Motivation Types

Motivation is an option that helps you do things faster or more efficiently. In Khan Wars you can Motivate your Marches for Speed, Chance of destroying buildings by siege machines, Loyalty reducing, Merchant cargo, Spying, Clean up and Carry weight of your army. Each one of these Motivation options gives you some advantage over your enemy and helps you in some of the Battles.

IMPORTANT:

A March can be Motivated in several different ways at the same time, but for no more than 150 Coins.

Returning a Motivated march gives you back up to 90% of the spent Coins on Motivations except for the Clean up Motivation.

The Speed Motivation gives you back the following amounts of Coins:

  • if the March is returned in the first 10% of the March distance, the player gets 90% of the Coins back;
  • if the March is returned in the 11-20% of the March distance, the players gets 80% of the Coins back;
  • if the March is returned in the 21-30% of the March distance, the players gets 70% of the Coins back;
  • if the March is returned in the 31-40% of the March distance, the players gets 60% of the Coins back;
  • if the March is returned in the 41-50% of the March distance, the players gets 50% of the Coins back;
  • if the March is returned in the 51-60% of the March distance, the players gets 40% of the Coins back;
  • if the March is returned in the 61-70% of the March distance, the players gets 30% of the Coins back;
  • if the March is returned in the 71-80% of the March distance, the players gets 20% of the Coins back;
  • if the March is returned in the 81-90% of the March distance, the players gets 10% of the Coins back;
  • if the March is returned after 90% of the distance has been completed, there are no Coins back.

Marches Speed Motivation:

Using this option increases the speed of your army and thus reduces the time needed to reach the target. The Speed Motivation can be used for Attack, Spying, Transfer, Support and Trading marches. The maximum Speed Motivation you can apply to your Army depends on the distance to the target:

  • If the standard March time is less than 30 minutes, you can Motivate your troops to reduce travel time by up to 20%.
  • If the standard March time is more than 30 minutes, you can Motivate your troops to reduce travel time by up to 50%.

IMPORTANT: Speed motivation will not affect the return of a Multiple-target march (from the last target to the home Castle or from the moment the player returns the march manually to the home Castle).

Siege machines motivation:

Using this option increases the Chance to destroy 1 level of a randomly chosen enemy Building.

Note that Buildings which are at 1st 2nd or 3th level or Buildings which are in a development process cannot be destroyed. The maximum number of Buildings destroyed in every battle is 1. The overall chance of Building destruction is calculated by combining the chance of all the attacker's Siege Machines, that have such a chance. There are 3 options available:

20 Coins:

  • every Trebuchet's chance for Building destruction is 0.07;
  • every Catapult's chance for Building destruction is 0.05;
  • every Siege Tower chance for Building destruction is 0.06;

50 Coins:

  • every Trebuchet's chance for Building destruction is 0.10;
  • every Catapult's chance for Building destruction is 0.07;
  • every Siege Tower chance for Building destruction is 0.07

70 Coins:

  • every Trebuchet's chance for Building destruction is 0.14;
  • every Catapult's chance for Building destruction is 0.09;
  • every Siege Tower chance for Building destruction is 0.08;

IMPORTANT:

The maximum Chance to destroy a building level doesn't increase, regardless of the Motivation used.

Motivation of Loyalty reducing:

Using this option increases the amount of Loyalty the attacker's Noblemen are able to reduce in a Battle.

  • 20 Coins - The maximum Loyalty reduced by the Attack raises from 2000 to 2300. Every Nobleman reduces from 300 to 650 Loyalty.
  • 50 Coins - The maximum Loyaltyreducedby the Attack raises from 2000 to 2600. Every Nobleman reduces from 350 to 700 Loyalty.
  • 70 Coins - The maximum Loyaltyreducedby the Attack raises from 2000 to 3000. Every Nobleman reduces from 400 to 800 Loyalty.

IMPORTANT:

Even if you Motivate the march by the 70 Coins option, your Noblemen could reduce 450 Loyalty each. This could happen also in unmotivated Marches. The only sure thing is that the Noblemen won't reduce less than 400 Loyalty, which is 100 more than the minimum of the unmotivated Attacks.

Carry weight motivation:

This option is used for Motivation of your Units' cargo so they are able to carry more Resources after a Battle or Clean up march:

  • 20Coins - The army in this March is able to carry 20% more Resources than normally.
  • 50 Coins - The army in this March is able to carry 50% more Resources than normally.
  • 70 Coins - The army in this March is able to carry 100% more Resources than normally.

