Difference between revisions of "Attacking & Defending"

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(Learn: adjustment for age 109)
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====Learn====
 
====Learn====
Steals ~2% of target's allocated Books, plus ~30% of the target's unallocated Books.
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* Steals ~2% of target's allocated Books, plus ~30% of the target's unallocated Books.
Military Casualties on Learn defense are reduced by 50%.
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* Military Casualties on Learn defense are reduced by 50%.
During War, Learn temporarily removes ~35% of total allocated Science Books, these return over 48 Ticks.
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* During War, Learn temporarily removes ~35% of total allocated Science Books, these return over 48 Ticks.
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<!-- |PRE AGE 109|Steals ~2% of target's allocated Books, plus ~20% of the target's unallocated Books.
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|- *Military Casualties on Learn defense are reduced by 50%.
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|- *During War, Learn temporarily removes ~30% of total allocated Science Books, these return over 48 Ticks.
  
 
====Raze====
 
====Raze====

Revision as of 02:43, 14 March 2025

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 Modifier * Stance Modifier * 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).
  • Raze ignores all modifiers except Relations, Multi-Attack Protection and the Attack Time Adjustment Factor.
  • Massacre ignores 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 increased/decreased Ambush Battle Losses mod.

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 ~30% of the target's unallocated Books.
  • Military Casualties on Learn defense are reduced by 50%.
  • During War, Learn temporarily removes ~35% of total allocated Science Books, these return over 48 Ticks.

|- | 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% |- | Race: Orc || All Military Casualties || +15% |- | 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 Military 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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