Editing Casualties

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Defensive losses start at a base rate given by,
 
Defensive losses start at a base rate given by,
  
<math>3.6%*\frac{DefenderAcres}{AttackerAcres}</math>
+
<math>4.05%*\frac{DefenderAcres}{AttackerAcres}</math>
  
 
meaning that you take less casualties if you are invaded by someone at the very top of your range. The upper range of this is capped at the baseline 4.05%; you will not take increased defensive losses if you are invaded by someone smaller than you are.
 
meaning that you take less casualties if you are invaded by someone at the very top of your range. The upper range of this is capped at the baseline 4.05%; you will not take increased defensive losses if you are invaded by someone smaller than you are.
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This can also be increased if the attacker sends more units than required to break the target. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per
 
This can also be increased if the attacker sends more units than required to break the target. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per
  
<math>3.6%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
+
<math>4.05%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
  
At most, defensive casualties can be 4.8% by oversending or due to any other factors such as wonders or spells (equivalent to oversending by 133%). Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.
+
At most, defensive casualties can be 6%. Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.
  
 
A [[dominion]] which has been invaded recently also suffers reduced casualties.  
 
A [[dominion]] which has been invaded recently also suffers reduced casualties.  

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