Military and Combat
In Ominix, it is essential to build up your military, to attack
others, and to defend against their attacks. The basic troop is the
soldier, which can be trained from your pool of citizens, or bought
on the market. Soldiers can be used either to explore acres, or can
be further trained into riflemen, guards, snipers, tanks, and
artillery as military troops, or into spies or hackers. Each of the
different troops costs a certain amount for a soldier to be trained
into it(tanks and artillery require a bit of iron as well as gold to
train), and have their own attack and defense values. Each troop
requires 1 barrack to train it, and it takes 3 game days from when
you first order the training of troops for them to begin being
trained, and any troops not trained in one day, will be held in the
queue until the ones before them are trained.
Here is the military table:
|
Soldier |
Rifleman |
Guard |
Sniper |
Tank |
Artillery |
| Cost |
300$ |
750$ + 1 soldier |
750$ + 1 soldier |
1200$ + 1 soldier |
6000$ + 1 soldier, 400 iron |
5000$ + 1 soldier, 300 iron |
| Attack Strength |
1 |
6 |
0 |
8 |
40 |
50 |
| Defense Strength |
1 |
2 |
7 |
4 |
30 |
10 |
| Bonus |
- |
- |
- |
Invasion |
Protection |
Destruction |
Each troop is worth the number of points listed above. So one soldier is worth 1 point in offense when attacking, and 1 point in defense if attacked. One Sniper is worth 8 points in offense in an attack, and worth 4 points in defense when attacked, and one tank is worth 40 points in offense when attacked, and 30 points in defense when attacked, and so on with the others.
Although some of the troop types have a bonus, 400 sniper points and 400 soldier points are effectively the same, and 210 guard points, and 210 tank points are effectively the same, and so on.
Not including iron costs, the total cost for each troop is 300$ for
soldiers, 1050$ for guards and riflemen, 1500$ for snipers, 6300$ for
tanks, and 5300$ for artillery. That means a common denominator for
all troops is 1,669,500$ This gets you either:
5565 soldiers -- 5565 offense, 5565 defense.
1590 guards -- 11130 defense.
1590 riflemen -- 9540 offense, 3180 defense.
1113 snipers -- 8904 offense, 4452 defense.
265 tanks( + 106000 iron) -- 10600 offense, 7950 defense.
315 artillery( + 94500 iron) -- 15750 offense, 3150 defense.
To factor in iron costs, take the price of iron on the market(if you
are buying from the market), and divide it by 1000, then multiply
it by the total iron needed for the number of tanks, and tack that on
to the price, to get the new price for the number of tanks or
artillery you want. All the below comparisons assume that iron costs
nothing.
Based on those numbers, per dollar, soldiers have 43% more defense
than riflemen or artillery, and 20% more defense than snipers.
Guards have 72%
more defense than riflemen and artillery, 60% more defense than
snipers, 50% more defense than soldiers, and 29% more defense than
tanks. Riflemen have 42% more offense than soldiers, and 7% more
offense than snipers. Snipers have 37.5% more offense than soldiers,
and 29% more defense than riflemen and artillery. Tanks have 47.5%
more offense than soldiers, 16% more offense than snipers, 10% more
offense than riflemen, 60% more defense than riflemen and artillery,
44% more defense than snipers, and 30% more defense than soldiers.
Artillery have 65% more offense than soldiers, 44% more offense
than snipers, 40% more offense than riflemen, and 33% more offense
than tanks. The reason I don't include iron costs, is because the iron
price is far to erratic. The following table compares all the troops:
|
Soldier |
Rifleman |
Guard |
Sniper |
Tank |
Artillery |
| Offense Ranking |
5th |
3rd |
6th |
4th |
2nd |
1st |
| Defense Ranking |
3rd |
5th |
1st |
4th |
2nd |
6th |
| Overall Ranking |
6th |
5th |
3rd |
4th |
1st |
2nd |
Now the ranking of each troop is less a recommendation than it
is a comparison. Different military strategies will want to purchase
different troops. If you're going for defense, you'll want guards.
