War
You can obtain territory, buildings, gold, food and runes not only
in a peaceful way, but also by war.
Topics:
Military force
Strength of your army depends on:
- Size and composition of the army
- Your chosen race
- Attack and Defense spells on your and your opponent's country and army
- If you are in alliance or not
- Help from your allies
- Your people's familiarity with war science
- Value of your opponent's country (If you attack a country which has a
bigger value than yours, your army strength will grow by 10%.)
Your army contains different military units. Each unit has a different defense and
attack value, as detailed below:
Military unit |
Defense value |
Attack value |
Soldier |
1 |
1 |
Defender |
4 | 0 |
Attacker | 0 | 4 |
Archer | 6 | 2 |
Horseman | 2 | 6 |
Elite | 5 | 5 |
Thief | 0 | 0 |
Mage | 0 | 0
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Who can you attack?
War has its rules. You cannot just attack everyone you want to.
You can only attack countries which:
- are in the same group as you
- are not under protection
- are not on vacation
- are not your allies
- Have no non-aggression pacts with you
Important! If YOU are under protection, you CANNOT attack anyone!
The Attack
You can composite the troop which you send out to attack. You just
have to enter how many men of each military unit you want to send on the
attack. The troop you send out will request their pay and
food in advance. If you cannot give them enough money
and food, they will not go to fight.
- Enter the id of the country you wish to attack.
- These are the military units you have.
- If you have allies, this is where you can ask for help, or send them
help. (See: Alliance help)
- This is where you choose what mission your soldiers will go on.
After clicking the "Next" button:
- Compose the troop you want to send. Enter how many men you wish to send
from each unit, and enter how many generals you wish to send along (see
below).
- If you are in an alliance, this is where you choose which ally to take
along. (Note: default is that you take all your allies, so be very careful!)
- If you take your allies along on an attack, remember that the distance
your troops need to travel will be the highest value listed here. (In this
example, it will take 5 rounds for the troops to arrive, since the third
ally is 5 rounds away. If you only take the first two allies, your troops
will arrive in 2 rounds.)
Every troop needs a leader, who says where to go
and make out the strategy in battle. This person is the general. More than one general
can join each troop, but since you have a fixed amount of generals, the more
you send with each troop, the less troops you can send at the same time.
Your army needs time to reach your opponent's land. If you are a
Lone Wolf, this time is the same as the distance between you and your target. If
you are in an alliance, this time depends on your allies too, if you want
them to join you. In this case the time needed to reach the target is
the distance between the target and your farthest ally from the target. You can
decide which of your allies you want to join you at war.
Some of your soldiers will die on the way: some
cannot take the long journey, get sick etc. The farther your target is, the
more soldiers you lose during the journey. You must count with these losses if
you do not want to lose the battle.
You can strengthen your sent-out troop by a spell: cast Bloodthirst
upon your troops to increase their offensive strength by 30%.
The size of what you obtain from your targets (land, loot, make damage etc.) depends on the
values of both your country and their countries. If you attack a country
that has a higher value than yours, you obtain twice as much.
Important! In the 1/A group, when making an
individual attack, you will not get alliance help and you cannot request help
either!
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Numbers
The more generals join the troop you send out, the stronger your troop will be.
Generals give the following strength bonus:
1 general | 0% bonus |
2 generals | 3% bonus |
3 generals | 5% bonus |
4 generals | 6% bonus |
5 generals | 7% bonus |
6 generals | 8% bonus |
7 generals | 10% bonus |
8 generals | 20% bonus |
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Numbers
When your allies join you at war, your race, military mood, scientific
development etc. will be counted on your allies' troops as well.
When calculating your troop's offensive value, the base is your military
units' offensive value points, then multiply this number by the following modifiers: race
bonus, military mood, scientific development, lone wolf modifier, generals'
bonus, Bloodthirst spell. Because you multiply by these modifiers, their order is
indifferent.
When you attack a country which has a higher value than your country, your
attacking troop will get a +10% bonus on their attack strength. (The values at the moment of battle
counts, not the ones at the moment of starting the troop.)
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Defense
Sometimes you will be the target of another country, and you must
defend your land.
If somebody attacks you, you can request help from your allies. You can
decide which of your allies you call helping troops from. (These troops must arrive
before the battle, so sometimes it does not make sense to call troops from your
farthest ally.) You can request your allies' help as many times as you want.
