LaL-Calculator and Formulary (from all areas): Difference between revisions

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(New page: This formulary provides a deeper knowledge about L&L for players looking for more precise information. However, it is possible to have success in L&L without any calculations. ==Strengt...)
 
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==Strength of militias==
==Strength of militias==


This area has no defense: 0
*This area has no defense: 0
 
*A handful of peasants have formed a small militia here: 1-19
A handful of peasants have formed a small militia here: 1-19
*A small militia defends this area: 20-39
 
*The militia of this area is well organized: 40-79
A small militia defends this area: 20-39
*A large, well organized militia defends this area: 80-159
 
*A very large, well organized militia defends this area: 160-319
The militia of this area is well organized: 40-79
*A very large vigilante group defends this area: 320-639
 
*The defense of this area is exceptional: >639
A large, well organized militia defends this area: 80-159
 
A very large, well organized militia defends this area: 160-319
 
A very large vigilante group defends this area: 320-639
 
The defense of this area is exceptional: >639


==Strength of armies==
==Strength of armies==


none: 0
*none: 0
 
*a few: 1-19
a few: 1-19
*some: 20-49
 
*several: 50-99
some: 20-49
*many: 100-199
 
*a great many: 200-399
several: 50-99
*a horde: 400-799
 
*incredibly many: 800+
many: 100-199
 
a great many: 200-399
 
a horde: 400-799
 
incredibly many: 800+


==Exhaustion==
==Exhaustion==


fresh: 0
*fresh: 0
 
*slightly exhausted: 1-9
slightly exhausted: 1-9
*somewhat exhausted: 10-19
 
*moderately exhausted: 20-29
somewhat exhausted: 10-19
*highly exhausted: 30-39
 
*extremely exhausted: 40-49
moderately exhausted: 20-29
*exhausted to death: 50+
 
highly exhausted: 30-39
 
extremely exhausted: 40-49
 
exhausted to death: 50+


==Experience==
==Experience==


green recruits: 50
*green recruits: 50
 
*recruits: 51-70
recruits: 51-70
*soldiers: 71-90
 
*experienced soldiers: 91-110
soldiers: 71-90
*veterans: 111-120
 
*elite: 121+
experienced soldiers: 91-110
 
veterans: 111-120
 
elite: 121+


==Costs of spies==
==Costs of spies==


gold needed: 15000-(guild's level*600)
*gold needed: 15000-(guild's level*600)
 
*ore needed: 200-(guild's level*8)
ore needed: 200-(guild's level*8)
*logs needed: 100-(guild's level*4)
 
*bread needed: 1000-(guild's level*40)
logs needed: 100-(guild's level*4)
*training time: 24-guild's level
 
bread needed: 1000-(guild's level*40)
 
training time: 24-guild's level


==Reduction of exhaustion of armies==
==Reduction of exhaustion of armies==


rate of reduction each tick without research (field kitchen) = 1
rate of reduction each tick without research (field kitchen) = 1
rate of reduction each tick with research (field kitchen) = 2
rate of reduction each tick with research (field kitchen) = 2
 
*level of castle 1 & 2: +1 rate of reduction
level of castle 1 & 2: +1 rate of reduction
*level of castle 3 & 4: +2 rate of reduction
 
*level of castle 5 & 6: +3 rate of reduction
level of castle 3 & 4: +2 rate of reduction
*level of castle 7: +4 rate of reduction
 
level of castle 5 & 6: +3 rate of reduction
 
level of castle 7: +4 rate of reduction


==Reduction of exhaustion of spies==
==Reduction of exhaustion of spies==


rate of reduction each tick = 1
rate of reduction each tick = 1
The research area "Thieve's Tools" reduces the gain of exhaustion during espionage activities (similar to "Tactic" for armies).
The research area "Thieve's Tools" reduces the gain of exhaustion during espionage activities (similar to "Tactic" for armies).


level of guild 1: +0 rate of reduction
*level of guild 1: +0 rate of reduction
 
*level of guild 2-4: +1 rate of reduction
level of guild 2-4: +1 rate of reduction
*level of guild 5-7: +2 rate of reduction
 
