Difference between revisions of "Casualties"

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During [[invasion]], both the attacker and the defender will lose units, except for units which are [[#Immortality_(Almost_Never_Dies)|immortal]]).
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During [[invasion]], both the attacker and the defender will lose units, except for units which are [[#Immortality_(Almost_Never_Dies)|immortal]]. These lost units are referred to as '''casualties'''.
  
 
== Offensive Casualties ==
 
== Offensive Casualties ==
  
The invader loses 8.5% of the units required to [[break]] the target.  
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When attacking, the invader loses a base rate of 8.5% of the units required to [[break]] the target.  
  
 
If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units.  
 
If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units.  
  
You lose <code>5000*8.5%=425</code> and '''not''' <code>6000*8.5%=510</code> units.
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You would lose
 +
 
 +
<math>5000 * 8.5% = 425 units</math>
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 +
and '''not'''
 +
 
 +
<math>6000 * 8.5% = 510 units</math>
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 +
If you fail to break your target, you will suffer 8.5% casualties of the units sent on attack.
 +
 
 +
Attacking a wonder will always cause 3.5% casualties except for [[Gnome]] Suicide Squads.
  
 
== Defensive Casualties ==
 
== Defensive Casualties ==
  
Defensive losses start at a base of <code>4.05%*land ratio</code>, meaning that you take less casualties if you are invaded by someone at the very top of your range. 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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Defensive losses start at a base rate given by,
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 +
<math>3.6%*\frac{DefenderAcres}{AttackerAcres}</math>
  
They can also be increased if the attacker sends more units than required to break the target. At most, defensive casualties can be 6%. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per the <code>4.05%*land ratio*modifiers</code> formula. Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.
+
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.
  
A [[dominion]] which has been invaded recently also suffers reduced casualties.
+
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
* First invasion: 100% (of the base).
 
* Second invasion: 80%.
 
* Third invasion: 60%.
 
* Fourth invasion: 55%.
 
* Fifth invasion: 45%
 
* Sixth invasion and more: 35%.
 
  
A dominion retains its 'invaded' status for 24 hours exactly. For example, you are hit at 15:40 and 19:59 server time on one day. If someone wants to hit you at 15:30 on the next day, you will have two invasions marked, and your casualties would therefore be only 60% of normal as it would be the third invasion. However, if that invader waits until 15:41, you would only have one invasion marked on you, and thus your casualties (and their [[Prestige]] gain) would be greater.
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<math>3.6%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
  
== Reducing Casualties ==
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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.
  
Casualty reduction bonuses are split into three types: unit bonuses, non-unit bonuses, and the recently invaded casualty reduction explained earlier. As the names suggest, the unit bonuses are inherent to the units themselves, e.g. [[Human]] Knights having -25% casualties or the various Reduced Combat Loss bonuses like [[Goblin]] Shamans, while non-unit bonuses consist of basically everything else, such as techs, racial spells, and buildings. Bonuses that fall within the same category are additive with each other. A Lycanthrope with [[Teching#The_Techs|Tactical Battle]] and 5% Shrines would have only half casualties on Garou because the -25% casualties bonuses from the tech and the buildings are both non-unit. However, cross-category bonuses are multiplicative. That same Lycanthrope's Werewolves would have total casualties of <code>0.085 * 0.5 * 0.75 = 0.031875 = 3.1875%</code> if sent on an attack.
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A [[dominion]] which has been invaded recently also suffers reduced casualties.
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* First invasion: 100% (of the base)
 +
* Second invasion: 75%
 +
* Third invasion: 50%
 +
* Fourth invasion and more: 25%
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'''Note:''' ''This invasion modifier is only applied if it is a greater reduction (and never applied as an additional reduction) than the other reductions already in effect (such as unit-based defensive losses and the land ratio modifier).''
  
Non-unit bonuses cap at -80%, so having 16% (maxed out) Shrines and the Tactical Battle tech means you have 5% Shrines that are doing nothing to help you.
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A dominion retains its 'invaded' status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day.
  
Casualty reductions do not work with [[Gnome]] Suicide Squads.
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Defensive casualties on a [[Invading#Razing|raze]] (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target.
 +
 
 +
Bounces failing by more than 20% produce zero defensive casualties.
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 +
== Casualty Reduction ==
 +
 
 +
Casualty reduction bonuses are split into two types: unit bonuses and non-unit bonuses.
 +
 
 +
As the names suggest, the unit bonuses are inherent to the units themselves, e.g. [[Human]] Knights, [[Nox]] Lich, or the various Reduced Combat Loss bonuses like  [[Goblin]] Shamans. Non-unit bonuses consist of all other bonuses including techs, racial spells, and buildings.
 +
 
 +
Bonuses that fall within the same category are additive with each other. A Human with -25% casualties from techs and -25% casualties from Shrines would have only half casualties on Cavalry because both bonuses are non-unit modifiers. However, cross-category bonuses are multiplicative. That same Human's Knights, if sent on an attack, would have total casualties of
 +
 
 +
<math>0.085 * 0.5 * 0.75 = 0.031875 = 3.1875%</math>
 +
 
 +
Non-unit bonuses cap at -80%; having max 16% Shrines (-80% casualties) and -25% casualties in techs means you have 5% Shrines that are above the cap and cannot apply their bonus.
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 +
Casualty reductions do not work with Gnome Suicide Squads.
  