You must give extra payment for the helping troops in your country; if you
cannot pay them, they will leave your country immediately.
If you find out that someone has an army on its way to one of your allies,
you can also send helping troops to their country. Do not forget about the
losses on the way!
Important! In the 1/A group, you cannot send or request help!
Numbers
When defending your country, just as many soldiers who have
accommodation can fight in that battle. Buying extra soldiers which have
no place in your barracks is useless. Forts are also only of use if there
are enough people to operate them.
Your familiarity with housing science counts with the forts, too, so the
better you are at that science, the more archers can use these buildings as a
defense at war. Your allies' archers cannot use your forts when helping you,
even if there are empty places.
If your allies help you defend your country, your race, military mood,
scientific development etc will be counted on your allies' troops as
well.
Calculating your defense value: First count your army defense value, including
your archers in the forts, add your allies helping troops' value, then
multiply this amount by the modifiers: military mood, defense spell,
lonely wolf bonus, familiarity in military science, forts' defense power,
race bonus.
If your country has no military troops, it has a minimal self
defending power which is equal with the number of the acres the country has.
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Numbers
For groups other than 1/A, if anyone from the alliance is on vacation (vacation mode has been set in
the country) or is under protection, no help can be asked from that country. Depending on the
number of countries on vacation/under protection from the allience, the remaining countries
receive a defense bonus. If 1 country is on vacation/under protection, the remaining 3
countries each receive a 10% bonus against military attacks. If 2 countries
are on vacation/under protection, the remaining 2 countries each receive a 20% bonus against
military attacks. If 3 countries are on vacation/under protection, the remaining country
receives a 30% bonus against military attacks. This bonus only applies when
the country is attacked by troops, it gives no bonus against magic or
thievery. It also does not give any bonus when you decide to attack someone.
Only countries that have been on vacation/under protection at the start of the attack count.
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Attack types
Every leader chooses different strategies at war, depending on what the
aim of the battle and where the weak point of enemy is. When sending your
troops to attack, you can choose from these types of missions:
Conquer land |
When you want to increase your territory, this type of attack is the best
choice. After a successful attack, you will get a part of your opponent's
land. You will get both buildings and barren land. After the
successful battle, you will get your new territory at once, and your troops
will start to go home.
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Raze |
If you are not in needs, but want to weaken your opponent, you can raze
their country. In a successful battle, your soldiers demolish some of your
opponent's buildings (but do not get any loot), then start to get back home.
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Loot |
If you are in need of runes, food or gold, you can send out your troops to
loot your opponent's county. you will get this loot after your
soldiers get back home.
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Slaughter |
This kind of attack also weakens your opponent but you will not gain
anything. During the battle, your soldiers kill everyone they find:
mages, thieves and civilians as well.
Important! Undeads also have losses at this type of war. If the attacking
army is undead it will not get the massacre victims as soldiers.
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Battle on way
When several troops, that are not in alliance with each other, are on the way to attack
the same country, these troops may encounter each other on the way, and
engage in a fight to decide who can
go on. Nobody likes to share their victory, so only the stronger troop may
go on.
In this kind of battle, the armies' basic attack and defense values are the determinative
factor. Do not count the racial bonus, lonely wolf bonus, spells and
alliance help.
Your troops can fight with more than one other troops in the same round.
If you have more soldiers than place to accommodate them
There must be a place in the barracks for every soldier, even if
they are sent out on an attack, or helping an ally. You do not need to
provide places for your alliances' helping troops.
When you have more troops than places in the barracks, a part
of your army will leave your country. First, units currently in your country will
leave you. It is useless to buy a defending troop, after you send out
all of your army; they will leave your country. If there are no military
units in your country, then soldiers who are currently away will start to
leave you. Order of the leaving units: soldiers, attackers, horsemen,
defenders, archers and finally elites. Military units with no space in the
barracks will leave your army in one round.
Numbers
The game is divided into rounds, battles happen at
the same time in every round, so it is normal to receive several attacks at
the very same second.
Several military actions can happen in the same round, such as alliance help
arriving, and battle taking place. These actions, that happen in the same
round, always follow the same order:
- Units that complete training are placed in your army
- Alliances' helping troops arrive
- Battles take place
- Alliances' helping troops leave
- Own troops that were sent out for an attack, or for help, arrive home
Do not forget! If your sent-out troops arrive in the same round as
your opponent's attacking army, your troops will miss the battle!
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