nikki
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Post by nikki on Oct 29, 2006 21:36:54 GMT -5
3 ~ Calculations[/u]
3a ~ Res Space & Arsons
Residences house population and military units if you are in overflow. Military units will kick out population and cause pop loss at the tick if they do not have enough space in the barracks. It is important to know how much a kingdom’s res can hold in a pk. Res hold 50 pop each (some planet types very along with bonuses, which I will list at the end of this section).
Calculation for res space (Res*50)+bonuses (res space and bonuses are always calculated separately first then put together)
So for this example, the kingdom has 1,000 res and a research population bonus of 20%.
1,000*50=50,000 (this is the res space before bonuses) (since 20% research bonus is the only bonus in this example, you do not need to add anything to it)
50,000*20% = 10,000 (this is the amount of res space the bonus brings)
50,000+10,000=60,000 (this is the total res space including bonuses)
Bonus Variations
Research Bonus – If the kingdom’s research bonus is below 20% you would simply just adjust the percentage into the calculation.
Sector Cloning Station – Regardless of what a lot of sk players think this does not affect how much population your res holds, so while calculation a probe kill, disregard Sector Cloning Stations altogether.
Forest & Wilderness – This planet type has a +15% population bonus. If the planet type in this example were forest & wilderness you would add 15% to the 20% research bonus, so instead of res space*20%, it would be res space*35%.
Terra Form – This planet types research bonuses can be extended by 5%. If you have not spied on their research, then assume 25% as the research population bonus.
Desert Wasteland – This planet type has a disadvantage of -8% population. If the planet type in this example were Desert Wasteland you would subtract 8% from 20% research bonus. Instead of res space*20% it would be res space*12%.
Volcanic Inferno – This planet type has a disadvantage of -15% population. If the planet type in this example were Desert Wasteland you would subtract 15% from 20% research bonus. Instead of res space*20% it would be res space*5%.
Powerless – Being powerless affects how much population your residences can hold by -20%. If the kingdom in this example were powerless, you would subtract 20% from the 20% research bonus. Instead of res space*20% it would be res space * nothing.
Q. What do I do if the res space bonuses end up being in the negatives?
A. Let’s say for example the kingdom is powerless and is Desert Wasteland. 20% research bonus-20%(powerless)-8%(desert wasteland pop disadvantage) = -8% res space*8%= 30,000*8%=2,400 Instead of adding it, you would subtract it, since it’s negative. 30,000-2,400=27,600 Therefore, under these circumstances, the total res space is 27,600
Arsons
In a pk getting their residences below 4% of their land is very helpful. If their residences OR barracks are below 4% of their total land, they will lose a significantly larger amount of population than if they are both above 4%. Therefore, you are always going to want to arson their residences down to 5% before you begin missile strikes, which will take it the rest of the way.
You can only arson them down to 5% of their total land. In our example the kingdom has a total of 10,000 land. 10,000*5%=500 Therefore, via arsons the minimum amount of res you can burn them down to is 500.
In each arson, you burn 5% of their current res. So in this example the kingdom began with 1,000 res. 1,000*5%=50 Therefore, the first arson will burn 50 of their res into free land, leaving them with 950 res. 950*5%=47.5 (SK rounds to the closest number) Therefore, the second arson will burn 48 of their res into free land, leaving them if 902 res.
Repeat this formula until you reach 500 res.
1. 1,000*5%=50 (50) 1,000-50=950
2. 950*5%=47.5 (48) 950-48=902
3. 905*5%=45.25 (45) 902-45=857
4. 857*5%=42.85 (43) 857-43=814
5. 814*5%= 40.7 (41) 814-41=773
6. 773*.05= 38.65 (39) 773-39=734
7. 734*5%=36.7 (37) 734-37=697
8. 697*.05=34.85 (35) 697-35=662
9. 662*5%=33.1 (33) 662-33=629
10. 629*5%=31.45 (31) 629-31=598
11. 598*5%=29.9 (30) 598-30=568
12. 568*5%=28.4 (28) 568-28=540
13. 540*5%=27 (27) 540-27=513
14. 513*5%=25.65 (26) 513-26=487 (since the minimum amount of res you can burn is 5% of their land, 500 res in this case, the last arson will only burn to that point, therefore in this example, the last arson would only burn 13 residences instead of 26.
