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Unit upkeep
Thought I'd make a post about this since food upkeep isn't it isn't in the guide at the moment, nor did I see a forum post about it yet.
Below is what I've found for each unit so far, and as far as I know special units (i.e. Marines) consume the same amount of food per tick as their normal counterparts (i.e. Soldiers).
Now contains far more than food upkeep, hurrah for excessive information! Here's the additions to the guide over time:
-Wood Upkeep
-Workforce
-Trade Income
-Security
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Unit - Food Upkeep
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When stationed in town, units will consume the following:
*Militia - 2
Police - 8
Agent - 8
Biker - 8
Soldier - 8
Mortar - 16
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When stationed at properties, Units will consume 2 additional food, for a total of 10. Mortars will consume 4 additional food, for a total of 20.
If field rations tech is chosen, units at properties will consume 10% less food than normal, for a total of 9 for standard units, and 18 for mortars.
And when in an attack convoy units will consume 4 additional food, for a total of 12, with mortars consuming an additional 8 food for a total of 24.
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**Food Rations - Civilian Food Upkeep
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Low Rations ~ 1.2
Normal Rations ~ 1.8
High Rations ~ 2.4
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Unit - Firewood Upkeep
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When stationed in town, units will consume the following:
***Population - 0.33
Militia - 0.66
Police - 0.66
Agent - 0.66
Biker - 0.66
Soldier - 0.66
Mortar - 1.33
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When stationed on properties or traveling, all units have a firewood upkeep of 1 wood/tick. Mortar teams have a firewood upkeep of 2.
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Other
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While not technically upkeep, these are some interesting things I feel are still worth mentioning here as they are in a similar vein as upkeep, or are unmentioned mechanics elsewhere.
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Workforce
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The workforce penalty is increased by 1% for every 1% workforce missing from your town, up to a max of 60%. So if you have a workforce requirement of 100, and you have a population of 70, then you will have a workforce penalty of 30%.
You can calculate it with the following formula: 1 - (workforce/population)
In our example, this would look like this: 1 - (70/100) = .3 or 30% penalty
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Trade Income
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Trade income is calculated from your tax income, and is affected by every single change that affects it such as hero bonuses, research, tech, and tax policy.
You can calculate the amount of cash other players earn from having an alliance in your town with the following formula:
Tax income x .02 = Trade Income
So if you have 10k population housed, and no tax bonuses you will have a tax income of 18,000 which when multiplied by .02 results in other players receiving 360 cash from being in an alliance with you.
Villages do not provide towards this income, only tax from your town affects it.
Each checkpost built lowers the total trade income you earn from other towns by 10 cash. So if you have 10 checkposts, you will earn 100 less cash overall.
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Security
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For every 10 extra/missing police from the neutral value, you will receive either a +1 or -1 to your security until reaching either the max bonus or penalty.
So if you have 2500 population, it would require 100 police to maintain neutral (0) security as stated by the guide, 60 police will net you a -4 penalty, and 140 will grant you a +4 bonus.
Here's the actual formula for determining security, courtesy of Ron, the above is still accurate but only works for police - if you've got militia in the mix, then this will be needed to calculate that:
((((police * 25) + (militia * 3)) - pop) / 250)
Here's what it would look like using the example:
((((140 * 25) + (0 * 3)) - 2500) / 250) = 4
Numbers greater than 4, or less than -4, are treated the same as the max penalty/bonus. So while it is possible to calculate a higher/lower bonus than possible, you will never see that in-game due to the cap.
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Convoy Merging
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It isn't mentioned in the official guide yet as far as I'm aware, but its possible to merge multiple convoys that have arrived at their destination (provided they're going to the same location), by going to the attack tab, and clicking the "Merge Convoys" button near the bottom of the listed convoys.
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*Militia will consume 4 food when stationed at properties or when in a convoy; with the exception of with the field rations tech, in which they will consume 3.6 food when stationed on property.
**Civilians from Villages consume the same as civilians from your town, in addition militia and police may appear to have a different upkeep than they actually do when training them due to the loss of population at the time of training.
***Civilians in Villages do not have a firewood upkeep during winter, only those inside of your town have an upkeep.
I will try to update this if I find that anything changes in future rounds such as new units, upkeep is changed or if I'm presented with new information on the subject, but it may take some time. Please feel free to add anything that you feel may be relevant, or correct me if something is off.
Also, since Cash upkeep is already located in the guide, here's a link to that page if you need it: https://www.the-outbreak.com/guide/units.php
[Edit] This post was last updated/edited on 5/5/2022; the Outbreak forums don't seem to show timestamps/dates for edits unless I'm blind so adding this to give people an idea of how up to date this post is.
Latest update: 2022-09-15 18:58:00
Testing!
Hi everyone and welcome to our test server!
Our new symfony version is running here and needs to be tested properly! The code for the new version is totally rewritten so every aspect of the game needs to be tested. Also we have already introduced some new features and elements, but also prepared the code for future big changes.
We will try and keep changes listed in this topic:
- Added unit and building production queue
- Added research queue
- Added button to input max units or max buildings in input fields
- Added clan officers who can help manage the clan
- Added clan tax for members to automatically add cash to the clan bank
- Added option for attack convoys to be resolved automatically
- Added custom mail groups you can define yourself
- New chat which is linked to Discord. Clans can also link their channel to their own Discord server.
- Discord DM notifications for events
- You can now access multiple areas on the same account at the same time
- Acres now have a build modifier instead of a hard building limit
- Acre buildings can be deconstructed on acres you've held more than 48 hours
- Most ops that provide information on the target will also be showing in your inbox for later review
- Reports can be merged together and also forwarded to other players
- Combat formulas have been rewritten
- Acres now have their own build mod allowing for more buildings to be build then the acre has room for
- Ops energy exceeding max from completing missions or events will no longer disappear on next tick
- Force readiness exceeding 100 from events will no longer disappear. FR still has a hard limit of 200.
- Discovering regions on the map is now player controlled
- When a player captures a location, other attack convoys from the same player are added as reinforcement
- Spy on research will only give you some info instead of all
- Each town starts with some research already completed based on town type
- Scorched earth now has to be cancelled manually after taking an acre
- It is now possible to buyout an auction even when you're the highest bidder
- Cash income from villages count towards alliance cash income
- Acres captured before level 34 now count towards completing the mission
- Poison food op available in PvP
- Infiltration reports will show an estimated defense rating for camps and acres based on the information available in the report
- Raiders now send attack convoys to abandoned acres instead of just moving in
Together with many more minor changes to improve the quality of gameplay.
More changes will follow shortly!
Latest update: 2021-11-24 12:36:00