Difference between revisions of "User:Erdtirdmans"

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This is my user page, where I will dump links to articles I'm tinkering with and little bits of math that I am working on (despite my inability to comprehend their significance).  Also, I might just dump my strats here since I won't be posting my province and KD #s anywhere.
 
This is my user page, where I will dump links to articles I'm tinkering with and little bits of math that I am working on (despite my inability to comprehend their significance).  Also, I might just dump my strats here since I won't be posting my province and KD #s anywhere.
  
Please put any feedback on my discussion page.  I'm trying to kep this thing organized as I fill it up with bits and bobbles.
+
Please put any feedback on my discussion page.  I'm trying to keep this thing organized as I fill it up with bits and bobbles.
  
 
= Builds =
 
= Builds =
  
== Halfling Sage Attacker\Thief ==
+
== Human Sage Heavy Attacker ==
  
=== Protection ===
+
=== War Build ===
 +
 
 +
Homes: 24%
 +
 
 +
Farms: 5%
 +
 
 +
Banks: 17%
 +
 
 +
Training Grounds: 15%
 +
 
 +
Guilds: 7%
 +
 
 +
Towers: 2%
 +
 
 +
Watchtowers: 10%
 +
 
 +
Libraries: 20%
 +
 
 +
=== Population ===
 +
 
 +
30 PPA
 +
 
 +
9 dPA
 +
 
 +
8.5 ePA
 +
 
 +
1 rWPA
 +
 
 +
2 rTPA
 +
 
 +
9.5 pPA
 +
 
 +
65% draft target
 +
 
 +
=== Sciences ===
 +
 
 +
150 Alch
 +
 
 +
150 Tools
 +
 
 +
150 Housing
 +
 
 +
100 Food
 +
 
 +
50 War
 +
 
 +
125 Crime
 +
 
 +
75 Channelling
 +
 
 +
800 bpa
 +
 
 +
= Old Builds =
 +
 
 +
== Age 47 (Justice): Halfling Sage Attacker\Thief ==
 +
 
 +
=== Protection Build ===
  
 
Homes: 24%
 
Homes: 24%
Line 21: Line 77:
 
Towers: 6%
 
Towers: 6%
  
=== Peace ===
+
=== Peace Build ===
  
 
Homes: 23%
 
Homes: 23%
Line 27: Line 83:
 
Farms: 5%
 
Farms: 5%
  
Banks: 16%
+
Banks: 17%
  
 
Guilds: 18%
 
Guilds: 18%
  
Towers: 3%
+
Towers: 2%
  
 
Libraries: 15%
 
Libraries: 15%
Line 37: Line 93:
 
Schools or Armouries: 20%
 
Schools or Armouries: 20%
  
=== War ===
+
=== War Build ===
The assumption here is that I have 1000 acres.  It will scale to roughly the same numbers for acreages above that, provided I grow at whatever rate will maintain my sciences.
 
  
==== Buildings ====
+
Homes: 23% - +1.84 ppa, +75.6% birth rate
Homes: 23% - +1,840 maximum population, +83.73% birth rate
 
  
Farms: 5% - Produce 4,137 bushels (5,171 with FL)
+
Farms: 5% - Produces 7.869 mod bushels per acre, 9.836 w/ FL
  
Training Grounds: 20% - +28.37% offense bonus
+
Training Grounds: 18% - +23.6% offense bonus
  
Barracks: 8% - 13.05% attack time redux
+
Forts: 12% - +16.9% defense bonus
  
Guilds: 10% - Training about 2.36 wizards per hour
+
Guilds: 10%
  
Towers: 3% - Produce 426 runes per hour
+
Towers: 2%
  
Thieves' Dens: 16% - +47.66% effectiveness, -63.54% losses
+
Thieves' Dens: 15% - +40.81% effectiveness, -54.42% losses
  
 
Libraries: 15% - +25.5% science effects (not affected by BE)
 
Libraries: 15% - +25.5% science effects (not affected by BE)
  
==== Sciences ====
+
=== Sciences ===
125 bpa: 25.5% Income
 
  
125 bpa: 18.2% Building Effectiveness
+
180 bpa (ratio 15): 30.6% Income
  
125 bpa: 11.9% Population Limits
+
180 bpa (ratio 15): 21.9% Building Effectiveness
  
75 bpa: 113% Food Production
+
180 bpa (ratio 15): 14.2% Population Limits
  
75 bpa: 19.8% Gains in Combat
+
72 bpa (ratio 6): 110.7% Food Production
  
100 bpa: 97.9% Thievery Effectiveness
+
84 bpa (ratio 7): 20.9% Gains in Combat
  
50 bpa: 69.2% Magic Effectiveness & Rune Production
+
108 bpa (ratio 9): 101.7% Thievery Effectiveness
  
 +
96 bpa (ratio 8): 95.9% Magic Effectiveness & Rune Production
  
 +
=== Population and Army ===
  
Roughly 9k runes per day required for MPx2, MSx2, FL, QF, IAx2, and WS
+
''Per acreages, etc. are given for War build except when noted otherwise.''
  
