Attacks

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.

AttackA winNeedsMeterAt war
Assault
assault
land (10% of theirs); earns renownany target×1
Breach
breach
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 renowna general with the Bellator trait leading the army
a finished Ancestral Hall
a Tactics bonus of 9%
×1.5
Reclaim
reclaim
40% of the land their army is carrying home from you; earns renownonly against the army that took your land×0.5
Torch
torch
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)
Sack
sack
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 sentany target×1.2+3% (9% in all)
Flanked Ambush
flanked_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 renownthe Flanked Ambush breakthrough×1.2
Lesser Flanked Ambush
lesser_ambush
40% of an assault's land; wins when your offense beats 90% of their defense; they lose 1.25× the usual troops; earns renowna subscription (before the breakthrough)×1.2
Massacre
massacre
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 sentany target×2+2% (5% in all)
Blockade
blockade
+2% blockade on their whole state's material output (up to 20%, lifting 24 ticks after the last); the lost output is destroyedany target×1.5
Raze
raze
destroys 10% of their land; nobody receives ita 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 level012345
Share taken100%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 yours25%40%50%60%75%
Share of the usual gains2%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.