgrade planning.

Key Factors That Affect COC War Weight Results

Several factors significantly influence your village's war weight. Understanding these is key to strategic base development. While the 2020 approximation focuses on broad categories, the nuances lie within:

  1. Defensive Building Levels: This is arguably the most significant contributor to war weight. Upgrading key defenses like the Eagle Artillery, Inferno Towers, Scattershots, and Air Defenses adds substantial weight. Higher levels yield exponentially more weight.
  2. Wall Levels: While sometimes underestimated, maxing out walls adds a considerable amount of weight. Each wall piece contributes, and higher-level walls have a greater impact. This is why "super rushed" bases often have low wall weights.
  3. Hero Levels: Heroes are powerful offensive and defensive assets. Their levels directly correlate to their war weight contribution. High-level heroes (e.g., 50+) significantly increase a village's war weight.
  4. Offensive Troop & Spell Levels: Maxing out your primary attack troops and spells for your Town Hall level is crucial for offensive success and also adds to your war weight. A higher weight doesn't necessarily mean a weaker base if your offense can compensate.
  5. Town Hall Level: While not directly inputted as a single value, the Town Hall level dictates the availability of new defenses, troops, heroes, and their maximum levels, indirectly influencing the potential maximum war weight. Rushing the Town Hall without upgrading defenses leads to a lower war weight initially but can cause matchmaking issues later if defenses aren't caught up.
  6. Siege Machines: The introduction of Siege Machines added another layer to offensive war weight. Unlocking and upgrading them contributes to your overall offensive score.
  7. Traps: While not explicitly listed as a primary input in this simplified calculator, traps (Bombs, Spring Traps, Hidden Teslas) also have a small weight contribution.
  8. "Hidden" Weights: Supercell may apply hidden multipliers or adjustments based on various factors like incomplete upgrades, the number of available troop/spell slots, or even the "age" of certain buildings. These are not precisely quantifiable but are part of the game's complex algorithm.

Frequently Asked Questions (FAQ)

What is the exact war weight formula for COC?
Supercell does not publicly disclose the exact, up-to-date formula for war weight. It has evolved significantly over the years. This calculator uses a widely accepted approximation based on community analysis from around 2020, which heavily weights defenses but also incorporates offense.
Does upgrading my Town Hall increase my war weight?
Directly? No. However, upgrading your Town Hall unlocks new buildings, troops, heroes, and higher levels for existing ones, all of which have their own war weight. If you upgrade your TH without upgrading your defenses and offense proportionally, your base will be considered "rushed" and may have a lower war weight relative to its offensive potential, which can be detrimental in wars.
Should I max all my defenses before upgrading my Town Hall?
Historically, maxing defenses ("defensive maxing") was the recommended strategy to keep war weight low relative to offensive potential. Around 2020, with stronger offensive strategies becoming dominant, many players adopted a more balanced approach or even "hero maxing" or "offensive maxing" before upgrading the TH. The best strategy depends on your clan's goals and your playstyle.
How do I find the weight of individual buildings or troops?
You can find detailed breakdowns of estimated weights for buildings, troops, heroes, and spells on various Clash of Clans fan wikis and forums. Search for "COC war weight list" or similar terms. These lists are based on community testing and estimations.
Can I lower my war weight?
Yes, you can lower your war weight primarily by *not* upgrading your defenses and walls. However, this is generally not recommended as it severely compromises your ability to defend against enemy attacks in wars. Strategic upgrading focuses on balancing weight with actual combat effectiveness.
How important are heroes for war weight?
Heroes contribute significantly to war weight, especially at higher levels (40+). While they are crucial for both offense and defense, their weight can quickly inflate a village's total score. Balancing hero upgrades with other components is essential.
Does the calculator account for traps?
This simplified calculator does not include a separate input for traps. Traps contribute a small amount to the overall defensive weight, but their impact is usually less significant compared to major defenses, walls, and heroes.
Is the 2020 war weight calculation still accurate today?
Supercell frequently updates the game, including potential adjustments to the war weight algorithm. While the 2020 approximation provides a good baseline understanding, the exact values and multipliers might have changed in subsequent game versions. For the most current estimates, consult recent community data.