487.296 runes per tower per real day
+
30.7 peasants per acre
  
176.2362 bushels per farm per real hour
+
-9 for 106.7% rBE
  
==== Population and Army ====
+
21.7 idle peasants
30033 peasants
 
  
-7738 for 100% rBE
+
-1 rWPA (2 mWPA)
  
22295 idle peasants
+
-3 rTPA (OoW: 6 Esp mTPA, 8.5 Sab mTPA, 8.5 Esp mTPA, 11.9 Sab mTPA)
  
-1000 wizards (1 rWPA, 1.7 mWPA)
 
  
-4000 Thieves (4 rTPA, 7.9 mTPA OoW, 11.7 mTPA in war)
 
  
 +
17.7 troops
  
 +
10 ePA (73.9 mOPA, 103.2 mDPA @ 100% elites)
  
17,295 elites & specialists (17.3 TrPA)
+
7.7 dsPA (45 mDPA @ 0% elites)
  
12.3 ePA, 5 dSPA):
+
67.4% draft rate
  
73,800 rOffense, 94,737 mOffense (74 and 95 OPA respectively)
+
= Weighted Average Cost of Army per Acre =
  
86,575 rDefense (86.5 DPA)
+
A possibly useful formula for attackers, this seeks to demonstrate the economic viability of running a predetermined OPA and a predetermined DPA through the most population-efficient means. It does not take in to consideration variables beyond troop stats and cost.  Also, it doesn't account for DPA w/ 50% or 75% of your elites out, which could hurt your ability to hybridize.
  
 +
== Detailed Explanation ==
 +
In order to evaluate the economic viability of race's armies, we'll need a goal for them to reach.  For attackers, this is obviously a goal Offense per Acre and Defense per Acre.  They will be noted in our formula as '''gOPA''' and '''gDPA'''.  Let's get specific so it is easier to discuss and go with 90 OPA and 70 DPA - fair raw numbers for a heavy attacker.  Let's assume we're Avians too so that we can give concrete examples alongside the arcane symbols.
  
With 70 OPA out:
+
In the interest of population - the most important resource of all - we'll be using as many elites as possible.  Since no race has a primarily defensive elite, we'll be getting all of our offense from elites and adding defensive specialists to bolster what's left.  This means we can already get our first derived variable - Elites per acre ('''ePA''')!
  
9.09 ePA out, 3.21 ePA home, 8.21 troops home, 41.05 DPA home
+
:ePA = gOPA / eO
 +
:''ePA = 90 / 8 = 11.25''
 +
:('''eO''' is Elite Offense, the offensive strength of the race's elites)
  
 +
Now, we can do the same for our gDPA.  However, we have to account for the defense provided by the number of elites we've just determined we'll need.  So, we'll subtract out the elite defense to find the gap between our current and our goal defense and use specialists to fill it in.  In terms of Defensive Specialists per Acre ('''dSPA'''), it will go like this:
  
 +
:dSPA = [gDPA - (eD * ePA) ] / dSD
 +
:dSPA = [70 - (3 * 11.25)] / 5 = 7.25
 +
:('''eD''' is Elite Defense, the defensive strength of the race's elites.  '''dSD''' is Defensive Specialist Defense, the defensive strength of the race's defensive specialists because remember Humans have a +1 to this)
  
71% draft target
+
Now that we know how many Elites and Defensive Specialists we'll need to train per acre, it's simple addition to figure out our Army size per Acre ('''APA''').  ''For our Avian, this is 18.5''.  Furthermore, we know how much of our army is divided between elites and specialists - simply divide elites per acre by army per acre and likewise for specialists.  Combine this with the fact that the costs for these things are preset by the game, and we have all the components for a Weighted Average Cost per Troop!
  
==== Income ====
+
For the math illiterate: let's say you're throwing a party and need to buy beer.  You buy a case of one beer for $22 and a case of another for $25.  You'd get the average cost per case by simply adding them together and dividing by the number of cases, right?  So it's $23.50 per case.  Let's say you bought 3 cases of the cheaper beer.  What's the average now?  If you simply add them together and divide like you normally would, you'll be wrong because the two items cost different amounts.  3 out of 4 (75%, or .75) of the cases were $22 while only the 1 out of 4 (.25) was $25.  So, you'd do the math as .75*22 + .25*25 which equals $22.75 per case of beer.  The same logic applies with what we're doing now.
21,850gc mIncome, 524,400 income per RL day
 
  
8,148 wages at 100% efficiency, 6,926 when IA is active (estimated 9 hours) = 184,554 wages paid per RL day
+
So, to find the Weighted Average Cost Per Troop, we'd do this:
  
9,100 gold for active sciences, 152,880 per RL day
+
:[(ePA / APA) * cE] + [(dSPA / APA) * cdS]
 +
:('''cE''' is the cost to train an elite while '''cdS''' is the cost to train a defensive specialist)
  
186,966gc free income per RL day during war
+
But wait!  We know that APA is Army per Acre, or (ePA + dSPA), so we could expand it to this:
  
== Avian Sage Heavy Attacker ==
+
:[(ePA / [ePA + dSPA]) * cE] + [(dSPA / [ePA + dSPA]) * cdS]
  
=== Peace ===
+
For our Avian that would be
Homes: 25%
+
:''[(11.25 / [11.25 + 7.25]) * 800] + [(7.25 / [11.25 + 7.25]) * 350]''
 +
:''[(11.25/18.5)*800] + [(7.25/18.5)*350]''
 +
:''(.6081*800) + (.3919*350)''
 +
:''486.48 + 137.17''
 +
:''624''
  
Farms: 6%
+
So, now that we know how much is costs us on average to train a troop, we can compare the costs of maintaining attacker-level OPA and DPAs between races, right?  Wait!  Different races will need a different APA, so we'll need to account for that by multiplying that WACT by APA.  ''For our Avian, this is 11,537gc.''
  
