Residences
or Star Mines?
Below are some calculations on income from Residences
compared to income from Star Mines, attack times, and other
interesting things which can be good to know. Star mines give
120 money/hour in income, while civilians pay 1.95 money in
taxes. There is also a +-5% randomness factor to a kingdom's
income, even if that value isn't mentioned anywhere in the
game.
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Res *1
= Residence, with no money bonus and no population bonus.
Res *2 = Residence, with no money bonus
and population bonus on 20%.
Res *3 = Residence, with money bonus
on 25% and no population bonus.
Res *4 = Residence, with money bonus
on 25% and population bonus on 20%.
SM *1 = Star Mine , with no money bonus.
SM *2 = Star Mine , with money bonus
on 25%.
Star Mines for income
• Star Mines do not require power.
• Give an income immediately after being constructed.
• Give less Net worth than residences filled with civilians
do.
• Can not be destroyed/arsoned.
Residences for income
• Usually give more money with the right researches
made.
• Civilians require 0.35 power/hour each, so you need
more powerplants.
• Residences need to be filled before civilians pay
taxes. population increases with as most 2,5%/hour.
• Residences and civilians are very vulnerable. If you
play with a lot of residences, people can arson you a few
times or kidnap from you a few times/day, and your kingdom
will be messed up for a long while.
Attack Time and attack efficiency
The attack which gives the most land for the least amount
of military is not always the best attack. If you are going
to make a big hit and perhaps leave your kingdom open, attack
time is usually just as important to take into concideration
when attacking, as what you will gain. Is it really good to
send half your army to hit someone 15 hours away with one
war leader when you can gain a little bit less if attacking
someone ten hours away with four WL's? Below are some calculations
of attack efficiency, based on when your army will return,
and also how much time each war leader needs to come back
when hitting a target a specific amount of hours away.
Depending on how far away the target
is (AT) and how many War Leaders you send when attacking (WL's),
the troops will require a different amount of time to return
home after each attack. Here are some calculations about how
useful (T1-T4) different attack times are with different WL's.
50 is the max, and means that your troops will be back really
fast. (in 1-2-3 and 6 hours)
To calculate the S value, set X = (100/ amount of War leaders
sent). If you send four War Leaders, 100/4 =25% of the army
will return with each one of those, for example.
Then divide X with the attack time for each one of those to
get the S value. As you can see on the examples below, it´s
better to hit a kingdom 6h away with 1 WL than a kingdom 11h
away with 3 WL's.
S for 1 WL -- 6h AT = ((100/1 )/6) = 17
S for 3 WL's -- 11h AT = (((100/3)/3)+((100/3)/6)+((100/3)/11))
= 20
Number of forces returning home/Return
time for each WL - (33/2)+(33/4)+(33/6) = 30, for 6h..3WL's,
for example.
The greater the number is, the faster the return times for
the forces will be.
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Attack time = (sqr ((value1
^ 2) + (value2 ^2)) + 14) * ((100 + Pbonus + Sbonus + Ebonus
+ Wbonus) / 100)
value1 = min (xdiff , (10 - xdiff))
value2 = min (ydiff, (10 - ydiff))
xdiff = abs (X1 - X2)
ydiff = abs (Y1 - Y2)
min = the minimum of two different values, for example 2 in
min (2, 3)
sqr = square root
abs = absolute value
Pbonus = -30 if you are Mystical Lands, 15 if you are Forest
and Wilderness, else 0.
Sbonus = -10 if the person you attack is in your sector, else
0.
Ebonus = -10 if you have Energy Core Researched, else 0.
Wbonus = - Warp Core Efficiency % which you have researched,
0 if you don't have it researched at all. |