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. In the calculations below, I haven't included the 5 population/residence increase that the longevity research provides.
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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%.
R*4L = Like Res * 4 above, but with longevity researched.
Star Mines for income
• Star Mines do not require power.
• Usually give more money.
• 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
• Civilians require 0.25 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.
• Civilians are needed in order to train a good military
force.
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
different attack times are with different amounts of WL's.
44 is the max, and means that your troops will be back really
fast. (in 1-3-4 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 11h away with 3 WL's (higher S) than
a kingom 6h away with 1 WL..
S for 1 WL -- 6h AT = ((100/1 )/6) = 17
S for 3 WL's -- 11h AT = (((100/3)/3)+((100/3)/7)+((100/3)/11))
= 19
Number of forces returning home/Return time
for each WL :(33/2)+(33/4)+(33/6) = 30, for 6h using 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 = -25 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. |