Banks: 15%
+
== The Formula ==
 +
Above, we realized that we could break APA down into known terms.  Say you wanted to start this formula from scratch with no intermediate steps?  It would look like this (abbreviations are explained in the above section):
  
Guilds: 15%
+
:[([(gOPA / eO) / ([gOPA / eO] + [(gDPA - [eD * ePA] ) / dSD] )] * cE) + ([([(gDPA - [eD * ePA] ) / dSD]) / ([gOPA / eO] + [[(gDPA - [eD * ePA] ) / dSD]])] * cdS)] * [(gOPA / eO) + ([(gDPA - [eD * ePA] ) / dSD])]
  
Towers: 6%
+
It's absolutely mad, isn't it?  If you rerun these numbers in a future age, I recommend including the intermediate steps in a spreadsheet program so you don't have tons of errors.  For now, I've done the math for you below.
  
Libraries: 15%
+
== Age 47 (Justice) Numbers ==
 +
For Age 47 with '''90 OPA and 60 DPA''' (note the 10 less DPA from above), the following information applies.  I have included in parenthesis things that may affect the overall economic viability of attacker strats with this race, whether directly through an income bonus or reduction in other costs, or indirectly by allowing you more acres than otherwise that you could use for Banks, Libraries, etc.  I am not including things such as Townwatch that have a largely detrimental effect to match their benefit nor Spell success bonuses which may allow you to marginalize your already marginal number of Guilds and Towers.
  
Schools\Armouries: 18%
+
<pre>
 +
Avian:     10,838gc  16.5 APA    (Attack time redux)
 +
Dark Elf:    9,750gc  15 APA      (No rune cost, Invisibility, Tree of Gold w/ +efficacy)
 +
Dwarf:      10,886gc  14.57 APA  (Free construction, +30% BE)
 +
Elf:        10,886gc  14.57 APA  (Clear Sight, Fountain of Knowledge)
 +
Gnome:      7,200gc  18 APA      (Halved thief cost)
 +
Halfling:    8,250gc  15 APA      (Sabotage gains, Stealth recovery)
 +
Human:      10,531gc  15.63 APA  (Income bonus)
 +
Orc:        12,000gc  20 APA      (Elite credit training)
 +
</pre>
  
=== War ===
+
== Mistake to be Corrected ==
Homes: 25%
+
If you allow dSPA to fall below 0 in your calculations, you'll end up with skewed numbers.  I may at some point take the time to clarify this in the above formulas, but I'm a very busy (Re: lazy) man.  The Age 47 numbers ARE corrected, though
  
Farms: 6%
+
= General Tips and Strategy =
  
Training Grounds: 21%
+
== Province Development ==
  
Guard Stations: 15%
+
=== Roles ===
 +
A player's '''role''' is the first and foremost thing they should decide.  This is the end goal that guides all your strategic decisions from what race to pick to what buildings to build.  So, are you an Attacker, a Thief, a Mage, or a hybrid of two of these?  A kingdom needs some of each of these roles to survive and at war, how a kingdom plays its strengths and feints its weaknesses will determine a win or a loss.  If you can't decide what role you want to play, try asking your monarch what the kingdom needs.
  
Guilds: 12%
+
'''Attackers''' take the forefront in today's Utopia, as every race has been granted powerful offensive elites.  Who wins a war is determined by the exchange of acres so ultimately, it's the attackers who decide the outcome.  Being an attacker means you'll need to focus on your OPA and DPA.  Currently 40 DPA with elites out is a bare minimum (except for Orcs), with 55 or so often being the tipping point for whether or not you'll get retalled.  As for OPA, the sky's the limit, with 60 mOPA being an acceptable low-end for hybrids.
  
Towers: 6%
+
'''Thieves''' wreak havoc by focusing immediate destruction to their opponent's resources.  Coordinated thievery can decimate armies, scourge civilians, and deplete resources to 0.  However, because thieves can only damage their opponents in short bursts as their stealth allows, it will take a small group of thieves or a combination of roles to truly bring a province to its knees.  For this reason, Thieves are often paired with Mages in war strategies or used to run chained ops against a target to open them up for the attackers.  A minimum of 3 mTPA will allow you to get involved in robberies, with 6 mTPA opening up the potential for Nightstrikes and Wizard Assassinations.
 +
 
 +
'''Mages''' focus more on damage over time.  A coordinated guild of mages can essentially turn a war into a war of attrition, forcing their opponents to endure starvation, no peasant growth, and little to no income.  In essence, a coordinated group of mages is like a dragon on crack, causing millions of gold of damage and stopping all progress.  Thus, the more protracted a war is, the more useful your mages become.  The combination of direct damage from a Thief and withering by a Mage can keep a player out of war altogether as he or she tries to simply stay afloat. 3 mWPA will get you in on the action for Greeds, Storms, and other easier spells with 6+ mWPA giving you the power to hit with Meteor Showers and Tornadoes.
 +
 
 +
'''Hybrids''' are for more experienced players who can minimax their way into two roles.  Attacker-Thieves, Attacker-Mages, and Thief-Mages are all viable and all quite powerful.  With stealth and mana as delimiters, a Super Thief or Super Mage would be a wasted strat, as their hybridized attacker counterparts can accomplish the same number of ops while also being able to attack.
  
Libraries: 15%
+
So, which role is for you?  The devastating Heavy Attacker?  The feared Thief-Mage?  The cunning Attacker-Thief?  Or perhaps the slow but steady Attacker-Mage?
  
