Equations
From Chaoswiki
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Spells
- Spell Success/Failure:
Casting Skill = (Wizards) * (Wizard Skill / 10) * (Profbonus (Wizards)) * (Morale/100) * 20 )/ (Land).
Chance of Success = (Casting Skill) / (Casting Skill + Difficulty) * 100.
If rand (100) < Chance, spell succeeds.
- Second check for offensive spells:
Power and Enemy Power calculated as below.
Chance = Power / ( Power + Enemy Power ) * 100.
If rand (100) < Chance, spell succeeds.
- Spell Power:
Power = (Wizard Skill - 5) * (Profbonus (Wizards)) * (Morale / 100) / (Spell Power Modifier).
- Spell Length:
Length = (rand (Base Length) + (Base Length / 2)) * (Power).
Result is rounded down.
Thieves
Stealth affects success/fail chance and how much you can get.
EffectiveGuards = (# guards) * (morale/100) * [(guard skill - 4)^2]* (1+prof bonus) / land
GuardDefense = EffectiveGuards * ( 0.9 + %walls )/land
Thieves are the same as guards except that stealth is taken into account:
EffectiveThieves = (Stealth after operation cost)* (# theives) * (morale/100) * [(thief skill - 4)^2]* (1+prof bonus) / land
ThiefDefense = EffectiveThieves * ( 0.9 + %walls )/land
These are compared so that when equal there's a 50% chance of catching the thieves.
Guards are like thieves that can only be used for thief defense. They are always assumed to have 100% Stealth.
Propaganda cannot reduce morale to below 30. If the defender has 30 morale or less, propaganda will do nothing.
Drug Soldiers knocks out 5% of the amount of Readiness that the defender has, i.e. at 100% a loss of 5% readiness occurs, at 50% only 2.5% readiness is lost.
Exploration
Cost Per Acre = (Current Land - 30)^1.44
Production
Amount Produced = (Number of Workers)*(Amount 1 Worker Produces)*(Worker Skill/10)*(1 + Profession Bonus)*(Morale/100).
The Amount 1 Worker Produces is best found from the in-game help description of the job you are looking at. This will make sure that it's current for the age you're in. It's in terms of a Skill 10 worker with 100% Morale, which is why you need this equation to see how much a real worker will create.
In age 20, the amount of resources a single worker produces is as follows:
- Merchants Gold 90
- Alchemists Gold 350
- Woodsmen Wood 5
- Quarrymen Stone 3.5
- Weavers Cloth 1.5
- Runists Runes 2.5
- Shamen Mana 25
- Builders Build Points 2.4
- Farmers Food 10
- Teachers Skill Points 1.75
- Seers Views 4
- Miners Ore 4
- Armourers Armour 1.85
- Weaponsmiths Weapons 2
- Elementalists Elementals 0.2
- Engineers Construction 5
- Scholars Research 1.15
- Entertainers Entertainment 24
Thieves and Wizards show an amount of "Theft" and "Magic" that they produce. This is not a tangible resource, but rather a measure of the power of these workers. See the sections on Spells and Thievery, above.