In total it will take 14 arsons to get this kingdom to prime conditions to begin missiles.
When the kingdom had 1,000 res, we established that it could hold 60,000 population including bonuses. Now that res have been arsoned into free land, that equation will change. So we will have to recalculate the res space.
500*50=25,000 25,000*20%=5,000 25,000+5,000=30,000 Therefore, the kingdom’s res space is now 30,000.
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nikki
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Post by nikki on Oct 29, 2006 21:37:34 GMT -5
3b ~ Scientists
No stat probing will show how many scientists the kingdom has. However, there is a way to estimate scientists. This is not a guarantee as sometimes, the kingdom may have some scientists not researching, but it will give you a minimum amount of scientists. If you have not taken this step, it is best to assume 0 if you think they may be expecting a pk.
If you know the target a tick ahead of time, have somebody take a spy on research. Add up the total amount of research points. After the tick, do the same again. Then subtract the amount taken from before the tick from the amount after the tick. Let’s say our kingdom had 3,000,000 points before the tick and after they have 3,007,700.
3,007,700-3,000,000=7,700 Therefore we can estimate that this kingdom has 7,700 scientists.
There two other conditions that must be taken into consideration when calculating for scientists.
Sector Research Station – This gives +10% research points. You must divide the total estimated number of scientists calculated by 1.1 to find the more accurate amount. 7,700/1.1=7,000 Therefore since in this example the kingdom does have a sector research station, the estimated scientists is 7,000.
Terra Form – This planet type has a +50% research efficiency advantage. You must divide the total estimated number of scientists by 1.5, let’s assume for a second that this was a Terra Form kingdom without a sector research station. 7,700/1.5= 5,133.3333333333333333333333333333. Therefore, the kingdom’s scientists under these conditions can be estimated at 5,133.
Terra Form with Sector Research Station – Under these conditions you would divide the estimated scientists by 1.6. 7,700/1.6= 4812.5 Therefore, the kingdom’s scientists under these conditions can be estimated at 4,813.
3c ~ Barracks Space & Use
Barrack Space
Calculating barrack space is fairly simple. If the sector is in mobilization, each barrack will hold 85 military units. If the sector is not, barracks only hold 75 military units. In our example the kingdom is in mobilization and has 3,000 barracks.
If in mobilization… Barrack Space = 3,000*85 Barrack Space = 255,000
If not in mobilization… Barrack Space = 3,000*75 Barrack Space = 225,000
In our example, this kingdom has 255,000 barrack spaces available to house his military.
Barrack Use
Each military unit with the exception of tactical fighters takes up a space in the barracks, tanks also take 2 spaces as opposed to one.
In our example, the kingdom’s military unit are as follows;
Soldiers – 9,853 Troopers – 1,189 Dragoons – 0 Fighters – 0 Laser Troopers – 0 Laser Dragoons – 109,579 Tanks – 50,848 Scientists – 7,000 (estimation calculated from scientists section)
Barrack Use = soldiers+troopers+dragoons+fighters+laser troopers+laser dragoons+(tanks*2)+scientists. 9,853+1,189+0+0+0+109,579+(50,848*2)+7,000=229,317 Therefore, 229,317 barrack spaces are currently in use.
In this guide, you will notice I do not calculate barrack capacity. That is because a percentage in that area is not going to tell me anything about a pk that cannot be learned elsewhere.
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nikki
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Post by nikki on Oct 29, 2006 21:38:22 GMT -5
3d ~ Minimum Population to Live & Kidnaps
Minimum Population to Live
Minimum population to live is always the amount of pop loss a kingdom will suffer at the tick. This calculation is found through 3 different possible methods. Pop loss will always be the largest equation found from the methods.
