Want to say beforehand that this is a process, and by far a finished project. I've written down what I know, which might be incomplete or wrong. I'd like to get feedback from those reading it and will try to make adjustments based on the feedback at least once a week. I will start by just posting the mechanics and will add strategies or organized "moves" later on (how to NM-wave, how to take out enemy mystics, that kind of stuff!).
Palem/Bishop: Could you please sticky this?
Utopia Spartan guide made by Heaven:
Notes on races/personalities:
Faeries:
Spell damage bonus is cap-extending
Spell duration bonus is cap-exttending
Sabotage damage bonus is cap-extending and applies to ALL thievery operations
Has NO access to personality spells such as gluttony or war spoils.
Halflings:
Halfling soldiers are 3/3. Aggression makes them 4/2 (and not 6/0).
Halfling population bonus does not multiply with homes.
So if you have 1000 acres and 30% homes, your population is:
1000*25*1.12 + 3000 = 31.0000
Heretic:
Thieves DO die on successful ops
Rogue:
Thieves den's bonus gives you double land coverage, it does NOT double the bonusses gained for a certain % of land.
Tactician:
Accurate espionage means you can send 1 thief on any intel operation and get 100% accuracy.
Cleric:
Is immune to the effects of the plague, but can get it and spread it.
Mind you that if you take a SOT on a War Hero it will NOT display that the province has a dragon ravaging even when it does have it (take care with this because it can lead to someone sending a dragon when the old one isn't dead yet).
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Population:
Total pop = (((built acres * 25) + (barren acres * 15) * Racial bonus) + homes acres * 10) * Sci bonus * honor bonus
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Drafting and training:
Draft speed:
Peasants * draft speed (0.3% - 1.5%) * Patriotism (1.3) * Dragon (0.8, but you do pay for the 20% that isn't drafted) * Fortified (1.4)
Training cost:
Unit cost * Armoury bonus * Fortified (0.6)/EOW CF (0.7)
Training Time:
24 * Inspire Army (0.8) * Fortified (0.6) * Accelerated Training (0.5)
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Buildings:
Watchtowers:
-Damage reduction reduces the cap (you cannot compensate by sending more thieves)
-Auto-catch is multiplicative with Clear Sight: 20% auto-catch from WTs + CS gives --> (1 - 0.8 * 0.75) * 100% = 40% auto-catch.
Libraries and Guilds:
-Not affected by BE
BE factors and calculation:
Based on:
-Number of jobs/acre --> 25 * (1-%homes)
-25% homes --> 25 * (1-0.25) = 18.75
-Number of peasants
-Number of prisoners (every 2 prisoners fill in 1 job)
-Science bonus
-Gold Dragon
Calculation of BE:
((Peasants+prisoners/2)/(jobs*2/3)+1)/2 * 100% * Science Bonus * Gold Dragon
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Attacking:
Attack time (hours):
16 * Tactician (0.85) * War (0.9, 0.8 after 12 hours) * Aggressive IF not at war (0.85) * Avian (0.75) * Quick Feet (0.9) and -/+ hours, which are additive.
Winning a battle:
Send 4% more offense than your enemy's defense (oversending 3% already gives a VERY high successrate).
Traditional March:
Base gains are 12%, assuming you hit within 10% of your Networth (90-110%). In-range hits take 3% honor.
Conquest:
Small portion of land based on how much offense you send.
Raze:
-Destroys 5% of enemy land
-In-war it razes 20% of the enemy's buildings (needed: Affected by gains modifiers? Dark AZN: Nope)
Massacre:
-Out of war: Kills a portion of enemy peasants/thieves/wizzards (needed: how much?)
-In war: Kills a portion of enemy peasants and 28% thieves/20% wizzards
-12.5% attack time
Plunder:
-Takes 50% of enemy gold/runes/food
-Needed: is there a cap? Can Orc + Aggro + added hours take let's say 80% of someone's gold?
