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> ( 33 + 67 * ( Effective Wage Rate / 100 ) <sup>0.25</sup> ) * [[Dragons#Ruby|Ruby Dragon]] * [[ | + | <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 20% 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%(+112.1% Efficiency). |
− | * While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. | + | * 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. | ||
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===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| | + | <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|Stalwart Ritual]] |
==Attacking== | ==Attacking== | ||
===Raw Offense=== | ===Raw Offense=== | ||
− | <b>Raw Off =</b> Soldiers + (Offensive Specs * Offspec value) + (Elites * Elite Attack value) + (Horses | + | <b>Raw Off =</b> Soldiers + (Offensive Specs * Offspec value) + (Elites * Elite Attack value) + (Horses) + [(Mercs + Prisoners) * 3] |
===Modified Offense=== | ===Modified Offense=== | ||
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| '''OME''' || ''check your Military Advisor'' | | '''OME''' || ''check your Military Advisor'' | ||
|- | |- | ||
− | | '''General Bonus''' || + | + | | '''General Bonus''' || +5% per additional general over 1 |
|} | |} | ||
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|'''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''' || | + | | '''Attack Time''' || 8 || 16 |
|- | |- | ||
|} | |} | ||
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On Conquest attacks, the minimum offense to win is 51% of the opponents defense. | On Conquest attacks, the minimum offense to win is 51% of the opponents defense. | ||
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==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 * Personality * Relations * Attack time modifier * [[Mystics#Anonymity|Anonymity]] * [[Ritual|Expropriation Ritual]] * [[Ritual|Stalwart Ritual]] * Siege Science * Mist | + | <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 * Personality * Relations * Attack time modifier * [[Mystics#Anonymity|Anonymity]] * [[Ritual|Expropriation Ritual]] * [[Ritual|Stalwart Ritual]] * Siege Science * Mist |
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===Province Networth Factor=== | ===Province Networth Factor=== | ||
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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=== | ===Kingdom Networth Factor=== | ||
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'''NOTE''': RKNW is based on the average province size of the Kingdom. | '''NOTE''': RKNW is based on the average province size of the Kingdom. | ||
− | + | --> | |
===Attack time adjustment factor=== | ===Attack time adjustment factor=== | ||
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|- | |- | ||
|} | |} | ||
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<!--Attack time adjustment factor = 1 - 1.5 (Hours reduced / base attack time)---> | <!--Attack time adjustment factor = 1 - 1.5 (Hours reduced / base attack time)---> | ||
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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 | + | Steals around 20% of target's allocated books, base gains are 3% plus around 60% of the target's unallocated books. |
− | During | + | During War, Learn captures books, while gains are reduced by 50%. |
Troop losses on Learn defense are reduced by 50% | Troop losses on Learn defense are reduced by 50% | ||
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====Massacre==== | ====Massacre==== | ||
Base gains are 9.5% peasants, 8.5% thieves and 5% wizards | Base gains are 9.5% peasants, 8.5% thieves and 5% wizards | ||
+ | |||
+ | ==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 ) | ||
+ | |||
+ | {{Mods}} | ||
+ | | '''Def Spec Points''' || ''Variable'' || 5 | ||
+ | |- | ||
+ | | '''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. 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== | ==Military Casualties== | ||
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| '''Modifier''' || '''Type''' || '''Effect''' | | '''Modifier''' || '''Type''' || '''Effect''' | ||
|- | |- | ||
− | | '''Race: Orc''' || Enemy's Military Casualties || + | + | | '''Race: Orc''' || Enemy's Military Casualties || +15% |
+ | |- | ||
+ | | '''Race: Undead''' || Offensive Military Casualties || -30% | ||
|- | |- | ||
| '''Personality: Cleric''' || All Military Casualties || -30% | | '''Personality: Cleric''' || All Military Casualties || -30% | ||
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| '''Attack: Learn''' || Defensive Military Casualties || -50% | | '''Attack: Learn''' || Defensive Military Casualties || -50% | ||
|- | |- | ||
− | | '''Ritual: Onslaught''' || Offensive Military Kills || +20% | + | | '''Attack: Plunder''' || Defensive Military Casualties || -50% |
+ | |- | ||
+ | | '''Ritual: Onslaught''' || Offensive Military Kills || +20% Base | ||
|- | |- | ||
− | | '''Ritual: Godspeed''' || All Military Casualties || -15% | + | | '''Ritual: Godspeed''' || All Military Casualties || -15% Base |
|- | |- | ||
| '''Building: Hospitals''' || All Military Casualties || Varies | | '''Building: Hospitals''' || All Military Casualties || Varies | ||
+ | |- | ||
+ | | '''Science: Resilience''' || All Military Casualties || Varies | ||
|- | |- | ||
| '''Spell: Pitfalls''' || Defensive Military Casualties || +25% | | '''Spell: Pitfalls''' || Defensive Military Casualties || +25% | ||
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| '''Emerald Dragon''' || All Military Casualties || +20% | | '''Emerald Dragon''' || All Military Casualties || +20% | ||
|} | |} | ||
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<br> | <br> | ||
<br> | <br> | ||
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Revision as of 22:21, 19 September 2021
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%(+112.1% 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 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 * Stalwart Ritual
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)
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 | 8 | 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.
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 around 20% of target's allocated books, base gains are 3% plus around 60% of the target's unallocated books. During War, Learn captures books, while gains are reduced by 50%. 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
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.
Military Casualties
Base military casualties are 7% on offense, 5% on defense.
Modifier | Type | Effect |
Race: Orc | Enemy's Military Casualties | +15% |
Race: Undead | Offensive Military Casualties | -30% |
Personality: Cleric | All Military Casualties | -30% |
Attack: Learn | Defensive Military Casualties | -50% |
Attack: Plunder | Defensive Military Casualties | -50% |
Ritual: Onslaught | Offensive Military Kills | +20% Base |
Ritual: Godspeed | All Military Casualties | -15% Base |
Building: Hospitals | All Military Casualties | Varies |
Science: Resilience | 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% |