Difference between revisions of "Attacking & Defending"
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==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 * Meter Throttle Factor * Guard Stations * Race * Personality * Relations * Attack Time Modifier * [[Mystics#Anonymity|Anonymity]] * [[Ritual|Ritual Bonus]] * Siege Science * Mist | + | <B>Gains</b> = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * GBP * Meter Throttle Factor * Guard Stations * Race * Personality * Relations * Emerald Dragon * Attack Time Modifier * [[Mystics#Anonymity|Anonymity]] * [[Ritual|Ritual Bonus]] * Siege Science * Mist |
===Province Networth Factor=== | ===Province Networth Factor=== | ||
Revision as of 00:27, 27 February 2023
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
- 96 Hour Wage Rate Chart: ME Chart
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 * Onslaught Ritual
Defensive Military Efficiency
DME = (Base Military Efficiency + Forts Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Minor Protection * Greater Protection * Fanaticism * Plague * Barrier 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 a maximum of -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.
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
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 * RPNW * RKNW * GBP * Meter Throttle Factor * Guard Stations * Race * Personality * Relations * Emerald Dragon * Attack Time Modifier * Anonymity * Ritual Bonus * Siege Science * Mist
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 stolen. 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 ~24% of total allocated Science Books, these return over 24 Ticks.
Raze
Destroys a portion (~5%) of the targets land. In War, this attack only destroys Buildings (~25%).
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.
Massacre
Base gains are 9.5% peasants, 7.5% Thieves and 6% 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 |
Building: Hospitals | All Military Casualties | Varies |
Science: Resilience | All Military Casualties | Varies |
Multi-Attack Protection | Military Casualties | Varies |
Meter Variance Factor | Defensive Military Casualties | Varies |
Attack: Learn | Defensive Military Casualties | -50% |
Attack: Plunder | Defensive Military Casualties | -50% |
Race: Avian | Enemy's Military Casualties | +15% |
Ritual: Godspeed | All Military Casualties | -20% |
Ritual: Onslaught | Offensive Military Casualties inflicted | +15% |
Spell: Pitfalls | Defensive Military Casualties | +25% |
Spell: Bloodlust | Offensive Military Kills | +15% |
Spell: Bloodlust | Self Military Casualties | +15% |
Spell: Wrathful Smite | Enemy's Military Casualties | +20% |
Operation: Bribe Generals | All Military Casualties | 20% chance for +15% |
Emerald Dragon | All Military Casualties | +20% |
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