-12.5% attack time
Learn:
-Takes 13% of enemy science
-12.5% attack time
Ambush:
-Takes back 50% of the land taken from you
-Formula: 0.8 * (enemy off specs*enemy def spec defensive value + enemy elites * enemy elite defensive value)
-Elf off specs have 8 defense
-Halfling off specs have 6 defense
-25% attack time
-Aggression does not affect ambush calculation
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Honor:
Things that affect gains:
-adding or subtracting hours
-orc gains
-aggressive stance
-hostile against your kd
-hitting from fortified stance
-hitting into or out of a war (reduced to zero)
-war (doubled)
-RPNW (more significantly than on land gains)
Things that do not:
-kingdom nw factor
-gbp
-hitting into fortified
-human gains
-guard stations
Needed:
-emerald dragon
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Gains:
Total gains are affected by:
-Racial bonus (Orc)
- +/- Hours *
-RKNW
-RPNW
-Stance (Aggressive/Fortified)
-War (both in-war and hitting into/out of war.
-Gangbang Protection
Relative Province Networth (RPNW) = Target's Networth / Your own Networth * 100%
If RPNW = 90% - 110% --> full gains without reduction
If RPNW = 56.7% or lower --> zero gains
If RPNW = 160% or higher --> zero gains
If RPNW = 56.7%-90% --> 3 * RPNW - 170%
If RPNW = 110%-160% --> -2 * RPNW + 320%
Gangbang protection:
Increase in GBP:
Traditional March/raze/conquest: 2.75*percentage of land taken.
Plunder/learn/massacre: Current GBP gains*0.06
Bounces do NOT increase GBP
Not hit (0% GBP rating): 100% gains
Couple (1-20% GBP rating): 80-99% gains
Moderately hit (21-40% GBP rating): 60-79% gains
Heavily hit (41-60% GBP rating): 40-59% gains
Extremely heavily hit (61-90% GBP rating): 10-39% gains
NOTE: ME% increases through GBP, to a max of 12%. The formula is: GBP / 7.5. So if GBP is 45%, ME rising with 45%/7.5 = 6%.
Relative Kingdom Networth (RKNW) Gains factor:
RKNW = Target Kingdom NW / Self Kingdom NW * 100%
RKNW = 90% or higher --> 100% gains
RKNW = between 40-90% --> RKNW * 2/3 + 40%
RKNW = lower than 40% --> 66% gains
Adding hours:
b = base attack time
a = hour mod
c = gains multiplier (fixed for each setting)
gainsmod = ((b+a)/b - 1) * c
add 1 to this to get the effective gains that will show on throne room (obviously)
for a=-2, c=5/3
for a=-1, c=3/2
for a=0, c=1
for a=1, c=4/5
for a=2, c=7/10
for a=3, c=3/5
for a=4, c=1/2
Gains in war:
GBP maximizes at 20%
Relative Kingdom NW is irrelevant (right?)
Minimum gains are 3% of someone's land. This minimum is affected by GS/Orcs, so orcs can take 3.6% of someone's land as minimum gains.
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Networth:
Acre: 15
Building (complete): 55
Building (under construction): 30
Peasant: 1
Soldier: 2 (3 if Halfling)
Defense specialist: Defense Points * 1
Offense specialist: Offense Points * 0.8
Elite: Racial value
Horse: 0.6
Prisoner: 0
Thief: 4
Wizard: 4
Gold: 1/1000
Food: 0
Runes: 0
Science: 1/92
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Thievery:
Needed:
-More input on relative networth influence on damage and successrate. AS far as I know, propaganda is hugely affected, whereas NS is a lot less affected.
Note: Faeries +20% damage extends all the caps given here. So if it says to a max of 20%, for faeries it's 24%.
