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Military: Difference between revisions

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created changelog and added age 42 to it
Changelog: added a84
 
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***Aggressive...1.00%....75gc
***Aggressive...1.00%....75gc
***Emergency....1.50%...110gc
***Emergency....1.50%...110gc
[[Age 55]]
*Specialists now defend and attack at 4 points respectively.
[[Age 60]]
*Draft will unlock after 3 days rather than 7
[[Age 68]]
*Unit Strength
**Buffing unit strengths as below
***Specialists to 6
***Mercs/prisoners to 5
***Horses to 2
***Soldiers to 2
[[Age 74]]
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly
*Training Credits will now decay at a rate of 20% per Month
[[Age 83]]
*Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
*Soldier base values are now 2
*War Horses are now 3/0 (.3 nw per offense)
*Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)
*Mercenaries will now cost 300 gold each (instead of 350)
[[Age 84]]
*Mercenary and Prisoner attack value is now 8

Latest revision as of 02:33, 12 July 2026

Units

Here are the unit types that are available in Utopia (racial/personality bonuses are not included)
Units Description Offense Defense Cost Networth
Peasants Peasants are responsible for working and generating income for your province. 0.25
Soldiers The basic unit for every province. They are drafted from Peasants and can be trained into Specialists, Elites or Thieves. You are not required to pay Wages for Soldiers. 3† 0† Varies 0.25 networth per point of power
Defensive Specialist These troops defend your land only, and are unable to attack. 10† 350gc 0.5 networth per point of power
Offensive Specialist These troops are used to attack, and are unable to defend. 10† 350gc 0.4 networth per point of power
Elites Elites have offensive as well as defensive strength. Their offensive and defensive values vary from race to race. For Elite values please see the respective Race page. Varies Varies Varies Varies
Wizards Wizards are required to cast spells. They do not count towards your military size. Check out the Mystics Guide as well as the Mystic Formulas. 7
Thieves The part of your military which will conduct Thievery ops. Be sure to check out Thievery Formulas as well. 500gc 5
Horses Sending horses with your attacks adds raw offensive point per horse. You may include up to one horse per military unit sent in combat. 2† 0.3 per point of power
Prisoners Prisoners are taken from the total number of enemies that would've been killed after an attack, usually at a 2/3 prisoner to total kills ratio - IF there is room in your dungeons for them. Prisoners have no upkeep, every 2 prisoners fills 1 job, and every prisoner produces 0.75gc per hour. About one third of the prisoners sent are lost in the fight. They are then again immediately available to your general. You can use at most 1 Prisoner for every 5† normal troops you send. 8† 0.2 per point of power
Mercenaries You can use at most 1 Mercenary for every 5† normal troops you send. 8† 300gc

Race and Personality modifiers can increase or decrease this number.

Formulas

Soldiers Drafted Per Tick

Soldiers Drafted per Tick = Peasants * Draft Speed * Race Bonus * Personality Bonus * Patriotism * Affluent Ritual * Sloth * Dragon * Heroism Science Effect
Modifier Type Active Otherwise
Patriotism 1.3 1
Sloth 0.5 1
Ruby Dragon 0.75 1
Expedient Ritual 1.2 1

Draft Cost Formula

Cost of Soldier Drafting = Current Draft Level Factor * Draft Rate * Race Bonus * Personality Bonus * Armouries Mod * Heroism Science Effect * Sloth Effect

Draft Level Factor = MAX(1.0154*((Solds+Ospecs+Dspecs+Elites)/maxpop)^2 + 1.1759*((Solds+Ospecs+Dspecs+Elites)/maxpop) + 0.3633, 1) * base rate for level.

† Current Draft Level Factor scales base soldier draft cost upwards once 50% of max population is reached.

Draft Rate Formula

Draft Rate = Base Draft Rate * Patriotism Bonus * Heroism Science Effect * Sloth * Ritual

Base Draft Rate Draft Speed Cost per soldier
Reservist 0.5% 30gc
Normal 1.0% 50gc
Aggressive 1.5% 75gc
Emergency 2.0% 110gc

Training Formulas

Training Cost = Unit Cost * Race Bonus * Armouries Bonus

Full training time = 24 * Race Bonus * Personality Bonus * MAX (Inspire Army,Hero's Inspiration) * Valor Science Effect * Haste Ritual * Training Grounds Bonus

Maintenance Cost

Click here for the Formula

Changelog

Age 42

  • Draft Costs
    • Draft will be set to aggressive for week 1
      • Reservist....0.30%....30gc
      • Normal.......0.60%....50gc
      • Aggressive...1.00%....75gc
      • Emergency....1.50%...110gc

Age 55

  • Specialists now defend and attack at 4 points respectively.

Age 60

  • Draft will unlock after 3 days rather than 7

Age 68

  • Unit Strength
    • Buffing unit strengths as below
      • Specialists to 6
      • Mercs/prisoners to 5
      • Horses to 2
      • Soldiers to 2

Age 74

  • Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly
  • Training Credits will now decay at a rate of 20% per Month

Age 83

  • Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
  • Soldier base values are now 2
  • War Horses are now 3/0 (.3 nw per offense)
  • Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)
  • Mercenaries will now cost 300 gold each (instead of 350)

Age 84

  • Mercenary and Prisoner attack value is now 8