Difference between revisions of "Attacking & Defending"
From The Utopian Encyclopedia
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===Defensive Military Efficiency=== | ===Defensive Military Efficiency=== | ||
+ | <b>DME =</b> Base Military Efficiency * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Forts Bonus]] * [[Mystics#Minor_Protection|Minor/Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] | ||
+ | |||
+ | {{Mods}} | ||
+ | | '''[[Mystics#Minor_Protection|Protection]]''' || 1.05 || 1 | ||
+ | |- | ||
+ | | '''[[Mystics#Fanaticism|Fanaticism]]''' || 0.97 || 1 | ||
+ | |- | ||
+ | | '''[[The Plague|Plague]]''' || 0.85 || 1 | ||
+ | |- | ||
+ | |} | ||
+ | |||
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|- | |- | ||
|} | |} | ||
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==Attack Gains== | ==Attack Gains== | ||
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==Defending== | ==Defending== | ||
+ | <b>Raw Defense =</b> (Defense Specs * Def Spec Points) + (Elites at Home* Elite's Defense) <br> + (Soldiers * Def Points Sold * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]] | ||
+ | |||
+ | <b>Mod Defense =</b> MAX( Raw Defense * Defensive Military Efficiency, Land) * Monarchy Bonus[Hostile/War] * Stance | ||
+ | |||
+ | |||
+ | {{Mods}} | ||
+ | | '''Def Spec Points''' || 6 (Humans), 5 (Others) | ||
+ | |- | ||
+ | | '''Elite Defense''' || ''Variable'' | ||
+ | |- | ||
+ | | '''[[Mystics#Aggression|Aggression]]''' || 0 || 1 | ||
+ | |- | ||
+ | | '''[[Mystics#Town_Watch|Townwatch]]''' || Peasants/4 || 0 | ||
+ | |- | ||
+ | | '''[Hostile+War] [[Monarch|Monarchy Bonus]]''' || 1.1 || 1 | ||
+ | |- | ||
+ | | '''Stance: [[Stance|Fortified]]''' || 1.1 || 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. | ||
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[[Category:Formulas]] | [[Category:Formulas]] |
Revision as of 10:56, 3 July 2009
Military Efficiency
Base Military Efficiency
Base Military Efficiency = Base Military Efficiency = 4/3*(Wage Rate^3)-(8*(Wage Rate^2))+ 22.26*Wage Rate+84.4) * GBP
- Rounded to one decimal point, it should return the most accurate values. Wage Rate lies between 50 to 200.
Modifier Type | Active | Otherwise |
'Gangbang Protection | Varies, check Link |
Offensive Military Efficiency
OME = Base Military Efficiency * Training Ground Bonus * Honor Bonus * Fanaticism
Modifier Type | Active | Otherwise |
Fatanaticism | 1.04 | 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 |
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 * Stance
OME | check your Military Advisor |
General Bonus | 1.03 (2 gens), 1.06 (3 gens), 1.09 (4 gens) |
Stance: Fortified | 0.85 (Fortified), 1 otherwise |
Attack Times
Attack Time = Base Attack Time * Personality Bonus * Barracks Bonus * Quick Feet * Anonymity * Stance * Attack Type * War
* NW Mod + Fog
- Note that attack time bonus takes time to phase in, if you have just entered war.
- 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.
Modifier Type | Active | Otherwise |
Personality: Warrior | 0.85 | 1 |
Quick Feet | 0.9 | 1 |
Anon | 1.15 | 1 |
Stance: Aggressive | 0.9 | 1 |
Stance: Fortified | 1.15 | 1 |
Relations: War | 0.85 | 1 |
Fog | +3 hours | 0 |
Base Attack Time
Base Attack Times | Intra KD | Same Island | Diff Island |
12.6 | 14.4 | 16 |
Attack Gains
Gains Formula Insert superawesumz Gains Formula Here
Modifier Type | Active | Otherwise |
Guardstations | ||
Gains Science | Check your science page | |
Race: Orc | 1.3 | 1 |
Gangbang Protection | Variable, check link | |
[OOW] Kingdom NW | Variable |
Trad Marches
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.
Plunders
Razes
Conquests
Massacres
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[Hostile/War] * Stance
Modifier Type | Active | Otherwise |
Def Spec Points | 6 (Humans), 5 (Others) | |
Elite Defense | Variable | |
Aggression | 0 | 1 |
Townwatch | Peasants/4 | 0 |
[Hostile+War] Monarchy Bonus | 1.1 | 1 |
Stance: Fortified | 1.1 | 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.