Army Recruiting

  • It’s executed by training free civilians in the barracks if there is enough resource available for the unit’s recruitment.
  • The Barracks have an initial capacity of 50 soldiers and each level increases this number by 50.
    Activating Premium, paid in diamonds, increases Imperian barracks capacity by 20%.
  • No matter how many soldiers of the same type are ordered at once, they are all going to get ready simultaneously.
  • If you run out of barracks vacancies, but you still have free groups, allowed for training by the Military skills level, you will be able to recruit the training groups in a queue. Queued groups will get trained one after another. If you dispose of enough resources and population you can recruit all your remaining free training groups at once, but don’t forget they will still be queued.
  • Unit upgrade – turning a lower class units into higher class units of the same type if you have the required research levels. You can upgrade light and/or heavy units to elite units of the same type in the fourth tab of each barracks building. You don’t need population for that. The upgrade cost is the difference between the total price of the higher class units and the total price of the lower class units. The training time is the one of the higher class units. Siege engines cannot be upgraded.
  • After the army units are trained* they remain immobilized for 72 hours. During that period you can mobilize them whenever you want. After the 72-hour period has expired, they are automatically mobilized.
    * Activating Premium, paid in diamonds, decreases Imperian training time by 20%.
  • Immobilized soldiers will not fight, nor can be destroyed. They also are not seen by the enemy's spies.

Global Morale

  • Army’s fighting spirit.
  • Global Morale depends on the overall behavior of the player.
  • Morale’s basic value for Imperians in attack is 100, in defense it’s 110 in whichever annexed province or colony, and 120 in the capital. But if a player attacks another player out of the allowed net worth points range x2, Morale drops, because the player is not fighting equals. For every difference of 0,1 (either above or below range x2) Morale drops progressively by 1,67 points.
  • Both races have 10 bonus Morale points in defense in the capital. Imperians have 10 additional Bonus Morale points in defense in all provinces.
  • In a battle against Nomads, no matter if in defense or attack, Morale drops by 10, because he’s fighting against a barbarian.
  • Upon returning home, the army restores its basic Morale value.
  • The Basic Morale value could be raised by researching Drill, which gives 1 Morale point per level. If a player is in an Alliance, at the position of Commanding Officer, he receives a basic bonus of +10 Morale points, but the actual extent of this bonus depends on the Loyalty Status of the player in the Alliance.
  • The two armies start the fight with their Global Morale values - 100 against 110, basic values, if both are Imperians, 90 against 100, if the first one is Imperian and the second one Nomad, and 110 against 100, if the first one is Nomad and the second one Imperian.
  • Each round the Morale drops due to the fatigue (by 4 +/-3 points), damage (by 1 to 3 points). When your army inflicts more damage than the opponent your morale raises and the enemy's drops, according to the following formula:
    • 20-50% difference in the lost army gold equivalent = 1 morale correction
    • 51-150% difference = 2 morale correction
    • Everything above 150% difference - 3 morale correction
  • The Morale drop differences can reach 1-7 each round, which prevents the loss of a battle on a casual basis.
  • After passing the 50 points of the morale, there is a chance progressively increasing by 2% with every Morale point below 50 for your army to flee.
  • Fortress garrison do not have morale - they simply cannot escape anywhere.
  • If the army flees from the battlefield, it automatically loses 20% of its remaining troops if the opponent is an Imperian and 25% if he's a Nomad. The rest of the army returns to the province they were sent to mission from.
  • If the army flees from the Fortress siege stage of the battle, it automatically loses 10% of its remaining troops if the opponent is an Imperian and 15% if he's a Nomad.
  • If an army attacks 'inner province' (а province surrounded by all the provinces it shares a border with), loses 20 morale points. Province can not be double-boxed.