Sabotage Wizzards:
-Reduces enemy mana by 10-15% (Need confirmation)
Reduces enemy stealth, only works if enemy stealth is high, which is:
-Have to send target acres x2 thieves
Rob the Granaries:
-31.5% max (46% in war)
-95 bushels/thief (135 in war)
Rob the towers:
-24.5% max (35% in war)
-18.2 runes/thief (26 in war)
Rob the vaults:
-5.2% max (14% in war)
-40 gc/thief (106 in war)
Kidnapping:
-1.75% of enemy peasants taken (2.5% in war)
-0.1 peasant/thief (0.27 in war)
Arson:
-Destroys a small amount of enemy buildings
Greater Arson:
-Destroys 7% of a specific building
Incite Riots:
-Decreases target income
-Send aprox enemy acres * 5 thieves for max effect (Needed: Confirmation)
Steal Horses:
-Steals 20% of enemy horses, of which half are taken to your land
-0.35 horses/thief
Bribe Thieves:
-Decreases enemy thieves effectiveness by 10%
Bribe Generals:
-20% chance of +15% losses on all combat
Free prisoners:
-12% (17% in war)
-0.06 prisoners/thief (0.07 in war)
Night strike:
-Kills 13% solier, 0.55% specs, 0.3% elites
Assassinate Wizzards:NS works a little differently to normal ops. It doesn't target the enemies total number of soldiers, specs or elites, instead it targets separately each 'stack' of them present. What I mean by a stack can be best seen in the Military Affairs page, where each different troop in a different army is it's own stack. So if the enemy has say 100 elites in each of the five armies, that's five stacks of 100 elites, and damage is applied seperately to each stack.
For example, lets say a province of same nw has:
1,000 soldiers, 1,100 DSpecs and 600 elites home and
500 Ospecs and 1,000 elites in army #2.
Lets say we send 150 thieves to NS this target, the damage
would look like this:
Stack 1 = 1,000 soldiers, (0.67 kills/thief, 13% max kills)
150 x 0.67 = 100 kills, 13% x 1,000 = 130 max kills.
So 100 soldiers killed from this stack.
Stack 2 = 1,000 Dspecs, (0.035 kills/thief, 0.55% max kills)
150 x 0.035 = 5 kills, 0.55% x 1,100 = 5 max kills.
So 5 Dspecs killed from this stack.
Stack 3 = 500 elites, (0.015 kills/thief, 0.3% max kills)
0.015 x 150 = 2 kills, 0.3% x 300 = 1 max kill.
So 1 Elite killed from this stack.
Stack 4 = 1,000 elites, (0.015 kills/thief, 0.3% max kills)
0.015 x 150 = 2 kills, 0.3% x 1,000 = 3 max kills.
So 2 Elites killed from this stack.
So you'd get a message telling you that your thieves have killed 108 enemy troops - 100 soldiers, 5 Dspecs and 3 Elites.
Two things which can be handy to remember is if all of a targets troops are home you will need a lot of thieves to get max gains. If they are spread evenly across a few armies it will take less thieves to get the same gains.
-Kills 1.4% of enemy wizzards (2.8% in war)
-Rate of 0.007 wizzards/thief (0.014/thief in war)
Propaganda:
-No cap (send max thieves)
-Highly randomized
-Only works on troops at home
-Need input on average damage
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Magic:
Needed:
-Successrate formula based on relative wpa and spell difficulty
-Self spell success rate based on % guilds.
-Offensive spell duration based on % guilds and relative NW.
Self-spells:
Duration:
Minor Protection (MP):
- +5% DME
-Max duration 24 hours
-Stacks with Greater Protection
Greater Protection (GP):
- +5% DME
-Max duration 36 hours
-Stacks with Minor Protection
Magic Shield:
- +20% defensive wpa
-Max duration 24 hours
Fertile Lands (FL):
- +25% food production
-Max duration 30 hours
Nature's Blessing (NB):
-Protects against storms and drought
-Max duration 36 hours
Love and Peace (LP):
-Increase Birthrate (BR) to 2.8%/tick
-Max duration 22 hours
Builders' Boon (BB):
-Decrease construction time by 25%
-Max duration 24 hours
Inspire army (IA):
-Decreases wages by 15%
-Decrease training time by 20%
-Max duration 24 hours
Invisibility (Invis):
-Increase offensive tpa by 10%
-Max duration 22 hours
Clear Sight (CS):
-Catches 25% of enemy thievery operation
-Max duration 22 days
Fanaticism (Fana):
-Increases OME by 5%
-Decreases DME by 3%
-Max duration 12 hours
Mage's Fury (MF):
-Increases offensive wpa by 20%
-Decreases defensive wpa by 20%
-Max duration 12 hours
Fountain of Knowledge (FoK):
-Increases allocated science learnt by 10%. In other words, only the books that you allocate and are currently being learnt, get the 10% bonus. It does NOT increase your science production.