If you're going for offense, you'll want artillery. For good defense
and offense, then tanks. Note that due to the lack of availability of
iron, or high iron prices, you may not be able to afford many tanks
or artillery, and they may not be the best thing to buy.
These are the different types of attacks:
| Invasion: |
An attempt to conquer some of the target's acres, up to 10% of his acres if successful. |
Takes 15 game days to complete. |
| Destruction: |
An attempt to destroy some of the target's buildings, if successful destroying up to 4 times the number of buildings of his, as you would have gotten acres if you had done an invasion attack.
| Takes 12 game days to complete. |
| Pillage: |
An attempt to loot gold, food, and iron from the target, if successful you gain up to 3% of each. |
Takes 12 game days to complete. |
Snipers, tanks, and artillery each have a special bonus in addition
to their offense and defense values. Snipers have an invasion bonus,
which increases the number of acres gained from an invasion attack.
Artillery have a destruction bonus, which increases the number of
buildings destroyed in a successful destruction attack. And finally,
tanks have a protection bonus in defending against destruction
attacks, which reduces the number of buildings destroyed in a
successful destruction attack on you.
You have 5 generals, and can only have 5 armies away at any one time,
since each army sent against a target region must be led by a general.
Once all your generals are away, you are unable to send any more armies,
and must wait until one or more of your armies returns from an attack
before you can send any more out. The number of days an army is away
depends on the attack. Although generals have no effect on your
defense, any units that are away in an attack do not provide any
defense for your region until they return from the attack. This means
that while your troops are away, you will be open to counter-attacks
from the player you attacked, as well as counter-attacks from their
allies, and attacks from 3rd parties who notice that your troops are
away in an attack, either by spying on you, or seeing that you sent
army/armies out in the world news. When you attack someone, the
result of the attack is determined immediately, and the troop losses
on both sides are dealt out, but any gains you may have gotten, such
as land, or money and resources won't arrive until your army gets
back. The target will receive a notice that you attacked them, and
whether or not they were defeated, plus their losses if they were
defeated. The results of the attack will also appear in the world
news. After the time period for the attack is up, your armies will
return, minus any troop losses they had, and if you were victorious,
along with any gains you made, and your generals will return as well,
allowing you to make more attacks. The same thing happens when
someone attacks you. You will receive a notice stating the name and
location of the region that attacked you, whether they won or not,
and how much you lost if they did win. Although if the attacker wins,
they won't get their gains until their army returns, you will lose
the stuff they gained immediately, and any troop losses you suffered
will be subtracted from your troops immediately too. When you lose
land, it randomly takes acres, and if any of the acres that are lost
have buildings on them, those buildings are destroyed. The way
attacks are calculated is quite complex, far more so than for the
hacking and spying attacks. Put quite simply however, it works like
this: You get the pre-total defense power of yourself or a target by
simply taking the defense points of each troop type(labeled in the
table above), and then multiply that by the number of troops of that
type, and do this for each troop type. Do the same with the offense
points of each troop to get the pre-total offense power of yourself
or a target. The total offense power is determined by the pre-total
number of offense points of all the troops, plus their science bonus.
So if you or the target has a 23% military bonus, you multiply the
pre-total offense power by .23, and add the result to the pre-total
offense, to get the total offense power. You then do the same with
the pre-total defense to get the total defense power. If the total
offense power of all the troops that are sent in an attack is equal
to the total defense power for all the defending troops, then the
attacker has a 50% chance to win. If the total offense points are
double or more the defender's defense points, then the attacker has
a 100% chance of success. If the attacker has half or less the
defender's total defense points, then the attacker has a 0% chance
to win. If the attacker has 50% more than the defender, then he has
a 75% chance of success, and so on. The troop losses to each side are
then calculated, and if the attacker was victorious, his gains are
calculated as well. If you are looking to gain land, or want to do a
bit of damage, as well as gain some land, then an invasion is the way
to go. If you want to do a lot of damage, to hurt the target's
economy, then you will want to do a destruction attack. The weaker
cousin is the pillage attack, which isn't really worth spending an
attack on, unless you want to show displeasure without causing real
harm.
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©1999 David Simal
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