 
=== List of Casualty Reducing Bonuses ===
 
=== List of Casualty Reducing Bonuses ===
  
Offensive only:
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{| class="wikitable"
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! Type
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! Unit
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! Non-Unit
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|-
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| Offensive Only
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| [[Firewalker]] Salamander: 45% fewer casualties on offense
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|-
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| Defensive Only
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| [[Lycanthrope]] Werewolf: 50% fewer casualties on defense
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[[Spirit]] Phantom Knight: 50% fewer casualties on defense
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 +
 
 +
[[Goblin]] Shaman: Reduces combat losses
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 +
[[Icekin]] Snow Witch: Reduces combat losses
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[[Orc]] Voodoo Mage: Reduces combat losses
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 +
| None
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|-
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| Offensive & Defensive
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| [[Dark Elf]] Spellblade: 15% fewer casualties
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 +
[[Human]] Knight: 25% fewer casualties
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 +
[[Nomad]] Blademaster: 25% fewer casualties
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 +
[[Nox]] Lich: 50% fewer casualties
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 +
[[Sylvan]] Centaur: 25% fewer casualties
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 +
[[Undead]] Ghoul and Progeny: 75% fewer casualties
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[[Dwarf]] Cleric: Reduces combat losses
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| Healer [[Heroes|Hero]]: Variable reduction based on Hero level
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Battle Tactics [[Teching|tech]]: 5% fewer casualties
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Survivalist Mentality tech: 5% fewer casualties
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Battle Commanders tech: 7.5% fewer casualties
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 +
Field Surgery tech: 7.5% fewer casualties
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 +
Ruby Monolith [[Wonder]]: 10% fewer casualties
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 +
Frenzy spell ([[Halfling]] only): 35 % fewer casualties
 +
 
 +
Regeneration spell (Troll only): 25% fewer casualties
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 +
Bloodrage spell (Orc only): 10% ''increased'' casualties
 +
|}
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=== Reduced Combat Losses ===
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Units with reduced combat losses, or RCL, offer a range of casualty reduction from 0 to 50% based on what percentage of your army consists of the unit. Your army consists only of trained units in this calculation: draftees do not count.
  
* [[Shrines]]: a rarely used building as most find that land spent on Shrines benefits you more if used for other buildings.
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<math>RCLreduction = \frac{RCLunit/TotalUnits}{2}</math>
* The Commander's Insight tech (10% less offensive casualties).
 
* [[Firewalker]] Salamander: -50% unit casualties on offense.
 
  
Defensive only:
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If a dwarf sends 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be
  
* The Tactical Battle tech (10% less defensive casualties).
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<math>RCLreduction = \frac{10,000/10,000}{2} = 0.5 = 50% reduction</math>
* Training Goblin Shamans or [[Icekin]] Snow Witches. Though these have the same Reduced Combat Losses as other units, they lack OP and therefore cannot be sent on attack.
 
* Being recently invaded.
 
  
Both offensive and defensive:
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If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,
  
* The Tactical Battle tech (25% less offensive and defensive casualties).
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<math>RCLreduction = \frac{10,000/20,000}{2} = 0.25 = 25% reduction</math>
* Training [[Dwarf]] Clerics or [[Troll]] Bashers. These need to be sent out in order to reduce casualties of your other troops on offense. Also, please don't train Bashers.
 
* The [[Magic#Racial_Spells|racial spell Regeneration]].
 
* [[Nox]] Lich: -50% unit casualties.
 
* [[Halfling]] Staff Master: -40% unit casualties.
 
* Lycanthrope Werewolf: -25% offensive unit casualties, -50% defensive unit casualties.
 
* Human Knight; [[Nomad]] Blademaster; [[Sylvan]] Centaur: -25% unit casualties.
 
  
 
== Immortality (Almost Never Dies) ==
 
== Immortality (Almost Never Dies) ==
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These units suffer no casualties at all except for certain circumstances.
 
These units suffer no casualties at all except for certain circumstances.
  
