Attacking & Defending
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 * Ritual
Defensive Military Efficiency
DME = (Base Military Efficiency + Forts Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Minor Protection * Greater Protection * Fanaticism * Plague * 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 -15%, after 12 hours of War have passed.
- There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth 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 net worth 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
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.
Attack Gains
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:
Gains = Target Resource * Attack Type * RPNW * RKNW * Multi-Attack Protection * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * Ritual Bonus * Anonymity * Mist
- Resources are defined as: Land, Gold Coins, Food, Runes, Science Books
- Land attacks (except Ambush) also reward Military Credits (target's Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).
- Raze ignores all modifiers except RKNW, Relations, Multi-Attack Protection and the Attack Time Adjustment Factor.
- Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, Multi-Attack Protection and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.
- Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.
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 lost in the attack. Unaffected by Gains modifiers. 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 ~20% of the target's unallocated Books. Military Casualties on Learn defense are reduced by 50%. During War, Learn temporarily removes ~30% of total allocated Science Books, these return over 48 Ticks.
Raze
Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings.
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. Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.
Massacre
Base gains are 9.5% peasants, 7.5% Thieves and 5% 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 6.5%-8.5% on Offense, 5%-6.5% on Defense.
Modifier | Type | Effect |
Building: Hospitals | All Military Casualties | Varies |
Science: Resilience | All Military Casualties | Varies |
Multi-Attack Protection | Military Casualties | Varies |
Attack: Learn | Defensive Military Casualties | -50% |
Attack: Plunder | Defensive Military Casualties | -50% |
Race: Orc | All Military Casualties | +15% |
Ritual: Stalwart | All Military Casualties | -20% |
Ritual: Onslaught | Offensive Military Casualties inflicted | +15% |
Spell: Pitfalls | Defensive Military Casualties | +15% |
Spell: Bloodlust | Offensive Military Casualties inflicted, Self Military Casualties | +15% |
Spell: Salvation | All Military Casualties | -15% |
Spell: Wrath | Enemy Military Casualties | +20% |
Operation: Bribe Generals | All Military Casualties | 20% chance for +15% |
Emerald Dragon | All Military Casualties | +20% |
The Utopia Guide | |
---|---|
Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
The Menus | Throne • Kingdom • News
Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
Rules | Game Rules |