User:Sampo555/Sandbox/Rising formulas

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Boosters

Work

  • Single Espresso ---- +10% Productivity ---- 0 GOLD
  • Double Espresso ---- +50% Productivity ---- 0.19 GOLD
  • Brainstorm session ---- +100% Productivity ---- 0.79 GOLD
  • After work party ---- +200% Productivity ---- 0.99 GOLD

Study

  • Business 101 ---- +10% Skill Increase ---- 0 GOLD
  • Production basics ---- +50% Skill Increase ---- 0.19 GOLD
  • Keynes Theories ---- +100% Skill Increase ---- 1.49 GOLD
  • Success Stories ---- +200% Skill Increase ---- 1.79 GOLD

Train

  • Army boots ---- +10% Skill Increase ---- 0 GOLD
  • Boot camp ---- +50% Skill Increase ---- 0.19 GOLD
  • Caesar's battles ---- +100% Skill Increase ---- 1.49 GOLD
  • Napoleon's victories ---- +200% Skill Increase ---- 1.79 GOLD

Relax

  • Gym workout ---- +1 Happiness ---- 0 GOLD
  • Spa session ---- +5 Happiness ---- 0.19 GOLD
  • Bed ---- +20 Happiness ---- 0.49 GOLD
  • Cinema Ticket ---- +40 Happiness ---- 0.99 GOLD

Fight

Terms

  • A fight takes place between two opponents that take turns shooting at each other.
  • Each fight has an initiator, which is the citizen who explicitly attacked.
  • Each fight is composed of one or more rounds in which the two opponents engage.
  • The citizen whose turn it is to attack the opponent is called the attacker.
  • The citizen who is currently under attack is called the defender.
  • If the attacker does not miss the defender, then the attacker deals a hit to the defender.

Opponents

Each opponent:

  • May use one booster per fight.
  • May have a terrain advantage.
  • May have a unit vs unit advantage.
  • Has an attack value calculated with the following formula:
attack value = weapon's basic attack value + unit vs unit bonus + booster's attack bonus
  • Has a defense value calculated with the following formula:
defense value = weapon's basic defense value + terrain bonus + booster's defense bonus + defense system bonus

Rounds

  • Each round features an attacker and a defender.
  • In the first round, the attacker is chosen randomly, with a 60% chance of him being the initiator.
  • A round ends after the attacker either hit or missed the defender.
  • After a round ends:
    • If the defender's health is above 20, the next round begins, with the roles of attacker and defender reversed.
    • If the defender's health is below 20, then the fight is over and the attacker is chosen as the winner and the defender gets revived.
  • If the number of rounds exceeded 10 and there is no winner yet, then the results of the fight are extrapolated from the rounds fought so far.

Hits

  • The attacker's chance of hitting the defender is calculated as follows:
    • If the attacker's attack value is equal to the defender's defense value, then the hit chance is 60% (=Basic Hit Chance).
    • If the attacker's attack value is different from the defender's defense value, then the hit chance is a percent calculated with the following formula:
ATT = Attack Value depending on weapon customization and including all bonuses
DEF = Defense Value depending on weapon customization, including all bonuses
BHC = Basic Hit Chance (constant) (%)
AHC = Actual Hit Chance (%)
AHC = BHC + ((ATT-DEF)/(100/(100-BHC)))
  • If the attacker did not miss, then the hit damage is calculated, logged for statistics purposes and subtracted from the defender's wellness.

Damage

  • A hit can be a normal hit, or a critical hit.
  • Each opponent may deal a maximum of one critical hit per fight.
  • The chance for a hit to be critical is a percent calculated with the following formula:
critical hit chance = attacker rank critical hit chance + booster's critical hit chance modifier value
  • The damage dealt is calculated as a sum of:
    • Basic damage, calculated with the following formula:
((1 + (skill with the active weapon - 1) / 10) * active weapon damage) + random variation

where random variation, a value between 0% and 3%

    • Booster's damage modifier value
    • Critical damage, calculated with the following formula:
(50 + booster's critical damage modifier value) / 100

Revival

  • Losing citizens can receive a minimal revival, or a full revival.
  • The full revival restores a citizen's health to 40 so they can re-join the fight right away.
  • The full revival is applied a maximum of 3 times per day.
  • The minimal revival restores a citizen's health to 20 and is applied when the citizen runs out of full revivals.

Bonuses

Unit vs Unit bonuses

Every unit has a unique advantage against a specific other unit.

The bonus influences the Attack and Defense Values during the PvP Shootout.


  • Infantry ----------------------- Attack Point Bonus: + 20 -> against Anti-Aircraft Artillery
  • Tanks -------------------------- Attack Point Bonus: + 20 -> against Infantry
  • Helicopter -------------------- Attack Point Bonus: + 20 -> against Tanks
  • Anti-Aircraft Artillery ------- Attack Point Bonus: + 20 -> against Helicopter

Terrain bonuses

Terrain advantages can be used to compensate the Unit vs Unit advantages.