* [[Dark Elf]] Spirit Warrior: only dies if you attack targets less than 75% your size or during an [[overwhelmed bounce]] (failing an invasion by more than 15% difference in [[OP]] vs [[DP]]).
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* Immortal units always die at the base rate of 3.5% when attacking [[Wonder|Wonders]].
* [[Firewalker]] Phoenix: only suffers casualties when attacked by [[Icekin]], regardless of whether the invasion is successful.
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* Immortal units always die during an [[overwhelmed bounce]] (failing an invasion by more than 15% difference in [[OP]] vs [[DP]]).
* [[Spirit]] or [[Undead]] units: only die during an overwhelmed bounce, if attacking or being attacked by a [[Dwarf]] with Clerics, or if invaded by a [[Human]] or [[Nomad]] that has cast Crusade.
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* [[Dark Elf]] Spirit Warriors die if attacking a [[Dwarf]] with Clerics, a dominion in a realm which controls the [[Wonder|High Clerics Tower]], or by attacking targets less than 75% your size
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* Firewalker Phoenix only suffer casualties when attacked by Icekin, regardless of whether the invasion is successful.
  
 
== See Also ==
 
== See Also ==

Latest revision as of 22:34, 3 April 2023

During invasion, both the attacker and the defender will lose units, except for units which are immortal. These lost units are referred to as casualties.

Offensive Casualties[edit]

When attacking, the invader loses a base rate of 8.5% of the units required to break the target.

If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units.

You would lose

and not

If you fail to break your target, you will suffer 8.5% casualties of the units sent on attack.

Attacking a wonder will always cause 3.5% casualties except for Gnome Suicide Squads.

Defensive Casualties[edit]

Defensive losses start at a base rate given by,

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.

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

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.

A dominion which has been invaded recently also suffers reduced casualties.

  • First invasion: 100% (of the base)
  • Second invasion: 75%
  • Third invasion: 50%
  • Fourth invasion and more: 25%

Note: This invasion modifier is only applied if it is a greater reduction (and never applied as an additional reduction) than the other reductions already in effect (such as unit-based defensive losses and the land ratio modifier).

A dominion retains its 'invaded' status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day.

Defensive casualties on a raze (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target.

Bounces failing by more than 20% produce zero defensive casualties.

Casualty Reduction[edit]

Casualty reduction bonuses are split into two types: unit bonuses and non-unit bonuses.

As the names suggest, the unit bonuses are inherent to the units themselves, e.g. Human Knights, Nox Lich, or the various Reduced Combat Loss bonuses like Goblin Shamans. Non-unit bonuses consist of all other bonuses including techs, racial spells, and buildings.

Bonuses that fall within the same category are additive with each other. A Human with -25% casualties from techs and -25% casualties from Shrines would have only half casualties on Cavalry because both bonuses are non-unit modifiers. However, cross-category bonuses are multiplicative. That same Human's Knights, if sent on an attack, would have total casualties of

Non-unit bonuses cap at -80%; having max 16% Shrines (-80% casualties) and -25% casualties in techs means you have 5% Shrines that are above the cap and cannot apply their bonus.

Casualty reductions do not work with Gnome Suicide Squads.

List of Casualty Reducing Bonuses[edit]

Type Unit Non-Unit
Offensive Only Firewalker Salamander: 45% fewer casualties on offense
Defensive Only Lycanthrope Werewolf: 50% fewer casualties on defense

Spirit Phantom Knight: 50% fewer casualties on defense


Goblin Shaman: Reduces combat losses

Icekin Snow Witch: Reduces combat losses

Orc Voodoo Mage: Reduces combat losses

None
Offensive & Defensive Dark Elf Spellblade: 15% fewer casualties

Human Knight: 25% fewer casualties

Nomad Blademaster: 25% fewer casualties

Nox Lich: 50% fewer casualties

Sylvan Centaur: 25% fewer casualties

Undead Ghoul and Progeny: 75% fewer casualties

Dwarf Cleric: Reduces combat losses

Healer Hero: Variable reduction based on Hero level

Battle Tactics tech: 5% fewer casualties

Survivalist Mentality tech: 5% fewer casualties

Battle Commanders tech: 7.5% fewer casualties

Field Surgery tech: 7.5% fewer casualties

Ruby Monolith Wonder: 10% fewer casualties

Frenzy spell (Halfling only): 35 % fewer casualties

Regeneration spell (Troll only): 25% fewer casualties

Bloodrage spell (Orc only): 10% increased casualties

Reduced Combat Losses[edit]

Units with reduced combat losses, or RCL, offer a range of casualty reduction from 0 to 50% based on what percentage of your army consists of the unit. Your army consists only of trained units in this calculation: draftees do not count.

If a dwarf sends 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be

If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,

Immortality (Almost Never Dies)[edit]

Some units have a special ability which renders them immortal. The term almost never dies is used in the Scribes.

These units suffer no casualties at all except for certain circumstances.

  • Immortal units always die at the base rate of 3.5% when attacking Wonders.
  • Immortal units always die during an overwhelmed bounce (failing an invasion by more than 15% difference in OP vs DP).
  • Dark Elf Spirit Warriors die if attacking a Dwarf with Clerics, a dominion in a realm which controls the High Clerics Tower, or by attacking targets less than 75% your size
  • Firewalker Phoenix only suffer casualties when attacked by Icekin, regardless of whether the invasion is successful.

See Also[edit]