= General Tips and Strategy =
+
=== Races and Personalities ===
  
== Province Development ==
+
Before we get into the race-personality combinations that suit each role, we need to highlight the fact that the personalities in Utopia are woefully imbalanced.  This is largely due to the Sage personality, which for even a moderately skilled player can achieve the same benefits as other personalities and then some.
  
=== Roles ===
+
Consider Merchant, which gets a +25% income bonusAs a Sage, you are earning more science points AND getting a flat +25% bonus to those sciences, which - on the low end - would lead to another 10% income over what you'd achieve as a non-Sage. As a result, Merchant is only really getting a small income boost compared to Sage, while Sage is also getting a +30% Science Effectiveness to Housing (max pop), Tools (BE), Food (food production), War (gains), Crime (TPA), and Channeling (WPA and rune production).  As such, Merchant becomes a highly situational personality choice, benefiting only a Human player (because of stacked bonuses) who seeks to intentionally tank their economy in favor of extremely high troop counts. In the end, that same player would probably have an overall healthier province from choosing Sage, and so it's highly inadvisable to choose Merchant for any reasonBy this same logic, Artisan is useless as well.
A player's '''role''' is the first and foremost thing they should decideThis is the end goal that guides all your strategic decisions from what race to pick to what buildings to build. So, are you an Attacker, a Thief, a Mage, or a hybrid of two of these? A kingdom needs some of each of these roles to survive and at war, how a kingdom plays its strengths and feints its weaknesses will determine a win or a lossIf you can't decide what role you want to play, try asking your monarch what the kingdom needs.
 
  
'''Attackers''' take the forefront in today's Utopia, as every race has been granted powerful offensive elites.  Who wins a war is determined by the exchange of acres so ultimately, it's the attackers who decide the outcome.  Being an attacker means you'll need to focus on your OPA and DPA.  Currently 60 DPA is respectable, with 70 or so being regarded as high.  As for OPA, the sky's the limit.  Obviously, you'll need >60 to hit most people your size, though playing the role of retaliator is feasible - for hybrids especially.
+
Rather than run down the races and describe what each is good at, instead let's look at the race-personality choices relative to the worthwhile roles.
  
'''Thieves''' wreak havoc by causing direct destruction to their opponent.  Coordinated thievery can decimate armies, scourge civilians, and deplete resources to 0.  However, because thieves can only damage their opponents in short bursts as their stealth allows, it will take a small group of thieves or a combination of roles to truly bring a province to its knees.  For this reason, Thieves are often paired with Mages in war strategies or used to run chained ops against a target to open them up for the attackersAnything below a 5 mTPA will prevent you from doing much more than intel gathering and robbery, with 10 mTPA on the high-end for those looking to run Nightstrikes and Wizard Assassinations.
+
==== Heavy Attacker ====
 +
Any race can play this role, though Gnomes, Halfling, Elves, and Dark Elves are better suited to hybrid rolesGood combinations follow:
  
'''Mages''' don't have quite the power they once had in Utopia.  Despite this, key spells like Meteor Showers and Chastity can be devastating when run consecutively or across entire kingdoms.  A coordinated guild of mages can essentially turn a war into a war of attrition, forcing their opponents to endure starvation and little to no income.  The combination of direct damage from thieves and withering by mages can keep a player out of war altogether as he or she tries to keep his or her province together.  A coordinated group of mages is like a dragon on crack, causing millions of gold of damage and stopping all progress.  Thus, the more protracted a war is, the more useful your mages become.  3 mWPA will get you in on the action for Greeds, Pitfalls, Chastity, and Fireballs, with 5 or 6 mWPA giving you the power of non-stop Meteor Showers.
+
Human: Shepherd, Sage, Warrior
  
'''Hybrids''' are for more experienced players who can minimax their way into two roles.  Attacker-Thieves, Attacker-Mages, and Thief-Mages are all viable and all quite powerful.  Due to the mechanical limitations of the game, Attacker-Mages probably have the short straw right now.
+
Dwarf: Shepherd, Sage, Warrior
  
=== Races and Personalities ===
+
Avian: Shepherd, Sage, Warrior, Tactician
  
Without getting into full-fledged theorycrafting, here's how the races and personalities of Utopia break down:
+
Orc: Shepherd, Sage, Warrior, Tactician
  
'''Humans''' are a powerful attacking force, boasting 8-offense elites and 6-point defensive specialists.  Though they have high training costs, a racial bonus of 25% income enables them to maintain a strong army with relative ease.  Though hybridizing with thieves is possible, it is unpopular due to the lack of direct bonuses for thievery gains or cost reductionPaired with Sage, a Human becomes an economic powerhouse, allowing huge armies that can double-tap with defense to spare.
+
==== Attacker-Thief ====
 +
Orcs and Elves are terrible at this, and some other races are not best-suited for this roleGood combinations follow:
  
'''Orcs''' are meant to be pack hunters, as the lone Orc can be retalled and ambushed with devastating effect.  However, with +50% gains, a roller coaster ride of back-and-forth attacking will normally end with the Orc on top, especially considering that even a small number of Hospitals will enable the Orc to gain more specialist (or in their case elite) training credits than they'll suffer in casualties.  A kingdom with a handful of Orcs will have a far easier time winning wars thanks to the power of 150% gains.  Oddly, Orcs have the most diverse choices when it comes to a good personality pairing, with Warrior, Sage, Shepherd, and Tactician all viable (ordered from best to worst).
+
Dwarf:
  
 +
Gnome:
  
 +
Halfling:
  
 
Race and Personality combos
 
Race and Personality combos
Line 235: Line 320:
  
 
Want to make this easier?  Use UTools and, from the SoM of your target, click the "Ambush Calculator" button.
 
