Jump to content

Military: Difference between revisions

From Utopia Game
Changelog: added a101
Changelog: added a105
 
(One intermediate revision by the same user not shown)
Line 222: Line 222:
[[Age 101]]
[[Age 101]]
*Base War Horse strength reduced to 2
*Base War Horse strength reduced to 2
[[Age 104]]
*Reduced accelerated Training Cost from 2x to 1.5x
[[Age 105]]
*Soldiers are now 3/0, 0.75nw

Latest revision as of 23:07, 24 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

Age 86

  • Elite Unit prices significantly increased
  • Base Military Efficiency range altered to 77.8%-112.7% (base factor from 60 to 33, variable wage factor from 40 to 67)
  • Minimum Pay Rate raised to 20%
  • Unpaid Military Wages no longer prevent sending armies on attacks
  • Base number of available Generals increased by 1
  • Overpopulation limit for Thieves increased to 140%
  • Deserting units will fill Dungeons (if any space is available) before being lost
  • Soldiers are now .25nw per point

Age 88

  • Elite Wages increased to .75gc
  • Soldiers can prevent up to 100% of Desertions

Age 89

  • Races now have a base Elite that gains strength based on the Personality pick
  • Prisoners and Mercenaries now have 6 Offense

Age 91

  • Specialist Unit cost reduced to 300gc

Age 92

  • All Specialists are now Base 7 points, networth values remain the same (0.8 per offense point, 1 per defense point)
  • Thieves and wizards are now 7 NW
  • Elite net worth values no longer have a fixed value. Elite networth will be calculated using this formula:
    • If (elite offensive strength * 0.8 == elite defensive strength) then Elite NetWorth = ((elite offensive strength * 0.8) / 3) + def strength
      • Otherwise: [The Larger #: (elite offensive strength * 0.8) OR (elite defensive strength)] + [The Smaller #: (elite offensive strength * 0.8) OR (def strength) / 3
    • For example: Elite Value of 13/10 => elite offensive strength * .8 = 10.4, therefore 10.4 + (10/3) = 13.74
    • For example: Elite Value of 9/11=> elite offensive strength * .8 = 7.2, therefore 7.2/3 + 11 = 13.4
  • Horses are 3 points and 2.4gc (0.8 per point)
  • Prisoners are now 5 points and 1nw (0.2 per point)
  • Mercenaries ​are now 5 points and cost 300gc
  • Elite training costs are fixed at 1500 gc
  • All Races convert Specialists into Elites on Successful Traditional Marches
  • Specialist Troops cost 350 gc increased from 300 gc

Age 93

  • Base Military Units values increased (check Race entries for values)
  • Soldiers are .25nw per point
  • Specialists are .4nw per offense point, .5nw per defense point
  • Elites have 0.36*off_points+0.45*def_points nw, rounded to the nearest .25
  • Prisoners are .2nw per offense point
  • War Horses are .3nw per offense point
  • Wizards and Thieves are 5 nw
  • Military Training Time bonus now includes Thieves

Age 96

  • Mercenary & Prisoners offense increased to 8
  • Soldiers changed to 3/3, 1.5 networth

Age 100

  • Wizard Networth increased to 7
  • Base War Horse strength increased to 3

Age 101

  • Base War Horse strength reduced to 2

Age 104

  • Reduced accelerated Training Cost from 2x to 1.5x

Age 105

  • Soldiers are now 3/0, 0.75nw