Battle Structure

  • The Battle starts
    • To attack another player, you need, at very least, 200 soldiers.
  • Retreat
    • It's valid for all type of attacks but just for colonies.
  • Battle Terrain
    • The different types of terrains give different bonuses to the army during a battle. Please, take a look at the Terrains’ section (Economy -> Expanding the Empire -> Independent provinces -> Terrains), bearing in mind that Imperians have a fixed 10% bonus attack in defense.
NB! Apart from terrains bonuses in attack or in defense (if there are any), you can enhance your army’s strength in attack and/or in defense, activating Premium (with 10% bonus attack and 10% bonus hit points).
  • Fortress Siege
    • It is conducted after a successful, for the attacker, Field battle. If there isn’t any defense field army deployed in front of the Fortress wall, the Fortress Siege battle is directly conducted, where the attacking soldiers are aiming to smash enemy’s Fortress walls.
    • A successful Fortress Siege loots the exact amount of resources the carrying capacity of the sent units and supply wagons allows. An equal percent of every type of resource of the attacked province (for example, the capital) is loaded, which means that if the whole defender’s capital consists of: 100 wood, 100 iron, 100 stone and 100 gold, and the attacker’s carrying capacity is 200, so he will take 50 of each resource.
    • If the capital is attacked and its gold balance is negative, so the attacker doesn’t take it, i.e. his army doesn’t turn back home with this kind of negative.
    • There isn’t any looting if the Fortress walls haven’t been already destroyed.
    • With every successful Fortress Siege 2 Honor points are earned if, of course, the requirements for getting Honor are fulfilled.
  • Field battle
    • This attack sends the troops to fight only with the opponent's field army, without sieging the Fortress or pillaging the civil population.
    • Field battle army neither loots resources nor kills villagers. The only profit for the attacker is military points for having slashed enemy units and honor in case he has lost at least 10% of his own troops.
    • With every successful Field battle 1 Honor point is earned if, of course, the requirements for getting Honor are fulfilled.
    • Defensive field troops have 10% hit points bonus if deployed in the capital.
  • Pillage
    • Troops engage the opponent's civil population.
    • The working population of the pillaged province is not all dismissed from the mines at the time of the impact. The pillaged population is divided into 3 equal percentages and each of them is subtracted from: the Lumber Mill, Stone Quarry and Iron mine, while the intact civil population continues producing resource.
    • Gold is earned, according the following formula: 1 killed villager = 5 gold.
    • It’s punished with Honor drop, as it’s considered a crime against humanity. Each successful pillage decreases the aggressor’s Honor by 4 points.
    • Pillaging destroys up to 20% of province's population, if the attacker is an Imperian, or up to 30%, if the attacker is a Nomad. After that the province cannot be pillaged for the next 168 hours.
    • Each player is eligible to send up to 4 pillages every 24 hours. Recalled pillages count too.
    • In order to be successful, the attacking troops' total pillaging strength should be equal to at least 11% of the threatened province population. Learn more about the individual pillage coefficient of all units, going to menu Military Units.
    • In order to perform the most damaging pillage the army has to be at minimum 20% of the attacked province's population.
    • If there is a defending field army, it has to be destroyed so that the Pillage could be performed.
    • The defending army is allowed to retreat if the option is turned on and if it’s deployed in a colony.
    • Each Fortress level can save from a pillage a certain number of the population - Every following level increases the number of preserved population by 112% towards the previous one, starting from basis 120 villagers. The number of the pillaged population is calculated and then the saved number is subtracted. If the Fortress has been destroyed and not repaired, it is able to save 1/3 of the basic number.