*level of guild 8-10: +3 rate of reduction
level of guild 5-7: +2 rate of reduction
 
level of guild 8-10: +3 rate of reduction


==Strength of spies==
==Strength of spies==
 
*strenth of spy = experience - exhaustion
strenth of spy = experience - exhaustion
*In every spy action, militia support the owner of the estate (this is based strictly on of the percentage of militia in the field.)
In every spy action, militia support the owner of the estate (this is based strictly on of the percentage of militia in the field.)
==Calculation of the upper limit of armies==
==Calculation of the upper limit of armies==


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Honour lost = (points aggressor / points defender) * (-6) + 6
Honour lost = (points aggressor / points defender) * (-6) + 6
Concerning the calculation of the aggressor's points and the defender's points, please refer to the chapter "Honour"!
Concerning the calculation of the aggressor's points and the defender's points, please refer to the chapter [[Honour]]!

Revision as of 13:53, 6 August 2011

This formulary provides a deeper knowledge about L&L for players looking for more precise information. However, it is possible to have success in L&L without any calculations.


Strength of militias

  • This area has no defense: 0
  • A handful of peasants have formed a small militia here: 1-19
  • A small militia defends this area: 20-39
  • The militia of this area is well organized: 40-79
  • A large, well organized militia defends this area: 80-159
  • A very large, well organized militia defends this area: 160-319
  • A very large vigilante group defends this area: 320-639
  • The defense of this area is exceptional: >639

Strength of armies

  • none: 0
  • a few: 1-19
  • some: 20-49
  • several: 50-99
  • many: 100-199
  • a great many: 200-399
  • a horde: 400-799
  • incredibly many: 800+

Exhaustion

  • fresh: 0
  • slightly exhausted: 1-9
  • somewhat exhausted: 10-19
  • moderately exhausted: 20-29
  • highly exhausted: 30-39
  • extremely exhausted: 40-49
  • exhausted to death: 50+

Experience

  • green recruits: 50
  • recruits: 51-70
  • soldiers: 71-90
  • experienced soldiers: 91-110
  • veterans: 111-120
  • elite: 121+

Costs of spies

  • gold needed: 15000-(guild's level*600)
  • ore needed: 200-(guild's level*8)
  • logs needed: 100-(guild's level*4)
  • bread needed: 1000-(guild's level*40)
  • training time: 24-guild's level

Reduction of exhaustion of armies

rate of reduction each tick without research (field kitchen) = 1 rate of reduction each tick with research (field kitchen) = 2

  • level of castle 1 & 2: +1 rate of reduction
  • level of castle 3 & 4: +2 rate of reduction
  • level of castle 5 & 6: +3 rate of reduction
  • level of castle 7: +4 rate of reduction

Reduction of exhaustion of spies

rate of reduction each tick = 1 The research area "Thieve's Tools" reduces the gain of exhaustion during espionage activities (similar to "Tactic" for armies).

  • level of guild 1: +0 rate of reduction
  • level of guild 2-4: +1 rate of reduction
  • level of guild 5-7: +2 rate of reduction
  • level of guild 8-10: +3 rate of reduction

Strength of spies

  • strenth of spy = experience - exhaustion
  • In every spy action, militia support the owner of the estate (this is based strictly on of the percentage of militia in the field.)

Calculation of the upper limit of armies

army limit = (square root of ((sum of the levels of all castles)*4))+3

Calculation of the upper limit of ships

ship limit = (square root of ((sum of the levels of all harbours)*8))+3

Calculation of the upper limit of spies

spy limit = (square root of ((sum of the levels of all thieves' guilds)*4))+3

Calculation of the costs of bureaucracy

cost = (number of fields*(number of fields/2)-100)*1.5*5*(e to the power of (-0.0016 * honour))

Calculation of the noob protection

Noob protection = 60.000 points + 6.000 points every completed 50 turns

Calculation of the honour lost

Honour lost = (points aggressor / points defender) * (-6) + 6 Concerning the calculation of the aggressor's points and the defender's points, please refer to the chapter Honour!