If the kingdom’s res AND barracks are above 4% of their total land, they will lose either 100 pop exactly, or 2.5% to 5% of your current population. Losing anywhere from 2.5% to 5% is a random factor that Bcart has put on the game. They will lose the larger of the two. In pks, the larger is always 100 if the kingdom’s res and barracks are both at least 4% of their land. As mentioned in the introduction, to have a successful pk, kingdom’s population must be at or below the min pop to live which is equivalent to the kingdom’s pop loss. Getting population to 100 is a bitch and a half and a waste of resources. So it is highly recommended that you get their res below 4% of their total land.
If the kingdom’s res OR barracks are below 4% of their total land, then their population revolt and population killing becomes much more simple. When a kingdoms population revolts the pop loss formula becomes;
Land Category Formula <1k land/4 1k-5k/6 5k-50k/8 50k+/10
or
Population Formula pop*(2.5%-5%)
Whichever is the larger of the two, in pks, the larger will always be the land category formula since the pop will have been kidnapped.
In this example the kingdom has 60,000 population and 10,000 land.
Pop loss through pop = 60,000*(2.5%-5%) Pop loss through pop = 1,500-3,000 (I only include this calculation in this guide to explain pop loss completely, it is not useful to pks whatsoever.)
Pop loss through land=10,000/8 Pop loss through land = 1,250 Therefore the kingdoms min pop to live and pop loss for the next tick if in enough overflow in this example is 1,250. This is not the population you will need to achieve though if the kingdom needs to be missiled. As the kingdom’s land goes down, so will the min pop to live.
It is very important to remember to always round the min pop to live down to ensure accurate results.
Kidnaps
Each time you kidnap, you kidnap 5% of their population, but your probes only return with 25% of that. Since the min pop to live in this kingdoms case is 1,250, you will have to kidnap to that.
In each kidnap, you kidnap 5% of their population. So in this example the kingdom began with 60,000 population
1. 60,000*5%=3,000 (kidnapped) • 3,000/4=750 (returned) 60,000-3,000=57,000 (remaining)
2. 57,000*5%=2,850 • 2,850/4=712.5 (713) 57,000-2,850=54,150
3. 54,150*5%=2,707.5 (2,708) • 2,708/4=677 54,150- 2,708=51,442
4. 51,442*5%=2,572.1 (2,572) • 2,572/4=643 51,442-2,572=48,870
5. 48,870*5%=2,443.5 (2,444) • 2,444/4=611 48,870-2,444=46,426
6. 46,426*5%=2,321.3 (2,321) • 2,321/4=580.25 (580) 46,426-2,321=44,105
7. 44,105*5%=2,205.25 (2,206) • 2,206/4=551.5 (552) 44,105-2,206=41,899
8. 41,899*5%=2,094.95 (2,095) • 2,095/4=523.75 (524) 41,899-2,095=39,804
9. 39,804*.05=1,990.2 (1,990) • 1,990/4=497.5 (498) 39,804-1,990=37,814
10. 37,814*5%=1890.7 (1891) • 1,891/4=472.75 (473) 37,814-1,891=35,923
11. 35,923*5%=1,796.15 (1,796) • 1,796/4=449 35,923- 1,796=34,127
12. 34,127*5%=1,706.35 (1,706) • 1,706/4=426.5 (427) 34,127-1,706=32,421
13. 32,421*5%=1,621.05 (1,621) • 1,621/4=405.25 (405) 32,421-1,621=30,800
14. 30,800*5%=1,540 • 1,540/4=385 30,800-1,540=29,260
15. 29,260*5%=1,463 • 1,463/4=365.75 (366) 29,260-1,463=27,797
16. 27,797*5%=1,389.85 (1,390) • 1,390/4=347.5 (348) 27,797-1,390=26,407
17. 26,407*.05=1,320.35 (1,320) • 1,320/4=330 26,407-1,320=25,087
18. 25,087*5%=1,254.35 (1,254) • 1,254/4=313.5 (314) 25,087-1,254=23,833
19. 23,833*5%=1,191.65 (1,192) • 1,192/4=298 23,833-1,192=22,641