Want to make this easier?  Use UTools and, from the SoM of your target, click the "Ambush Calculator" button.
 
= Weighted Average Cost of Army per Acre =
 
 
A possibly useful formula for attackers, this seeks to demonstrate the economic viability of running a predetermined OPA and a predetermined DPA through the most population-efficient means.  It does not take in to consideration variables beyond troop stats and cost.  Also, it doesn't account for DPA w/ 50% or 75% of your elites out, which could hurt your ability to hybridize.
 
 
== Detailed Explanation ==
 
In order to evaluate the economic viability of race's armies, we'll need a goal for them to reach.  For attackers, this is obviously a goal Offense per Acre and Defense per Acre.  They will be noted in our formula as '''gOPA''' and '''gDPA'''.  Let's get specific so it is easier to discuss and go with 90 OPA and 70 DPA - fair raw numbers for a heavy attacker.  Let's assume we're Avians too so that we can give concrete examples alongside the arcane symbols.
 
 
In the interest of population - the most important resource of all - we'll be using as many elites as possible.  Since no race has a primarily defensive elite, we'll be getting all of our offense from elites and adding defensive specialists to bolster what's left.  This means we can already get our first derived variable - Elites per acre ('''ePA''')!
 
 
:ePA = gOPA / eO
 
:''ePA = 90 / 8 = 11.25''
 
:('''eO''' is Elite Offense, the offensive strength of the race's elites)
 
 
Now, we can do the same for our gDPA.  However, we have to account for the defense provided by the number of elites we've just determined we'll need.  So, we'll subtract out the elite defense to find the gap between our current and our goal defense and use specialists to fill it in.  In terms of Defensive Specialists per Acre ('''dSPA'''), it will go like this:
 
 
:dSPA = [gDPA - (eD * ePA) ] / dSD
 
:dSPA = [70 - (3 * 11.25)] / 5 = 7.25
 
:('''eD''' is Elite Defense, the defensive strength of the race's elites.  '''dSD''' is Defensive Specialist Defense, the defensive strength of the race's defensive specialists because remember Humans have a +1 to this)
 
 
Now that we know how many Elites and Defensive Specialists we'll need to train per acre, it's simple addition to figure out our Army size per Acre ('''APA''').  ''For our Avian, this is 18.5''.  Furthermore, we know how much of our army is divided between elites and specialists - simply divide elites per acre by army per acre and likewise for specialists.  Combine this with the fact that the costs for these things are preset by the game, and we have all the components for a Weighted Average Cost per Troop!
 
 
For the math illiterate: let's say you're throwing a party and need to buy beer.  You buy a case of one beer for $22 and a case of another for $25.  You'd get the average cost per case by simply adding them together and dividing by the number of cases, right?  So it's $23.50 per case.  Let's say you bought 3 cases of the cheaper beer.  What's the average now?  If you simply add them together and divide like you normally would, you'll be wrong because the two items cost different amounts.  3 out of 4 (75%, or .75) of the cases were $22 while only the 1 out of 4 (.25) was $25.  So, you'd do the math as .75*22 + .25*25 which equals $22.75 per case of beer.  The same logic applies with what we're doing now.
 
 
So, to find the Weighted Average Cost Per Troop, we'd do this:
 
 
:[(ePA / APA) * cE] + [(dSPA / APA) * cdS]
 
:('''cE''' is the cost to train an elite while '''cdS''' is the cost to train a defensive specialist)
 
 
But wait!  We know that APA is Army per Acre, or (ePA + dSPA), so we could expand it to this:
 
 
:[(ePA / [ePA + dSPA]) * cE] + [(dSPA / [ePA + dSPA]) * cdS]
 
 
For our Avian that would be
 
:''[(11.25 / [11.25 + 7.25]) * 800] + [(7.25 / [11.25 + 7.25]) * 350]''
 
:''[(11.25/18.5)*800] + [(7.25/18.5)*350]''
 
:''(.6081*800) + (.3919*350)''
 
:''486.48 + 137.17''
 
:''624''
 
 
So, now that we know how much is costs us on average to train a troop, we can compare the costs of maintaining attacker-level OPA and DPAs between races, right?  Wait!  Different races will need a different APA, so we'll need to account for that by multiplying that WACT by APA.  ''For our Avian, this is 11,537gc.''
 
 
== The Formula ==
 
Above, we realized that we could break APA down into known terms.  Say you wanted to start this formula from scratch with no intermediate steps?  It would look like this (abbreviations are explained in the above section):
 
 
:[([(gOPA / eO) / ([gOPA / eO] + [(gDPA - [eD * ePA] ) / dSD] )] * cE) + ([([(gDPA - [eD * ePA] ) / dSD]) / ([gOPA / eO] + [[(gDPA - [eD * ePA] ) / dSD]])] * cdS)] * [(gOPA / eO) + ([(gDPA - [eD * ePA] ) / dSD])]
 
 
It's absolutely mad, isn't it?  If you rerun these numbers in a future age, I recommend including the intermediate steps in a spreadsheet program so you don't have tons of errors.  For now, I've done the math for you below.
 
 
== Age 47 (Justice) Numbers ==
 
For Age 47 with '''90 OPA and 60 DPA''' (note the 10 less DPA from above), the following information applies.  I have included in parenthesis things that may affect the overall economic viability of attacker strats with this race, whether directly through an income bonus or reduction in other costs, or indirectly by allowing you more acres than otherwise that you could use for Banks, Libraries, etc.  I am not including things such as Townwatch that have a largely detrimental effect to match their benefit nor Spell success bonuses which may allow you to marginalize your already marginal number of Guilds and Towers.
 
