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 - 105Insert 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.
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)
terrain: Chance to find a mine forest 0.183333 grassland 0.366667 land 0.600000 mountain 0.843750
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.
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: 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
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.
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.
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 5These 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.
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 0This 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.
Warg_armies' strength relative to normal armies
Army Type: Forest Grassland Land Mountain Water Warg_army 2 4 4 2 1This number is multiplied with the army strength after the defence and race bonuses are added.
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 1This number is multiplied with the army strength after the defence and race bonuses are added.
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 6This number is multiplied with the army strength after the defence and race bonuses are added.
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.
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 1/624This 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:
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 1This 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.
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...
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 %
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
Race: Resistance Duck 4 Dwarf 10 Elf Immune Human 4 Orc 8The risk that a population, army or town dies is (pest mortality)/(pest mortality + 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.
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.
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")
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 1/10This 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.
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.