Difference between revisions of "Attacking & Defending"

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  <b>Gains Formula</b>
 
  <b>Gains Formula</b>
 
  Insert superawesumz Gains Formula Here
 
  Insert superawesumz Gains Formula Here
 +
 +
  Gains = Target Resource * Attack Type * PNF * KNF * GBP * GS * Race * Stance * Relations * Science
  
 
{{Mods}}
 
{{Mods}}
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| '''[[Gangbang Protection]] || ''Variable, check [[Gangbang_Protection|link]]''
 
| '''[[Gangbang Protection]] || ''Variable, check [[Gangbang_Protection|link]]''
 
|-
 
|-
| '''[OOW] Kingdom NW''' || ''Variable''
+
| '''[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
  
 
===Trad Marches===
 
===Trad Marches===
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.
+
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.
  
 
===Plunders===
 
===Plunders===
 +
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.35x base (67.5% gold, 81% runes/food).
  
 
===Razes===
 
===Razes===
 +
 +
===Learn===
 +
Base gains are 9.375% of each category of science.
  
 
===Conquests===
 
===Conquests===
 +
Base gains are 6.8% land for a full hit, gains are decreased in proportion to the relative offense sent vs. targets defence.
  
 
===Massacres===
 
===Massacres===
 
+
Base gains are 9.5% peasants, 8.5% thieves and 5% wizards
  
  

Revision as of 16:18, 8 July 2009

This is part of the Utopia WIKI Formula Series.

THIS PAGE attempts to list formulas as relevant to Attacking & Defending. If you would like to add a new formula feel free to include it within the text. Ensure that you check the discussions page for Attacking & Defending to ensure that this formula is not under discussion/research, or contribute your research there if you do feel so inclined.


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
Quick Feet 0.9 1
Anon 1.15 1
Stance: Aggressive 0.9 1
Stance: Fortified 1.15 1
Relations: War 0.85 1
Fog +3 hours 0

Base Attack Time

Base Attack Times Intra KD Same Island Diff Island
12.6 14.4 16


Attack Gains

Gains Formula
Insert superawesumz Gains Formula Here
 Gains = Target Resource * Attack Type * PNF * KNF * GBP * GS * Race * Stance * Relations * Science
Modifier Type Active Otherwise
Guardstations
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

Trad Marches

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.

Plunders

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

Razes

Learn

Base gains are 9.375% of each category of science.

Conquests

Base gains are 6.8% land for a full hit, gains are decreased in proportion to the relative offense sent vs. targets defence.

Massacres

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.