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  • - Why can't I patrol the market?
    - Who gets the captured soldiers in city battles?
    - How do battles work exactly?
    - What can a second commander do exactly?
    - What happens if both sides have the same number of units left standing?
    - Are neutral cities defended?
    - What terrain applies when patrolling/PvPing/fighting city battles?
    - How is the terrain bonus/penalty applied exactly?
    - My unit has less than 0 HP, shouldn't it be dead?
    - How much gold do I get from cities and when do I get it?

     


  • Why can't I patrol the market?
    The market is restricted to the ranks Corporal to Sgt Major. After that there's no reason anymore for you to patrol the market anymore.


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  • Who gets the captured soldiers in city battles?
    Soldiers who are captured during city battles are either from the garrison or from enemy players (if there were enemy players in the city at the time of the attack).

    Captured soldiers are ransomed immediately and the gold from the ransom is divided among all attacking officers. (Note that you see only the share you receive at the bottom of the battle result.)
     



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  • How do battles work exactly?

    Battles work in 3 stages.
    Stage 1: ranged attacks: This phase consists of 1 round of ranged attacks. All units of both sides which have a nonzero Rdmg (ranged damage) simultaneously fire 3 times at a random enemy unit, with a chance to hit equal to their Racc. Each time they hit, they do 1/3rd of their Ranged damage, adjusted by a random factor of 80% to 120%. Stage 2: cavalry charges: This phase consist of 1 round of cavalry attacks. Every unit of both sides which is flagged as cavalry charges to a random opponent. If that opponent is not a lancer or a pikemen it deals 2*R*Str damage to that opponent. If that opponent is a lancer, halberdier or a pikeman, the unit deals no damage to the opponent, but instead that lancer/halb/pikeman deals R*Str' damage to the charging unit, with Str' being the Str of the pike unit.
    Stage 3: melee attacks: This phase consists of as many melee rounds as needed. It has a maximum of 8 rounds, but most of the times 1-3 rounds are all that's necessary for one side to be defeated.
    A melee rounds goes as follows:
    First, the largest army is calculated. Every non-drummer has a size of 1. A drummer has the size of 5 as an apprentice, and 5 extra for each rank after that.
    The army with the largest total unit size is determined to be the 'largest' army. If both sides are equal, the attacking army is considered to be the largest.
    Then, for each unit of the largest army, it picks a random opponent and does R*Str damage to it. Then the unit it attacked does a retaliate for R*Str' damage, with Str' being the Str of the retaliating unit. So yes, a unit with a Str of 0 still attacks (and thus gets to be retaliated) and a unit getting attacked multiple times can retaliate multiple times.
    R in these calculations represents a random value between 80% and 120%.


    After each round there comes a 'cleanup' phase for both sides. In this phase, every unit with 0 (or less) HP left dies and is permanently removed from the army. Every unit with less than 50% of their original HP left (but more than 0) is 'marked for healing'. Next, all healers do a healing check to see if they heal (they have a Heals % chance to succeed). If they succeed, of all the units 'marked for healing' the one with the highest XP is healed, in which case it is no longer 'marked for healing' but gets their HP restored to their original HP. After all healers have tried healing all soldiers still 'marked for healing' are instead taken out of combat. They will no longer attack, be attacked, heal, count for army size or be 'marked for healing' for the rest of the combat.
    If, after this phase, the number of units still fighting is 50% or less of the original number of units when combat started the army flees.

    If, after any round, one army flees, the other side wins. If both armies flee, the side with the largest number of units still fighting wins. Combat can end directly after the ranged stage if al least one of the armies flees after that.
    Every unit of the losing army has a 1/6th chance to get captured by a random officer of the winning side. If an officer is captured this way, half of his money is distributed evenly over all the officers of the winning side.

    If an officer dies in battle his account is reset, and all his money is divided evenly among all officers of the winning side. Please note that this only holds for player controlled officers. If a commander from a random encounter dies, the attacking player gets no money from him.



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  • What can a second commander do exactly?
    Commanders of an army can appoint a "second commander". The second commander can do the most important things the first commander can do, including moving and attacking with the army and merging it into another army.

    The second commander cannot:
    • Disband the army.
    • Recreate the army under the name of the first commander when the army has been disbanded after an attack.
    The following actions are limited for second commanders:
    • The second commander can only move the army if the first commander would be able to move it (i.e. if the first commander is injured, the second commander can't move it even if he's not injured).
    • The second commander can only attack a city if he is Lt Col or higher.
    Note that if the number of moves of the second commander is higher than the number of moves of the first commander his moves are dropped to the amount of moves of the first commander when he's appointed. If the first commander has more moves, no change is made to the moves of the second commander.

    The "second commander" can give his command to another commander. The "new second commander" his moves will drop to the amount of moves the other second commander had.

    An HC member can act as a second commander when in the army of which the LD is the commander. An HC member can move the army and attack with it, however, an HC member is unable to merge the army into another army or embark the army on a ship.

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  • What happens if both sides have the same number of units left standing?
    A battle where both sides lose 50% or more of their soldiers the battle is won by the side with most units left standing. The question is who wins if both sides have exactly the same number of units left standing. In that case the battle is considered win for the defender, as the attacker has failed to gain an advantage over the defender.

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  • Are neutral cities defended?
    Yes, they are defended by their garrison. Neutral cities do not belong to any country and thus cannot have any commanders (players) in them, but as any city they do have a garrison.

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  • What terrain applies when patrolling/PvPing/fighting city battles?
    Every city in the game has a terrain type which influences how well your units fight; especially when your army is specialised in one or two terrain types this can have a great effect, so it's important to know what terrain applies when fighting battles.
    • When patrolling the market or beach, no terrain bonus/penalty is applied.
    • When patrolling lands, mountains, forests, jungle, savanna or desert the terrain you are fighting in applies (which is the same as the terrain of the city your are in).
    • When patrolling the border or attacking a rebel village, the terrain of the city you are in applies.
    • When attacking another player in PvP, the terrain of the city the defending player is in applies.
    • When fighting a city battle, the terrain of the defending city applies.


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  • How is the terrain bonus/penalty applied exactly?
    The terrain bonus/penalty is added to the rank modifier of units and then multiplied with the standard stats of the unit. In formula form: Regular Stat * (Rank Modifier + Terrain Modifier).
    [The rank modifier can found in the unit level table in the reference guide.]


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  • My unit has less than 0 HP, shouldn't it be dead?
    In some cases it can happen that you see a unit in your hospital with less than 0 hitpoints. Units whose hitpoints drop to below 0 during a battle die and are no longer in your army. The important part there is "during a battle" - it is possible that your unit had a bonus in the terrain he was fighting in and had hit hitpoints increased during the battle; in the hospital those bonus hit-points are not added to the total hitpoints, that's why you can see units with negative HP. Consider yourself lucky, because you unit must have been very close to death in the battle!
    An example: a unit with 100HP gets a bonus of 5% in a battle, thus having 105HP. That unit can then receive 103 damage during the battle, leaving it with 2HP at the end of the battle. The unit has -3HP (100HP - 103 damage taken).


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  • How much gold do I get from cities and when do I get it?
    Each city in the game has a city value. It starts at 0, but increases by 5 every turn. Whenever you capture a city, its value drops to 0 again. The limit of a city value is 4000 gold/day.
    Each day at 6 AM every officer in the country gets the total city worth of the country in gold. So if your country has 6 cities worth 1000 gold each, each officer gets 6000 gold from those cities.

    There is a maximum of 100k to the total amount of gold that can be received as income from cities.


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