Attacking & Defending

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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 Ground Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Fanaticism * Bloodlust * Onslaught Ritual

Defensive Military Efficiency

DME = (Base Military Efficiency + Forts Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Minor Protection * Greater Protection * Fanaticism * Plague * Barrier 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 a maximum of -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.

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

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 * RKNW * GBP * Meter Throttle Factor * Guard Stations * Race * Personality * Relations * Attack Time Modifier * Anonymity * Ritual Bonus * 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

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 stolen. 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 ~30% of the target's unallocated Books. Military Casualties on Learn defense are reduced by 50%. During War, Learn damages Science Efficiency by ~10%.

Raze

Destroys a portion (~5%) of the targets land. In War, this attack only destroys Buildings (~25%).

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.

Massacre

Base gains are 9.5% peasants, 7.5% Thieves and 6% 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
Building: Hospitals All Military Casualties Varies
Science: Resilience All Military Casualties Varies
Multi-Attack Protection Military Casualties Varies
Meter Variance Factor Defensive Military Casualties Varies
Attack: Learn Defensive Military Casualties -50%
Attack: Plunder Defensive Military Casualties -50%
Race: Avian Enemy's Military Casualties +15%
Ritual: Godspeed All Military Casualties -20%
Ritual: Onslaught Offensive Military Casualties inflicted +15%
Spell: Pitfalls Defensive Military Casualties +25%
Spell: Bloodlust Offensive Military Kills +15%
Spell: Bloodlust Self Military Casualties +15%
Spell: Wrathful Smite Enemy's Military Casualties +20%
Operation: Bribe Generals All Military Casualties 20% chance for +15%
Emerald Dragon All Military Casualties +20%