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Thread: Attacking explained by Krozair and AI

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    Attacking explained by Krozair and AI

    Krozairs Guide to Attacking

    Attack Types Overview

    1. Traditional March: The standard offensive attack that captures a portion of the enemy’s land. Once your army returns, the land is awarded to you.

    2. Raze: Destroys a portion of the enemy's land. Outside of war, it does not affect the province size. During war, it burns enemy buildings, reverting them to unbuilt acres.

    3. Plunder: Captures a portion of the enemy’s gold, food, and runes. The spoils are immediately returned to you. Defending troops suffer 50% fewer losses.

    4. Learn: Steals a portion of the enemy's allocated and unallocated Science Books. During war, it reduces the enemy's science effectiveness for the rest of the war. Defending troops suffer 50% fewer losses.

    5. Massacre: Kills a portion of the enemy’s population, including peasants, thieves, and wizards. The damage is higher during war.

    6. Conquest: Similar to a Traditional March, but you don't need to fully break the enemy's defences to capture land. However, the land captured is less, and you suffer higher troop losses.

    7. Ambush: Targets an enemy army that recently stole land from you, allowing you to recapture 50% of the land. Ambushes are based solely on raw military strength, with no modifiers for offense or defence, and the defending army fights at 80% capacity. This can only be done once per stolen land attack.


    Attacking Nitty Gritty
    1. Traditional March:
    The standard offensive attack that captures a portion of the enemy’s land. Once your army returns, the land is awarded to you.

    Must Do’s:
    Get Target KD Networth (NW): Always check the target kingdom’s Networth as it will influence your gains. Your kingdom may also advise against attacking a kingdom that has a higher NW or more provinces. Attacking a much larger or smaller kingdom can also negatively impact your gains. It is always best to target kingdoms that are of a similar size to your own, as this will result in more balanced and beneficial outcomes for your attack.

    Check if the Target Kingdom is in War: Ensure that the kingdom is not in war. If the page displays Red or states they are in war, avoid attacking as the gains will be poor and it is considered rude to hit a warring kingdom.

    Spy on the Target’s Defence: Use Spy on Throne FIRST and then either Spy on Defence, or Spy on Military to gather crucial information. Be sure to send enough thieves for successful spying. Always double-check this information right before attacking, as the target might detect your spying and increase their defence, hoping you'll fail.

    Get Target Province Networth (NW) Ideally, the target provinces Networth should be between 90-115% of your own. It is always best to target provinces of a similar size, as this ensures more balanced and beneficial outcomes for your attack

    Check the targets MAP rating (See below) the easiest way is to read the notice at the top of the page during a Spy on Throne - targets that have been "extremely heavily hit" will be worth avoiding. Note, as a General rule of thumb if you do a "Snatch News" and see your target has been hit successfully 2 or more times it may be best to avoid them (Outside of war) - please note that MAP does not impact in war.

    War Room:
    Once we know how much defence our target has, we are ready to proceed with the attack. In the War Room, the following steps are crucial:

    Choose Generals & Adjust Attack Speed: Decide on how many generals you’ll send and set the desired attack speed. Note that a Minus time can result in a severe drop in the amount of land you receive.

    Enter Target’s Defence Info: Note Target’s Defence Info: For an Traditional March you don’t need to manually input the target’s defence information—this is done automatically by the game. Instead, ensure you note the defence at home and apply the +1% bonus (double-check that the amount shown is correct). I've noticed that the +1% defence bonus has sometimes not been applied correctly, so it’s important to verify the value before proceeding.

    Choose Troops to Send: Select the number and types of offensive units you will send. Options include soldiers, offensive specialists, and elites.

    Additional Factors:
    Beneficial Spells: There are a number of spells in the game that can temporarily boost your offence such as "Fanaticism which increase offense by +5% and decrease defense by 5% (but as an attacker it's very useful and enemy gets less training creds as well - do not Forget to cast PRIOR to your hit

    Soldier: Although they are very weak, you can use these untrained recruits if you need that "extra" boost to have enough off to hit - never be shy about asking your fellow kingdom mates for aid as sometimes this can make a difference to a successful hit.

    War Horses: These are produced by Stables or can be stolen from enemies. They add strength to your troops but require a rider. Keep in mind that Avian armies cannot use War Horses.

