Difference between revisions of "Multi-Attack Protection (MAP)"

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{{game_mech}}
 
{{game_mech}}
  
Multi-Attack Protection ('''MAP''') (formerly known as Gangbang Protection '''GBP''') is a game mechanism introduced which aims to increase the protection conferred to provinces which have been recently hit.
+
Multi-Attack Protection ('''MAP''') (formerly known as Gangbang Protection '''GBP''') is a game mechanism introduced which aims to increase the protection conferred to Provinces which have been recently hit.<br>
 +
Current MAP Status/Level can bee seen under Affairs of the State.<br>
 +
Failed Attacks also increase the MAP of the defender, based on relative Offense sent/Defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March.
  
==Effects of Attacking MAP==
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==Effects of MAP==
* Tax is capped at 15% (vs a max of 99%) once above 25% MAP.
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* The more MAP on your Province, the less an Attack will gain from you - all other variables being equal.
* The more MAP on your province, the less an attack will gain from you - all other variables being equal.
+
* Increases Military Efficiency.
* Increase in Military Efficiency.
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* Reduced Military Casualties equal to Gains reduction
 
* MAP rounds off to the nearest percentage (eg. it can be 20% or 21% but not 20.5%)
 
* MAP rounds off to the nearest percentage (eg. it can be 20% or 21% but not 20.5%)
 
* MAP is almost negligible in War.
 
* MAP is almost negligible in War.
 +
<!--* Aid Tax is capped at 15% (vs a max of 99%) once above 25% MAP.-->
  
 
{{Table}}
 
{{Table}}
| '''MAP Status''' || '''MAP rating''' || '''Gains Out of War''' || '''Gains in War''' || '''Increase in ME''' || '''MAP Decay'''
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| '''MAP Status (Level)''' || '''MAP rating''' || '''Gains Out of War''' || '''Gains in War''' || '''Increase in ME''' || '''MAP Decay'''
 
|-
 
|-
 
| '''Not Hit''' || <div align="center">0%</div> || <div align="center">100%</div> || <div align="center">100%</div> || <div align="center">N/A</div> || <div align="center">0</div>
 
| '''Not Hit''' || <div align="center">0%</div> || <div align="center">100%</div> || <div align="center">100%</div> || <div align="center">N/A</div> || <div align="center">0</div>
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| '''Couple''' || <div align="center">1-20%</div> || <div align="center">80-99%</div> || <div align="center">80-99%</div> || <div align="center">+0.13-2.67%</div> || <div align="center">1</div>
 
| '''Couple''' || <div align="center">1-20%</div> || <div align="center">80-99%</div> || <div align="center">80-99%</div> || <div align="center">+0.13-2.67%</div> || <div align="center">1</div>
 
|-
 
|-
| '''Moderately Hit''' || <div align="center">21-40%</div> || <div align="center">60-79%</div> || <div align="center">70-79%</div> || <div align="center">+2.80-5.33%</div> || <div align="center">1</div>
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| '''Moderately Hit''' || <div align="center">21-40%</div> || <div align="center">60-79%</div> || <div align="center">80%</div> || <div align="center">+2.80-5.33%</div> || <div align="center">1</div>
 
|-
 
|-
| '''Heavily Hit''' || <div align="center">41-60%</div> || <div align="center">40-59%</div> || <div align="center">70%</div> || <div align="center">+5.47-8.00%</div> || <div align="center">2</div>
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| '''Heavily Hit''' || <div align="center">41-60%</div> || <div align="center">40-59%</div> || <div align="center">80%</div> || <div align="center">+5.47-8.00%</div> || <div align="center">2</div>
 
|-
 
|-
| '''Extremely Heavily Hit''' || <div align="center">61-90%</div> || <div align="center">10-39%</div> || <div align="center">70%</div> || <div align="center">+8.13-12.00%</div> || <div align="center">3 or 4 if above 79%</div>
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| '''Extremely Heavily Hit''' || <div align="center">61-90%</div> || <div align="center">10-39%</div> || <div align="center">80%</div> || <div align="center">+8.13-12.00%</div> || <div align="center">3 or 4 if above 79%</div>
 
|-
 
|-
 
|}
 
|}
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   A land attack (Traditional March, Raze or Conquest) increases the MAP rating by 2.75 * Percent of Targets land taken.  
 
   A land attack (Traditional March, Raze or Conquest) increases the MAP rating by 2.75 * Percent of Targets land taken.  
  
For example if a target is attacked for 120 of its 1000 acres (12%) its GBP rating will increase by(12% * 2.75 = 33%) 33 points, taking it from 0% to 33% if previously un hit - enough to put it into the 'moderately hit' section.  
+
For example if a target is attacked for 120 of its 1000 acres (12%) its MAP/GBP rating will increase by(12% * 2.75 = 33%) 33 points, taking it from 0% to 33% if previously un hit - enough to put it into the 'moderately hit' section.  
  
 
===Non-Land Attacks===
 
===Non-Land Attacks===
   Non-Land Attacks (Plunder, Learn or Massacre) increase the GBP rating by 0.06 * Current Gains OOW.  
+
   Non-Land Attacks (Plunder or Massacre) increase the MAP/GBP rating by 0.06 * Current Gains OOW
 +
  Learn increases the MAP/GBP rating by 0.12 * Current Gains OOW
  
For example if a target with a MAP rating of 20% (and thus Gains OOW of 80%) which is hit for a plunder, it will boost its GBP by (0.06 * 80% = 4.8% rounded off) 5% to 25%.
+
For example if a target with a MAP rating of 20% (and thus Gains OOW of 80%) which is hit for a Plunder, it will boost its GBP by (0.06 * 80% = 4.8% rounded off) 5% to 25%.
 
