Difference between revisions of "Attacking & Defending"
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| '''General Bonus''' || 3 (2 gens), 6 (3 gens), 9 (4 gens), 12 (5 gens - Cleric only) | | '''General Bonus''' || 3 (2 gens), 6 (3 gens), 9 (4 gens), 12 (5 gens - Cleric only) | ||
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− | | '''[[Personality]]: Warrior''' || 1. | + | | '''[[Personality]]: Warrior''' || 1.15 (Warrior in war only), 1 otherwise |
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Revision as of 10:15, 18 May 2012
Military Efficiency
Base Military Efficiency
Base Military Efficiency = ((4/3 * WageRate3) - (8 * WageRate2) + (22.26 * WageRate) + 84.4) * Gangbang Protection
- Rounded to one decimal point, it should return the most accurate values. Wage Rate lies between 50 to 200.
Condition | Modifier |
Gangbang Protection | Varies, see GBP |
Offensive Military Efficiency
OME = (Base Military Efficiency + Training Ground Bonus) * Honor Bonus * Fanaticism
Modifier Type | Active | Otherwise |
Fanaticism | 1.05 | 1 |
Honor | Refer to table | |
TG Bonus | Refer to Internal Advisor |
Defensive Military Efficiency
DME = (Base Military Efficiency + Forts Bonus) * Minor/Greater Protection * Fanaticism * Plague
Modifier Type | Active | Otherwise |
Greater/Minor Protection | 1.05 | 1 |
Fanaticism | 0.97 | 1 |
Plague | 0.85 | 1 |
Attacking
Raw Offense
Raw Off = Soldiers + (Offensive Specs * Offspec value) + (Elites * Elite Attack value) + Horses + [(Mercs + Prisoners) * 3]
Modified Offense
Mod Off = Raw Offense * ( OME + General Bonus) * Personality
Condition | Modifier |
OME | check your Military Advisor |
General Bonus | 3 (2 gens), 6 (3 gens), 9 (4 gens), 12 (5 gens - Cleric only) |
Personality: Warrior | 1.15 (Warrior in war only), 1 otherwise |
Attack Times
Attack Time = Base Attack Time * Race Bonus * Personality Bonus * Barracks Bonus * Quick Feet * Anonymity * Stance * Attack Type * War * NW Mod
Modifier Type | Active | Otherwise |
Personality: Warrior | 0.85 | 1 |
Race: Avian | 0.75 | 1 |
Quick Feet | 0.9 | 1 |
Anonymity | 1.15 | 1 |
Stance: Aggressive | 0.9 | 1 |
Relations: War | 0.80 | 1 |
- Note: War attack speed is -10% immediately on war declaration, and phases in to a maximum of -20% 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.
Base Attack Time
Location | Intra KD | Same Island | Diff Island |
Base Attack Times | 12.6 | 14.4 | 16 |
Minimum Offense to Win
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:
Condition to Win = (Mod Off * 0.965) / (Mod Def * 1.035) ≥ 0.97
Which simplifies to:
Mod Off = Mod Def * 0.97 * 1.035 / 0.965
Mod Off = 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.
On Conquest attacks, the minimum offense to win is 51% of the opponents defense.
Attack Gains
Gains = Target Resource * Attack Type * PNF * KNF * GBP * GS * Race * Stance * Relations * Science * Target Stance
Modifier Type | Active | Otherwise |
Guard Stations | Variable, check link | |
Stance/Target Stance | Check your/your target's kingdom page | |
Gains Science | Check your science page | |
Race: Orc | 1.3 | 1 |
Gangbang Protection | Variable, check link | |
[OOW] Kingdom NW | See Below | |
Province NW | See Below | |
Attack Type | See Below |
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 Networth / Self Kingdom Networth Kingdom Networth Factor = DEPEND ( rknw ) : rknw < 0.4 = 0.6666 0.4 < rknw < 0.9 = rknw * 2/3 + 0.4 rpnw > 0.9 = 1
Attack Type
Traditional March
Base gains are 12% and Traditional March gains are capped at 20% of your or your opponent's land, whichever is smaller. In war, this 20% cap is revised to 22% if your opponent's explore pool is not empty.
Plunder
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.35x base (67.5% gold, 81% runes/food).
Raze
Destroys a portion of the targets land. In war this attack only destroys buildings
Learn
Base gains are 9.375% of each category of science.
Conquest
Base gains are 6.8% land for a full hit, gains are decreased in proportion to the relative offense sent vs. targets defence.
Massacre
Base gains are 9.5% peasants, 8.5% thieves and 5% wizards
Defending
Raw Defense = (Defense Specs * Def Spec Points) + (Elites at Home * Elite's Defense) + (Soldiers * Def Points Sold * Aggression) + Townwatch
Mod Defense = MAX ( Raw Defense * Defensive Military Efficiency , Land ) * Monarchy Bonus
Modifier Type | Active | Otherwise |
Def Spec Points | 6 (Elves) | 5 |
Elite Defense | Variable | |
Aggression | 0 | 1 |
Townwatch | Peasants / 4 | 0 |
Monarchy Bonus | 1.1 (Hostile/War) | 1 |
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 offence point per acre to conduct a successful attack against you.