    Prisoners: During attacks, you may capture enemy troops to bring back as prisoners. They are kept in Dungeons. If you don’t have Dungeons, you won’t capture any prisoners.

    Mercenaries: If needed, Mercenaries can be hired for a one-time battle boost at a cost. There’s a limit to how many Mercenaries can be sent, as they require supervision from trained military personnel.

    Optional
    Survey: so you can see if they have high levels of buildings that actively reduce your gains such as "Castles"



    Multi-Attack Protection (MAP) Summary:

    MAP (formerly known as Gangbang Protection) is a game mechanic that protects provinces that have recently been attacked. It increases protection by reducing the effectiveness of subsequent attacks and boosting military efficiency.

    MAP Effects: The more MAP a province has, the less an attack will gain from it, while increasing military efficiency and reducing casualties.

    MAP Changes:
    Land Attacks: Failures increase the defender’s MAP, scaling from 0 to half the MAP gained from a successful attack.
    Non-Land Attacks: Similar effect but with different scaling.
    MAP Decay: MAP decreases over time, with the level depending on recent attacks.

    MAP Status Levels:

    Not Hit (0% MAP): Full gains for attackers, no military efficiency boost.
    Couple (1-20% MAP): Gains reduced to 80-99%, military efficiency increases by 0.13-2.67%.
    Moderately Hit (21-40% MAP): Gains reduced to 60-79%, military efficiency increases by 2.80-5.33%.
    Heavily Hit (41-60% MAP): Gains reduced to 40-59%, military efficiency increases by 5.47-8.00%.
    Extremely Heavily Hit (61-90% MAP): Gains reduced to 10-39%, military efficiency increases by 8.13-12.00%.

    MAP is almost negligible during war, and its value rounds down to the nearest percentage.


    Ambush Explained
    Targets an enemy army that recently stole land from you, allowing you to recapture 50% of the land. Ambushes are based solely on raw military strength, with no modifiers for offense or defence, and the defending army fights at 80% capacity. This can only be done once per stolen land attack.

    Must Do’s:
    Take your time and do NOT rush this process
    Send only ONE (1) General
    Spy on the Target’s Defence: Use Spy on Throne FIRST and then Spy on Military to gather crucial information about the armies and the order they have hit in. NOTE: You will be ambushing in REVERSE order to how you were hit (Explained Below)

    Check to se if Anonymity or War Spoils were used - if so you CANNOT ambush

    Targeting the Most Recent Hit (Explained with 3 Hits):

    When you perform an ambush, you always target the most recent successful attack on your province, unless that attack used Anonymity or War Spoils. If those features were used, you will instead ambush the last successful attack that did not use them.

    Let’s go through this with 3 hits:

    Scenario:

    1. Hit 1: The enemy launches a Traditional March (no Anonymity or War Spoils) and successfully captures land.
    2. Hit 2: The enemy launches a War Spoils attack (using War Spoils) and successfully captures land.
    3. Hit 3: The enemy launches another Traditional March (no Anonymity or War Spoils) and successfully captures land.

    Ambush:

    Ambush Target: According to the rule, you would ambush Hit 3 because it was the most recent successful attack on your province.

    Why Not Hit 2? Even though Hit 2 was a successful attack, it used War Spoils, which prevents you from ambushing it.

    Fallback: If Hit 3 had also used Anonymity or War Spoils, you would have to ambush Hit 1, as it’s the last successful attack that did not use those features.

    Summary:
    You always ambush the most recent attack unless it used Anonymity or War Spoils. If it did, you fall back and ambush the last successful attack without those features.


    War Room:
    Please pay EXTRA close attention to a couple of things in the war room during an ambush.
    Firstly - if you ever reload the page it will revert to a TRADITIONAL ATTACK - so ALWAYS Double check the attack type
    Secondly - The other problem or thing to look out for with ambush is sometimes it fills it to exactly 100% instead of 100.01. So you might need to toss like 2 solds or one ospec in thereIf you enter 102143 it will fill it exactly to 102143 def so usually 1 sold is enough to offset it - Note that personally I always slightly oversend by 10 Ospecs (Better to be safe than sorry)
    Third - there is no need to get new intel between hits as it will simply break your concentration

    Optional
    Think of using ANON yourself as it stops THEM from ambusing your ambush

    For all of these attacks below the same general rules in regards to intelligence apply