20. 22,641*5%=1,132.05 (1,132) • 1,132/4=283 22,641- 1,132=21,509
21. 21,509*5%=1,075.45 (1,075) • 1,075/4=268.75 (269) 21,509-1,075=20,434
22. 20,434*5%=1,021.7 (1,022) • 1,022/4=255.5 (256) 20,434-1,022=19,412
23. 19,412*5%=970.6 (971) • 971/4=242.75 (243) 19,412-971=18,441
24. 18,441*5%=922.05 (922) • 922/4=230.5 (231) 18,441-922=17,519
25. 17,519*5%=875.95 (876) • 876/4=219 17,519-876=16,643
26. 16,643*5%=832.15 (832) • 832/4=611 16,643-832=15,811
27. 15,811*5%=790.55 (791) • 791/4=197.75 (198) 15,811-791=15,020
28. 15,020*5%=751 • 751/4=187.75 (188) 15,020-751=14,269
29. 14,269*5%=713.45 (713) • 713/4=178.25 (178) 14,269-713=13,556
30. 13,556*.05=677.8 (678) • 678/4=169.5 (170) 13,556-678=12,878
31. 12,878*5%=643.9 (644) • 644/4=161 12,878-644=12,234
32. 12,234*5%=611.7 (612) • 612/4=153 12,234-612=11,622
33. 11,622*5%=581.1 (581) • 581/4=145.25 (145) 11,622-581=11,041
34. 11,041*5%=552.05 (552) • 552/4=138 11,041-552=10,489
35. 10,489*5%=524.45 (524) • 524/4=131 10,489-524=9,965
36. 9,965*5%=498.25 (498) • 498/4=124.5 (125) 9,965-498=9,467
37. 9,467*5%=473.35 (473) • 473/4=118.25 (118) 9,467-473=8,994
38. 8,994*5%=449.7 (450) • 450/4=112.5 (113) 8,994-450=8,544
39. 8,544*.05=427.2 (427) • 427/4=106.75 (107) 8,544-427=8,117
40. 8,117*5%=405.85 (406) • 406/4=101.5 (102) 8,117-406=7,711
41. 7,711*5%=385.55 (386) • 386/4=96.5 (97) 7,711- 386=7,325
42. 7,325*5%=366.25 (366) • 366/4=91.5 (92) 7,325-366=6,959
43. 6,959*5%=347.95 (348) • 348/4=87 6,959-348=6,611
44. 6,611*5%=330.55 (331) • 331/4=82.75 (83) 6,611-331=6,280
45. 6,280*5%=314 • 314/4=78.5 (79) 6,280-314=5,966
46. 5,966*5%=298.3 (298) • 298/4=74.5 (75) 5,966-298=5,668
47. 5,668*5%=283.4 (283) • 283/4=70.75 (71) 5,668-283=5,385
48. 5,385*5%=269.25 (269) • 269/4=67.25 (67) 5,385-269=5,116
49. 5,116*.05=255.8 (256) • 256/4=64 5,116-256=4,860
50. 4,860*5%=243 • 243/4=60.75 (61) 4,860-243=4,617
51. 4,617*5%=230.85 (231) • 231/4=57.75 (58) 4,617-231=4,386
52. 4,386*5%=219.3 (219) • 219/4=54.75 (55) 4,386-219=4,167
53. 4,167*5%=208.35 (208) • 208/4=52 4,167-208=3,959
54. 3,959*5%=197.95 (198) • 198/4=49.5 (50) 3,959-198=3,761
55. 3,761*5%=188.05 (188) • 188/4=47 3,761-188=3,573
56. 3,573*5%=178.65 (179) • 179/4=44.75 (45) 3,573-179=3,394
57. 3,394*5%=169.7 (170) • 170/4=42.5 (43) 3,394-170=3,224
58. 3,224*5%=161.2 (161) • 161/4=40.25 (40) 3,224-161=3,063
59. 3,063*.05=153.15 (153) • 153/4=38.25 (38) 3,063-153=2,910
60. 2,910*5%=145.5 (146) • 146/4=36.5 (37) 2,910-146=2,764
61. 2,764*5%=138.2 (138) • 138/4=449 2,764-138=2,626
62. 2,626*5%=131.3 (131) • 131/4=32.75 (33) 2,626-131=2,495
63. 2,495*5%=124.75 (125) • 125/4=31.25 (32) 2,495-125=2,370
64. 2,370*5%=118.5 (119) • 119/4=29.75 (30) 2,370-119=2,251
65. 2,251*5%=112.55 (113) • 113/4=28.25 (28) 2,251-113=2,138
66. 2,138*5%=106.9 (107) • 107/4=26.75 (27) 2,138-107=2,031
67. 2,031*5%=101.55 (102) • 102/4=25.5 (26) 2,031-102=1,929
68. 1,929*5%=96.45 (96) • 96/4=24 1,929-96=1,833
69. 1,833*.05=91.65 (92) • 92/4=23 1,833-92=1,741
70. 1,741*5%=87.05 (87) • 87/4=21.75 (22) 1,741-87=1,654
71. 1,654*5%=82.7 (83) • 83/4=20.75 (21) 1,654-83=1,571
72. 1,571*5%=78.55 (79) • 79/4=19.75 (20) 1,571-79=1,492
73. 1,492*5%=74.6 (75) • 75/4=18.75 (19) 1,492-75=1,417
74. 1,417*5%=70.85 (71) • 71/4=17.75 (18) 1,417-71=1,346
75. 1,346*5%=67.3 (67) • 67/4=16.75 (17) 1,346-67=1,279
76. 1,279*5%=63.95 (64) • 64/4=16 1,279-64=1,215[/u]
