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==Military Efficiency==
==Military Efficiency==
===Base Military Efficiency===
===Base Military Efficiency===
<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 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.
Line 8: Line 10:
*'''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]


<b>Change in Effective Wage Rate = </b> 0.05 * (Wage Rate Paid - Effective Wage Rate)
<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.
<!---
{{Modifier}}
| '''Gangbang Protection || Varies, see [[GBP]]
|-
|}
--->


===Offensive Military Efficiency===
===Offensive Military Efficiency===
<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 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===
<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 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===
<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 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===
<b>Mod Off =</b> Raw Offense * (OME + General Bonus)
<div class="formula-box">
<b>Mod Off =</b> Raw Offense * (OME + General Bonus)
</div>


{{Modifier}}
{| class="wikitable"
!Condition
!Modifier
|-
|-
| '''OME''' || ''check your Military Advisor''
| '''OME''' || ''check your Military Advisor''
Line 38: Line 46:


===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]]
<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.
{{Table}}
|'''Location''' || <b><i>Intra KD</i></b> ||  <b><i>Different KD</i></b>
|-
| '''Attack Time''' || 7 || 14
|-
|}


====Minimum Offense to Win====
====Minimum Offense to Win====
<!--[[Military#Random_Factor|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:
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.
<b>Condition to Win =</b> (Mod Off * 0.965) / (Mod Def * 1.035) ≥ 0.97
Which simplifies to:
<b>Mod Off =</b> Mod Def * 0.97 * 1.035 / 0.965
 
<b>Mod Off =</b> Mod Def * 1.040362694-->
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender's Mod Defense.<!--~4.04% greater than the defenders Mod Def-->


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.
Line 66: Line 63:
==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:
  <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 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 &lt; 0.567 = 0<br>
0.567 &lt; rpnw &lt; 0.9 = 3 * rpnw - 1.7<br>
0.9 &lt; rpnw &lt; 1.1 = 1<br>
1.1 &lt; rpnw &lt; 1.6 = -2 * rpnw + 3.2<br>
rpnw &gt; 1.6 = 0
</div>


  <b>Relative Province Networth </b>(rpnw) = Targets Networth / Self Networth
 
  <b>Province Networth Factor =</b> ''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===
  <b>Relative Kingdom Networth </b>(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth
 
  <b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :
                                    rknw < 0.4      = 0.6666
                              0.4 < rknw < 0.9      = rknw * 2/3 + 0.4
                                    rknw > 0.9      = 1
'''NOTE''': RKNW is based on the Average Province size of the Kingdom.-->
===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
<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>
  <b>Kingdom Networth Factor =</b> ''DEPEND'' ( rknw ) :
rknw &lt; 0.5 = 0.8<br>
                                    rknw < 0.5     = 0.8
0.5 &lt; rknw &lt; 0.9 = rknw / 2 + 0.55<br>
                              0.5 < rknw < 0.9     = rknw / 2 + 0.55
rknw &gt; 0.9 = 1<br>
                                    rknw > 0.9     = 1
</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.<br>
'''NOTE''': RKNW factor protection slightly increased in [[Age 112]].
'''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:
{{Table}}
|'''Hours''' || <b>Gains Modifier %</b>
|-
| '''-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 time adjustment factor = 1 - 1.5 (Hours reduced / base attack time)--->


===Attack Type===
===Attack Type===
Line 132: Line 102:


====Ambush====
====Ambush====
* Will return 50% of the Acres lost in the attack.  
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.
* Unaffected by Gains modifiers.  
* Inflicts 15% increased Military Casualties.


