Difference between revisions of "Attacking & Defending"

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===Offensive Military Efficiency===
 
===Offensive Military Efficiency===
  <b>OME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Training Ground Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Onslaught Ritual]]
+
  <b>OME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]
  
 
===Defensive Military Efficiency===
 
===Defensive Military Efficiency===
  <b>DME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Forts Bonus]]) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Stalwart Ritual]]
+
  <b>DME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]
  
 
==Attacking==
 
==Attacking==
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===Attack Times===
 
===Attack Times===
  
  <b>Attack Time =</b> Base Attack Time * [[Race]] Bonus * [[Personality]] Bonus * [[Buildings#Barracks|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[War]] * NW Mod * [[Ritual|Ritual]]
+
  <b>Attack Time =</b> Base Attack Time * [[Race]] Bonus * [[Personality]] Bonus * [[Buildings#Barracks|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[War]] * NW Mod * [[Ritual|Ritual Bonus]]
  
* Note: War attack speed phases in to a maximum of -15% after 12 hours of War have passed
+
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.
* There is a networth value adjustment for attack times. This adjustment compares your networth to the networth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the networth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.  
+
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.  
  
 
====Base Attack Time====
 
====Base Attack Time====
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====Minimum Offense to Win====
 
====Minimum Offense to Win====
[[Military#Random_Factor|Random factor]] is +-3.5% for offense and defense. Off/def ratio needed to win is 0.97. Thus in the worst case (-3.5% offense, +3.5% defense) the borderline winning situation is:
+
<!--[[Military#Random_Factor|Random factor]] is +-3.5% for offense and defense. Off/def ratio needed to win is 0.97. Thus in the worst case (-3.5% offense, +3.5% defense) the borderline winning situation is:
 
  <b>Condition to Win =</b> (Mod Off * 0.965) / (Mod Def * 1.035) ≥ 0.97
 
  <b>Condition to Win =</b> (Mod Off * 0.965) / (Mod Def * 1.035) ≥ 0.97
 
Which simplifies to:
 
Which simplifies to:
 
  <b>Mod Off =</b> Mod Def * 0.97 * 1.035 / 0.965
 
  <b>Mod Off =</b> Mod Def * 0.97 * 1.035 / 0.965
  
  <b>Mod Off =</b> Mod Def * 1.040362694
+
  <b>Mod Off =</b> Mod Def * 1.040362694-->
Therefore, to guarantee a win, you must send a Mod Off that is ~4.04% greater than the defenders Mod Def.
+
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.<!--~4.04% greater than the defenders Mod Def-->
  
On Conquest attacks, the minimum offense to win is 51% of the opponents defense.
+
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.
  
 
==Attack Gains==
 
==Attack Gains==
   <B>Gains</b> = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * <!--[[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * -->GBP * Guard Stations * Race * Personality * Relations * Attack time modifier * [[Mystics#Anonymity|Anonymity]] * [[Ritual|Expropriation Ritual]] * [[Ritual|Stalwart Ritual]] * Siege Science * Mist
+
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:
 +
   <B>Gains</b> = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]
 +
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books
 +
* Land attacks (except Ambush) also reward Military Credits (target's Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).
 +
* Massacre and Raze attacks ignore most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.
 +
* Massacre is affected by Massacre Damage mod.
 +
* Ambush ignores all modifiers except Ambush Protection.
 +
 
 
===Province Networth Factor===
 
===Province Networth Factor===
  
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                               1.1  < rpnw < 1.6    = -2 * rpnw + 3.2
 
                               1.1  < rpnw < 1.6    = -2 * rpnw + 3.2
 
                                       rpnw > 1.6    = 0
 
                                       rpnw > 1.6    = 0
<!--
+
<!--===Kingdom Networth Factor===
===Kingdom Networth Factor===
 
  
 
   <b>Relative Kingdom Networth </b>(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth
 
   <b>Relative Kingdom Networth </b>(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth
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                                     rknw > 0.9      = 1
 