 
<pre>
 
Avian:      10,838gc  16.5 APA    (Attack time redux)
 
Dark Elf:    9,750gc  15 APA      (No rune cost, Invisibility, Tree of Gold w/ +efficacy)
 
Dwarf:      10,886gc  14.57 APA  (Free construction, +30% BE)
 
Elf:        10,886gc  14.57 APA  (Clear Sight, Fountain of Knowledge)
 
Gnome:      7,200gc  18 APA      (Halved thief cost)
 
Halfling:    8,250gc  15 APA      (Sabotage gains, Stealth recovery)
 
Human:      10,531gc  15.63 APA  (Income bonus)
 
Orc:        12,000gc  20 APA      (Elite credit training)
 
</pre>
 
 
== Mistake to be Corrected ==
 
If you allow dSPA to fall below 0 in your calculations, you'll end up with skewed numbers.  I may at some point take the time to clarify this in the above formulas, but I'm a very busy (Re: lazy) man.  The Age 47 numbers ARE corrected, though
 

Latest revision as of 04:43, 18 November 2010

This is my user page, where I will dump links to articles I'm tinkering with and little bits of math that I am working on (despite my inability to comprehend their significance). Also, I might just dump my strats here since I won't be posting my province and KD #s anywhere.

Please put any feedback on my discussion page. I'm trying to keep this thing organized as I fill it up with bits and bobbles.

Builds

Human Sage Heavy Attacker

War Build

Homes: 24%

Farms: 5%

Banks: 17%

Training Grounds: 15%

Guilds: 7%

Towers: 2%

Watchtowers: 10%

Libraries: 20%

Population

30 PPA

9 dPA

8.5 ePA

1 rWPA

2 rTPA

9.5 pPA

65% draft target

Sciences

150 Alch

150 Tools

150 Housing

100 Food

50 War

125 Crime

75 Channelling

800 bpa

Old Builds

Age 47 (Justice): Halfling Sage Attacker\Thief

Protection Build

Homes: 24%

Farms: 10%

Banks: 22%

Armouries: 22%

Guilds: 16%

Towers: 6%

Peace Build

Homes: 23%

Farms: 5%

Banks: 17%

Guilds: 18%

Towers: 2%

Libraries: 15%

Schools or Armouries: 20%

War Build

Homes: 23% - +1.84 ppa, +75.6% birth rate

Farms: 5% - Produces 7.869 mod bushels per acre, 9.836 w/ FL

Training Grounds: 18% - +23.6% offense bonus

Forts: 12% - +16.9% defense bonus

Guilds: 10%

Towers: 2%

Thieves' Dens: 15% - +40.81% effectiveness, -54.42% losses

Libraries: 15% - +25.5% science effects (not affected by BE)

Sciences

180 bpa (ratio 15): 30.6% Income

180 bpa (ratio 15): 21.9% Building Effectiveness

180 bpa (ratio 15): 14.2% Population Limits

72 bpa (ratio 6): 110.7% Food Production

84 bpa (ratio 7): 20.9% Gains in Combat

108 bpa (ratio 9): 101.7% Thievery Effectiveness

96 bpa (ratio 8): 95.9% Magic Effectiveness & Rune Production

Population and Army

Per acreages, etc. are given for War build except when noted otherwise.

30.7 peasants per acre

-9 for 106.7% rBE

21.7 idle peasants

-1 rWPA (2 mWPA)

-3 rTPA (OoW: 6 Esp mTPA, 8.5 Sab mTPA, 8.5 Esp mTPA, 11.9 Sab mTPA)


17.7 troops

10 ePA (73.9 mOPA, 103.2 mDPA @ 100% elites)

7.7 dsPA (45 mDPA @ 0% elites)

67.4% draft rate

Weighted Average Cost of Army per Acre

A possibly useful formula for attackers, this seeks to demonstrate the economic viability of running a predetermined OPA and a predetermined DPA through the most population-efficient means. It does not take in to consideration variables beyond troop stats and cost. Also, it doesn't account for DPA w/ 50% or 75% of your elites out, which could hurt your ability to hybridize.

Detailed Explanation

In order to evaluate the economic viability of race's armies, we'll need a goal for them to reach. For attackers, this is obviously a goal Offense per Acre and Defense per Acre. They will be noted in our formula as gOPA and gDPA. Let's get specific so it is easier to discuss and go with 90 OPA and 70 DPA - fair raw numbers for a heavy attacker. Let's assume we're Avians too so that we can give concrete examples alongside the arcane symbols.

In the interest of population - the most important resource of all - we'll be using as many elites as possible. Since no race has a primarily defensive elite, we'll be getting all of our offense from elites and adding defensive specialists to bolster what's left. This means we can already get our first derived variable - Elites per acre (ePA)!

ePA = gOPA / eO
ePA = 90 / 8 = 11.25
(eO is Elite Offense, the offensive strength of the race's elites)

Now, we can do the same for our gDPA. However, we have to account for the defense provided by the number of elites we've just determined we'll need. So, we'll subtract out the elite defense to find the gap between our current and our goal defense and use specialists to fill it in. In terms of Defensive Specialists per Acre (dSPA), it will go like this:

dSPA = [gDPA - (eD * ePA) ] / dSD
dSPA = [70 - (3 * 11.25)] / 5 = 7.25
(eD is Elite Defense, the defensive strength of the race's elites. dSD is Defensive Specialist Defense, the defensive strength of the race's defensive specialists because remember Humans have a +1 to this)

Now that we know how many Elites and Defensive Specialists we'll need to train per acre, it's simple addition to figure out our Army size per Acre (APA). For our Avian, this is 18.5. Furthermore, we know how much of our army is divided between elites and specialists - simply divide elites per acre by army per acre and likewise for specialists. Combine this with the fact that the costs for these things are preset by the game, and we have all the components for a Weighted Average Cost per Troop!