-Max duration 24 hours
Town Watch (TW):
-Every 4 peasants make 1 defensive point
-Peasants die on defense
-Max duration 18 hours
Aggression:
-Soldiers get +1 offense, -1 defense
-Max duration 24 hours
War Spoils (WS):
-Land taken in combat is immediatly given to you
-Max duration 6 hours
Reflect Magic (RM):
-20% enemy spells are reflected back upon the sender. The effect happens BEFORE success calculation.
-Max duration 18 hours
Patriotism (Pat):
-Increases draft rate by 30%
-Reduce propaganda results by ???
-Max duration 20 hours
Instant:
Mystic Aura (MA):
-Blocks the next offensive spell cast against you
Quick Feet (QF):
-10% attack time
Tree of Gold (ToG):
-Creates gold (26.66% until 53.33% of your income)
Anonimity (Anon):
-Next attack will be anonymous
-Next attack cannot be ambushed
-Next attack does not take honor, but destroys a small % of enemy honor
Animate Dead (AD):
-50% of dead troops in defensive combat return as soldiers
Shadowlight (SL):
-Reveals the performer of the next thievery operation on your land
Paradise (Dice):
-Creates 3-8 acres
-Takes land from exploration pool
Damage spells:
Duration:
Storms:
-1.5% total peasant population/tick
Drought:
- -25% food production, -15% draft rate, -50% horse production
Gluttony (Glut):
-Increases enemy food consumption by 25%
Greed:
- +25% enemy wages
-Should be blanket 24/7 on all enemy provinces.
Pitfalls (PF):
- +25% defensive casualties
Chastity (Chas):
-Stops peasant growth
Explosions:
-50% chance to destroy 55-80% of an aid shipment
Meteor Showers (NS):
-Kills random amount of troops/peasants
Instant Damage:
Expose Thieves (ET):
-Decreases enemy stealth by 15%
Fool's Gold (FG):
-Destroys gc (15-25%)
Fireball (FB):
-4-7% enemy peasants
Lightning Strike (LS):
-30-65% runes
Amnesia:
-Remvoes 13% of enemy science, 65% is relearned over a period of 24 hours.
Nightmares (NM):
-1.5% enemy military back into training (8 days) (Needed: Spec/Elite/Soldier ratios, differences between Hostile/War?)
Mystic Vortex (MV):
-Removes spells (50%/spell)
Tornadoes (Nadoes):
-Destroys random amount of buildings (Needed: Average damage)
Land Lust (LL):
-Transfers land to your province
-Bell curved, max gain is 1.35% of enemy land
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Strategy Section
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Bouncing Hits
Goal: Make sure an enemy attack does not break your defense
How: Make sure your defense rises between them taking your intel and hitting by:
1. Spells: MP/GP/TW. Keep a seperate tab open with one of these spells activated. Monitor your news page. Wait for the enemy to take intel, then quickly cast one of these spells.
2. Soldier blocks: Monitor your news, keep an allied province with a tab open to send you soldier aid. Wait for the enemy to take intel then ask your KD mate to quickly send the soldiers.
Requirements:
1. Quick fingers and internet connection
2. Coordination between two or more provinces (in the case of soldier blocks)
Counter:
1. Take intel
2. Wait a few seconds for soldier stacks to be sent
3. Night strike
4. Re-take intel
5. Hit