====Plunder====
====Plunder====
* Base gains are 50% gold, 60% food and 60% runes.  
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%.
* Max gains is 1.75x base (67.5% gold, 81% runes/food).
* Military Casualties on Plunder defense are reduced by 50%.
<!--====Abduct====
Gains are based on # of Scientists on opposing province and defensive military casualties 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>
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.
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%.
Military Casualties on Learn defense are reduced by 50%, except during war. <sup>[[Age 114]]</sup>
<!-- AGE 109 Steals ~2% of target's allocated Books, plus ~30% of the target's unallocated Books.
|PRE AGE 109|Steals ~2% of target's allocated Books, plus ~20% of the target's unallocated Books.
|- *Military Casualties on Learn defense are reduced by 50%.
|- *During War, Learn temporarily removes ~30% of total allocated Science Books, these return over 48 Ticks. -->


====Raze====
====Raze====
* Destroys a portion (~5%) of the target's Land.  
Destroys a portion (~5%) of the target's Land. In War, this attack only destroys ~30% Buildings.
* 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.  
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.
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 3x during War.
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. <sup>[[Age 114]]</sup>


==Defending==
==Defending==
<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]]
<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 )
<b>Mod Defense =</b> ''MAX'' ( Raw Defense * Defensive Military Efficiency , Land )
 
</div>
{{Mods}}
| '''Def Spec Points''' || ''Variable'' || 10
|-
| '''Elite Defense''' || ''Variable''
|-
| '''[[Mystics#Town_Watch|Town Watch]]''' || Peasants / 5 || 0
|}


===Minimum Defense===
===Minimum Defense===
* All land is protected by a minimum of 1 defense per Acre.<br>
All land is protected by a minimum of 1 defense per Acre.<br>
* Opponent needs one offense to break your defense<br>
Opponent needs one offense to break your defense<br>
* This '''does not apply''' to Intra-Kingdom attacks.
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.


{| cellpadding="4"
</div>
|-bgcolor="#dedeff"
| '''Modifier''' || '''Type''' || '''Effect'''
<!--|-
| '''Meter Variance Factor''' || Defensive Military Casualties || Varies
|-
| '''Relative KD Networth (Aggressor)''' || Offensive Military Casualties || Varies
|-
| '''Relative KD Networth (Defender)''' || Defensive Military Casualties || Varies-->
|-
| '''Building: Hospitals''' || All Military Casualties || Varies
|-
| '''Science: Resilience''' || All Military Casualties || Varies
|-
| '''Multi-Attack Protection''' || All Military Casualties || Varies
|-
| '''Attack: Learn''' || Defensive Military Casualties || -50%
|-
| '''Attack: Plunder''' || Defensive Military Casualties || -50%
|-
| '''Attack: Failed''' || Defensive Military Casualties || -35%
|-
| '''Race: Avian''' || Self Military Casualties || +15%
|-
| '''Race: Gone''' || All Enemy Casualties || +15%
|-
| '''Race: Orc UA''' || Enemy Defensive Casualties || +20%
|-
| '''Race: Undead''' || Self Military Casualties || -40%
|-
| '''Personality: Paladin''' || Enemy Offensive Casualties || +20%
<!--| '''Personality: Cleric''' || All Military Casualties || -30%-->
|-
| '''Ritual: Stalwart''' || All Military Casualties || -20%
|-
| '''Ritual: Onslaught''' || Offensive Military Casualties inflicted || +15%
|-
| '''Spell: Pitfalls''' || Defensive Military Casualties || +20%
|-
| '''Spell: Bloodlust''' || Offensive Military Casualties inflicted, Self Military Casualties || +15%
|-
| '''Spell: Salvation''' ||  All Military Casualties|| -15%
|-
| '''Spell: Wrath''' || Enemy Military Casualties || +20%
|-
| '''Operation: Bribe Generals''' || All Military Casualties || +20%
|-
| '''Emerald Dragon''' || All Military Casualties || +20%
|}
 
 
=Changelog=
[[Age 108]]
* Massacre damage reduced by 15%
* Removed bounced Attack MAP/GBP
[[Age 110]]
* Out of War Learns will no longer capture unallocated books at a greater rate
* In war Learns will not change
[[Age 113]]
* Out-of-War Attack Penalties When targeting a kingdom that is less than 85% of both your Land and Networth, the following modifiers apply:
** Battle Gains: –10%
** Military Casualties: +10%
** Honor Gains: –25%

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

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.