Attacking & Defending

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Military Efficiency

Base Military Efficiency

Base Military Efficiency = ( 33 + 67 * ( Effective Wage Rate / 100 ) 0.25 ) * Ruby Dragon * Gangbang Protection Bonus
  • Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% to 200%.
  • While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. The formula for change in effective wage rate is:
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 Ground Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Fanaticism * Bloodlust * Onslaught Ritual

Defensive Military Efficiency

DME = (Base Military Efficiency + Forts Bonus) * Science Bonus * Race Bonus * Personality Bonus * Minor Protection * Greater Protection * Fanaticism * Plague * Barrier Ritual

Attacking

Raw Offense

Raw Off = Soldiers + (Offensive Specs * Offspec value) + (Elites * Elite Attack value) + (Horses * 3) + [(Mercs + Prisoners) * 8]

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 * Godspeed Ritual
  • Note: War attack speed phases in to a maximum of -25% 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 16 hours. This is the value all calculations are based upon.

Location Intra KD Different KD
Attack Time 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:

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.

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 5
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.

Attack Gains

 Gains = Target Resource * Attack Type * RPNW * GBP * Guard Stations * Race * Personality * Relations * Attack time modifier * Anonymity * Expropriation Ritual * Stalwart Ritual * 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

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.

Plunder

Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.35x base (67.5% gold, 81% runes/food).

Learn

Steals a portion of target's allocated books, base gains are 2.5% plus around 30% of the target's unallocated books. During war, Learn reduces the effectiveness of target's science by ~7.5%. Troop losses on Learn defense are reduced by 50%

Raze

Destroys a portion of the targets land. In war this attack only destroys buildings

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

Military Casualties

Base military casualties are 7% on offense, 5% on defense.

Modifier Type Effect
Race: Orc Enemy's Military Casualties +15%
Personality: Cleric All Military Casualties -30%
Attack: Learn Defensive Military Casualties -50%
Attack: Plunder Defensive Military Casualties -50%
Ritual: Onslaught Offensive Military Kills +20%
Ritual: Godspeed All Military Casualties -15%
Building: Hospitals All Military Casualties Varies
Spell: Pitfalls Defensive Military Casualties +25%
Spell: Bloodlust Offensive Military Kills +10%
Spell: Bloodlust Self Military Casualties +20%
Spell: Wrathful Smite Enemy's Military Casualties +20%
Operation: Bribe Generals Defensive Military Casualties 20% chance for +15%
Emerald Dragon All Military Casualties +20%