Difference between revisions of "Attacking & Defending"

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==Military Efficiency==
 
==Military Efficiency==
 
===Base Military Efficiency===
 
===Base Military Efficiency===
  <b>Base Military Efficiency =</b> ( 60 + 40 * ( Effective Wage Rate / 100 ) <sup>0.25</sup> ) * [[GBP|Gangbang Protection Bonus]]
+
  <b>Base Military Efficiency =</b> ( 33 + 67 * ( Effective Wage Rate / 100 ) <sup>0.25</sup> ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 10% to 200%.
+
* 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. The formula for change in effective wage rate is:
+
* 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''': [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]
 +
 
 
  <b>Change in Effective Wage Rate = </b> 0.05 * (Wage Rate Paid - Effective Wage Rate)
 
  <b>Change in Effective Wage Rate = </b> 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.
 
* 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.
Line 14: Line 18:
  
 
===Offensive Military Efficiency===
 
===Offensive Military Efficiency===
  <b>OME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Training Ground Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Onslaught Ritual]]
+
  <b>OME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]
  
 
===Defensive Military Efficiency===
 
===Defensive Military Efficiency===
  <b>DME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Forts Bonus]]) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Barrier Ritual]]
+
  <b>DME =</b> (Base Military Efficiency + [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * Race Bonus * [[Personality|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]
  
 
==Attacking==
 
==Attacking==
 
===Raw Offense===
 
===Raw Offense===
  <b>Raw Off =</b> Soldiers + (Offensive Specs * Offspec value) + (Elites * Elite Attack value) + (Horses * 2) + [(Mercs + Prisoners) * 3]
+
  <b>Raw Off =</b> (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===
 
===Modified Offense===
Line 30: Line 34:
 
| '''OME''' || ''check your Military Advisor''
 
| '''OME''' || ''check your Military Advisor''
 
|-
 
|-
| '''General Bonus''' || +3% per additional general over 1
+
| '''General Bonus''' || +5% per additional general over 1
 
|}
 
|}
  
 
===Attack Times===
 
===Attack Times===
  
  <b>Attack Time =</b> Base Attack Time * [[Race]] Bonus * [[Personality]] Bonus * [[Buildings#Barracks|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[War]] * NW Mod * [[Ritual|Godspeed Ritual]]
+
  <b>Attack Time =</b> Base Attack Time * [[Race]] Bonus * [[Personality]] Bonus * [[Buildings#Barracks|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[War]] * NW Mod * [[Ritual|Ritual Bonus]]
  
* Note: War attack speed phases in to a maximum of -25% after 12 hours of war have passed
+
* Note: War Attack Speed phases in to -15%, 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.  
+
* 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====
 
====Base Attack Time====
The base attack time is 16 hours. This is the value all calculations are based upon.
+
The base attack time is 14 hours. This is the value all calculations are based upon.
 
{{Table}}
 
{{Table}}
 
|'''Location''' || <b><i>Intra KD</i></b> ||  <b><i>Different KD</i></b>
 
|'''Location''' || <b><i>Intra KD</i></b> ||  <b><i>Different KD</i></b>
 
|-
 
|-
| '''Attack Time''' || 14.4 || 16
+
| '''Attack Time''' || 7 || 14
 
|-
 
|-
 
|}
 
|}
  
 
====Minimum Offense to Win====
 
====Minimum Offense to Win====
[[Military#Random_Factor|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:
+
<!--[[Military#Random_Factor|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:
 
  <b>Condition to Win =</b> (Mod Off * 0.965) / (Mod Def * 1.035) ≥ 0.97
 
  <b>Condition to Win =</b> (Mod Off * 0.965) / (Mod Def * 1.035) ≥ 0.97
 
Which simplifies to:
 
Which simplifies to:
 
  <b>Mod Off =</b> Mod Def * 0.97 * 1.035 / 0.965
 
  <b>Mod Off =</b> Mod Def * 0.97 * 1.035 / 0.965
  
  <b>Mod Off =</b> Mod Def * 1.040362694
+
  <b>Mod Off =</b> 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.
+
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.<!--~4.04% greater than the defenders Mod Def-->
 
 
On Conquest attacks, the minimum offense to win is 51% of the opponents defense.
 
 
 
==Defending==
 
<b>Raw Defense =</b> (Defense Specs * Def Spec Points) + (Elites at Home * Elite's Defense) + (Soldiers *  Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]
 
  
<b>Mod Defense =</b> ''MAX'' ( Raw Defense * Defensive Military Efficiency , Land )
+
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.
 