                                     rknw > 0.9      = 1
  
'''NOTE''': RKNW is based on the average province size of the Kingdom.
+
'''NOTE''': RKNW is based on the Average Province size of the Kingdom.-->
-->
+
===Kingdom Networth Factor===
===Attack time adjustment factor===
+
 
 +
  <b>Relative Kingdom Networth </b>(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth
 +
 
 +
  <b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :
 +
                                    rknw < 0.5      = 0.8
 +
                              0.5 < rknw < 0.9      = rknw / 2 + 0.55
 +
                                    rknw > 0.9      = 1
 +
 
 +
'''NOTE''': RKNW is based on the Average Province size of the Kingdom.
 +
 
 +
===Attack Time Adjustment Factor===
  
Adding or subtracting hours modifies the gains (based on your attack time), as follows:
+
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:
  
 
{{Table}}
 
{{Table}}
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===Attack Type===
 
===Attack Type===
 
====Traditional March====
 
====Traditional March====
Base gains are 12% and are capped at 20% of your acres or your opponent's acres, whichever is smaller.
+
Base gains are 12% and are capped at 20% of your Acres or your opponent's Acres, whichever is smaller.
  
 
====Ambush====
 
====Ambush====
Will return 50% of the acres stolen.
+
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.
  
 
====Plunder====
 
====Plunder====
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Military Casualties on Plunder defense are reduced by 50%.
 
Military Casualties on Plunder defense are reduced by 50%.
 
<!--====Abduct====
 
<!--====Abduct====
Gains are based on # of scientists on opposing province and defensive military casualties are reduced by 50%.-->
+
Gains are based on # of Scientists on opposing province and defensive military casualties are reduced by 50%.-->
  
 
====Learn====
 
====Learn====
Steals around 3% of target's allocated books, plus around 30% of the target's unallocated books.
+
Steals ~2% of target's allocated Books, plus ~20% of the target's unallocated Books.
 
Military Casualties on Learn defense are reduced by 50%.
 
Military Casualties on Learn defense are reduced by 50%.
During War, Learn damages Science Efficiency by ~5%.
+
During War, Learn temporarily removes ~30% of total allocated Science Books, these return over 48 Ticks.
  
 
====Raze====
 
====Raze====
Destroys a portion (~5%) of the targets land. In War, this attack only destroys buildings (~25%).
+
Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings.
  
 
====Conquest====
 
====Conquest====
Base gains are 6.8% land for a full hit, gains are decreased in proportion to the relative offense sent vs. targets defence.
+
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target's Defense. Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.
  
 
====Massacre====
 
====Massacre====
Base gains are 9.5% peasants, 8.5% thieves and 5% wizards. Efficiency increased roughly 3x during War.
+
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 3x during War.
  
 
==Defending==
 
==Defending==
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===Minimum Defense===
 
===Minimum Defense===
* All land is protected by a minimum of 1 defense per acre. That is, if you should send every single elite and general out, and release your defense specialists, an opponent would still need to send 1 offense point per acre to conduct a successful attack against you. This '''does not apply''' to intra-kingdom attacks.
+
* All land is protected by a minimum of 1 defense per Acre.<br>
 +
That is, if you should send every single Elite and General out, and release your Defense Specialists, an opponent would still need to send 1 Offense point per Acre to conduct a successful attack against you.<br>
 +
This '''does not apply''' to Intra-Kingdom attacks.
  
 
==Military Casualties==
 
==Military Casualties==
Base Military Casualties are 7% on offense, 5% on defense.
+
Base Military Casualties are 7% on Offense, 5% on Defense.
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
 
| '''Modifier''' || '''Type''' || '''Effect'''  
 
| '''Modifier''' || '''Type''' || '''Effect'''  
 +
<!--|-
 +
| '''Meter Variance Factor''' || Defensive Military Casualties || Varies
 +
|-
 +
| '''Relative KD Networth (Aggressor)''' || Offensive Military Casualties || Varies-->
 +
|-
 +
| '''Relative KD Networth (Defender)''' || Defensive Military Casualties || Varies
 +
|-
 +
| '''Building: Hospitals''' || All Military Casualties || Varies
 +
|-
 +
| '''Science: Resilience''' || All Military Casualties || Varies
 
