Pillage
Contents
General
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 home 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 (Farms,Towns, Workshops, Guilds) into wilderness, but you do not take/destroy land.
- The amount of goods that pillaging units can carry depends on their stack power, not on their numbers. 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).
- If the victim has neither Farms,Towns, Workshops nor Guilds, then no buildings will be burned. Such mages will not enter Pillage Protection.
- 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.
Pillaging Formulas
Edited, starting from War Formulas from the Ronin Assassins page
Taking an item
- You steal one item in a pillage, when you send sufficiently powerfull troops
- (and the party is not discovered)
- (and the victim has stealable items)
- minimum number of troops to steal an item = 50 * (target's land) / (power rank of unit used)
- Unique Items cannot be taken just as lesser items
- Magical Compass and Minor Indulgence cannot be taken in a pillage. <- EDIT, now there is 25% chance to pilage it
Resources taken through Pillage
You are more vulnurable to losing stuff on pillages, when you have a relative small number of farms and towns
- % Population captured = (1/6) * % of farms burned
- % Population killed = (1/3) * % of farms burned
- % Geld stolen = (1/5) * % of towns burned
Buildings destroyed through Pillage
The maximum number of buildings that can be destroyed in a single pillage is 100.
- Number of Farms burned = round_down(X * 60)
- Number of Towns burned = round_down(X * 25)
- Number of Workshops burned = round_down(X * 10)
- Number of Guilds burned = round_down(X * 5)
with
- X = proportion of max. buildings that you can destroy in one pillage
- X = .005 * NP of troops sent / target's land
For maximum effect (full pillage), the maximum value for X is 1,
- this is reached when you select a stack from your for which
- pillage stack net power = 200 * target's land
- If you desire to only burn a portion of a full pillage, scale down the stack NP accordingly.
nodes, barriers, forts, barracks, wilderness are not visited in pillages (logically... that is where your army lives and where no people, geld and items live, and m.p. cannot be stolen...]]
Pillage Blocking
(incomplete information)
- forts above 1% is good
- xxxx units (doesn't matter how strong) / acre is good
- in combination this gives almost 100% pillage warding
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.
See Pillage Protection.