Battle Mechanics

  • Army movement
    • Army’s always travelling with the speed of the slowest unit, for example siege engines – 40 IM/h.
    • While on a mission, it requires 1,2 times bigger upkeep than the one at home. And since Nomads’ moving army upkeep is x1.02, Imperians' missions are ~17% more expensive.
    • The travel time cannot be less than 40 minutes. If the target is reachable for less than 40 minutes, mission takes 40 minutes sharp. Time for reaching the target is equal to the time for returning home.
      If the travel time lasts for less than 60 minutes, attack is visible for the defender right after its start. If it lasts for more than an hour (regardless if it's 1 hour and 5 minutes or 5 hours), then the attack will be visible 60 minutes before the impact.
      The travel time to an abandoned empire cannot be less than 10 minutes.
    • Cartography may decrease mission’s time, but no mission could last for less than 40 minutes.
    • The defender cannot relocate army to and from the province under attack if less than 5 seconds are left until the impact.
    • The attacker cannot recall the army when less then 5 seconds are left until the impact.
    • If the page is not being refreshed regularly, mission's remaining time displayed by the timers might not correspond to the right server time which all in-game actions and events are in line with. Therefore, if you consider the right time as crucial for the impeccable success of your missions, we recommend that you refresh the page regularly mostly when there is more than one moving army (either relocated or attacking or both) and when there are less than 2 minutes left to impact. Either way, bear in mind that a 1 to 2 second diversion from the estimated time, especially when the interference of the battle calculator is involved, is possible to occur, so the success in catching someone’s army in an 1 to 2 second interval is hardly guaranteed.
  • Field Battle
    • Army deployment on the battle field – it is divided into three basic zones: Left Flank, Center, Right Flank, distributed in depth in Front and Back line, given that one more line is located between them.
      • Front line – disposes of 3 zones: Left Flank, Center and Right Flank. It is where melee units are deployed.
      • Second line - Reserve – consists of only one zone where, again, melee units, common for all zones in front, are deployed. It serves for filling in the front zones in case of flank or center defeated units. If two zones are broke at the same time by the enemy’s army, so, randomly, one of them is filled in with reserve units.
      • Third line – Archers – it has 3 zones: Left Flank, Center and Right Flank, where only Archers are deployed. They fire at the enemy front line zone, according to a mirror principal, i.e. if the Archers are at the center, they fire at the enemy center, but if they’re at the Left Flank, they fire at the enemy’s Right Flank. If in front of the Archers there isn't any army, they change their zone, randomly. If no melee units are left in front of the Archers, they fight with 1/4 of their normal attack. Archers have a limited number of arrows (18 shots). After that they stop attacking and get involved again only if the battle comes to them and they enter a melee battle.
      • Fourth line – Siege Engines – only one zone, where sige engines are deployed. They fire at the enemy’s units simultaneously and their damage is divided equally between each and every line and its respective zones.
    • Field Battle Process
      • The main purpose is destroying the enemy’s army in at least one zone, so that your army could fight with flanking bonus 20% against the rest of the enemy units.
      • If the army of some Front line’s zone destroys the opposite army, the enemy’s Reserves change place and cut off the advancing units. If the army manages to defeat the Reserves, it continues towards the Third line Archers. If it overcomes them too, starts attacking with bonus attack 20% in the other two zones.
      • After having destroyed the entire enemy army, the victorious troops head towards the Fourth line siege engines, given that here the principle of morale drop is not applied, i.e. – the winning army can’t flee while fighting only against siege engines.
  • Fortress Siege
    • Attacking army deployment
      • Front line – consists of 1 zone, where all melee units plus the Battering rams are deployed.
      • Second line – 1 zone – Archers only.
      • Third line – 1 zone – All siege engines except Battering Rams.
    • Attack process
      • Units are divided into 3 groups: those who inflict damage to the Fortress walls, those who fire at the garrisoned units and, finally, units which don’t participate in the fight before Fortress wall’s destruction.
      • All siege engines shoot at the wall and do not inflict damage to the garrisoned units.
      • The Battering Rams advance and attack along with the Infantry.
      • The Cavalry cannot attack the wall. It joins the battle after Fortress wall’s destruction.
      • Swordsmen and Spearmen are the only units, except the siege engines, inflicting damage to the Fortress wall. The number of allowed units in a Fortress siege is 3 times the Fortress garrison (the basic one, Military Architecture is not accounted), selecting always the swordsmen first and then the spearmen and always starting from the heaviest unit in regression.
      • Battering Rams are limited by the same principal, but their quota is calculated separately, i.e. they don’t occupy Infantry’s places, but their allowed number is equal to the Infantry number divided by the number of people required for Battering Ram recruitment.
      • Before each round the group attacking the wall (battering rams, swordsmen and spearmen) is formed. Then, immediately advances. Before reaching the wall, it’s fired by the defending Archers and those, who managed to survive, inflict damage to the wall.
      • In the next round, defeated units’ places are filled in and subjected to Archers’ fire, before being able to hit the wall, which means that if the Archers manage to kill the entire group, no damages will be inflicted to the Fortress wall, regardless there are Reserves waiting to join the battle.
      • Battering Rams suffer damage as the Infantry does. The damages are divided equally between them, calculating the number of people required for the recruitment of one Battering Ram.
      • Angriparens bågskyttar skjuter försvararens frontlinje och skadorna delas med 5. De börjar skjuta på den första linjen (enheter) och efter att de dödas, flyttar de till andra linjen (belägringsvapen).
      • When the wall is smashed, all Front line units join the battle and attack the garrison, without any number limits. Cavalry fights too, but with reduced parameters, as it doesn’t use its usual bonuses like charge in a field battle.
    • Defending army deployment
      • Moat - Decreases the attacking army (enemy’s Battering rams and Infantry) hit points.
      • Fortress wall – Its solidity is equal to the number of hit points the respective Fortress level has plus the terrain and research bonuses. As long as it is intact, the garrison is quite completely free of damage.
      • Towers - They allow the Ballistae deployment. Without towers, the Ballistae will join the battle only after the Fortress wall has been destroyed and the fight against the garrison has started.
      • If the Ballistae are more than the places available in Towers, they won’t get involved. The tower Ballistae don’t suffer damages, as long as the wall is intact, so, consequently, they don’t need any reserves.
      • Front line – 1 zone, where all units except the siege engines are deployed, but only the Archers inflict damage to the attacker before the wall’s destruction. When the wall is smashed, all units get involved in the battle.
      • Second line – 1 zone, where all siege engines, except the Ballistae, distributed through the towers, are gathered. Catapults and Trebuchets cause damage to the attacking army exactly as they do it in a field battle. They aren’t vulnerable in that kind of situation because the attacking siege engines (the only anti-unit of another siege engines) are occupied firing at the Fortress walls.
    • Defense process
      • The Archers fight with their attack x4, entirely directed to the attacking enemy troops (all units except the Battering rams which are fired by the normal Archer attack, and the Swordsmen - fired by the Archer attack x2), aiming to prevent the wall getting down. If the attacking army’s groups don’t dispose of swordsmen and spearmen, Archers start firing at enemy’s archers and cavalry. The damages are divided proportionally according to the number of target enemy units.
      • Tower Ballistae fire only at the attacking Third line siege engines (catapults, trebuchets and ballistae), if there aren’t any or they have been destroyed, defenders’ Ballistae start firing at the attacking groups of Infantry and Battering rams. The damages are divided as the Archers’ ones are. Ballistae’s attack is focused on the target units; it isn’t distributed through the lines and their respective zones, as it is in field battle. This makes them an extremely efficient anti-unit of all siege engines. After the Wall has been smashed, defender’s Ballistae are considered destroyed as the Towers are. The Towers cannot be repaired. They have to be built again.
      • Defender’s Cavalry doesn’t have any bonuses.