 
{{Mods}}
 
| '''Def Spec Points''' || 10 (12 for [[Race#Elf|Elf]], 11 for [[Race#Dwarf|Dwarf]]) || 10
 
|-
 
| '''Elite Defense''' || ''Variable''
 
|-
 
| '''[[Mystics#Aggression|Aggression]]''' || 0.75 for [[Race#Orc|Orc]] || 1
 
|-
 
| '''[[Mystics#Town_Watch|Town Watch]]''' || Peasants / 4 || 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==
 
==Attack Gains==
   <B>Gains</b> = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * GBP * Guard Stations * Race * Relations * Attack time modifier * [[Mystics#Anonymity|Anonymity]] * [[Ritual|Expropriation Ritual]] * Siege Science
+
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:
 
+
   <B>Gains</b> = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#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).
 +
* Massacre and Raze attacks ignore most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.
 +
* Massacre is affected by Massacre Damage mod.
 +
* Ambush ignores all modifiers except Ambush Protection.
  
 
===Province Networth Factor===
 
===Province Networth Factor===
Line 94: Line 83:
 
                               1.1  < rpnw < 1.6    = -2 * rpnw + 3.2
 
                               1.1  < rpnw < 1.6    = -2 * rpnw + 3.2
 
                                       rpnw > 1.6    = 0
 
                                       rpnw > 1.6    = 0
 +
<!--===Kingdom Networth Factor===
 +
 +
  <b>Relative Kingdom Networth </b>(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth
 +
 
 +
  <b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :
 +
                                    rknw < 0.4      = 0.6666
 +
                              0.4 < rknw < 0.9      = rknw * 2/3 + 0.4
 +
                                    rknw > 0.9      = 1
  
 +
'''NOTE''': RKNW is based on the Average Province size of the Kingdom.-->
 
===Kingdom Networth Factor===
 
===Kingdom Networth Factor===
  
Line 100: Line 98:
 
    
 
    
 
   <b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :
 
   <b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :
                                     rknw < 0.4     = 0.6666
+
                                     rknw < 0.5     = 0.8
                               0.4 < rknw < 0.9      = rknw * 2/3 + 0.4
+
                               0.5 < rknw < 0.9      = rknw / 2 + 0.55
 
                                     rknw > 0.9      = 1
 
                                     rknw > 0.9      = 1
  
'''NOTE''': As of Age 75, RKNW is based on the average province size of the Kingdom - to be a more accurate representation of the Kingdom strength.
+
'''NOTE''': RKNW is based on the Average Province size of the Kingdom.
 +
 
 +
===Attack Time Adjustment Factor===
  
===Attack time adjustment factor===
+
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:
Attack time adjustment (with reduced time):
 
  
  Attack time adjustment factor = 1 - 1.5 (Hours reduced / base attack time)
+
{{Table}}
 +
|'''Hours''' || <b>Gains Modifier %</b>
 +
|-
 +
| '''-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 time adjustment factor = 1 - 1.5 (Hours reduced / base attack time)--->
  
 
===Attack Type===
 
===Attack Type===
 
====Traditional March====
 
====Traditional March====
Base gains are 12% and are capped at 20% of your acres or your opponent's acres, whichever is smaller.
+
Base gains are 12% and are capped at 20% of your Acres or your opponent's Acres, whichever is smaller.
  
 
====Ambush====
 
====Ambush====
Will return 50% of the acres stolen.
+
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.
  
 
====Plunder====
 
====Plunder====
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.35x base (67.5% gold, 81% runes/food).
+
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%.
 
<!--====Abduct====
 
<!--====Abduct====
Gains are based on # of scientists on opposing province and defensive military casualties are reduced by 50%.-->
+
Gains are based on # of Scientists on opposing province and defensive military casualties are reduced by 50%.-->
 +
 
 
====Learn====
 
====Learn====
Steals a portion of target's allocated books (base ~5%) plus a portion of the target's unallocated books (base ~30%).
+
Steals ~2% of target's allocated Books, plus ~20% of the target's unallocated Books.
During war, Learn reduces the effectiveness of target science.
+
Military Casualties on Learn defense are reduced by 50%.
Troop losses on Learn defense will be reduced by 50%
+
During War, Learn temporarily removes ~30% of total allocated Science Books, these return over 48 Ticks.
  
 
====Raze====
 
====Raze====
Destroys a portion of the targets land. In war this attack only destroys buildings
+
Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings.
  
 
====Conquest====
 
====Conquest====
Base gains are 6.8% land for a full hit, gains are decreased in proportion to the relative offense sent vs. targets defence.
+
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====
 
====Massacre====
Base gains are 9.5% peasants, 8.5% thieves and 5% wizards
+
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 3x during War.
  
