Difference between revisions of "Units"
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Provinces have 5 generals available to lead their armies. One must always stay at home to lead your forces in defense, but you may send the others out to combat at any time. | Provinces have 5 generals available to lead their armies. One must always stay at home to lead your forces in defense, but you may send the others out to combat at any time. | ||
{{Units}} | {{Units}} | ||
− | | +3% | + | | +3% Offense per additional general sent || ''N/A'' || ''N/A'' || ''N/A'' |
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== Horses == | == Horses == |
Revision as of 02:48, 24 July 2009
This is part of the Utopia WIKI Formula Series. |
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Here are the unit types that are available in Utopia
Contents
Peasants
Peasants are responsible for working and generating income for your province.
Offense | Defense | Cost | Networth |
---|---|---|---|
N/A | N/A | N/A | 1 |
Soldiers
The basic unit for every province. They are drafted from Peasants and can be trained into Specialists, Elites or Thieves.
You are not required to pay Wages for Soldiers.
Offense | Defense | Cost | Networth |
---|---|---|---|
1 | 1 | Depends | 1.5 |
Sols Drafted Per Tick
Soldiers Drafted per Tick = Peasants * Draft Speed * Patriotism * Dragon
Modifier Type | Active | Otherwise |
Pat | 1.3 | 1 |
Dragons | 0.8 | 1 |
Base draft cost table
Draft Level | Draft Speed | Cost per soldier |
Reservist | 0.3% | 30gc |
Normal | 0.6% | 50gc |
Aggressive | 1.0% | 75gc |
Emergency | 1.5% | 110gc |
Draft Cost Formula
Cost of Soldier Drafting = Above Base Cost modified by Draft Level, Draft Rate, percentage of Armouries, and a race bonus (Orcs)
Military
Training Formulas
Training Cost = Unit Cost * (Armouries Bonus)
Full training time = 24 * Personality Bonus * Inspire Army * War Bonus
Modifier Type | Active | Otherwise |
Personality: Shepherd | 0.7 | 1 |
Inspire Army | 0.8 | 1 |
War | 0.75 | 1 |
Maintenance cost
Maintenance costs/Wages are the same for defspecs, offspecs and elites.
Defensive Specialists
These troops defend your land only, and are unable to attack.
Offense | Defense | Cost | Networth |
---|---|---|---|
0 | 6 (Humans), 5 (Others) | 350 gc, mod by Arms Effect | 6 (Humans), 5 (Others) |
Offensive Specialists
These troops are used to attack, and are unable to defend.
Offense | Defense | Cost | Networth |
---|---|---|---|
0 | 6 (DE), 5 (Others) | 350 gc, mod by Arms Effect | 4.8 (DE), 4 (Others) |
Elites
Elites are, obviously, elite troops. Their offensive and defensive values vary from race to race.
- For Elite values please see the receptive WoL Races or Genesis Races page
Thieves
The part of your military which will conduct Thievery ops. Be sure to check out Thievery Formulas as well.
Offense | Defense | Cost | Networth |
---|---|---|---|
N/A | N/A | 600gc | 4 |
Wizards
Wizards are required to cast spells. They do not count towards your military size. Check out the Mystics Guide as well as the Mystic Formulas.
Offense | Defense | Cost | Networth |
---|---|---|---|
N/A | N/A | N/A | 4 |
Generals
Provinces have 5 generals available to lead their armies. One must always stay at home to lead your forces in defense, but you may send the others out to combat at any time.
Offense | Defense | Cost | Networth |
---|---|---|---|
+3% Offense per additional general sent | N/A | N/A | N/A |
Horses
Offense | Defense | Cost | Networth |
---|---|---|---|
1 | 0 | N/A | 0.6 |
Prisoners
Prisoners are taken in addition to enemy killed after an attack, usually a similar number to the number of kills, IF there is room in your dungeons for them.
Prisoners have no upkeep, every 2 prisoners fills 1 job, and every prisoner produces 0.5gc per hour. About half the prisoners sent are lost in the fight. They are then again immediately available to your general.
Offense | Defense | Cost | Networth |
---|---|---|---|
3 | 0 | N/A | 0 |
Mercenaries
You can use at most 1 Mercenary for every 5 normal troops you send.
Offense | Defense | Cost | Networth |
---|---|---|---|
3 | 0 | 350gc | N/A |