For the math illiterate: let's say you're throwing a party and need to buy beer. You buy a case of one beer for $22 and a case of another for $25. You'd get the average cost per case by simply adding them together and dividing by the number of cases, right? So it's $23.50 per case. Let's say you bought 3 cases of the cheaper beer. What's the average now? If you simply add them together and divide like you normally would, you'll be wrong because the two items cost different amounts. 3 out of 4 (75%, or .75) of the cases were $22 while only the 1 out of 4 (.25) was $25. So, you'd do the math as .75*22 + .25*25 which equals $22.75 per case of beer. The same logic applies with what we're doing now.

So, to find the Weighted Average Cost Per Troop, we'd do this:

[(ePA / APA) * cE] + [(dSPA / APA) * cdS]
(cE is the cost to train an elite while cdS is the cost to train a defensive specialist)

But wait! We know that APA is Army per Acre, or (ePA + dSPA), so we could expand it to this:

[(ePA / [ePA + dSPA]) * cE] + [(dSPA / [ePA + dSPA]) * cdS]

For our Avian that would be

[(11.25 / [11.25 + 7.25]) * 800] + [(7.25 / [11.25 + 7.25]) * 350]
[(11.25/18.5)*800] + [(7.25/18.5)*350]
(.6081*800) + (.3919*350)
486.48 + 137.17
624

So, now that we know how much is costs us on average to train a troop, we can compare the costs of maintaining attacker-level OPA and DPAs between races, right? Wait! Different races will need a different APA, so we'll need to account for that by multiplying that WACT by APA. For our Avian, this is 11,537gc.

The Formula

Above, we realized that we could break APA down into known terms. Say you wanted to start this formula from scratch with no intermediate steps? It would look like this (abbreviations are explained in the above section):

[([(gOPA / eO) / ([gOPA / eO] + [(gDPA - [eD * ePA] ) / dSD] )] * cE) + ([([(gDPA - [eD * ePA] ) / dSD]) / ([gOPA / eO] + [[(gDPA - [eD * ePA] ) / dSD]])] * cdS)] * [(gOPA / eO) + ([(gDPA - [eD * ePA] ) / dSD])]

It's absolutely mad, isn't it? If you rerun these numbers in a future age, I recommend including the intermediate steps in a spreadsheet program so you don't have tons of errors. For now, I've done the math for you below.

Age 47 (Justice) Numbers

For Age 47 with 90 OPA and 60 DPA (note the 10 less DPA from above), the following information applies. I have included in parenthesis things that may affect the overall economic viability of attacker strats with this race, whether directly through an income bonus or reduction in other costs, or indirectly by allowing you more acres than otherwise that you could use for Banks, Libraries, etc. I am not including things such as Townwatch that have a largely detrimental effect to match their benefit nor Spell success bonuses which may allow you to marginalize your already marginal number of Guilds and Towers.

Avian:      10,838gc   16.5 APA    (Attack time redux)
Dark Elf:    9,750gc   15 APA      (No rune cost, Invisibility, Tree of Gold w/ +efficacy)
Dwarf:      10,886gc   14.57 APA   (Free construction, +30% BE)
Elf:        10,886gc   14.57 APA   (Clear Sight, Fountain of Knowledge)
Gnome:       7,200gc   18 APA      (Halved thief cost)
Halfling:    8,250gc   15 APA      (Sabotage gains, Stealth recovery)
Human:      10,531gc   15.63 APA   (Income bonus)
Orc:        12,000gc   20 APA      (Elite credit training)

Mistake to be Corrected

If you allow dSPA to fall below 0 in your calculations, you'll end up with skewed numbers. I may at some point take the time to clarify this in the above formulas, but I'm a very busy (Re: lazy) man. The Age 47 numbers ARE corrected, though

General Tips and Strategy

Province Development

Roles

A player's role is the first and foremost thing they should decide. This is the end goal that guides all your strategic decisions from what race to pick to what buildings to build. So, are you an Attacker, a Thief, a Mage, or a hybrid of two of these? A kingdom needs some of each of these roles to survive and at war, how a kingdom plays its strengths and feints its weaknesses will determine a win or a loss. If you can't decide what role you want to play, try asking your monarch what the kingdom needs.

Attackers take the forefront in today's Utopia, as every race has been granted powerful offensive elites. Who wins a war is determined by the exchange of acres so ultimately, it's the attackers who decide the outcome. Being an attacker means you'll need to focus on your OPA and DPA. Currently 40 DPA with elites out is a bare minimum (except for Orcs), with 55 or so often being the tipping point for whether or not you'll get retalled. As for OPA, the sky's the limit, with 60 mOPA being an acceptable low-end for hybrids.

Thieves wreak havoc by focusing immediate destruction to their opponent's resources. Coordinated thievery can decimate armies, scourge civilians, and deplete resources to 0. However, because thieves can only damage their opponents in short bursts as their stealth allows, it will take a small group of thieves or a combination of roles to truly bring a province to its knees. For this reason, Thieves are often paired with Mages in war strategies or used to run chained ops against a target to open them up for the attackers. A minimum of 3 mTPA will allow you to get involved in robberies, with 6 mTPA opening up the potential for Nightstrikes and Wizard Assassinations.