Battle Formations

  • The Battle Formations show the way army is deployed on the battle field, i.e. military units' distribution percentage through the battle zones: center, left Flank, right Flank and Reserve.
  • The formation in defense is set in the Deployment tab of the Fortress below province's units. The formation in attack is set separately for each attack in the Attack tab of the Fortress below the units.
  • In Age of Conquest players dispose of 6 Formation types, with which they can manage and control by themselves the soldiers’ military achievements and their own commanding abilities as Generals.
    • Balanced Formation
      • Frontline – 15% of the Frontline army in each Flank, 60% in the Center and 10% in the Reserve.
      • Third line – Archers – 20% of the Archer in each Flank and 60% in the Center.
    • Strong Center
      • Frontline – 10% of the Frontline army in each Flank, 70% in the Center and 10% in the Reserve.
      • Third line – Archers – 10% of the Archer in each Flank and 80% in the Center.
    • Strong Flanks
      • Frontline – 20% of the Frontline army in each Flank, 50% in the Center and 10% in the Reserve.
      • Third line – Archers – 25% of the Archer in each Flank and 50% in the Center.
    • Strong Center with Flanking Archers
      • Frontline – 10% of the Frontline army in each Flank, 70% in the Center and 10% in the Reserve.
      • Third line – Archers – 40% of the Archer in each Flank and 20% in the Center.
    • Strong Center with Balanced Archers
      • Frontline – 10% of the Frontline army in each Flank, 70% in the Center and 10% in the Reserve.
      • Third line – Archers – 30% of the Archer in each Flank and 40% in the Center.
    • Strong Flanks with Flanking Archers
      • Frontline – 20% of the Frontline army in each Flank, 50% in the Center and 10% in the Reserve.
      • Third line – Archers – 40% of the Archer in each Flank and 20% in the Center.
  • Without Tactics level, all players are fighting with the Balanced Formation, exclusively. Then, each level opens the access to one Battle Formation.