    Raze Attack
    Description: Destroys a portion of the target's land or buildings.
    Out of War: Destroys about 5% of the target’s land. Rarely used except in killng off internal provinces mainly
    Mainly used in War: Destroys about 30% of the target’s buildings. Very effective at keeping a chained province down - especially if combined with explosions


    Plunder Attack
    Description: Steals a portion of the target's resources (money, food, and runes). Please note that you get VERY little gains from a province that has been hit multiple times and from hitting targets where the KD and or the provinces NW is much lower or greater. For example: You are 1000 acres and you see a 400 acres province with 1 million GC - the gains would be poor. If you saw a 950 acre province (Of similar NW to you) with 1 Milion GC the gains would be significantly higher.

    Mainly used Out of War: You send a Plunder attack to steal 10% of your target’s available resources, crippling their ability to maintain their economy.

    My rule of thumb is if you are NOT going to get more than the troops you will lose then DONT DO IT :)

    Learn Attacks
    Description: Steals a portion of the target’s allocated books and possibly some unallocated books.
    Base gains: ~2% of allocated books plus ~20% of unallocated books.
    In War: Temporarily removes ~30% of allocated science books for 48 ticks.

    Very useful attack between wars to gain science - if you are patient enough to watch a province you can work out sleep patterns and hit them 1-2 ticks before they wake as that is when they have the highest number of unallocated books.

    Wasted attacks most time in war as the books return - BUT - can be useful as a temporary way to lower a targets defence at the beginning of a chain.

    Massacre Attack
    Description: Kills a small percentage of the target's peasants, thieves, and wizards.
    In War: This attack is greatly enhanced, causing higher casualties than in peacetime.

    Mainly used in War: You use Massacre to destroy a significant portion of the enemy’s peasants and thieves, weakening their economy and defense much more effectively during wartime. Normally chained attackers are the recipient of this attack, however it is also extremely efective PRIOR to war if you target TM's as it can reduce WPA and TPA and make the TM's less effective.


    Conquest
    Description: Takes a portion of the target’s land and gives it to the attacker.

    Outside War/Hostile: Requires the attacker to be within 5% of the target’s Networth, and the attacker must send 51% of the target's defense.
    In War: The attacker can take land but gains less than in a traditional march.
    Enhanced Conquest: Available if the attacker has special abilities, allowing them to conquer land outside the 5% Networth range.

    The troop losses on this attack mean that it is not used too often as you can literally bleed to death from losses. Strategically however it can be used to "drop" a players overall defence down so that traditional attacks can be put in by other players. It is also an effective way to start to drop a TM as it means that most remain in range of this attack in war.


    Formulas Explained

    1. Base Military Efficiency (BME)

    Formula:

    BME=(33+67×(EffectiveWageRate/100)0.25)×RubyDragon×Multi−AttackProtectionBonusBME = (33 + 67 \times (Effective Wage Rate / 100)^{0.25}) \times Ruby Dragon \times Multi-Attack Protection BonusBME=(33+67×(EffectiveWageRate/100)0.25)×RubyDragon×Multi−AttackProtectionBonus

    Example:
    Let’s say the Effective Wage Rate is 100%.
    BME = (33 + 67 \times (100 / 100)^{0.25}) = (33 + 67 \times 1) = 33 + 67 = 100 ]
    If you have the Ruby Dragon and Multi-Attack Protection Bonus, assume they provide a 1.1x bonus:
    BME = 100 \times 1.1 = 110 ]
    So, your Base Military Efficiency (BME) is 110.



    2. Offensive Military Efficiency (OME)

    Formula:

    OME=(BME+TrainingGroundsBonus+HonorBonus)×ScienceBonus×RaceBonus×PersonalityBonus×Fanaticism×Bloodlu st×RitualOME = (BME + Training Grounds Bonus + Honor Bonus) \times Science Bonus \times Race Bonus \times Personality Bonus \times Fanaticism \times Bloodlust \times RitualOME=(BME+TrainingGroundsBonus+HonorBonus)×ScienceBonus×RaceBonus×PersonalityBonus×Fanaticism×B loodlust×Ritual