  • Forest -------------- Defense Point Bonus: + 20 -> against Infantry
  • Plains -------------- Defense Point Bonus: + 20 -> against Helicopter
  • Hills -------------- Defense Point Bonus: + 20 -> against Tanks
  • City ----------------- Defense Point Bonus: + 20 -> against Anti-Aircraft Artillery

Migration

Citizens

Skills

  • Citizens will be able to distribute their total skill gained so far to every profession available in Rising, in percents (e.g. 70% carpenter, 20% builder, 10% architect, 0% to the rest);
  • Their skills values will be reverted to the amount of total worked days in eRepublik; the percentage set above will be applied to this amount;
  • Skill migrations will be public (visible to all logged in citizens); also, citizens will be able to change settings at anytime, except last 3 days before the public launch (This is necessary in order to avoid general managers end up with some unwanted employees in their companies; this way, they will know what kind of employees they will be having, they can fire/hire people, or simply help citizens make migration decisions)
  • Skill migrations will have a default (equally distribution to all professions); if citizen will not change this during the time the panel will be available, he will enter Rising with these default migrations

Strength

Same concept applied as within skills

Inventory

Products in citizens inventories will be migrated with default values:

  • for each product type and Q, the Q will be converted in customization points which will be assigned equally between the components (e.g. House Q5 → 150CP → Roof 50CP, Walls 50CP, Layout 50CP)
  • any remaining gifts will be erased;
  • any remaining diamonds in organizations inventories will be erased;

Migration defaults

For both companies migrations and inventory products.

Food

   * Ingredients: 15*Q
   * Packaging: 15*Q

Travel ticket

   * Paper: 15*Q
   * Packaging: 15*Q
   * Itinerary: 10*Q

House

   * Roof: 15*Q
   * Layout: 15*Q
   * Walls: 10*Q

Hospital

   * Roof: 15*Q
   * Walls: 15*Q
   * Logistics: 10*Q

Defense system

   * Layout: 15*Q
   * Walls: 15*Q
   * Logistics: 10*Q

Riffles

   * Riffle Barrel: 15*Q
   * Frame: 15*Q
   * Riffle Butt: 10*Q
   * Ammunition: 10*Q

Tanks

   * Tank Barrel: 15*Q
   * Body: 15*Q
   * Engine: 10*Q
   * Ammunition: 10*Q

Artillery

   * Gun Barrel: 15*Q
   * Body: 15*Q
   * Engine: 10*Q
   * Ammunition: 10*Q

Helicopters

   * Gun Barrel: 15*Q
   * Body: 15*Q
   * Engine: 10*Q
   * Ammunition: 10*Q

Migration defaults for citizens

Professions: equally distributed between the 11 professions; because of integer numbers needed, all professions will get 9% except the first one (Producer), which will get 10%

Military skills: equally distributed between the 4 skills: 25%

Economy formulas

  • HealthMultiplier = 1 + 2 * Health / 100
  • HappinessMultiplier = 1 + 2 * Happiness / 100
  • Employees Multiplier
    • If Ne (Number of Employees) < Nr (Number Recommended) : EmployeesMultiplier = 1+(Ne/Nr)
    • If Ne > Nr: EmployeesMultiplier = 3 – (Ne/Nr)
    • If EmployeesMultiplier < 1: EmployeesMultiplier = 1

Work

Productivity = 1/2 * EmployeesMultiplier * SkillLevel * (HealthMultiplier + HappinessMultiplier) * Hours

Skill increase @Work

SP = 0.1 * Productivity

Learn

SP = SkillMultiplier * (HealthMultiplier + HappinessMultiplier) * Hours

Train

SP = SkillMultiplier * (HealthMultiplier + HappinessMultiplier) * Hours

Rank points gain table

The only way to increase a citizen's rank is to defeat opponents. Citizens receive Rank Points per defeated opponent. The amount of Rank Points depends on the difference in rank between the two players. For example, if a player defeats an opponent of higher rank he receives more Rank Points than defeating an opponent that has a lower rank.


Rank difference -----> Rank Points per defeat

  • < -7 -----> 2
  • -7 -----> 3
  • -6 -----> 4
  • -5 -----> 5
  • -4 -----> 6
  • -3 -----> 7
  • -2 -----> 8
  • -1 -----> 9
  • Same Rank -----> 10
  • +1 -----> 11
  • +2 -----> 12
  • +3 -----> 13
  • +4 -----> 14
  • +5 -----> 15
  • +6 -----> 16
  • +7 -----> 17
  • > +7 -----> 18

Military skills

A Skill Career Path includes 10 pre-defined levels. After the 10th level players keep the highest title and gain stars as additional awards.

Players have to gain Military Skill Points to advance to the next Skill Level.

Each new Skill Level increases the damage a player deals during a PvP Shootout.

Military progress is calculated considering a default of Training for 8 Hours with 100 Health / 100 Happiness, each skill everyday and adding a 10% bonus. (~ 8.8 hours)


Level Title Skill Points (SP) required Increased Weapon Damage Pacing Total time required to reach level
1 Greenhorn 0 0% after 0 days 0 days
2 Rookie 40 10% 1 day from the previous level 1 day
3 Hotshot 200 20% 2 3 days
4 Marksman 1000 30% 5 8
5 Sharp Shooter 4000 40% 16 24
6 Professional 10000 50% 25 49
7 Expert 20000 60% 35 84
8 Ranger 40000 70% 59 143
9 Nemesis 80000 80% 105 248
10 Veteran * 160000 90% 185 433
11 Veteran ** 160000 100% 333 766
... ... ... ... ... ...