Difference between revisions of "Pillage"
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* [[Enchantments]] can be dispelled by [[Pillage]]s, no matter if you win or not. | * [[Enchantments]] can be dispelled by [[Pillage]]s, no matter if you win or not. | ||
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[[Category:Attack types]] | [[Category:Attack types]] |
Revision as of 18:19, 27 September 2006
Contents
Introduction
A pillage is sending one stack of your army, to raid another kingdom for population,geld and items and burn some land including buildings (make it wilderness)
In a pillage attack, you send one stack of your units into another kingdom.
- If unsuccessful, you are warded off and loose a significant number (if not all) of the units you sent. The remaining flee like thieves in the night, back to your kingdom. This is a way to 'disband' your undisbandable units.
- A pillage is blocked when the raiding army is spotted. The more units you have (relative to your land), the better the chance you spot invading armies and block.
- If successful, you take back some geld, population (in variable amounts depending on the interior of the targeted kingdom and the size of the raiding party) and possibly one item. You also turn some of the buildings into wilderness, but you do not take/destroy land.
- The amount of goods that pillaging units can carry depends on their number, not on their power. The odds to ward off pillagers, besides protection by forts (if you maintain enough, your warding army will pay maximum attention), depend on the number of units within your army, not on their power.
- You can only bring home pillaged resources of mages within 50% of your net power before the pillage (otherwise the distance is too large and your troops lose their stuff on the way).
- A pillage takes 2 turns
- A pillage can be blocked by Hallucination - the attacker loses 2 turns + war expense
- Epidemics can be transferred from attacker to defender and from defender to attacker in pillages.
- Enchantments can be dispelled by Pillages, no matter if you win or not.
Stealing an Item with Pillage
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)
Resources taken through Pillage
% Pop captured = (1/6) * % of Farms burned
% Pop killed = (1/3) * % of Farms burned
% Gold stolen = (1/5) * % of Towns burned
Buildings destroyed through Pillage
X = .005 * NP of troops sent / target's land
(maximum X value is 1...basically it marks the portion of each building type destroyed).
Farms burned = round_down(X * 60)
Towns burned = round_down(X * 25)
Workshops burned = round_down(X * 10)
Guilds burned = round_down(X * 5)
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.
Pillage Protection
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.
- This is indicated by the "--" symbol in the ranklist (since Sept. 2006)
- It lasts as long as within the last 24 hours, over 10% of your acres was pillaged.