+
<!--'''Note:''' Bounced Attacks generate MAP/GBP based on relative Offense/Defense, up to 1/4 of the normal MAP/GBP generated on a successful Raze Attack.-->
===Thief/Mystic Operations MAP===
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<!--===Thief/Mystic Operations MAP===
*THIS IS RESERVED FOR FUTURE THIEF/MYSTIC OPERATIONS MAP*
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*THIS IS RESERVED FOR FUTURE THIEF/MYSTIC OPERATIONS MAP*-->
  
 
==MAP Decay==
 
==MAP Decay==
  MAP rating naturally decreases every hour by an amount dependent on the current MAP rating as shown in the above table.  
+
*MAP rating naturally decreases every Tick by an amount dependent on the current MAP rating as shown in the above table. For example if the MAP rating is currently 59% (heavily hit), on the next hour change it will decrease by 2% to 57%.  
  
For example if the MAP rating is currently 59% (heavily hit), on the next hour change it will decrease by 2% to 57%.
+
*MAP also decays whenever the province with MAP makes an attack. <!--by the same amount as if it had made the attack on itself - except that it decreases the MAP rating rather than increasing it.-->
 
 
  MAP also decays whenever the province with MAP makes an attack by the same amount as if it <br> had made the attack on itself - except that it decreases the MAP rating rather than increasing it.
 
  
 
==Military Effectiveness==
 
==Military Effectiveness==
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For example if the MAP rating of a province is 59% (heavily hit) their ME is boosted by (59 / 7.5 = 7.9%) 7.9% - ie. 1.079 times it's current rating.
 
For example if the MAP rating of a province is 59% (heavily hit) their ME is boosted by (59 / 7.5 = 7.9%) 7.9% - ie. 1.079 times it's current rating.
  
 +
<!--
 
==Uses of MAP==
 
==Uses of MAP==
 
===Aid Chained Provinces===
 
===Aid Chained Provinces===
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{{outdated}}
 
{{outdated}}
 
The tax cap has been used to build up [[Dictionary|banks]] before - what happens is that '''Kingdom A''' approaches a friendly '''Kingdom B''' and asks them to mass plunder
 
The tax cap has been used to build up [[Dictionary|banks]] before - what happens is that '''Kingdom A''' approaches a friendly '''Kingdom B''' and asks them to mass plunder
 
+
-->
 
[[Category:Mini Guides]]
 
[[Category:Mini Guides]]

Latest revision as of 22:16, 9 October 2024

This is part of the Utopia WIKI Mini Guide Series.

THIS PAGE describes a game mechanism - Multi-Attack Protection (MAP) in utopia. It also aims to discuss the implications of this game mechanism & how others have utilized it. To discuss further implications or ask questions with regards to Multi-Attack Protection (MAP), be sure to check out the discussions page.


Multi-Attack Protection (MAP) (formerly known as Gangbang Protection GBP) is a game mechanism introduced which aims to increase the protection conferred to Provinces which have been recently hit.
Current MAP Status/Level can bee seen under Affairs of the State.
Failed Attacks also increase the MAP of the defender, based on relative Offense sent/Defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March.

Effects of MAP

  • The more MAP on your Province, the less an Attack will gain from you - all other variables being equal.
  • Increases Military Efficiency.
  • Reduced Military Casualties equal to Gains reduction
  • MAP rounds off to the nearest percentage (eg. it can be 20% or 21% but not 20.5%)
  • MAP is almost negligible in War.
MAP Status (Level) MAP rating Gains Out of War Gains in War Increase in ME MAP Decay
Not Hit
0%
100%
100%
N/A
0
Couple
1-20%
80-99%
80-99%
+0.13-2.67%
1
Moderately Hit
21-40%
60-79%
80%
+2.80-5.33%
1
Heavily Hit
41-60%
40-59%
80%
+5.47-8.00%
2
Extremely Heavily Hit
61-90%
10-39%
80%
+8.13-12.00%
3 or 4 if above 79%

Attacking MAP Change

Land Attacks

 A land attack (Traditional March, Raze or Conquest) increases the MAP rating by 2.75 * Percent of Targets land taken. 

For example if a target is attacked for 120 of its 1000 acres (12%) its MAP/GBP rating will increase by(12% * 2.75 = 33%) 33 points, taking it from 0% to 33% if previously un hit - enough to put it into the 'moderately hit' section.

Non-Land Attacks

 Non-Land Attacks (Plunder  or Massacre) increase the MAP/GBP rating by 0.06 * Current Gains OOW
 Learn increases the MAP/GBP rating by 0.12 * Current Gains OOW

For example if a target with a MAP rating of 20% (and thus Gains OOW of 80%) which is hit for a Plunder, it will boost its GBP by (0.06 * 80% = 4.8% rounded off) 5% to 25%.

MAP Decay

  • MAP rating naturally decreases every Tick by an amount dependent on the current MAP rating as shown in the above table. For example if the MAP rating is currently 59% (heavily hit), on the next hour change it will decrease by 2% to 57%.
  • MAP also decays whenever the province with MAP makes an attack.

Military Effectiveness

 MAP gives a bonus to Military Effectiveness equal to the MAP rating / 7.5 

For example if the MAP rating of a province is 59% (heavily hit) their ME is boosted by (59 / 7.5 = 7.9%) 7.9% - ie. 1.079 times it's current rating.