Difference between revisions of "Readiness"
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Readiness refers to how prepared a [[country]]'s [[military]] is to fight an [[attack]], either on offence or defence. When making attacks, readiness is multiplied directly with the attack strength; thus if a country's military is at 50% readiness, the attack will only be half as powerful. Defending has a minimum effective readiness of 70% however. | Readiness refers to how prepared a [[country]]'s [[military]] is to fight an [[attack]], either on offence or defence. When making attacks, readiness is multiplied directly with the attack strength; thus if a country's military is at 50% readiness, the attack will only be half as powerful. Defending has a minimum effective readiness of 70% however. | ||
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| + | When sending 1/3 of your military forces you lose the minimum amount of readiness per attack. | ||
| + | You lose 7% readiness per hit as a minimum | ||
| + | And regain 3% per turn used. | ||
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| + | Therefore: | ||
| + | Tyr uses 1 turn to hit so it loses 4% | ||
| + | Other gov types use 2 turns so its 1% | ||
| + | While demo uses 3 turns so its 0% | ||
Revision as of 07:33, 12 April 2011
Readiness refers to how prepared a country's military is to fight an attack, either on offence or defence. When making attacks, readiness is multiplied directly with the attack strength; thus if a country's military is at 50% readiness, the attack will only be half as powerful. Defending has a minimum effective readiness of 70% however.
When sending 1/3 of your military forces you lose the minimum amount of readiness per attack. You lose 7% readiness per hit as a minimum And regain 3% per turn used.
Therefore: Tyr uses 1 turn to hit so it loses 4% Other gov types use 2 turns so its 1% While demo uses 3 turns so its 0%