Therefore, you will need 76 successful kidnaps, and a return of 16 to get this target to the appropriate population for a pop kill. Keep in mind this number will change as the kingdom loses land from missile strike/land grabs. Also each max population damage missile strike is worth exactly 2.5 kidnaps, no matter which way you slice it.
Estimation of Population
To quickly estimate population based upon returned population, you would multiply the amount of population returned by 80 or divide by 1.25% (.0125). (To estimate appropriate population return, you would divide the current population by 80 or multiply by 1.25% (.0125)). This is ONLY an estimate, for quick calculations. It is recommended that you instead use a spreadsheet to calculate for definite population, kidnaps and returns.
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nikki
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Post by nikki on Oct 29, 2006 21:41:35 GMT -5
3e ~ Overflow
Overflow is absolutely a must in a population kill. It ensures that the kingdom will have a need to lose population. Overflow basically means that military units are without barrack space, and therefore forced to move into the residence and kick out population.
Minimum Amount of Overflowing Units
The calculation for the minimum amount of overflowing units is; Res space-(min pop to live +1) In this example we have already established that the res space after completing arsons to 5% is 30,000, and that at 10,000 land the min pop to live is 1,250. 30,000-1,250=28,750 Therefore in this example 28,750 military units must be without barrack space.
This number needs to be added to the current amount of free barrack space. We have established that the total barrack space is 255,000 and that the total amount of space occupied by military units is 229,317. 255,000-229.317=25,683 Therefore, in addition to the 28,750 units that must be without barrack space, 25,683 more barrack spaces more be eliminated as well.
28,750+25,683=54,433 Therefore in total 54,433 barrack spaces must be eliminated.
How Many Barracks to Destroy
We have established that in this exampled 54,433 barrack spaces must be eliminated. If the sector is in mobilization, the total number of barrack spaces that must be eliminated needs to be divided by 85, if not in mobilization divide by 75 instead.
If in mobilization… 54,433/85=640.38823529411764705882352941176 (this number needs to be rounded up to 641, always round this number up)
If not in mobilization… 54,433/75=725.77333333333333333333333333333 (726)
Therefore, since this sector is in mobilization in this example 641 barracks must be removed.
3f ~ Land Destruction
Building destruction from land damage is in proportion to the % of land the building type occupies. To find the % of land a building type occupies divide the total number of the building type by the total land. In our example the kingdom has 3,000 barracks and 10,000 land.
3,000/10,000=30% Therefore when land is destroyed, 30% of the destruction will be on in barracks.
In a missile strike, a maximum of 2.5% of the kingdom’s land can be destroyed, in a land grab a maximum of 10% can be destroyed. In this example we will use the land destroyed by a missile strike to calculate, since in most population kills you will be launching missiles as opposed to a grab. You should also use this equation to ensure the missiles take the res from 5% of the total land to under 4% of the total land (this is usually never a problem unless you are not launching missiles or grabbing the population kill target.