Fortress

  • Fortress Classes
    • Light Class – 1st, 2nd and 3rd Fortress level – defends the province from the Light Unit Class.
    • Heavy Class – 4th, 5th and 6th Fortress level - defends the province from the Heavy Unit Class.
    • Elite Class – 7th, 8th and 9th Fortress level - defends the province from the Elite Unit Class.
  • Fortress Repair
    • When a Fortress is taken it is considered destroyed. The repair is instant and equal to 1/3 of its building price in stone.
    • Until the Fortress is repaired, the player cannot construct other buildings in the province or order any research. However, the Fortress bonuses work properly.
  • Fortress Characteristics
    These are the basic numbers, Fortification and Military architecture is increasing them along with the terrain factors:
    Fortress level Hit points Garrison Maximum resource capacity* Number of Towers Moat level Sanctuary level Happiness**
    131 2005020 000 121
    262 40010035 000 242
    3124 800200110 000 463
    4374 400400410 0002684
    5748 8008001 210 00048125
    61 497 6001 6004 810 000610166
    75 990 4003 20019 210 0001212227
    811 980 8006 40046 000 0001816268
    923 961 60012 80076 820 00024203010

    *Shows the resource amount a province can have until the production is blocked. This capacity counts for each and every of the four resources, i.e. Fortress level 1 allows 20 000 of each resource to be stashed in the province.
    ** Generated every 24 hours simply because of a Fortress level presence in the province.
  • Fortress defensive facilities
    • Fortress Vault - Automatically stashes and hides the resource amount its level capacity allows, while the province is under attack. The hidden amount is determined based on the available resources' percentage ratio.
      Example: Fortress Vault capacity - 60 000. Available resources in the province under attack - 20 000 wood, 80 000 iron, 40 000 stone and 40 000 gold (1:4:2:2). Vault will preserve - 6666 wood, 26664 iron, 13332 stone and 13332 gold.
    • Towers - allow the Ballistae deployment. Each tower has room for 4 Ballistae. When the Fortress is destroyed, the towers and its ballistae are destroyed too. Without towers, the Ballistae don’t work until the Fortress is down and the battle with the garrison is started. Towers are automatically repaired along with the fortress.
    • Moat - decreases the attacking army hit points by 1% per level.
    • Sanctuaries - preserve the civil population from enemy Pillages. Every following level increase the number of preserved population by 112% compared with the previous one, starting from basis 120 villagers. Imperians’ Sanctuaries have 50% more room for villagers threatened with pillage.

Recovery after the Battle

  • If vanquished, the loosing Imperian restores 15% of his losses.
  • The Imperian winner restores 30% of his losses, taking the loser army’s supply train. Its size is the 24h upkeep of the destroyed army in gold.

Battle and Upkeep

  • Fortress garrisons do not require upkeep.
  • If gold is not enough, and your troops are on a march, they continue the mission, generating negative gold balance in your Treasury.
  • The army cannot start its mission unless the gold in the Treasury is positive.

Military achievements

  • Military points - in peaceful times they can be earned in two ways:
    • Destroying enemy Fortresses:

      Fortress 1 - 1 point
      Fortress 2 - 2 points
      Fortress 3 - 3 points
      Fortress 4 - 4 points
      Fortress 5 - 8 points
      Fortress 6 - 16 points
      Fortress 7 - 32 points
      Fortress 8 - 64 points
      Fortress 9 - 128 points
    • Slashing enemy units – a killed army worth 5000 gold equivalent is equal to 1 military point. Attacking destroyed fortress does not bring the attacker any military points.
  • Military ranks - the amount of military points a player has, determines his military rank, visible in the official ranking, as follows:

    From 0 to 149 - Rookie
    From 150 to 249 - Private
    From 250 to 499 - Corporal
    From 500 to 749 - Second Sergeant
    From 750 to 1499 - Sergeant
    From 1500 to 2999 - Senior Sergeant
    From 3000 to 7499 - Officer Candidate
    From 7500 to 14999 - Second Lieutenant
    From 15000 to 22499 - Lieutenant
    From 22500 to 34999 – Senior Lieutenant
    From 35000 to 49999 - Captain
    From 50000 to 74999 - Major
    From 75000 to 99999 - Lieutenant-Colonel
    From 100000 to 149999 - Colonel
    From 150000 to 224999 - Brigadier General
    From 225000 to 324999 - Major General
    From 325000 to 499999 - Lieutenant General
    From 500000 to 749999 - General
    From 750000 to + ∞ - Marshal
  • Medals - military orders conferred on the winners in the two bloodiest battles, one in defense and one in attack, of the realm for the day. The bloodiest battles are those with the highest value of lost military units in gold equivalent.

Espionage

The espionage system in Age of Conquest is divided into two sections: Espionage and Counter-espionage.
  • Espionage
    • When the Espionage screen is displayed all the player's provinces are shown. The ones colored in red are boxed provinces (surrounded everywhere by other provinces), and therefore the attacking army fights with -20 morale.
    • Spies’ speed is 3600 IM/h.
    • The chance to perform a successful mission depends on the level of the Espionage and the number of sent spies.
    • Spies' upkeep on a mission is equal to the normal upkeep x1.2
    • In Espionage screen you can either infiltrate spies, or check out your own or your allies' last espionage report. It presents the condition of the province/colony from the very moment it was spied, therefore the last espionage report doesn't provide an updated information.
  • Counter-Espionage
    • Serves for searching and destroying enemy spies.
    • Capturing a spy at the border is automatic.
    • Every infiltrated spy can be captured unless he hasn’t been called back.
    • By clicking on the Counter-Espionage button, you can see all infiltrated spies.

      Instant use of Counter-Espionage increases, artificially and single time, the defender’s Counter-Espionage Research by three levels.
  • Factors influencing the successful Espionage and Counter-Espionage:
    • The chance for successful infiltration is determined by comparing the levels of espionage and counter-espionage and the number of sent and defensive spies of the spying and spied player, respectively.
    • If both spies’ numbers, of spying and spied player, are equal, as well as the espionage researches are equal, the infiltration chance of the spying one is 90%. If the defender’s Counter-Espionage is one level higher than the attacker’s Espionage, then the chance for successful espionage is 80%, and vice-versa – 95%, i.e. with every following defender's Counter-Espionage level the chance for infiltration decreases by 10%, and with every attacker's Espionage level - increases by 5%.
    • With every following sent spy, the chance for success increases, as the spies’ number of the spying player is compared to the number of recruited and mobilized spied player’s spies, as well as Espionage and Counter-Espionage levels are compared, so the successful espionage is in direct dependence on the numerical superiority. However, in case attacker's Espionage is 5 or more levels higher defender's Counter-espionage, the infiltration is always successful, regardless of the number of spies.
    • If the spying player manages to infiltrate, he receives an espionage report consisting of: the number and type of enemy’s army (field and garrison), the amount of gathered resources in the province, the Treasury’s capital (if the spied territory is the capital) and the Fortress level.
    • If by clicking on the Infiltration button the spying player is captured, he loses 20% of the sent spies, he doesn’t receive an espionage report, and the spied one sees whose the attempt for infiltration is.
    • If the spying player manages to infiltrate, but the spied one activates his Counter-Espionage, by clicking on the respective button, the chance calculation is performed once again - the espionage levels and the number of sent spies and the mobilized ones are compared again and, if the spying player has the necessary numerical and espionage superiority, the spied one loses 20% of his mobilized spies, while the aggressor receives successfully an espionage report. In case the numerical and espionage superiority turns out to belong to the spied player, the enemy spies are chased out without spy losses for both sides.
    • Espionage simulator
      • It allows you to fill your opponent's and your own levels of Espionage/Counter-espionage and number of spies in the fields in order to calculate the chances for successful espionage/counter-espionage and/or the number of possibly lost spies.
      • Since a 100% chance for success is guaranteed SOLELY if there is a 5 level difference between the Espionage and Counter-espionage of the involved parties, bear in mind that the result you receive from the Espionage simulator might not correspond to result of your espionage/counter-espionage mission.
  • Espionage, Counter-Espionage and Attack
    • If attacker’s Espionage and defender’s Counter-espionage levels are equal, the defender sees the attacking army’s composition 30 minutes before the impact.
    • With each level of difference 10 minutes are added or subtracted.
  • Espionage and Alliance
    • When part of an alliance a player gets the additional bonus to use his/hers allies spy reports. The most current spy reports done by the player or his/hers allies is always visible in the player's private list. These reports don’t provide current information but the information that was found at the time of the spying.