    Example:
    Assume:
    BME = 110
    Training Grounds Bonus = 20
    Honor Bonus = 5
    Science Bonus = 1.2 (20% bonus)
    Race Bonus = 1.1 (10% bonus)
    Personality Bonus = 1.05 (5% bonus)
    Fanaticism = 1.15 (15% bonus)
    Bloodlust = 1.1 (10% bonus)
    Ritual = 1.05 (5% bonus)
    Calculating OME: OME=(110+20+5)×1.2×1.1×1.05×1.15×1.1×1.05OME = (110 + 20 + 5) \times 1.2 \times 1.1 \times 1.05 \times 1.15 \times 1.1 \times 1.05OME=(110+20+5)×1.2×1.1×1.05×1.15×1.1×1.05
    First, sum the BME, Training Grounds, and Honor: 110+20+5=135110 + 20 + 5 = 135110+20+5=135
    Now, multiply by all the bonuses: OME=135×1.2×1.1×1.05×1.15×1.1×1.05=135×1.2×1.1×1.05×1.15×1.1×1.05=267.47OME = 135 \times 1.2 \times 1.1 \times 1.05 \times 1.15 \times 1.1 \times 1.05 = 135 \times 1.2 \times 1.1 \times 1.05 \times 1.15 \times 1.1 \times 1.05 = 267.47OME=135×1.2×1.1×1.05×1.15×1.1×1.05=135×1.2×1.1×1.05×1.15×1.1×1.05=267.47
    So, your Offensive Military Efficiency (OME) is 267.5.



    3. Defensive Military Efficiency (DME)

    Formula:

    DME=(BME+FortsBonus+HonorBonus)×ScienceBonus×RaceBonus×PersonalityBonus×MinorProtection×GreaterProte ction×Fanaticism×Plague×RitualDME = (BME + Forts Bonus + Honor Bonus) \times Science Bonus \times Race Bonus \times Personality Bonus \times Minor Protection \times Greater Protection \times Fanaticism \times Plague \times RitualDME=(BME+FortsBonus+HonorBonus)×ScienceBonus×RaceBonus×PersonalityBonus×MinorProtection×Greate rProtection×Fanaticism×Plague×Ritual

    Example:
    Assume:
    BME = 100 (from above)
    Forts Bonus = 30
    Honor Bonus = 5
    Science Bonus = 1.2
    Race Bonus = 1.1
    Personality Bonus = 1.05
    Minor Protection = 1.1
    Greater Protection = 1.2
    Fanaticism = 1.15
    Plague = 1.05
    Ritual = 1.05
    Calculating DME: DME=(100+30+5)×1.2×1.1×1.05×1.1×1.2×1.15×1.05DME = (100 + 30 + 5) \times 1.2 \times 1.1 \times 1.05 \times 1.1 \times 1.2 \times 1.15 \times 1.05DME=(100+30+5)×1.2×1.1×1.05×1.1×1.2×1.15×1.05
    First, sum the BME, Forts, and Honor: 100+30+5=135100 + 30 + 5 = 135100+30+5=135
    Now, multiply by all the bonuses: DME=135×1.2×1.1×1.05×1.1×1.2×1.15×1.05=387.98DME = 135 \times 1.2 \times 1.1 \times 1.05 \times 1.1 \times 1.2 \times 1.15 \times 1.05 = 387.98DME=135×1.2×1.1×1.05×1.1×1.2×1.15×1.05=387.98
    So, your Defensive Military Efficiency (DME) is 388.



    4. Attacking and Modified Offense (Mod Off)

    Raw Offense Formula:

    RawOff=(Soldiers×(SoldierOffValue+Aggression))+(OffensiveSpecs×OffSpecAttackValue)+(Elites×EliteAtta ckValue)+(Horses×WarHorseAttackValue)+[(Mercs×AttackValue+Prisoners×AttackValue)]Raw Off = (Soldiers \times (Soldier Off Value + Aggression)) + (Offensive Specs \times Off Spec Attack Value) + (Elites \times Elite Attack Value) + (Horses \times War Horse Attack Value) + [(Mercs \times Attack Value + Prisoners \times Attack Value)]RawOff=(Soldiers×(SoldierOffValue+Aggression))+(OffensiveSpecs×OffSpecAttackValue)+(Elites×EliteAtta ckValue)+(Horses×WarHorseAttackValue)+[(Mercs×AttackValue+Prisoners×AttackValue)]