Mages focus more on damage over time. A coordinated guild of mages can essentially turn a war into a war of attrition, forcing their opponents to endure starvation, no peasant growth, and little to no income. In essence, a coordinated group of mages is like a dragon on crack, causing millions of gold of damage and stopping all progress. Thus, the more protracted a war is, the more useful your mages become. The combination of direct damage from a Thief and withering by a Mage can keep a player out of war altogether as he or she tries to simply stay afloat. 3 mWPA will get you in on the action for Greeds, Storms, and other easier spells with 6+ mWPA giving you the power to hit with Meteor Showers and Tornadoes.

Hybrids are for more experienced players who can minimax their way into two roles. Attacker-Thieves, Attacker-Mages, and Thief-Mages are all viable and all quite powerful. With stealth and mana as delimiters, a Super Thief or Super Mage would be a wasted strat, as their hybridized attacker counterparts can accomplish the same number of ops while also being able to attack.

So, which role is for you? The devastating Heavy Attacker? The feared Thief-Mage? The cunning Attacker-Thief? Or perhaps the slow but steady Attacker-Mage?

Races and Personalities

Before we get into the race-personality combinations that suit each role, we need to highlight the fact that the personalities in Utopia are woefully imbalanced. This is largely due to the Sage personality, which for even a moderately skilled player can achieve the same benefits as other personalities and then some.

Consider Merchant, which gets a +25% income bonus. As a Sage, you are earning more science points AND getting a flat +25% bonus to those sciences, which - on the low end - would lead to another 10% income over what you'd achieve as a non-Sage. As a result, Merchant is only really getting a small income boost compared to Sage, while Sage is also getting a +30% Science Effectiveness to Housing (max pop), Tools (BE), Food (food production), War (gains), Crime (TPA), and Channeling (WPA and rune production). As such, Merchant becomes a highly situational personality choice, benefiting only a Human player (because of stacked bonuses) who seeks to intentionally tank their economy in favor of extremely high troop counts. In the end, that same player would probably have an overall healthier province from choosing Sage, and so it's highly inadvisable to choose Merchant for any reason. By this same logic, Artisan is useless as well.

Rather than run down the races and describe what each is good at, instead let's look at the race-personality choices relative to the worthwhile roles.

Heavy Attacker

Any race can play this role, though Gnomes, Halfling, Elves, and Dark Elves are better suited to hybrid roles. Good combinations follow:

Human: Shepherd, Sage, Warrior

Dwarf: Shepherd, Sage, Warrior

Avian: Shepherd, Sage, Warrior, Tactician

Orc: Shepherd, Sage, Warrior, Tactician

Attacker-Thief

Orcs and Elves are terrible at this, and some other races are not best-suited for this role. Good combinations follow:

Dwarf:

Gnome:

Halfling:

Race and Personality combos Per acreages Buildings

War & Peace

Max gains Starvation strategies Peasant killing Troop killing\economic domination

Tips for peace... Wages at 50% Bumping up guilds dropping science and drafts for the day when you change over your build Reservist + Patriotism Not wasting thieves banks, armouries, or schools?

Tools

Utopiapimp

Using Pimp Getting on Pimp Selecting targets Using the front page to post intel Including attack data Ghost data Submonarchs


UTools

Gains column Ambush calculator Using the Foremen


How do I calculate...

Intel

The intelligence provided by an SoT is vital. It only costs 1% stealth, is incredibly easy to succeed on even when the enemies' TPA is much higher than yours, and gives you nearly everything you need to know about a province. However, there's a small random factor at play (for everyone but Gnomes). The reliability of an SoT depends on how many thieves you send. If you send a simple majority of your thieves (50% + 1), you'll reduce this randomness to ~3%. Using Angel, if you copy the target's kingdom page before getting the SoM, you can actually get estimations of the target's Thieves and Wizards too.

When someone attacks, you need to get an SoM. Again, they're easy enough and the intel they provide is awesome in the right hands. They're deceptive though, because the only thing in an SoM that is PERFECTLY ACCURATE is the figures for the Army Out columns. This is accurate regardless of the number of thieves you send, so just send 10.

So, for the most accurate intel possible:

Total troops (from SoT) - Total troops sent out (SoM) = Total troops left at home * DME (SoT)

Ambush

When you are attacked, you have the opportunity to Ambush your attacker's army before it makes it back home (except when he used War Spoils or Anonymity). You can only Ambush the most recent attack on you, and you can only Ambush a specific army once. If you succeed, you will devastate his troops with casualties and earn back half the acres he took from you. To perform an Ambush, follow these simple steps:

1. Get an SoM (remember, all you need to know is how many troops the person sent)

2. For the army that most recently attacked you (check the acres they're returning with if it's unclear), add the DEFENSIVE STRENGTH of the elites, the OFFENSIVE STRENGTH of the offensive specialists, and 1 point for every soldier. Multiple this value by 0.8 (because armies being Ambushed are not ready for it, they fight at 80% strength). This is the total defensive strength of this army during an ambush - there are no modifiers to factor in, no horses, and no mercenaries (the mercs have already quit).

3. Send about 5% more RAW offense than the number found in 2. Again, there are no modifiers here, so don't waste any extra generals on an Ambush, and don't expect your Training Grounds to mean anything here. HOWEVER, your horses DO matter.

Want to make this easier? Use UTools and, from the SoM of your target, click the "Ambush Calculator" button.