Honor

This is the statistic that shows each player’s military behavior, according to the fact whether he/she conducts equal battles, fights in a rather civilized way etc.

Actions generating negative Honor:
  • Attacking an enemy out of the allowed net worth points range x2 – causes Honor loss of 2 points per every 0.1 coefficient difference.
  • For recalling the army after the 15th minute after it has been sent on a mission – 1 Honor point.
  • For Pillaging an enemy’s province - 4 Honor points
  • For declaring war without previously changing the Alliance standing from Neutral to Hostile – 4 Honor points drop for each member of the Aggressor. (Only for Alliance members)

NB! Honor penalty for pillaging is taken after the battle is realized and, thus, it is shown in the battle report. Honor penalty for attacking out of range, though, is taken right after the attack has been sent, so it is never shown in the battle report and Honor is always subtracted even if the attack is recalled.

Actions generating positive Honor:
  • All players receive +2 daily Honor points and Diplomacy Officers +1 additional Honor point every day in second and third loyalty status.
  • Winning a field battle - 1 point, however, only in case the winning army has lost at least 10% of its units.
  • Winning a Fortress siege battle regardless on which side (defender or attacker) - 2 points, however, only in case the winning army has lost, at least, 10% of its units.
  • For every 100 000 gold equivalent of killed army, the winner earns 1 Honor point. The attack must not be out of the allowed range x2 and must still meet the requirement for Honor - having lost 10% of your own units.
Honor, Morale and Happiness
  • Positive Honor – guarantees the player a Global Morale and Happiness bonus. Every 100 Honor points add +2 Morale points to your basis. The maximum bonus Morale a player can have from positive honor is 20. Every 200 Honor grant 1 Happiness point. Limit – 5.
  • Negative Honor – It punishes the player with loss of Global Morale and Happiness. Each 100 negative Honor points take 5 Morale away from the basis. When the Honor drops below -100 points, Happiness daily penalty is 5.

Attacking out of range

Attacking out of the allowed net worth points range x2 causes Honor, Morale and Attack losses per every difference of 0,1 coefficient, as it follows:
  • 2 Honor points
  • 1,67 Morale points
  • 3% of the attacker's unit parameter 'attack', which is valid only when the attacker is the bigger account.

    * Important: A successful attack battle, out of range x2, does not bring the attacker with bigger amount of net points any military points, honor or medal. If the attacker has less net points than the defender and wins the battle out of range x2, he/she will gain military points, honor or medal. During a war this rule remains valid, however military points, gained by the attacking player with bigger amount of net points, count for the alliance.

Capitulation

  • Tillåter ett imperium att försvara sig från ett annat imperiums attacker för 168 timmar. Under denna period kan varken det kapitulerade imperiet eller det attackerande attackera varandra.
  • Player “x” has the right to capitulate to player “y” solely if in the 48 hours right before the capitulation “y” attacked “x” at least once, and “x” didn’t attack “y”. All players you can currently capitulate to are listed in Capitulation tab of the Throne hall.
  • You can capitulate up to 10 times in a 168 hour period, completing the conditions listed above, of course. The first is free, but every following capitulation costs 1700 diamonds more than the previous one. Keep in mind that one capitulations takes 10% of your military points away.
  • In a war, all capitulations between members of the fighting alliances are abolished.
^