Every attack is one of these kinds. They all fight the same battle; they differ in what a win takes and what they need. The first is the default. Every attack is between states except Raze, which clears idle houses out of your own state.
| Attack | A win | Needs | Meter | At war |
|---|---|---|---|---|
Assaultassault | land (10% of theirs); earns renown | any target | ×1 | |
Breachbreach | land (10% of theirs); their defense bonuses count for 50%; 3× your usual losses; afterwards they stay breached for 6 ticks (defense bonuses at 75% against anyone); earns renown | a general with the Bellator trait leading the army a finished Ancestral Hall a Tactics bonus of 9% | ×1.5 | |
Reclaimreclaim | 40% of the land their army is carrying home from you; earns renown | only against the army that took your land | ×0.5 | |
Torchtorch | 8% of every building, left as barren land; overwhelming force takes more: the share is multiplied by your offense ÷ their defense, up to 2.5× | 1 resin per 20 troops sent, spent win or lose | ×1.5 | +4% (12% in all) |
Sacksack | 6% of their gold, food and materials, carried home; thieves add up to 40% to gold, by their share of the troops sent; chariots add up to 30% to materials, by their share of the troops sent; medics add up to 30% to materials, by their share of the troops sent | any target | ×1.2 | +3% (9% in all) |
Flanked Ambushflanked_ambush | 40% of an assault's land; wins when your offense beats 80% of their defense; they lose 1.5× the usual troops; you name a building type: the land comes from it first, then from barren land; earns renown | the Flanked Ambush breakthrough | ×1.2 | |
Lesser Flanked Ambushlesser_ambush | 40% of an assault's land; wins when your offense beats 90% of their defense; they lose 1.25× the usual troops; earns renown | a subscription (before the breakthrough) | ×1.2 | |
Massacremassacre | 3% of their peasants and thieves, killed; upgraded units (offense+, defense+, elite+) add up to 6% to the share, by their share of the troops sent | any target | ×2 | +2% (5% in all) |
Blockadeblockade | +2% blockade on their whole state's material output (up to 20%, lifting 24 ticks after the last); the lost output is destroyed | any target | ×1.5 | |
Razeraze | destroys 10% of their land; nobody receives it | a house in your own state that has given no command for 72 ticks | none |
Meter scales the hostility points the attack adds to the target state's meter. At war is added to the share taken when the two states are at war; land attacks get the war's land bonus instead. Only defense bonuses are cut by a Breach; penalties count in full.
Protection from repeated hits
A house that has been hit hard loses less to each new hit, in land, spoils and troops. Each successful hit that takes something (land, or troops: a sack too) adds 1 to the house's battered level, which fades 1.91% every tick, so about half is gone in a day and a half. At each level, each recent hit takes 15% off what's left, never below 20% of the full amount, in between for part of a level. This is applied last, after every other bonus. Reclaim, Blockade, Raze neither count as hits nor are reduced.
The battered level isn't public. Every successful intel operation and divination reports the target's battered level and how much an attack on it would yield now.
| Battered level | 0 | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|
| Share taken | 100% | 85% | 72.25% | 61.41% | 52.19% | 44.36% |
Target size
You can attack a house of any size, but a smaller one yields much less. The share of the usual gains depends on the target's land as a share of yours, in straight lines between these points (flat beyond the ends). It scales land, plunder, kills, blockade pressure and renown, on top of protection from repeated hits.
| Their land, of yours | 25% | 40% | 50% | 60% | 75% |
|---|---|---|---|---|---|
| Share of the usual gains | 2% | 10% | 25% | 50% | 100% |
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.