Motivation of Espionage:

Using this option increases the number of your Quickwalkers sent on Espionage so you can receive different information about your enemy.

  • 10 Coins - Number of your Quickwalkers increases by 10% in THIS MARCH ONLY and if the Espionage is successful you will see information about the target's workers in the Mines.
  • 30 coins - Number of your Quickwalkers increases by 20% in THIS MARCH ONLY and if the Espionage is successful you will see information about the target's upgrades of the Army.
  • 50 coins - Number of your Quickwalkers increases by 30% in THIS MARCH ONLY and if the Espionage is successful you will see information about the target's Skills.

Note that when some of the quickwalkers are killed, the ones from the Motivation die first.

For example:

If you send 1 000 Quickwalkers, motivated for 50 Coins (1 000 + 30% = 1 300 Quickwalkers) and the enemy's Quickwalkers kill 100 of them, you will not lose any as the dead ones are deducted from the ones from the Motivation, which disappear after the March anyway. On the other hand if the enemy kills 310, you will actually lose 10 because the 300 will be deducted from the 300 motivated Quickwalkers and the reamining 10 will be deducted from the 1 000 you sent.

IMPORTANT:

The bonus Quickwalkers WILL NOT be added to the number of Quickwalkers in the Castle after the March has returned or the target has been reached. They will disappear after completing their job.

Cargo motivation:

When you send Resources you can Motivate the amount of Cargo each Merchant from the Marketplace can carry:

  • 10 Coins - 1000 additional Cargo for each Merchant.
  • 30 Coins - 2000 additional Cargo for each Merchant.
  • 50 Coins - 4000 additional Cargo for each Merchant.

Clean up motivation:

By using this motivation you can heal different unit types after a battle. To do so you need to have constructed an Infirmary. The amount of units healed depends on the level of the infirmary and the amount of wounded left for clean-up.

You have the opportunity to select 3 different types of motivation according to your needs:

  • Clean-up to heal siege engines – 50 Credits;
  • Clean-up to heal archers – 60 Credits;
  • Clean-up to heal cavalry - 70 Credits.

Depending on the amount of units remaining on a field, a certain percentage of them will be resotred in the form of units of the type that the player chose. The percentages are as follows.

  • up to 2000 Wounded/Injured Soldiers return 100% of the healed population;
  • up to 5000 Wounded/Injured Soldiers return 95% of the healed population;
  • up to 10000 Wounded/Injured Soldiers return 90% of the healed population;
  • up to 20000 Wounded/Injured Soldiers return 85% of the healed population;
  • up to 30000 Wounded/Injured Soldiers return 80% of the healed population;
  • up to 40000 Wounded/Injured Soldiers return 75% of the healed population;
  • up to 50000 Wounded/Injured Soldiers return 70% of the healed population;
  • up to 60000 Wounded/Injured Soldiers return 65% of the healed population;
  • over 60000 Wounded/Injured Soldiers return 60% of the healed population;

Еxample 1:

If there 1800 wounded, you have a level 10 Infirmary and have used Clean-up motivation to heal archers:

Worst-case-scenario: The Infirmary works at 5%, this is equal to 90 population. Since the population on the coordinates is less than 2000 you will get a 100% of it as units. In this case this is 90. The 90 population is distributed among the 3 archery types on a random basis.

Best-case-scenario: The infirmary works at 10%, this is equal to 180 population. Since the population on the coordinates is less than 2000 you will get a 100% of it as units. In this case this is 180. The 180 population is distributed among the 3 archery types on a random basis.

Example 2:

If there 28000 wounded, you have a level 10 Infirmary and have used Clean-up motivation to heal cavalry:

Worst-case-scenario: The Infirmary works at 5%, this is equal to 1400 population. Since the population on the coordinates is less than 30000 you will get 80% of it as units. In this case this is 1120. The 1120 population is distributed among the 4 cavalry types on a random basis.

Best-case-scenario: The Infirmary works at 10%, this is equal to 2800 population. Since the population on the coordinates is less than 30000 you will get 80% of it as units. In this case this is 2240. The 2240 population is distributed among the 4 cavalry types on a random basis.

IMPORTANT:

The amount of cavalry and siege machines healed depends on the population they occupy.

IMPORTANT:

Please note that this option can only be used at Castles where there is an Infirmary, as the option is directly related to it.

Back to Top