 +
==Defending==
 +
<b>Raw Defense =</b> (Defense Specs * Def Spec Points) + (Elites at Home * Elite's Defense) + (Soldiers *  Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]
  
==Military Losses==
+
<b>Mod Defense =</b> ''MAX'' ( Raw Defense * Defensive Military Efficiency , Land )
Base military losses are 7% on offense, 5% on defense.
+
 
 +
{{Mods}}
 +
| '''Def Spec Points''' || ''Variable'' || 10
 +
|-
 +
| '''Elite Defense''' || ''Variable''
 +
|-
 +
| '''[[Mystics#Town_Watch|Town Watch]]''' || Peasants / 5 || 0
 +
|}
 +
 
 +
===Minimum Defense===
 +
* All land is protected by a minimum of 1 defense per Acre.<br>
 +
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.<br>
 +
This '''does not apply''' to Intra-Kingdom attacks.
 +
 
 +
==Military Casualties==
 +
Base Military Casualties are 7% on Offense, 5% on Defense.
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
 
| '''Modifier''' || '''Type''' || '''Effect'''  
 
| '''Modifier''' || '''Type''' || '''Effect'''  
 +
<!--|-
 +
| '''Meter Variance Factor''' || Defensive Military Casualties || Varies
 +
|-
 +
| '''Relative KD Networth (Aggressor)''' || Offensive Military Casualties || Varies-->
 +
|-
 +
| '''Relative KD Networth (Defender)''' || Defensive Military Casualties || Varies
 +
|-
 +
| '''Building: Hospitals''' || All Military Casualties || Varies
 
|-
 
|-
| '''Attack: Learn''' || Defender's Casualties || -50%
+
| '''Science: Resilience''' || All Military Casualties || Varies
 
|-
 
|-
| '''Personality: Cleric''' || All Military Casualties || -30%
+
| '''Multi-Attack Protection''' || Military Casualties || Varies
 
|-
 
|-
| '''Personality: Warrior''' || All Enemy Military Casualties || +15%  
+
| '''Attack: Learn''' || Defensive Military Casualties || -50%
 
|-
 
|-
| '''War''' || All Military Casualties || -25% (phasing in over 24 hours)
+
| '''Attack: Plunder''' || Defensive Military Casualties || -50%
 +
<!--|-
 +
| '''Race: Human''' || Enemy Military Casualties || +15%-->
 
|-
 
|-
| '''Ritual: Onslaught''' || Offensive Military Kills || +15%
+
| '''Personality: Cleric''' || All Military Casualties || -30%
 
|-
 
|-
| '''Ritual: Godspeed''' || Offensive Military Casualties || -20%
+
| '''Ritual: Stalwart''' || All Military Casualties || -20%  
 
|-
 
|-
| '''Building: Hospitals''' || All Military Casualties || Varies
+
| '''Ritual: Onslaught''' || Offensive Military Casualties inflicted || +15%
 
|-
 
|-
| '''Spell: Pitfalls''' || Defensive Military Casualties || +25%
+
| '''Spell: Pitfalls''' || Defensive Military Casualties || +15%
 
|-
 
|-
| '''Spell: Bloodlust''' || Offensive Military Kills || +10%  
+
| '''Spell: Bloodlust''' || Offensive Military Casualties inflicted, self casualties || +15%  
 
|-
 
|-
| '''Spell: Bloodlust''' || Self Military Casualties || +15%  
+
| '''Spell: Salvation''' || All Military Casualties|| -15%
 
|-
 
|-
| '''Spell: Wrathful Smite''' || Enemy's Military Casualties || +20%
+
| '''Spell: Wrath''' || Enemy Military Casualties || +20%
 
|-
 
|-
| '''Op: Bribe Generals''' || Defensive Military Casualties || 20% chance for +15%  
+
| '''Operation: Bribe Generals''' || All Military Casualties || 20% chance for +15%  
 
|-
 
|-
 
| '''Emerald Dragon''' || All Military Casualties || +20%
 
| '''Emerald Dragon''' || All Military Casualties || +20%
 
|}
 
|}
 +
 
<br>
 
<br>
 
<br>
 
<br>
  
  
 
+
{{Guide navigation}}
 
 
 
 
  
 
[[Category:Formulas]]
 
[[Category:Formulas]]

Revision as of 04:18, 20 February 2024

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
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 * 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).
  • Massacre and Raze attacks ignore 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 Ambush Protection.

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 7% on Offense, 5% on Defense.

Modifier Type Effect
Relative KD Networth (Defender) Defensive Military Casualties Varies
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%
Personality: Cleric All Military Casualties -30%
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 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%




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