Attacking & Defending
This is part of the Utopia WIKI Formula Series. |
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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 |
Race: Avian | 0.75 | 1 |
Quick Feet | 0.9 | 1 |
Anon | 1.15 | 1 |
Stance: Aggressive | 0.9 | 1 |
Stance: Fortified | 1.15 | 1 |
Relations: War | 0.80 | 1 |
Fog | +3 hours | 0 |
Note: War attack speed reduction is 10% immediately on war declaration, and phases in to a maximum of -20% after 24 hours of war have passed
Base Attack Time
Base Attack Times | Intra KD | Same Island | Diff Island |
12.6 | 14.4 | 16 |
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:
(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.
Attack Gains
Gains = Target Resource * Attack Type * PNF * KNF * GBP * GS * Race * Stance * Relations * Science
Modifier Type | Active | Otherwise |
Guard Stations | Variable, check link | |
Gains Science | Check your science page | |
Race: Orc | 1.3 | 1 |
Gangbang Protection | Variable, check link | |
[OOW] Kingdom NW | See Below | |
Province NW | See Below | |
Attack Type | See Below |
Province Networth Factor (PNF): Relative Province Networth (rpnw) = TargetsNW / SelfNW IF rpnw < 0.567, then PNF = 0 IF 0.567 < rpnw < 0.9, then PNF = 3 * rpnw - 1.7 IF 0.9 < rpnw < 1.1, then PNF = 1 IF 1.1 < rpnw < 1.6, then PNF = -2 * rpnw + 3.2 IF rpnw > 1.6, then PNF = 0
Kingdom Networth Factor (KNF): Relative Kingdom Networth (rknw) = TargetKingdomNW / SelfKingdomNW IF rknw < 0.4, then KNF = 0.6666 IF 0.4 < rknw < 0.9, then KNF = rknw * 2/3 + 0.4 IF rpnw > 0.9, then KNF = 1
Traditional March
Base gains are 12% and 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.
Plunder
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.35x base (67.5% gold, 81% runes/food).
Raze
Destroys a portion of the targets land. In war this attack only destroys buildings
Learn
Base gains are 9.375% of each category of science.
Conquest
Base gains are 6.8% land for a full hit, gains are decreased in proportion to the relative offense sent vs. targets defence.
Massacre
Base gains are 9.5% peasants, 8.5% thieves and 5% wizards
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.