Formulas
This page lists commonly referenced source-backed formulas. Most formulas are affected by race, spell, tech, wonder, hero, and other modifiers after the base value is calculated.
Exploration
The platinum cost per explored acre is based on current land before exploring:
0.6 * Land^1.299 + LowLandAdjustment
If Land is below 1520:
LowLandAdjustment = -0.001 * Land^2 + 1.91 * Land - 593
At 1520 land and above, LowLandAdjustment is 0. The final per-acre platinum cost is rounded after exploration-cost modifiers are applied.
The draftee cost per explored acre is:
floor(Land / 150) + 3
Construction
Base construction costs use explored and conquered acres:
Platinum = round(850 + ConqueredAcres + 1.25 * ExploredAcres)
Lumber = round(87.5 + ConqueredAcres / 4.25 + 0.285 * ExploredAcres)
Construction-cost modifiers are applied after the base cost. Platinum construction cost cannot be reduced below 20% of base cost, and lumber construction cost cannot be reduced below 25% of base cost.
Rezoning
Platinum = round(250 + 0.6 * ExploredAcres + 0.2 * ConqueredAcres)
Factory and other rezone-cost modifiers are applied after the base cost.
Operations
Information operation success chance is based on relative spy or wizard ratio:
Chance = 0.8 ^ (2 / ((RelativeRatio * 1.4) ^ 1.2)) + StrengthModifier
Theft and black-op success chance uses:
Chance = 0.7 ^ (2 / ((RelativeRatio * 1.3) ^ 1.2)) + StrengthModifier
StrengthModifier is based on the attacker's current spy/wizard strength minus the target's current strength. Final chances are clamped by operation type.
Land Loss and Gains
Successful invasions first calculate target land lost from attacker land, land ratio, and war status. The base land-loss multiplier is 0.75, with higher multipliers for unilateral and mutual war.
If LandRatio is below 0.55:
Segment = 0.304 * LandRatio^2 - 0.227 * LandRatio + 0.048
If LandRatio is at least 0.55 and below 0.75:
Segment = 0.154 * LandRatio - 0.069
At 0.75 LandRatio and above:
Segment = 0.129 * LandRatio - 0.048
TargetLandLost = max(10, floor(Segment * 0.75 * AttackerLand * WarMultiplier))
The attacker gains the target land lost plus generated land equal to the target land lost.
Prestige
Attacker prestige gain starts from the target's land ratio and land size:
Gain = min(LandRatio * 200 - 115, 70) + max(0, DefenderLand - 750) / 100
Prestige gain is then affected by morale and other prestige-gain modifiers. Defender prestige loss is 5% of defender prestige, capped by the attacker's prestige gain when applicable.