|-
 
|-
| '''Personality: Warrior''' || Enemy's Military Casualties || +15%
+
| '''Multi-Attack Protection''' || Military Casualties || Varies
 
|-
 
|-
 
| '''Attack: Learn''' || Defensive Military Casualties || -50%
 
| '''Attack: Learn''' || Defensive Military Casualties || -50%
 
|-
 
|-
 
| '''Attack: Plunder''' || Defensive Military Casualties || -50%
 
| '''Attack: Plunder''' || Defensive Military Casualties || -50%
 +
<!--|-
 +
| '''Race: Human''' || Enemy Military Casualties || +15%-->
 
|-
 
|-
| '''Ritual: Stalwart''' || All Military Casualties || -15%
+
| '''Personality: Cleric''' || All Military Casualties || -30%
|-
 
| '''Ritual: Onslaught''' || Offensive Military Kills || +15%  
 
 
|-
 
|-
| '''Building: Hospitals''' || All Military Casualties || Varies
+
| '''Ritual: Stalwart''' || All Military Casualties || -20%
 
|-
 
|-
| '''Science: Resilience''' || All Military Casualties || Varies
+
| '''Ritual: Onslaught''' || Offensive Military Casualties inflicted || +15%
 
|-
 
|-
| '''Spell: Pitfalls''' || Defensive Military Casualties || +25%
+
| '''Spell: Pitfalls''' || Defensive Military Casualties || +15%
 
|-
 
|-
| '''Spell: Bloodlust''' || Offensive Military Kills || +15%  
+
| '''Spell: Bloodlust''' || Offensive Military Casualties inflicted, self casualties || +15%  
 
|-
 
|-
| '''Spell: Bloodlust''' || Self Military Casualties || +15%  
+
| '''Spell: Salvation''' || All Military Casualties|| -15%
 
|-
 
|-
| '''Spell: Wrathful Smite''' || Enemy's Military Casualties || +20%
+
| '''Spell: Wrath''' || Enemy Military Casualties || +20%
 
|-
 
|-
 
| '''Operation: Bribe Generals''' || All Military Casualties || 20% chance for +15%  
 
| '''Operation: Bribe Generals''' || All Military Casualties || 20% chance for +15%  
 
|-
 
|-
| '''Emerald Dragon''' || All Military Casualties || +15%
+
| '''Emerald Dragon''' || All Military Casualties || +20%
 
|}
 
|}
  
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+
{{Guide navigation}}
  
 
[[Category:Formulas]]
 
[[Category:Formulas]]

Revision as of 04:18, 20 February 2024

Military Efficiency

Base Military Efficiency

Base Military Efficiency = ( 33 + 67 * ( Effective Wage Rate / 100 ) 0.25 ) * Ruby Dragon * Multi-Attack Protection Bonus
  • Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).
  • While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.
  • Effective Wage Rate Formula = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate
Change in Effective Wage Rate =  0.05 * (Wage Rate Paid - Effective Wage Rate)
  • If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.

Offensive Military Efficiency

OME = (Base Military Efficiency + Training Grounds Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Fanaticism * Bloodlust * Ritual

Defensive Military Efficiency

DME = (Base Military Efficiency + Forts Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Minor Protection * Greater Protection * Fanaticism * Plague * Ritual

Attacking

Raw Offense

Raw Off = (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]

Modified Offense

Mod Off = Raw Offense * (OME + General Bonus)
Condition Modifier
OME check your Military Advisor
General Bonus +5% per additional general over 1

Attack Times

Attack Time = Base Attack Time * Race Bonus * Personality Bonus * Barracks Bonus * Quick Feet * Attack Type * War * NW Mod * Ritual Bonus
  • Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.
  • There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.

Base Attack Time

The base attack time is 14 hours. This is the value all calculations are based upon.

Location Intra KD Different KD
Attack Time 7 14

Minimum Offense to Win

To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.

