What factors change the power of war?
Elements of attack, defense and preparedness that affect the outcome outside the number of soldiers.
How it works
- Attacker: total unit attack → tactic multiplier (×1.10 / ×0.90 / ×1.00) → alliance level multiplier → unit matchup multiplier.
- Defender: total defence of the home garrison → unit matchup multiplier → tactic and alliance multiplier → fortification is added; with an empty garrison the power is 0.
- Every alliance level above 1 adds +0.25% to attack and defence; at level 20 the maximum is +4.75%.
- Fortification = position bonus + Stone Wall level × (420 + garrison defence power × 0.025); fortification does not fight on its own and is ignored when the garrison is empty.
- The result is decided by comparing the two sides' total power; casualty rates are also derived from that power ratio.
- Casualty curve: the winning army loses 0–40% depending on the power ratio, the losing army 45–80% depending on the power gap; the losing army is never wiped out completely. In a plunder raid (in worlds with the new combat rules) the defender gets +5% power and both sides' losses are ×0.6.
- Casualties are distributed across all participating unit classes in proportion to their share of soldiers; in back-to-back attacks each battle sees the current garrison.
Step by step
- The type and amount of unit form the defensive score with the basic attack; not every unit has the same role.
- The chosen tactic changes the rate of attack, defense, or march in its own description.
- Archer's Quarry, Horseman's Quarry, and Blacksmith's expertise contribute to the area of unit or power in which they are identified alone.
- In the worlds open today the Khan's Army Chief only shortens troop training time by 10% on the Training Grounds duty; the City Garrison duty has no effect on city defense. In newly opened worlds City Garrison raises city defense by 10–19% depending on office level.
- In defense, the wall, tower, main gate position, and timely reinforcements join the total defense account.
- In attack, reconnaissance information does not directly strengthen the outcome; it reduces the risk of entering the wrong target.
The power shown alone is not a guarantee of decisive victory. Target defense, tactics, fortifications, reinforcements, and current troops at the time of war change the result.
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