Attacks
by Alliances At War
There are 8 different ways of attacking your enemy. Which one suits your needs best will depend on the situation.
Standard Attack
Conquer land with this default attack. You get more acres the bigger the target is, up to about twice your size. The Orkfian Gods frown upon invading much smaller tribes.
- >80% of your size gives good gains, 80-75% is a smaller grab and below that the gains are very little.
- Losses are greater for the attacker than the defender.
- You capture 35% extra land on your way to the enemy's tribe. These acres can be built on right away.
Raid
Storm into your enemy's lands, looting crowns, capturing some easy acres, and killing up to 20% of the target's citizens. Military losses are slim for the attacker and high for the defender. Attacking smaller tribes yields less crowns and acres.
- Max crowns you can steal is the enemy's acres x 500 (e.g. the max you can get from a 400 acre tribe is (500 x 400) = 200,000 crowns.
- Conquer about 3% of your enemy's land.
- Kills a minimum of of 2x the target's acres as citizens.
- Targeted tribes get a +15% defensive bonus!
- You capture 35% extra land on your way to the enemy's tribe. These acres can be built on right away.
Barren Grab
In this attack you target barren acres only. It potentially yields more acres than the standard attack since barren acres are easy to conquer. Using this attack on someone who has no barren acres results in zero gain. What a pity!
- When doing a barren grab you lose less military than with a standard attack.
- Gains are halved if the defending tribe is 51-75% your size, and quartered if the defending tribe is 50% or below
- Barren Grab cannot be used against a tribe that is below 70% of your size if that tribe is below 2000 acres.
- You capture 35% extra land on your way to the enemy's tribe. These acres can be built on right away.
Hit'n'Run
An attack that can be used to wear down a larger foe. Unlike other attack types, your troops will engage in combat even if they are outnumbered. As long as they aren't overpowered by more than two to one (so you need 50%+ of opponent's defence in offence), they will engage the enemy and kill as many troops as possible. They will also rain arrows over the enemy's citizens and kill as many as they can. The attacker's losses will be small; the defender's losses will depend on how much offence is sent. When the total offence sent is 60% of the total defence of the victim, then the victim will suffer 60% of the normal troop losses. Similarly, when 80% offence is sent, 80% of normal losses will be suffered.
- Hit'n'Run can only be used on larger opponents (e.g. more acres)
- Generals sent on a Hit'n'Run need 2 more updates to recover
- Hit'n'Run does not affect fame.
Blasphemy Crusade
The most destructive and arguably the most feared of all attacks. Religion sure can be a powerful weapon. Your troops will zealously storm into your opponent's lands. Determined to root out all heresy they will destroy buildings of magic, worship and thievery. Guilds, Academies and Hideouts will be destroyed and thieves will be massacred. Your enemy will suffer high combat losses but be warned; the attacker's combat losses are high as well.
- Because of the holy nature of the Blasphemy Crusade your generals need extra time to recover from this attack. Generals sent on a Blasphemy Crusade will need 2 more updates to recover until they can be sent on another attack.
- The gods demand payment in blood for their blessing. Even immortal races cannot start a crusade without this sacrifice.
- Fame is only earned for destroyed buildings during war.
Raze
Your troops rush into the lands of the enemy, destroying as many homes as they can.
- Can send 50% to 100% in offense of opponent's defense, with maximum damage dealt with 100% of offense sent. Destroys a number of homes, equivalent to 10-20 arsons depending on how much offense is sent. Homes destroyed cannot be built upon for 2 updates.
- Generals sent on a raze need 2 more updates to recover.
- Optimal damage range from 50% to 150% of your tribe land size.
- Losses equal to blasphemy crusade.
- Deals 50% more damage in war.
Commandeer
You may seize the recently captured acres of an enemy tribe while their army is still on the move. Gains are halved if the defending tribe is 51-75% of your size, and quartered if 50% of your size or below; cannot be used on a tribe below 70% your size if that tribe is below 2000 acres.
- Seizes enemy's incoming acres (minimum amount 10% of enemy's total land, can take all acres if within sufficient range).
- Gains decrease outside of optimal grab range.
- Losses equal to Barren Grab.
- You capture 35% extra land on your way to the enemy's tribe. These acres can be built on right away.
Pillage
This destructive attack can be used both to cause grievous damage and to gain resources. Your army turns farms, labs, mines and yards into rubble, plundering the ruins for goods to return home and enslaving as many as possible. Destroys up to 2% of the opponent's farms and markets, and up to 10% of their labs, mines and yards. Cannot be used against a tribe less than 70% of your size if that tribe is below 2000 acres.
- Every farm destroyed yields 2500 kgs of food.
- Every lab destroyed yields 10 research points.
- Every mine destroyed yields 4000 crowns.
- Every yard destroyed yields 250 logs
- The buildings destroyed cannot be constructed on for 2 updates.
- -5% gains if target is in war with an alliance other than your own.
Last updated: March 2012