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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.

©1999 David Simal