Attacking another player's village
Plan a war campaign by controlling the protection and target status.
How it works
- The order first passes the rules in Who can you attack?: at least Stage 4, a stage difference of at most 4 (none for a village whose owner has not played for 7 days), two-way 24-hour protection, the recovery shield, alliance and diplomacy.
- You can manage at most 5 active marches at once; scouting, gathering and raids count toward that number.
- Outbound time starts from the distance × 3.4 base (300–5,400 s); unit speed, world speed and the selected tactic's speed factor apply.
- The result and losses are calculated on arrival; only reinforcements and guest garrisons that reached the village by then join the defence.
- On victory loot is limited to 20% of the target's wood, stone and food, 15% of iron and 10% of gold, and cannot exceed carrying capacity; see the casualties and loot topic for details.
- You can recall the march during the first 70% of the way; a recalled march produces no damage, loot or points.
- In newly opened worlds the army needs at least 1 Siege Master to damage village buildings; without one the battle and plunder happen but no structural damage is dealt.
Step by step
- Select the target from Player settlements or Enemy filter on the map.
- Examine the target's status, distance, and reconnaissance information if available.
- Open up the attack campaign and create a plan from the troops in vain.
- Control tactical, road food, departure time, and estimated total power.
- Approve the march; when it does, examine the war report in detail.
There is no mutual attack with real players while the new player protection is in progress. It cannot be used until the sent army has concluded or returned.