On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.

Attack Gains

For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:

 Gains = Target Resource * Attack Type * RPNW * RKNW * Multi-Attack Protection * Race Modifier * Personality Modifier * Castles Protection * Relations * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * Ritual Bonus * Anonymity * Mist
  • Resources are defined as: Land, Gold Coins, Food, Runes, Science Books
  • Land attacks (except Ambush) also reward Military Credits (target's Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).
  • Massacre and Raze attacks ignore most Resource Gains modifiers, except RPNW, RKNW, Relations, Multi-Attack Protection and the Attack Time Adjustment Factor.
  • Massacre is affected by Massacre Damage mod.
  • Ambush ignores all modifiers except Ambush Protection.

Province Networth Factor

 Relative Province Networth (rpnw) = Targets Networth / Self Networth
 
 Province Networth Factor = DEPEND ( rpnw ) :
                                     rpnw < 0.567   = 0
                             0.567 < rpnw < 0.9     = 3 * rpnw - 1.7
                             0.9   < rpnw < 1.1     = 1
                             1.1   < rpnw < 1.6     = -2 * rpnw + 3.2
                                     rpnw > 1.6     = 0

Kingdom Networth Factor

 Relative Kingdom Networth (rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth
 
 Kingdom Networth Factor = DEPEND ( rknw ) :
                                    rknw < 0.5      = 0.8
                              0.5 < rknw < 0.9      = rknw / 2 + 0.55
                                    rknw > 0.9      = 1

NOTE: RKNW is based on the Average Province size of the Kingdom.

Attack Time Adjustment Factor

Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:

Hours Gains Modifier %
-2 (-2 / base attack time) * 160%
-1 (-1 / base attack time) * 150%
+1 (1 / base attack time) * 80%
+2 (2 / base attack time) * 70%
+3 (3 / base attack time) * 60%
+4 (4 / base attack time) * 50%

Attack Type

Traditional March

Base gains are 12% and are capped at 20% of your Acres or your opponent's Acres, whichever is smaller.

Ambush

Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.

Plunder

Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.

Learn

Steals ~2% of target's allocated Books, plus ~20% of the target's unallocated Books. Military Casualties on Learn defense are reduced by 50%. During War, Learn temporarily removes ~30% of total allocated Science Books, these return over 48 Ticks.

Raze

Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings.

Conquest

Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target's Defense. Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.

Massacre

Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 3x during War.

Defending

Raw Defense = (Defense Specs * Def Spec Points) + (Elites at Home * Elite's Defense) + (Soldiers *  Sold Def Points * Aggression) + Townwatch
Mod Defense = MAX ( Raw Defense * Defensive Military Efficiency , Land )
Modifier Type Active Otherwise
Def Spec Points Variable 10
Elite Defense Variable
Town Watch Peasants / 5 0

Minimum Defense

  • All land is protected by a minimum of 1 defense per Acre.

That is, if you should send every single Elite and General out, and release your Defense Specialists, an opponent would still need to send 1 Offense point per Acre to conduct a successful attack against you.
This does not apply to Intra-Kingdom attacks.

Military Casualties

Base Military Casualties are 7% on Offense, 5% on Defense.

Modifier Type Effect
Relative KD Networth (Defender) Defensive Military Casualties Varies
Building: Hospitals All Military Casualties Varies
Science: Resilience All Military Casualties Varies
Multi-Attack Protection Military Casualties Varies
Attack: Learn Defensive Military Casualties -50%
Attack: Plunder Defensive Military Casualties -50%
Personality: Cleric All Military Casualties -30%
Ritual: Stalwart All Military Casualties -20%
Ritual: Onslaught Offensive Military Casualties inflicted +15%
Spell: Pitfalls Defensive Military Casualties +15%
Spell: Bloodlust Offensive Military Casualties inflicted, self casualties +15%
Spell: Salvation All Military Casualties -15%
Spell: Wrath Enemy Military Casualties +20%
Operation: Bribe Generals All Military Casualties 20% chance for +15%
Emerald Dragon All Military Casualties +20%




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