Invasions

Send your army to invade an enemy tribe. By default an attack takes 4 months and you need to send at least 1 more offence point then your target has defence at home to be successful.

You must leave enough defence at home when attacking or the following penalties apply:
  • < (10 + 2.5 per month in the age) DPA - Unable to attack
  • < (16 + 3 per month in the age) DPA - Alliance news posted about the reckless invasion
Common Terms:
  • OPA = Offence Per Acres = Raw Offence / Acres
  • DPA = Defence Per Acre = Raw Defence / Acres
  • Mod Off = Offence after modifiers
  • ES = Enchantress Salem (Dark Spell to negate target's defences)

Blasphemy Crusade

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.

Attacker Losses Defender Losses
  • 5%
  • 4%
Destroys Kills
  • Guilds: the larger of 4% of land or 15% of Guilds
  • Hideouts: the larger of 4% of land or 15% of Hideouts
  • Academies: the larger of 4% of land or 15% of Academies
  • Temples: the larger of 4% of land or 15% of Temples
  • 5% Thieves
  • 5% Mystics
  • 5% Priests
Gains
  • Take 1 fame per building destroyed
  • 5% Thieves retrained for 2 months
  • 5% Mystics retrained for 2 months
  • Generals take 2 additional months to recover after the attack
  • Damage reduced outside of war
  • Only award fame in war

Commandeer

In this attack you take barren acres or you may seize the barren recently captured acres of an enemy tribe while their army is still on the move. It potentially yields more acres than the standard attack since barren acres are easy to conquer.

Attacker Losses Defender Losses
  • 0.8%
  • 0.5%
Gains
  • Take up to ~15% acres from the enemy (only from barren and incoming land)
  • Take 1 fame per acre taken from the enemy
  • 35% extra acres immediately

Hit 'n' Run

An attack that can be used to wear down a larger tribe.

Attacker Losses Defender Losses
  • 3%
  • 6%
Kills
  • 5% citizens
  • Can only be used against larger tribes
  • Requires 50% offence to break the defender
  • Generals take 2 additional months to recover after the attack

Pillage

This destructive attack can be used both to cause grievous damage and to gain resources.

Attacker Losses Defender Losses
  • 0.8%
  • 0.2%
Destroys
  • Mines: 4% + 2% of Land
  • Farms: 1% + 0.5% of Land
  • Yards: 4% + 2% of Land
  • Labs: 4% + 2% of Land
Gains
  • 8000 crowns per destroyed Mine
  • 5000 food per destroyed Farm
  • 500 logs per destroyed Yard
  • 20 rps per destroyed Lab
  • Gain much less if target is less then 80% of your size
  • Gain less if target is more then 125% of your size
  • Take up to 0.2 fame per building destroyed
  • Only award fame in war

Raid

Storm into your enemy's lands, looting and capturing some easy acres. A great way to kill enemy tribes low on citizens.

Attacker Losses Defender Losses
  • 1.3%
  • 2%
Kills
  • 20% citizens (3 * Acres Minimum)
Gains
  • Take up to 3.25% acres from the enemy
  • Take up to 0.8 fame per acre taken from the enemy
  • Lose fame if enemy is much smaller
  • 8000 crowns per acre taken
  • 35% extra acres immediately

Raze

Your troops rush into the lands of the enemy, destroying as many homes as they can.

Attacker Losses Defender Losses
  • 2.5%
  • 0.5%
Destroys
  • Homes: 5% + 1.5% of Land
Gains
  • Take up to 1 fame per building destroyed
  • Requires 50% offence to break the defender
  • Generals take 2 additional months to recover after the attack
  • Damage reduced outside of war
  • Only award fame in war

Standard Attack

Conquer the lands of your enemy!

Attacker Losses Defender Losses
  • 5%
  • 2%
Gains
  • Take up to 11.5% acres from the enemy
  • Take 1 fame per acre taken from the enemy
  • 35% extra acres immediately