10,000*2.5%=250 Therefore in a maximum land damage missile strike, 250 land will be destroyed.
To find how many barracks this will remove multiply the amount of land destroyed by the % of total land the barracks are. 250*30%=75 Therefore in a missile strike that destroys 250 land, 75 barracks will be destroyed.
To find out how much land in total you must remove via missile strikes/land grabs from the target, divide the amount of barracks needing to be moved by the % of land that barracks occupy. 641/30%=2136.6666666666666666666666666667 (this number must always be rounded up, 2,137) Therefore, in this example 2,137 land must be removed to ensure enough barracks are removed for a population kill.
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nikki
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Post by nikki on Oct 29, 2006 21:42:04 GMT -5
3g ~ Missiles
Calculating missiles and land grabs is useful to know how your going to remove the appropriate amount of land for the population kill.
Missile Range
Missile range is the range a kingdom’s networth must be in to launch a missile strike at the target kingdom. In war you can missile kingdoms 25% to 400% of your networth. Out of war you can only missile kingdoms 50% to 200% of your networth. Under this example the kingdom is 3,200,000 networth and they alliances are at war. Keep in mind that if you are not at war and launching missiles, you will also lose honor.
If at war… 3,200,000/4=800,000 3,200,000*4=12,800,000
If not at war… 3,200,000/2=1,600,000 3,200,000*2=6,400,000
Therefore since this example is at war with a 3,200,000 networth kingdom, the missile range is 800,000 to 12,800,000 networth.
How Many Missiles to Send
There are three types of missiles.
Nuclear Missile – Each missile causes 2 land damage & 150 population damage with maximum of 0.5% of land & 5% of population. Fusion Missile – Each missile causes 4 land damage & 400 population, damage with a maximum of 1% of land & 2.5% of population. Energy Missile – Each missile causes 8 land damage & 1,000 population damage with a maximum of 1% of land & 5% of population.
Missiles can only be launched once every 24 hours, so be sure to make it worth while.
Since nuclear missiles cause up to .5% land damage, and fusion & energy missiles both cause up to 1% land damage each. The maximum land damage done in a missile strike is 2.5%.
Since nuclear & energy missiles both cause up to 5% of population damage each & fusion missiles cause up to 2.5% population damage each. The maximum population damage done in a missile strike is 12.5%.
Each max land damage missile strike is worth 25% of the damage that a land grab would do and each max pop damage missile strike is worth 250% of a kidnap.
To calculate how many to send for maximum damage, you must calculate each missile types max land damage total and divide that by the amount of land/population each of that missile type destroys. Same equation for population.
Nuclear (land*.5%)/2 (10,000.5%)/2=25
(population*5%)/150 (60,000*5%)/150=20
Fusion (land*1%)/4 (10,000*1%)/4=25
(population*5%)/400 (60,000*2.5%)/400=3.75 (4)
Energy
(land*1%)/8 (10,000*1%)/8=12.5 (13)
(population*5%)/1000 (60,000*5%)/1000=3
Therefore max land damage is 25/25/13 and max pop damage is 20/4/3. It is best to use max land damage strikes if trying to eliminate barracks and bring res to below 4% of their total land. It is best to use max population damage strike if trying to eliminate pop without lowering land too much.
How Many Strikes to Send
In this example, you need to get rid of at least 2,137 land. Each missile strike eliminates a maximum of 2.5% land, you will need to calculate max land damage missile strikes, until all the land damage adds up to at least 2,137.
