War
by Martel
At the war declaration page the elder can view all alliances that are in reach, but it may be good to know the rules in order to prepare your alliance.
Declaring a war
War can be declared against alliances at 80–150% of your size and number of tribes.
Alliances that have been in war recently are protected by the Orkfian gods and cannot be declared against until 6 hours after their war ended. Those that surrendered will be protected for an additional 42 hours. Neither can declare wars on their own until 12 hours have passed since their last wars ended.
Finally alliances need more than 3 tribes (25% of a full alliance) to declare wars.
Ending a war
A war has to end—we can’t have a war going on for an entire age. Fortunately there are several ways to end a war.
Victory
If the opposing alliance surrenders—or if you defeat them—you emerge victorious with the enemy’s goods, research and fame! To win you need to meet the victory condition:
- Take 32% land from the enemy (% based on your own size)
Tip: killing tribes is an excellent way to win wars since their full size at death counts as land taken.
Defeat
When one alliance is victorious, the other is defeated.
Surrender
If an alliance thinks they’re fighting a losing battle and the enemy isn’t accepting a truce, they can choose to surrender. The losses for surrendering are greater than for suffering a defeat. Alliances that surrender are protected by the Orkfian gods against new enemy war declarations for 48 hours, rather than 6.
Truce
Alliances may offer a truce during war, if agreed upon the war will end immediately.
Automatic Truce
The Orkfian gods will not allow any war to last longer than 48 hours.
War Spoils
Alliances do not only war to humiliate their enemies, but also for the booty:
- 5% of all purchased research
- 15% of all market goods
- 500 fame from each tribe
Spoils from forcing a surrender are even better:
- +2% of all purchased research
- +200 fame from each tribe
Fighting a war
In Orkfia warring is as essential to life as water to drink and air to breathe. Orkfians love to war, and rather than staying in their homes hiding they will greatly benefit from being at war.
Bonuses
Immediately after a war has been declared these bonuses will come into effect against the enemy alliance:
- Dark Spells and Black Operations: +5% damage
- All attacks: +20% fame
- Raid: +20% citizens killed
- Standard Attack: +20% gains
- Blasphemy Crusade: 1 fame for each building
- Blasphemy Crusade and Raze: +50% more damage
Protection
Attacking into a war between two other alliances is an act of cowardice. Alliance elders will usually make note of such attacks and take revenge.
- Dark Spells and Black Operations: -5% damage
Random Events
- Instant loss of 10% stored up mana and plans
- Instant gain of 10% mana and plans
- Returning military rushed 1 hour closer to home
Triggered events
- Returning military rushed 1 hour closer to home (if you kill a tribe in the upper half of the opposing alliance)
- Defiance cast on your alliance for 4 hours (if you lose a tribe in the upper half of your alliance)
Vacation Mode
Tribes that enter vacation mode during war will add 50% of their land towards the enemy’s victory.
War strategies
“If you know the enemy and know yourself you need not fear the results of a hundred battles.”
Don’t allow your alliance’s tribes to randomly attack and to exhaust their strength, but focus on a few targets in order to weaken and kill them quickly, effectively and without too much work for each tribe.
During a war obeying the elder is vital. The elder must have the loyalty of the alliance else defeat is inevitable.
Last updated: November 2010