The battle itself is divided into three phases which follow after each other in specific order – as first goes the thievish phase, magic phase follows after that and military phase goes as last. That means you can chain actions so that thieves weaken mages and/or armies, mages weaken armies and in the end armies bring home victory points, but are severely influenced by both thieves and mages.
In order to take part in the fighting, you have to enter our matchmaking system. This system will pair you up with a most suitable opponent depending on the size of your alliances, number of governorates and rating gained from previous fights. Pairing is initiated every day at 4AM Berlin local time. There will also be automatically declared war between the two alliances, that allows players to send harmful actions. You can’t send harmful actions out of war.
War in general
The war lasts for five days. Each member of the alliance gains war points after the war – at the war's start both alliances begin with 10 points and gain 3 points for each won battle. The alliance that wins more battles, gains a bonus of 5 points. Glory points belong to each individual player and each can do whatever he wants with them. A 4 player group gains 20 glory in their war. Each player from this group gets 20 glory. The first player spends them all on one tile. The second player spends them all on two tiles. The third player had another 10 glory from the past so now he has 30 and spends 25 on two tiles and has 5 left.
Example: Alliance A wins 3 battles while alliance B only 2. Alliance A gains 10 glory points as base + 3*3 for won battles + 5 for won war. Total 24 glory points. Alliance B gains 10 glory points as base as well + 3*2 for won battles. Total 16 glory points.
The entire alliance participates in the military phase as a single collective. Governorates cannot send individual attacks, instead, they create banners, position them on the battlefield along with other banners from the same alliance and fight the opposing alliance which deploys in a similar manner.
Governorates create banners under the command of their general and assign them to one position on a simulated battlefield where one alliance clashes against another. All units of the governorate are included in the so called banner. Each banner occupies one position. Available positions are: Left Flank, Center, Right Flank and Backup. During the count, hostile banners engage each other in the first 3 positions (left flank engages hostile left flank, right flank engages hostile right flank and center engages hostile center), while backup is waiting for an opportune moment to engage.
General’s bonus is calculated from the two opposing generals in the same position. The general gains 2,5% bonus in attack or defense for his banner per point of advantage over the enemy general. Two banners are fighting on the left wing. One has general Attack: 20 and Defense:10. The other has general Attack: 15 and Defense: 17. The first general boosts his banner’s attack by (20-15)*2,5 while the second general boosts his banner’s defense by (17-10)*2,5.
The battle starts in the ranged phase. Banners on respective positions compare their range. Banner with higher range gets 2 ranged attacks, banners with lower range get 1 ranged attack. In case the two banners have identical range, they get 1 ranged attack each. Banners with 0 range have 0 ranged attacks. Damage of ranged attacks is calculated from banner’s ranged attack which is compared to enemy banners armor. Each ranged attack that deals damage also lowers morale by 1. Damage is deducted from the banner’s HP, which in turn lowers certain characteristics, namely Attack, Defense and Ranged Attack. After all range attacks are calculated, the battle moves on to the melee phase.
The melee phase is calculated in rounds. Each round banners deal damage to each other. Damage is calculated from Attack and Defense. Defense blocks opposing banner’s attacks, which deal significantly reduced damage. Attacks that aren’t blocked by defense deal higher damage. Damage can also be further reduced by 25% if the banner has higher armor than is the opposing banner’s piercing ability. Dealt damage is deducted from the banner’s HP, which in turn lowers certain characteristics, namely Attack, Defense and Ranged Attack.
After the second melee round, the banners placed in backup can come into play. You can give your backup one of four orders. They can wait to replace defeated banners, they can support one of your winning banners (their ratio of lost %HP to their enemy’s lost %HP is the best), one of your losing banners (their ratio of lost %HP to their enemy’s lost %HP is the worst) or a banner engaged in the most even fight (their ratio of lost %HP to their enemy’s lost %HP is the most even). Stats of the backup banner are added to the remaining stats of the supported banner. If the backup banners have any ranged attack, they can shoot once before engaging in melee.
Each round of the melee phase reduces morale by 1, banner which is losing more % of its HP loses 1 additional morale. Banner whose morale gets below 1 shatters and escapes the battlefield. The battle is won by the alliance that shatters all hostile banners.
-1 for each ranged attack
-1 for each melee round
-1 if the banner is losing in melee (loses more % HP than enemy)
+2 for center banner for each victorious flank
+1 for each flank banner for victorious center
+2 for banner which is joined by backup
If the banner shatters its opposition, they can support their neighbours. Left and right flanks can support the centre with 30% of their remaining stats, while the centre can support both flanks with 30% of their remaining stats.
Consequences of battle
After the battle, the losing alliance always gets Revanchism +20 pop growth in each governorate and loses 20% of their siege engines (governorates that will lose them are determined randomly). The winning alliance takes all their siege engines and tries to plunder the enemy governorates one by one. Each siege engine has 2 wall attack, while certain defensive structures or skills provide the opposing wall defence. If the wall attack is higher than wall defence, then the governorate is plundered and receives a significant debuff -20% all production, -2 attack and defence of mage and thief generals and -3 happiness for the next count. If the wall attack is equal to or lower than wall defence, nothing happens.