    Example:
    Assume you have:
    Soldiers = 500
    Soldier Off Value = 1
    Aggression = 0.5
    Offensive Specs = 200
    Off Spec Attack Value = 2
    Elites = 100
    Elite Attack Value = 5
    Horses = 50
    War Horse Attack Value = 4
    Calculating Raw Offense: RawOff=(500×(1+0.5))+(200×2)+(100×5)+(50×4)=500×1.5+200×2+100×5+50×4Raw Off = (500 \times (1 + 0.5)) + (200 \times 2) + (100 \times 5) + (50 \times 4) = 500 \times 1.5 + 200 \times 2 + 100 \times 5 + 50 \times 4RawOff=(500×(1+0.5))+(200×2)+(100×5)+(50×4)=500×1.5+200×2+100×5+50×4 RawOff=750+400+500+200=1850Raw Off = 750 + 400 + 500 + 200 = 1850RawOff=750+400+500+200=1850
    Your Raw Offense is 1850.

    Modified Offense Formula:

    ModOff=RawOff×(OME+GeneralBonus)Mod Off = Raw Off \times (OME + General Bonus)ModOff=RawOff×(OME+GeneralBonus)

    Example:
    Assume OME is 267.5 (from above) and you have 1 General with a +5% General Bonus.
    Mod Off = 1850 \times (267.5 + 5) = 1850 \times 272.5 = 504,125 ]
    Your Modified Offense (Mod Off) is 504,125.



    5. Minimum Offense to Win

    To guarantee a win, you need 1 more point of Mod Offense than the defender’s Mod Defense.

    Example:
    If the defender’s Mod Defense is 500,000, then your Mod Offense should be at least 500,001 to guarantee a win.



    6. Attack Gains (Resource Capture)

    For attacks that capture resources like Traditional March, Plunder, Learn, the gains formula is:

    Gains=TargetResource×AttackType×RPNW×RKNW×Multi−AttackProtection×RaceModifier×PersonalityModifier×Ca stlesProtection×RelationsModifier×StanceModifier×SiegeScience×EmeraldDragon×AttackTimeAdjustmentFact or×RitualBonus×Anonymity×MistGains = Target Resource \times Attack Type \times RPNW \times RKNW \times Multi-Attack Protection \times Race Modifier \times Personality Modifier \times Castles Protection \times Relations Modifier \times Stance Modifier \times Siege Science \times Emerald Dragon \times Attack Time Adjustment Factor \times Ritual Bonus \times Anonymity \times MistGains=TargetResource×AttackType×RPNW×RKNW×Multi−AttackProtection×RaceModifier×PersonalityModifie r×CastlesProtection×RelationsModifier×StanceModifier×SiegeScience×EmeraldDragon×AttackTimeAdjustment Factor×RitualBonus×Anonymity×Mist

    Example:
    Let’s assume:
    Target Resource (Land) = 1,000 Acres
    Attack Type = Traditional March (base gain 12%)
    RPNW = 0.8 (relative province net worth)
    RKNW = 0.9 (relative kingdom net worth)
    Race Modifier = 1.05
    Personality Modifier = 1.1
    Siege Science = 1.15
    Attack Time Adjustment = 0.9 (a faster attack)
    Calculating Gains: Gains=1,000×0.12×0.8×0.9×1.05×1.1×1.15=1,000×0.12×0.8×0.9×1.05×1.1×1.15=105.46Gains = 1,000 \times 0.12 \times 0.8 \times 0.9 \times 1.05 \times 1.1 \times 1.15 = 1,000 \times 0.12 \times 0.8 \times 0.9 \times 1.05 \times 1.1 \times 1.15 = 105.46Gains=1,000×0.12×0.8×0.9×1.05×1.1×1.15=1,000×0.12×0.8×0.9×1.05×1.1×1.15=105.46
    Your Gains would be 105.46 Acres.



    7. Military Casualties

    Base Military Casualties:

    Offense: 6.5%-8.5%

    Defense: 5%-6.5%

    Example:



    If you have 1,000 soldiers attacking:


    Base casualties: If the casualty rate is 7%:

    Casualties = 1000 \times 0.07 = 70 \text{ soldiers lost} ]

    Defensive Example:


    If you are defending with 1,000 soldiers and the defensive casualty rate is 6%:

    Casualties = 1000 \times 0.06 = 60 \text{ soldiers lost} ]



    Conclusion

    By applying these formulas and examples, you can better understand how military efficiency, attack strategies, and resource management work in combat scenarios. Optimizing your military efficiency, offense, and defense is crucial for success in both attacks and defenses.


