Difference between revisions of "Hostile Meter"

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==Significance of the Hostile Meter==
 
==Significance of the Hostile Meter==
'''For two kingdoms to gain the ability to declare war on one another:
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If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available).
# The kingdoms must be at least unfriendly on one side and hostile on the other.<br/>OR
 
# The hostile meter must be filled on both sides.
 
 
 
If condition 1 is met, the kingdom which has the lower hostile meter will then receive the option to declare war. If condition 2 is met both kingdoms will have the option to declare war
 
  
 
==Attacks, Spells, Ops and How they Move the Meter==
 
==Attacks, Spells, Ops and How they Move the Meter==
Different successful attack types add to the hostile meter at varying levels of intensity. The attacks add to the meter according to the figures given below. The meter is capped at 150 points.
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Different successful attack types, spells and thievery operations add to the hostile meter at varying levels of intensity. The attacks add to the meter according to the figures given below. The meter is capped at 150 points.
  
 
===Traditional Marches, Conquests, Razes, Plunders, Massacres===
 
===Traditional Marches, Conquests, Razes, Plunders, Massacres===

Revision as of 14:19, 17 November 2018

Significance of the Hostile Meter

If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available).

Attacks, Spells, Ops and How they Move the Meter

Different successful attack types, spells and thievery operations add to the hostile meter at varying levels of intensity. The attacks add to the meter according to the figures given below. The meter is capped at 150 points.

Traditional Marches, Conquests, Razes, Plunders, Massacres

All these attacks add 2 points to the hostile meter per hit.

Ambushes and Bounces

Ambushes add 1 point to the meter. Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March).

Spells and Thievery Operations

Spell Relations Required Value
Storms Normal 0.02
Drought Normal 0.02
Gluttony Normal 0.03
Magic Ward Unfriendly 0.05
Chastity Unfriendly 0.05
Greed Normal 0.05
Abolish Ritual Unfriendly 0.05
Lightning Strike Normal 0.06
Pitfalls Normal 0.06
Explosions Normal 0.06
Fireball Unfriendly 0.08
Tornadoes Unfriendly 0.1
Blizzard Unfriendly 0.1
Expose Thieves Unfriendly 0.12
Fool's Gold Unfriendly 0.14
Mystic Vortex Unfriendly 0.15
Nightmares Unfriendly 0.15
Land Lust Unfriendly 0.2
Meteor Showers Unfriendly 0.25
Thievery Operation Relations Required Value
Free Prisoners Normal 0.01
Rob the Granaries Normal 0.02
Bribe Generals Normal 0.03
Bribe Thieves Normal 0.03
Rob the Towers Normal 0.03
Kidnap Normal 0.04
Rob the Vaults Normal 0.04
Arson Normal 0.05
Steal War Horses Normal 0.06
Incite Riots Normal 0.06
Greater Arson Unfriendly 0.07
Night Strike Unfriendly 0.08
Sabotage Wizards Unfriendly 0.08
Assassinate Wizards Unfriendly 0.1

Declaring War & Maxing the Meter

When a party hits up to 15 points they become hostile to the kingdom which they hit. Unfriendly status requires 5 points to achieve.

On the first of each utopian month, both hostile meters decay by one sixth (16.6667%) or 2 points, whichever is greater.

Detailed: Effects of Moving the Meter & Changing Relations

Normal

No Effects

Unfriendly

  • Dragon A dragon sent to an unfriendly KD will only have 50% health points.
Mystics:
Thievery:

Hostile

  • A Dragon sent to a hostile KD will only have 75% health points.
  • You get some honor bonuses from ops
  • Mana costs of offensive spells decreases to 2%
  • Stealth costs of offensive operations decreases to 2%

War

  • A Dragon sent in war has full health
  • Dragon networth range is removed when targeting a kingdom you are at war with
  • Decreased Gangbang Protection
  • 75% Protection from hits from kingdoms outside the war (phasing in over 24h)
  • Decreased attack times, phasing into become 25% after 12 hours
Thievery
Mystics: