14.0 Tables and formulas

14.0 Tables and formulas

In this chapter you can find all sorts of formulas and tables.

14.1 Economy

All tables regarding economy are presented here.

Cost of administration

inc. adm.  inc. adm.  inc. adm.   inc. adm.  inc.  adm.
  0 - 0     30 - 14    60 - 32     90 - 53    120 - 76  
  1 - 0     31 - 14    61 - 33     91 - 54    121 - 76  
  2 - 0     32 - 15    62 - 34     92 - 55    122 - 77  
  3 - 0     33 - 16    63 - 34     93 - 55    123 - 78  
  4 - 0     34 - 17    64 - 35     94 - 56    124 - 79  
  5 - 0     35 - 17    65 - 35     95 - 57    125 - 79  
  6 - 1     36 - 18    66 - 36     96 - 58    126 - 80  
  7 - 1     37 - 18    67 - 37     97 - 58    127 - 81  
  8 - 2     38 - 19    68 - 38     98 - 59    128 - 82  
  9 - 2     39 - 19    69 - 38     99 - 60    129 - 82  
 10 - 3     40 - 20    70 - 39    100 - 61    130 - 83  
 11 - 3     41 - 20    71 - 39    101 - 61    131 - 84  
 12 - 4     42 - 21    72 - 40    102 - 62    132 - 85  
 13 - 4     43 - 22    73 - 41    103 - 63    133 - 85  
 14 - 5     44 - 23    74 - 42    104 - 64    134 - 86  
 15 - 5     45 - 23    75 - 42    105 - 64    135 - 87  
 16 - 6     46 - 24    76 - 43    106 - 65    136 - 88  
 17 - 6     47 - 24    77 - 44    107 - 66    137 - 88  
 18 - 7     48 - 25    78 - 45    108 - 67    138 - 89  
 19 - 7     49 - 25    79 - 45    109 - 67    139 - 90  
 20 - 8     50 - 26    80 - 46    110 - 68    140 - 91  
 21 - 8     51 - 26    81 - 46    111 - 69    141 - 91  
 22 - 9     52 - 27    82 - 47    112 - 70    142 - 92  
 23 - 10    53 - 28    83 - 48    113 - 70    143 - 93  
 24 - 11    54 - 29    84 - 49    114 - 71    144 - 94  
 25 - 11    55 - 29    85 - 49    115 - 72    145 - 94  
 26 - 12    56 - 30    86 - 50    116 - 73    146 - 95  
 27 - 12    57 - 30    87 - 51    117 - 73    147 - 96  
 28 - 13    58 - 31    88 - 52    118 - 74    148 - 97  
 29 - 13    59 - 31    89 - 52    119 - 75    149 - 97  
 30 - 14    60 - 32    90 - 53    120 - 76    150 - 98  
 31 - 14    61 - 33    91 - 54    121 - 76    151 - 99  
 32 - 15    62 - 34    92 - 55    122 - 77    152 - 100  
 33 - 16    63 - 34    93 - 55    123 - 78    153 - 100  
 34 - 17    64 - 35    94 - 56    124 - 79    154 - 101  
 35 - 17    65 - 35    95 - 57    125 - 79    155 - 102  
 36 - 18    66 - 36    96 - 58    126 - 80    156 - 103  
 37 - 18    67 - 37    97 - 58    127 - 81    157 - 103  
 38 - 19    68 - 38    98 - 59    128 - 82    158 - 104  
 39 - 19    69 - 38    99 - 60    129 - 82    159 - 105  
Insert your income from provinces and mines minus costs for warg_farms and stables as inc. Then you see how much your administration will cost. Elven and dwarven kingdoms pay 5 and 3 gold less than the table shows respectively.

Crime

The cost for crime is not lowering the administrationcost.
Race:     How much is stolen from the Crown:
Elf       Nothing.
Duck      Random(income from provinces/4)
Dwarf     75 % chance for: Random(income from provinces/4)/2
          25 % chance for: Nothing
Human     Random(income from provinces/4)/2
Orc       Random(income from provinces/4)

(Random is a function that returns a value between 0
 and its argument - 1)

Chance to find a mine

terrain:   Chance to find a mine
forest     0.183333
grassland  0.366667
land       0.600000
mountain   0.843750

How much income will a mine generate?

Mine type:   Chance*  Income:   Ore production:
poor_mine     20 %       1         1
small_mine    40 %       2         2
great_mine    30 %       4         3
huge_mine     10 %       8         5

*) change: Chance that the mine will be of that type.

Note: This income will make the administration costs higher.

Income from towns

First duck, dwarven and elven towns produce some extra raw materials. Duck towns produce the double amount of tradegoods (the income from villages, roads, warg_farms and stables), dwarven towns produce 3*(normal ore)/2+1 ore and Elven towns produce 4*(normal spec)/3+1 spec (rounded downward).

A duck, dwarven or orcish town then gives the following income:

(A+B*2+C*4+D*8+T)/6 gold
Where A is the most common raw material, B the second most common and so on. T is the number of villages, roads, warg_farms and stables near the town (This is reported as "tradegoods" in the report. Tradegoods is not a raw material!).

For human towns:
(A+B*2+C*4+D*12+T)/6 gold

And for elven towns: (A+B*2+C*4+D*8+T)/9 gold

A town keeps raw material and tradegoods in a warehouse. It stores the amount of raw material that it produced last turn. This makes it possible to use the export-order.

If the town has more of a raw material or tradegoods in the warehouse than it produces, it will use half of it to produce gold.

Terrain types and their income

   Terrain:   Income:                Raw-material:

f  forest     2                      1 timber
              +2 with elves          +1 food if elves in province 
                                     +1 food if orcs in town

g  grassland  2                      1 food 
              +2 with humans         +1 food if humans in province

l  land       2                      1 spec, 
                                     +1 food if orcs in town

m  mountain   0                      1 ore 
              +2 with dwarves        +1 ore if dwarves in province 

w  water      0                      Nothing
              +2 with ducks          +1 food with ducks
              +2 with fishing_nets   +1 food with fishing_nets

Migration

What:                         Chance:
Colonisation                  50 %, 83.5 % for orc kingdoms
Kingdom race move in          20 % 
Dwarves move into mountains   14 %
Ducks move into water         25 %
Elves move into forest         4 %
Humans move into grassland     7 %
Orcs move into any province    4 %

Nothing else happens the same turn as the province is colonised, but the other migrations can happen one time each in the order they are listed in the table.

Cost to maintain armies

Type of army:  Where:     Orc Kingdom: Cost:
mounted army   ally land  Yes          4
mounted army   other land Yes          4
other army     ally land  Yes          2
other army     other land Yes          3

mounted army   ally land  No           4
mounted army   other land No           5
other army     ally land  No           2
other army     other land No           4

This is the cost to maintain an army. Read 5.0 Sequence of actions to see when this is done.

14.2 War tables

Here all tables and formulas concerning battle and war are gathered.

Risks of rebellions

Province    Your kingdom race:
race:       Ducks  Dwarves Elves Humans Orcs  
Ducks        0      0       0     0      0
Dwarves      0.85   0.25    0.85  0.85  50
Elves        5      1.5     0     1.5   50
Humans       1.25   1.25    1.25  0.85   1.25
Orcs        25     25      50    25      5
These are the risks in percent that the province will rebel, but villages, armies and secret service can stop the rebellion. A church in the province eliminates the risk of rebellions.

Defence bonus in different terrains


Race       Forest Grassland Land Mountain Water
Duck        1      0         0    1        1
Dwarf       1      0         0    2        0
Elf         2      0         0    1        0
Human       1      0         0    1        0
Orc         1      0         0    1        0

This bonus is added to the the army's ERF if it does not move when it is attacked. But the army must be in a province controlled by its kingdom.

Race-bonus in different terrains


Race       Forest Grassland Land Mountain Water
Duck        0      0         0    0        2
Dwarf       0      0         0    1        0
Elf         1      0         0    0        0
Human       0      1         0    0        0
Orc         0      0         1    0        0
This bonus is always added to an army's ERF. If the army encounter armies during movement it receives bonus according to the province terrain from where if moved.

Dwarves only have half strength at sea and orcs only 2/3 strength. Ducks always have 2/3 strength.

Rebels

Rebels (including trolls) always get the same bonuses as the race which populate their province. If they are in an unpopulated province, the get bonuses as if they belong to an orc kingdom.

Warg_armies' strength relative to normal armies

Army Type:    Forest Grassland Land Mountain Water
Warg_army      2      4         4    2        1
This number is multiplied with the army strength after the defence and race bonuses are added.

Cavalries' strength relative to normal armies

The soldier's race:  Forest Grassland Land Mountain Water
Duck                  2      2         2    1        1
Dwarf                 2      3         3    3        1
Elf                   3      4         3    2        1
Human                 2      6         3    2        1
Orc                   2      4         3    2        1
This number is multiplied with the army strength after the defence and race bonuses are added.

Knights' strength relative to normal armies

The soldier's race:  Forest Grassland Land Mountain Water
Duck                  8      11        9    7        6
Dwarf                 8      12        9    10       6
Elf                   10     12        10   9        6
Human                 8      16        10   8        6
Orc                   8      12        10   9        6
This number is multiplied with the army strength after the defence and race bonuses are added.

Other armies' strength relative to normal armies


Army Type        Relative Strength
archers           0.5
catapults         0.5
Dragon            He-He!
mithril_warriors  5
Ship              4 (At sea)
Ship              1 (On land)
Frigate           16 (At sea)
Frigate           6 (On land)
Sky_castle        6
Stone_castle      6
town_guard        1
trolls            24 (No bonus from "iron")

This number is multiplied with the army strength after the defence and race bonuses are added.

Other modifications


Type                           Relative Strength
Race=Duck                       2/3

iron & (!steel) & (race!=dwarf) 3/2
iron & (!steel) & (race=dwarf)  2
iron & steel & (race!=dwarf)    2
iron & steel & (race=dwarf)     5/2
armour & (!steel)               2
armour & steel                  5/2

Sick army                       1/8
Army killed by arrows           1/624

This number is multiplied with the army strength after the defence and race bonuses are added. "!" means that the technology is not possessed. "!=" means not equal to. Example: A dwarven kingdom with steel, armour and iron gets the bonus:
(5/2)*(5/2)

Armies' offensive missile strength

With the technology bows:   strength=1/4
Without bows:               strength=1/924
Duck army:                  * 2/3
With the technology iron:   * 5/4

Army Type        Relative Strength
archers           4
catapults         4
Firewalkers       1/2
Frigates          3 (only with bows)
Ships             3 (only with bows)
Trolls            1/60
Turtle            1/10

Other             1

This number is multiplied with the army strength after the defence and race bonuses are added. The table Other modifications above does not apply for missile strength.

Armies' defensive missile strength


Type                             Relative Strength

Race=Duck:                            * 1
The technology armour and steel:      * 5/2
The technology armour without steel:  * 2
Army with plague:                     * 1/2

firewalkers       2
mithril_warriors  10
Frigates          5 (Both on land and at sea)
Ship              4 (Both on land and at sea)
Sky_castle        6
Stone_castle      6
trolls            6

Other             1

The risks that troll armies do something stupid

There is a 25 % chance that a troll army will make up its own orders. There is an equal chance for every direction including standing still.

Rebel trolls will however always move in some direction every turn.

If any of your troll armies has nothing to plunder one turn there is a 12.5 % chance that they become rebel trolls (And they are no nice guys...).

14.3 Tables of disasters

Here are all tables and formulas concerning cosy stuff...

New plagues

Race in province:  Chance of new plague each turn
Duck                0.2 %
Dwarf               0.08 %
Elf                 0 %
Human               0.25 %
Orc                 0.8 %


Race in town:   Chance of new plague each turn
Duck             0.12 %
Dwarf            0.08 %
Elf              0 %
Human            0.35 %
Orc              0.83 %

Types of plagues

Contagious levels:
Contagious number: Name:                 % risk for this type: 
1                  non contagious            20
2                  very little contagious    20
3                  little contagious         15
4                  contagious                 9
5                  very contagious            8
6                  very very contagious       5
7                  almost epidemic            5
8                  epidemic                   5
9                  very epidemic              5
12                 truly epidemic             5
20                 doom bringer epidemic      3

Mortality levels:

Mortality number: Name:             % risk for this type: 
1                 cold                   20
2                 influenza              20
3                 severe influenza       15
4                 benign plague           9
5                 plague                  8
6                 severe plague           5
7                 mostly deadly           5
8                 deadly                  5
9                 very deadly             5
12                truly deadly            5
20                doom maker              3

The races' resistance against plague

Race:     Resistance
Duck       4
Dwarf      10
Elf       Immune
Human      4
Orc        8
The risk that a population, army or town dies is (pest mortality)/(pest mortality + Resistance).

Spreading of pestilence

The risk that one province gets the plague from a nearby province is (pest contagious)/(pest contagious + Resistance)

If the plague is coming from a different race the Resistance is three times higher. Between Ducks and other races it is 400 times higher.

Then the plague is spread in the same way from armies to the province they are in, from towns to their provinces, from provinces to armies and from provinces to towns in the same way.

Pestilence is never spread into an unpopulated province.

End of pestilence

The chance that a population, army or town become healthy is sqr((pest mortality)/(pest mortality + Resistance))

If elves move into the province or if the province becomes unpopulated the pestilence always disappears, but only after the plague has had a chance to spread itselves.

The order army_to_village can end (and start!) a plague. Plunder, foo_populate (foo=race) and burn also removes the plague from a province. If another race immigrates into a province the plague disappears too.

Destruction of structures

Structure:   Risk to be destroyed each turn:
irrigation    0.25 % 
roads         0.5 %
poor_mine     1.7 %
small_mine    0.8 %
great_mine    0.4 %
huge_mine     0.2 %
village       0.4 %
town          0.5 %   (0.38 % with "stone_building")

14.4 Tables of magic and priest rituals

Here are some tables about the chance to succeed in different rituals.

Risk to hit wrong province with burn

                                  Elves:  Other races:
Risk to hit a nearby province:     7.5 %   15 %
Risk to hit a random province:     1.25 %  2.5 %
Chance to hit the chosen province: 91.25 % 82.5 %

The chance to gather mages for a burn ritual

Number of provinces:  Burn:  Diburn:
  0                    0 %    0 %
  1                    5 %    3 %
  2                   10 %    6 %
  3                   15 %    9 %
  4                   20 %   12 %
  5                   25 %   15 %
  6                   30 %   18 %
  7                   35 %   21 %
  8                   40 %   24 %
  9                   45 %   27 %
 10                   50 %   30 %
 11                   54 %   32 %
 12                   58 %   34 %
 13                   61 %   36 %
 14                   64 %   38 %
 15                   66 %   40 %
 16                   68 %   42 %
 17                   70 %   44 %
 18                   72 %   46 %
 19                   74 %   48 %
 20                   75 %   50 %
 21                   76 %   52 %
 22                   77 %   54 %
 23                   78 %   56 %
 24                   79 %   58 %
 25                   80 %   60 %
 26                   81 %   62 %
 27                   82 %   64 %
 28                   83 %   66 %
 29                   84 %   68 %
 30                   85 %   70 %
...
 40                   90 %   80 %
...
 50                   94 %   85 %
...
 60 and above         97 %   87 %

The diburn-chance is for the ability to perform both burnings. Either there will be two or no burnings.

Risk for a priest kingdom to fail to heal an army back to life

If your priest are not given any order, they will try to heal the best army that has died on your land. To understand more read 5.0 Sequence of actions.
              Elves:  Other races:
Risk to fail   7.75%   17.5 % 

Risk for a kingdom to fail to protect a province

              Elves:  Other races:
Risk to fail   7.75%   17.5 % 

14.5 Miscellaneous tables

Chance to steal a technology

Technology        chance to be stolen
armour              1/30
bows                1/26
churches            1/3
death_training      1/20
diburn              1/60
horseriding         1/6
magic_village       1/50
metallurgy          1/60
mithril             1/60
pest                1/150
ships               1/40
steel               1/15
training            1/20
trolls              1/40
worm_lore           1/40
worms               1/35

Other               1/10
This is the chance to get a technology that you do not possess from a kingdom when you occupy one of its provinces. If the other kingdom possesses the technology "protect_inventions" this chance is divided by 3. If there is no one living in the occupied province no technology is stolen. And if the race in the province is different from the occupying army the chance is divided by 2.

14.6 About the rumours

In the rumours-section of the report, there are some tables. First you may receive a report about the most experienced army in the campaign. The chance to see this rumour is 0.25.

Then there are lists of most income, most provinces and most technologies. The values used here are not the real ones (except for your own kingdom).

Instead (4D25 - 52) % is added to each value. (That is four 25-sided dice minus 54). This value is spreaded to all kingdoms and then another (4D25 - 52) % is added. So the biggest kingdom in the rumours may be only one forth of what the rumour say. But often they are about +-10 % wrong only.

Then there is a list of all alliances. An alliance does not mean that every kingdom in the alliance is allied with all the others. Some of the members may even be at war with eachother. But they are all tied together with alliances somehow.

Example: If England and France are allied, and France and Russia are allied, then England, France and Russia are the same alliance regardless of what England and Russia think of eachother.

The kingdom with the greatest income is called the alliance leaders. NOTE: The alliance leader is always the kingdom with the greatest income and there are no random value added when this is selected. Therefore you can get better information here, than in the Greatest-Income-table.

Then the different alliances are sorted after income. (4D25 - 52) % to this income as in the other tables. The kingdoms that are not alliance leaders are only sorted by their kingdom number.

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