1. 25/25/13 • 250 land (50+100+100) = 250 total land destroyed • 7,500 pop (3,000+1,500+3,000) = 7,500 total pop destroyed
2. 24/25/13 • 242 land (48+97+97) = 492 total land destroyed • 6,562 pop (2,625+1,312+2,625) = 11,062 total pop destroyed
3. 24/24/12 • 237 land (47+95+95) = 729 total land destroyed • 5,740 pop (2,296+1,148+2,296) = 16,802 total pop destroyed
4. 23/23/12 • 230 land (46+92+92) = 959 total land destroyed • 5,022 pop (2,009+1,004+2,009) = 21,824 total pop destroyed
5. 23/23/12 • 225 land (45+90+90) = 1,184 total land destroyed • 4,395 pop (1,758+879+1,758) = 26,219 total pop destroyed
6. 22/22/11 • 220 land (44+88+88) = 1,404 total land destroyed • 3,847 pop (1,539+769+1,539) = 30,066 total pop destroyed
7. 21/21/11 • 212 land (42+85+85) = 1,616 total land destroyed • 3,365 pop (1,346+673+1,346) = 33,431 total pop destroyed
8. 21/21/11 • 207 land (41+83+83) = 1,823 total land destroyed • 2,945 pop (1,178+589+1,178) = 36,376 total pop destroyed
9. 20/21/11 • 202 land (40+81+81) = 2,025 total land destroyed • 2,577 pop (1,031+515+1,031) = 38,953 total pop destroyed
10. 20/20/10 • 197 land (39+79+79) = 2,222 total land destroyed • 2,255 pop (902+451+902) = 41,208 total pop destroyed
Therefore, it will take 10 max damage missile strikes to achieve enough land loss for overflow. 2,222 land will be destroyed in this process as well as 41,208 population.
60,000-41,208=18,792 Therefore, 18,792 pop remains after 10 max damage missile strikes.
3g ~ Recalculating the Target After Missiles
Min Pop to Live
Recalculating min pop to live is recommended especially if the land drops into a new land category for pop loss, but not needed since missiles will destroy population in the process. (We will calculate this assuming that 10 max missile damage strikes were made. In this example, we have estimated that a total of 2,222 land was destroyed by the missile strikes. This number must be subtracted from the total amount of land the kingdom began with.
10,000-2,222=7,778 Since 7,778 land is still in the 5k to 50k land category, this number needs to be divided by 8 for the new calculation for min pop to live.
7,778/8=972.25 (972) (As stated in the population section above, you must always round this number down to ensure accuracy.)
Kidnaps
Recalculating the kidnaps needed to bring the population to that point is useful due to the fact that missiles take out quite a bit of population. It was determined in the Missile section that the remaining pop after missile strikes is 18,792 and that the min pop to live is 972.
Refer to the Kidnaps section in the Population section to recalculate kidnaps, in this example I have already calculated 62 kidnaps will be needed after 10 max damage missile strikes as opposed to the original 76.
Res Space
This is important to recalculate so you can determine whether or not over kidnapping may present a problem.
To calculate how many res the kingdom will be left with after missile strikes, we will need to multiple the percent of total land that res held to the amount of land destroyed. In this example, the kingdom had 500 res on 10,000 land after arsons, and since the min res that will be left standing after arsons is 5%, we already know that the res is 5% of the kingdoms land.
2,222*5% = 111.1 (111) Therefore 111 res will be destroyed in missile strikes.
500-111 = 389 Therefore, 389 res will remain.
389*50 = 19,450 19,450*.2(bonuses) = 3,890 3,890+19,450 = 23,340 Therefore, the res can hold 23,340 after missile strikes.
Overflow
Same as res space, this is important to recalculate so you can determine whether or not over kidnapping may present a problem.
Desired # of overflowing units = res space – (min pop to live+1) 23,340-(792+1)= 22,547
Therefore, you must make sure that this number is below the original calculation of this formula before missile strikes. In 95% of cases it is, but there are rare exceptions.
Therefore, we have determined that over kidnapping will not present a problem.
Barrack Space
It is always helpful to know the kingdoms current barrack space. Since the kingdom lost 2,222 land in missile strikes, this number multiplied by the percent of land that barracks held before missiles. We already established they held 30% of the kingdoms total land.
2222*.3= 666.6 (667)
3,000-667=2,333 Therefore, after missile strikes 2,333 barracks remain.
Since the target is in mobilization, the barracks need to be multiplies by 85. 2,333*85 = 198,305 Therefore, the target’s barrack space is 56,695 after missiles.
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