    Attacking Examples

    1. Traditional March

    Base Gain: 12% land, capped at 20% of your target's land.

    Example:
    You aim to conquer land from your target.

    Target’s Land: 1,000 acres
    Base Gain: 12% of 1,000 acres = 120 acres.
    Capped Gain: The maximum you can capture is 20% of your target's total land. If the target has 1,000 acres, then 20% of 1,000 acres = 200 acres.

    Thus, your gain from a Traditional March would be 120 acres (since it’s below the 20% cap).



    2. Ambush

    Gain: 50% of lost acres returned, with 15% more military casualties.

    Example:
    You ambush an attacker to reduce the damage to your land.

    Total Acres Lost in the attack: 100 acres
    Gain from Ambush: 50% of the lost acres = 50 acres returned.
    Military Casualties: If the original military casualties were 100 soldiers, you’ll lose 15% more casualties, meaning you lose an additional 15 soldiers (100 soldiers * 0.15 = 15 soldiers).

    Thus, after the ambush, you recover 50 acres, but you incur 15 more casualties.



    3. Plunder

    Gain: 50% of gold, 60% food, and 60% runes.

    Example:
    You steal resources from a target to weaken their economy.

    Target’s Resources:
    Gold: 100,000 coins
    Food: 50,000 units
    Runes: 30,000 units
    Gain from Plunder:
    Gold: 50% of 100,000 = 50,000 gold
    Food: 60% of 50,000 = 30,000 food
    Runes: 60% of 30,000 = 18,000 runes

    So, you successfully plunder 50,000 gold, 30,000 food, and 18,000 runes.



    4. Learn

    Gain: Steals about 2% of allocated science books and 20% of unallocated books.

    Example:
    You steal scientific books from your target, reducing their research advantage.

    Target’s Allocated Books: 5,000 books

    Target’s Unallocated Books: 10,000 books

    Gain from Learn:


    Allocated Books: 2% of 5,000 = 100 books
    Unallocated Books: 20% of 10,000 = 2,000 books

    You successfully steal 100 allocated books and 2,000 unallocated books, significantly reducing your opponent's research progress.



    5. Raze

    Gain: Destroys about 5% land or 30% buildings in war.

    Example:
    You weaken the target by destroying land or buildings.

    Target’s Land: 1,000 acres

    Target’s Buildings: 100 buildings

    Gain from Raze:


    Land Destruction: 5% of 1,000 acres = 50 acres of land destroyed.
    Building Destruction: 30% of 100 buildings = 30 buildings destroyed.

    Thus, 50 acres of land and 30 buildings are destroyed in the Raze attack.



    6. Conquest

    Gain: 6.8% land with a full hit.

    Example:
    You capture a portion of the target's land with minimal offense sent.

    Target’s Land: 1,000 acres
    Conquest Gain: 6.8% of 1,000 acres = 68 acres.

    So, your gain from Conquest is 68 acres of land, with relatively minimal offense.



    7. Massacre

    Gain: 9.5% peasants, 7.5% thieves, and 5% wizards.

    Example:
    You eliminate enemy peasants or thieves, especially useful during war.

    Target’s Population:


    Peasants: 10,000
    Thieves: 5,000
    Wizards: 2,000

    Gain from Massacre:


    Peasants: 9.5% of 10,000 = 950 peasants killed.
    Thieves: 7.5% of 5,000 = 375 thieves killed.
    Wizards: 5% of 2,000 = 100 wizards killed.

    So, after the massacre, you eliminate 950 peasants, 375 thieves, and 100 wizards from the target.



    Summary of Example Calculations

    1. Traditional March: 120 acres gained (below cap of 200 acres).
    2. Ambush: 50 acres recovered, with 15 additional casualties (15 soldiers).
    3. Plunder: 50,000 gold, 30,000 food, and 18,000 runes stolen.
    4. Learn: 100 allocated books and 2,000 unallocated books stolen.
    5. Raze: 50 acres of land and 30 buildings destroyed.
    6. Conquest: 68 acres captured.
    7. Massacre: 950 peasants, 375 thieves, and 100 wizards eliminated.

    These examples illustrate how each attack type works with specific numbers, showing both the resources gained or damage inflicted and the consequences of military strategies.
    Last edited by Krozair; 19-12-2024 at 06:27.
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