# LaL-Calculator and Formulary (from all areas)

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.

## Contents

- 1 Strength of militias
- 2 Strength of armies
- 3 Exhaustion
- 4 Experience
- 5 Costs of spies
- 6 Reduction of exhaustion of armies
- 7 Reduction of exhaustion of spies
- 8 Strength of spies
- 9 Calculation of the upper limit of armies
- 10 Calculation of the upper limit of fleets
- 11 Calculation of the upper limit of spies
- 12 Calculation of the costs of bureaucracy
- 13 Calculation of the noob protection
- 14 Calculation of the honour lost

## 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 fleets

fleet limit = square root of (sum of the levels of all harbours)+1

## 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!