Related Tools and Internal Resources

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getElement('heroWeight').value = 5000; getElement('troopWeight').value = 8000; getElement('siegeMachineWeight').value = 1000; clearErrorMessages(); // Reset results immediately getElement('main-result').textContent = '–'; getElement('intermediateDefenses').getElementsByTagName('span')[0].textContent = '–'; getElement('intermediateWalls').textContent = 'Walls: –'; getElement('intermediateHeroes').textContent = 'Heroes: –'; getElement('intermediateTroops').textContent = 'Troops & Spells: –'; getElement('intermediateSiege').textContent = 'Siege Machines: –'; getElement('assumptionOffensive').textContent = '–'; getElement('assumptionDefensive').textContent = '–'; getElement('tableDefensive').textContent = '–'; getElement('tableWalls').textContent = '–'; getElement('tableHeroes').textContent = '–'; getElement('tableTroops').textContent = '–'; getElement('tableSiege').textContent = '–'; getElement('tableTotal').textContent = '–'; if (chartInstance) { chartInstance.destroy(); chartInstance = null; } getElement('chartSection').style.display = 'none'; getElement('tableSection').style.display = 'none'; } function copyResults() { var mainResult = getElement('main-result').textContent; var intermediateDefenses = getElement('intermediateDefenses').textContent; var intermediateWalls = getElement('intermediateWalls').textContent; var intermediateHeroes = getElement('intermediateHeroes').textContent; var intermediateTroops = getElement('intermediateTroops').textContent; var intermediateSiege = getElement('intermediateSiege').textContent; var assumptionOffensive = getElement('assumptionOffensive').textContent; var assumptionDefensive = getElement('assumptionDefensive').textContent; var tableRows = getElement('tableSection').getElementsByTagName('tbody')[0].getElementsByTagName('tr'); var tableData = []; for (var i = 0; i < tableRows.length; i++) { var cells = tableRows[i].getElementsByTagName('td'); if (cells.length === 2) { tableData.push(cells[0].textContent + ': ' + cells[1].textContent); } } var textToCopy = "— COC War Weight Estimate (2020 Approximation) —\n\n"; textToCopy += "Total War Weight: " + mainResult + "\n\n"; textToCopy += "— Breakdown —\n"; textToCopy += intermediateDefenses + "\n"; textToCopy += intermediateWalls + "\n"; textToCopy += intermediateHeroes + "\n"; textToCopy += intermediateTroops + "\n"; textToCopy += intermediateSiege + "\n\n"; textToCopy += "— Assumptions —\n"; textToCopy += "Defensive Factor: " + assumptionDefensive + "\n"; textToCopy += "Offensive Factor: " + assumptionOffensive + "\n\n"; textToCopy += "— Weight Contribution Table —\n"; textToCopy += tableData.join('\n'); // Use a temporary textarea to copy var textArea = document.createElement("textarea"); textArea.value = textToCopy; textArea.style.position = "fixed"; textArea.style.left = "-9999px"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Results copied successfully!' : 'Failed to copy results.'; console.log(msg); // Provide feedback // Optional: display a temporary message to the user var tempMessage = document.createElement('div'); tempMessage.textContent = msg; tempMessage.style.cssText = 'position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%); background-color: #28a745; color: white; padding: 15px; border-radius: 5px; z-index: 1000;'; document.body.appendChild(tempMessage); setTimeout(function(){ tempMessage.remove(); }, 2000); } catch (err) { console.error('Copying text command was unsuccessful', err); } document.body.removeChild(textArea); } // Charting Logic using Canvas API function updateChart(defBuildings, walls, heroes, troops, siege, defFactor, offFactor) { var ctx = getElement("warWeightChart").getContext("2d"); // Destroy previous chart instance if it exists if (chartInstance) { chartInstance.destroy(); } // Calculate weighted components for chart representation var weightedDef = Math.round(defBuildings * defFactor); var weightedWalls = Math.round(walls * defFactor); var weightedHeroes = Math.round(heroes * defFactor); var weightedOffense = Math.round((troops + siege) * offFactor); // Combine troops and siege for offense // Ensure weights are not negative (shouldn't happen with validation, but good practice) weightedDef = Math.max(0, weightedDef); weightedWalls = Math.max(0, weightedWalls); weightedHeroes = Math.max(0, weightedHeroes); weightedOffense = Math.max(0, weightedOffense); // Sum for display purposes, though the main result is already calculated var totalWeightForChart = weightedDef + weightedWalls + weightedHeroes + weightedOffense; chartInstance = new Chart(ctx, { type: 'bar', data: { labels: ['Defenses', 'Walls', 'Heroes', 'Offense'], datasets: [{ label: 'Estimated Weight (2020 Approx.)', data: [weightedDef, weightedWalls, weightedHeroes, weightedOffense], backgroundColor: [ 'rgba(0, 74, 153, 0.7)', // Primary Blue for Defenses 'rgba(255, 193, 7, 0.7)', // Warning Yellow for Walls 'rgba(40, 167, 35, 0.7)', // Success Green for Heroes 'rgba(108, 117, 125, 0.7)' // Secondary Grey for Offense ], borderColor: [ 'rgba(0, 74, 153, 1)', 'rgba(255, 193, 7, 1)', 'rgba(40, 167, 35, 1)', 'rgba(108, 117, 125, 1)' ], borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, scales: { y: { beginAtZero: true, title: { display: true, text: 'Weight Points' } }, x: { title: { display: true, text: 'Component' } } }, plugins: { legend: { display: false // Legend is handled by separate div }, title: { display: true, text: 'War Weight Contribution Breakdown' } } } }); } // Add Chart.js library dynamically if not present // NOTE: In a real-world scenario, you'd include this in the // For this single-file requirement, we load it if needed. if (typeof Chart === 'undefined') { var script = document.createElement('script'); script.src = 'https://cdn.jsdelivr.net/npm/chart.js@3.7.1/dist/chart.min.js'; // Using a specific, stable version script.onload = function() { console.log('Chart.js loaded'); // Optionally trigger initial calculation or update chart if inputs are already set // calculateWarWeight(); // Call if you want chart to appear on load with default values }; script.onerror = function() { console.error('Failed to load Chart.js'); }; document.head.appendChild(script); } else { // If Chart.js is already loaded, ensure the chart updates on load if default values exist // window.onload = calculateWarWeight; // Ensure calculation happens after DOM is ready and chart lib loaded } // FAQ Toggle Function function toggleFaq(element) { var parent = element.parentElement; parent.classList.toggle('active'); } // Initial calculation on load with default values window.addEventListener('load', function() { calculateWarWeight(); if (typeof Chart !== 'undefined') { // If Chart.js was already loaded, ensure the chart is drawn // calculateWarWeight(); // calculateWarWeight already calls updateChart } });

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