Battle is at the core of the game. Attacking, defending, reconning, sabotaging, and protecting yourself from reconning and sabotaging are what it's all about.
- Military Divisions, a.k.a. Stats
- Your army's strength and rank in each of four areas is based on a computed Senseless and Totally Arbitrary Tactical Strength number, which is determined by a formula that takes soldiers, weapons, upgrades, and bonuses into account. These calculated numbers are referred to as stats, and are the basic unit of comparing your army to another's.
- Strike, also known as Strike Action, or SA for short, is the combined power of your available attack force (trained soldiers, trained mercenaries, untrained soldiers, and untrained mercenaries), armed with the attack weapons you have available, and multiplied by the strength of your siege technology.
- Defense (Defensive Action, or DA) is the combined power of your available defense force, armed with the defense weapons you have available, and multiplied by the strength of your fortification. DA is the countermeasure against an enemy's SA.
- Spy (Spy Rating, or SP) is your effectiveness at covert operations, determined by the power of your spies, armed with spy weaponry, multiplied by the strength of your covert skill upgrade.
- Sentry (Sentry Rating, or SE) is your effectiveness at stopping covert operations, determined by the power of your sentries, armed with sentry weaponry, and also multiplied by the strength of your covert skill upgrade.
- Total Fighting Force: (TFF) A measure of your army size, comprised of all trained and untrained soldiers and mercenaries. Not including spies and sentries, as these are covert operatives. TFF is a factor in attack missions, so keep it in mind as you continue reading.
- Turn-Based Gold: (TBG) A measure of your income, derived from the amount of soldiers you have, and to a lesser extent, the amount of covert operatives you have. Mercenaries are hired, and as such do not contribute to your TBG. Your TBG is a main factor in two things: how fast you can build your own stats, and how attractive a target you become to the slayers. Build up too much gold without spending, and you're in somebody's crosshairs.
- Attack Mission
- Attacking another army causes your Strike division to contend with the enemy's Defense division. Combined with random factors in both armies' actions during the battle, the comparison between strike damage and defense damage will decide the victor.
- Victory for you means that you steal some of the enemy's gold, also called pillage, or a hit. The amount of gold you steal depends on two factors: the amount of attack turns you used (out of 12), and the comparison of your total fighting force with the enemy's total fighting force.
- The higher your total fighting force in comparison with your enemy's, the less gold you will be able to steal. This is in order to balance the game out so that the largest players cannot pick on the smallest players, thereby gaining a double advantage -- earning more TBG as well as being able to attack everyone below them for even more gold.
- During the course of an attack, your weapons could take damage, and your troops could take casualties. This can cause you to lose stats over time, unless you repair the damage and replenish troops by recruiting, or supplementing them with mercenaries.
- Failing to overcome the enemy's defense during a particular attack will cause them to win, and lose no gold, although damage and casualties will still occur. This is called being defended.
- Being defended, failing to take enough gold, or taking gold too often from an enemy may incite retaliation by sabotage. Read the enemy's profile (sometimes referred to as AA by other players) in order to understand their rules of engagement. It is up to your own judgment as to whether your enemy's rules of engagement are reasonable; don't
- Recon Mission
- A recon mission allows you to sneak into an enemy's base to learn more about their stats, upgrades, and weapons. You send a variable amount of spies, based on how many spies you want to risk and how much data you want to gather should your mission be a success. Sending only one spy comes with the least risk, as it is rare that a lone spy will die, even if the enemy detects the attempt. However, depending on the comparison between your spy rating and the target's sentry rating, your spy may not be able to gather enough data before being forced to make an escape. Thus, sending more spies will allow you to gather more data at a time.
- The intelligence report gathered during a recon mission will show you various details about your target. Some information will show up in red if it defeats your counterpart. For instance, if the enemy's defense is higher than your strike, the defense section of the report will be colored in red. This will give you a quick glance at whether you can defeat them.
- One of the most important parts of a recon mission can be the current amount of gold the target is holding. This is an item which you may be able to see immediately from the battlefield, if your spy is higher than the target's sentry. Otherwise, you must recon to find it, or seek assistance from an alliance member or friend in order to know.
- Sabotage Mission
- The sabotage mission is the deadliest mission in the game. Sabotage allows you to destroy part of the enemy's armory by sending spies on a mission to target their weapons. Sabotage is most often the catalyst for escalated hostilities, as well as being the most common tactic used for an all-out war.
- Sneaking into an armory to sabotage weapons is much more difficult than a recon mission. The likelihood that your spies can enter the armory undetected depends largely on the comparison between your spy and the target's sentry. Basically, the bigger, the better.
- In large part, the amount of weaponry you can sabotage depends on how many spies you send, your covert skill level, your total armory value, and the target's armory value. The more you and your target have, the more of your target's weaponry you can destroy.
- Weapons will be completely destroyed if they are sabotaged and used. The enemy does not find out the weapons are sabotaged until they try to use them and break them (i.e. by attacking and using attack weapons, or by getting attacked, using defense weapons).
- Prior to breaking weapons, they can be sold in order to prevent breaking them and taking a bigger loss. Selling weapons will magically take sabotaged weapons off of the top of the pile and give you full resale value. Sucks for the poor sap who buys them off of you, eh? ;)
- Being caught attempting a sabotage mission, which is quite common, will alert your target at what you are attempting to do.
- If a sabotage mission is successful, it will not show up in your enemy's intel logs. So, they will only find out you are sabotaging them if you fail an attempt. You may attempt up to 10 times per 22 hours.
- Upgrading your army's technology is a way to advance your army's effectiveness and productivity.
- All upgrades increase in price at a faster rate than their increase in strength. For every upgrade, there is a point at which, instead of continuing to buy weapons, you can buy the upgrade and increase your stats more.
- Attack and defense upgrades can be purchased in the armory. They are called Siege and Fortification (or Fort for short), respectively.
- Covert skill and unit production upgrades can be purchased in training.
- Covert skill increases both spy and sentry, as well as how much damage you can cause in sabotage.
- Unit production provides you with soldiers at a steady rate: every 6 hours, your army will automatically recruit a quarter (1/4) of your unit production's total daily soldier intake. Additionally, when you buy a unit production upgrade, you instantly get a full 24 hour's worth of soldiers from the new upgrade.
- You will see your target's fort level when you view them from afar, on their stats page. Generally, you can get a good idea of how advanced your potential target's defense is by the number of their fort level. A recon mission will reveal more information about the target's defense.