Attacking & Defending: Difference between revisions
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==Military Efficiency== | ==Military Efficiency== | ||
===Base Military Efficiency=== | ===Base Military Efficiency=== | ||
<div class="formula-box"> | |||
<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]] | |||
</div> | |||
* 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). | * 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. | * 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. | ||
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*'''96 Hour Wage Rate Chart''': [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart] | *'''96 Hour Wage Rate Chart''': [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart] | ||
<div class="formula-box"> | |||
<b>Change in Effective Wage Rate = </b> 0.05 * (Wage Rate Paid - Effective Wage Rate) | |||
</div> | |||
* 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. | ||
===Offensive Military Efficiency=== | ===Offensive Military Efficiency=== | ||
<div class="formula-box"> | |||
<b>OME =</b> (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]] | |||
</div> | |||
===Defensive Military Efficiency=== | ===Defensive Military Efficiency=== | ||
<div class="formula-box"> | |||
<b>DME =</b> (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]] | |||
</div> | |||
==Attacking== | ==Attacking== | ||
===Raw Offense=== | ===Raw Offense=== | ||
<div class="formula-box"> | |||
<b>Raw Off =</b> (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)] | |||
</div> | |||
===Modified Offense=== | ===Modified Offense=== | ||
<div class="formula-box"> | |||
<b>Mod Off =</b> Raw Offense * (OME + General Bonus) | |||
</div> | |||
{ | {| class="wikitable" | ||
!Condition | |||
!Modifier | |||
|- | |- | ||
| '''OME''' || ''check your Military Advisor'' | | '''OME''' || ''check your Military Advisor'' | ||
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===Attack Times=== | ===Attack Times=== | ||
<div class="formula-box"> | |||
<b>Attack Time =</b> Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]] | |||
</div> | |||
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed. | * Note: War Attack Speed phases in to -15%, after 12 hours of War have passed. | ||
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth 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 net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War. | * There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth 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 net worth 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==== | ====Base Attack Time==== | ||
The base attack time is 14 hours. This is the value all calculations are based upon. | The base attack time is 14 hours. This is the value all calculations are based upon. | ||
====Minimum Offense to Win==== | ====Minimum Offense to Win==== | ||
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense. | |||
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense. | |||
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== | ||
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows: | For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows: | ||
<div class="formula-box"> | |||
<B>Gains</b> = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]] | |||
</div> | |||
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books | * Resources are defined as: Land, Gold Coins, Food, Runes, Science Books | ||
* Land attacks (except Ambush) also reward Military Credits (target's Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod). | * Land attacks (except Ambush) also reward Military Credits (target's Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod). | ||
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor. | * Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor. | ||
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod. | * Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod. | ||
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod. | * Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod. | ||
===Province Networth Factor=== | ===Province Networth Factor=== | ||
<div class="formula-box"> | |||
<b>Relative Province Networth </b>(rpnw) = Targets Networth / Self Networth<br> | |||
<b>Province Networth Factor =</b> ''DEPEND'' ( rpnw ) :<br> | |||
rpnw < 0.567 = 0<br> | |||
0.567 < rpnw < 0.9 = 3 * rpnw - 1.7<br> | |||
0.9 < rpnw < 1.1 = 1<br> | |||
1.1 < rpnw < 1.6 = -2 * rpnw + 3.2<br> | |||
rpnw > 1.6 = 0 | |||
</div> | |||
===Kingdom Networth Factor=== | ===Kingdom Networth Factor=== | ||
<div class="formula-box"> | |||
<b>Relative Kingdom Networth </b>(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth<br> | |||
<b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :<br> | |||
rknw < 0.5 = 0.8<br> | |||
0.5 < rknw < 0.9 = rknw / 2 + 0.55<br> | |||
rknw > 0.9 = 1<br> | |||
</div> | |||
'''NOTE''': RKNW is based on the Average Province size of the Kingdom.<br> | |||
'''NOTE''': RKNW is based on the Average Province size of the Kingdom. | '''NOTE''': RKNW factor protection slightly increased in [[Age 112]]. | ||
===Attack Time Adjustment Factor=== | ===Attack Time Adjustment Factor=== | ||
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows: | Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows: | ||
===Attack Type=== | ===Attack Type=== | ||
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====Ambush==== | ====Ambush==== | ||
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties. | |||
====Plunder==== | ====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==== | ====Learn==== | ||
Steals ~2.5% <sup>[[Age 111]]</sup> of target's allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. <sup>[[Age 110]]</sup><br> | |||
During War, Learn temporarily removes ~35% <sup>[[Age 109]]</sup> of total allocated Science Books, these return over 48 Ticks.<br> | |||
Military Casualties on Learn defense are reduced by 50%, except during war. <sup>[[Age 114]]</sup> | |||
< | |||
====Raze==== | ====Raze==== | ||
Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings. | |||
====Conquest==== | ====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.<br> | |||
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest. | |||
====Massacre==== | ====Massacre==== | ||
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly | Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. <sup>[[Age 114]]</sup> | ||
==Defending== | ==Defending== | ||
<div class="formula-box"> | |||
<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]]<br> | |||
<b>Mod Defense =</b> ''MAX'' ( Raw Defense * Defensive Military Efficiency , Land ) | |||
</div> | |||
===Minimum Defense=== | ===Minimum Defense=== | ||
All land is protected by a minimum of 1 defense per Acre.<br> | |||
Opponent needs one offense to break your defense<br> | |||
This '''does not apply''' to Intra-Kingdom attacks. | |||
==Military Casualties== | ==Military Casualties== | ||
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense. | Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense. | ||
</div> | |||
< | |||
Latest revision as of 17:12, 16 February 2026
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
- 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 Grounds Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Fanaticism * Bloodlust * Ritual
Defensive Military Efficiency
DME = (Base Military Efficiency + Forts Bonus + Honor Bonus) * Science Bonus * Race Bonus * Personality Bonus * Minor Protection * Greater Protection * Fanaticism * Plague * 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 -15%, after 12 hours of War have passed.
- There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth 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 net worth 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.
Minimum Offense to Win
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.
Attack Gains
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:
Gains = Target Resource * Attack Type * RPNW * RKNW * Multi-Attack Protection * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * Ritual Bonus * Anonymity * Mist
- Resources are defined as: Land, Gold Coins, Food, Runes, Science Books
- Land attacks (except Ambush) also reward Military Credits (target's Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).
- Raze ignores all modifiers except Relations, Multi-Attack Protection and the Attack Time Adjustment Factor.
- Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, Multi-Attack Protection and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.
- Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.
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.
NOTE: RKNW factor protection slightly increased in Age 112.
Attack Time Adjustment Factor
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:
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 lost in the attack. Unaffected by Gains modifiers. 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 ~2.5% Age 111 of target's allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. Age 110
During War, Learn temporarily removes ~35% Age 109 of total allocated Science Books, these return over 48 Ticks.
Military Casualties on Learn defense are reduced by 50%, except during war. Age 114
Raze
Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings.
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.
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.
Massacre
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. Age 114
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 )
Minimum Defense
All land is protected by a minimum of 1 defense per Acre.
Opponent needs one offense to break your defense
This does not apply to Intra-Kingdom attacks.
Military Casualties
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.