Hello everyone and welcome to our last planned traditional development diary about game mechanics. And the topic at hand is the fighting system and wars.
You can approach the game as a huge free-for-all and attack anyone anytime. And also be attacked by anyone anytime. Well, almost, because the count is calculated at 4am GMT+1 and the last time you can declare war is at 8pm GMT+1 the day before that. Unless you are reacting to a war that was already declared on you, in that case you can declare war without limitations. So everyone has at least one evening to react before the armies march out. There are also some other limitations and further options for the more strategically inclined players or those with less time on their hands who can’t coordinate the war effort of too large groups, which we will describe below.
The smallest fighting unit is a lone governorate whether it’s in an alliance or not. It can freely attack other governorates, groups or alliances. It has access to action Declare duel in which it can attack only one other governorate and be attacked only by this governorate for 2 counts (provided they send harmful actions on each other, if not, duel is cancelled). Every player has the opportunity to declare duels and take part in them.
On the other side of the scale is the alliance, multiple governorates joined under one banner with one leadership and fighting as one unit and ideally with set and enforced strategy. An alliance can freely attack only other alliances. Alliances can’t attack single governorates or groups unless these have already declared war on the alliance. Alliance is led by emperors and marshals who have access to action Declare alliance war in which they can attack only this one other alliance and be attacked only by this one other alliance for 4 counts (provided they send harmful actions on each other, if not, alliance war is cancelled).
Governorates from one alliance can form a temporary fighting group of 4 and they can freely attack other groups or alliances. They can’t attack lone governorate, unless it has already declared war on the group. The group can be formed by the emperor or one of the marshals who gain access to action Declare group war afterwards in which they can attack only the other group and be attacked only by this group for 3 counts (provided they send harmful actions on each other, if not, group war is cancelled).
Everyone has access to declaring generic War, but it has no rules or additional protection.
Each successful attack adds 1 power point to the entire alliance or group (depending on the type of war). Each unsuccessful defence deducts 1 power point from the entire alliance or group (depending on the type of war). Power points are used as a substitute for gold in developing tiles and each player spends them on his own. Example: A 4 player group gains 10 power points in their war. Each player from this group gets 10 power points. The first player spends them all on one tile. The second player spends them all on two tiles. The third player had another 10 points from the past so now he has 20 and spends 15 on two tiles and has 5 left. (Read more about tiles here)
The combat itself is divided into three phases which follow after each other in specific order – as the first goes the thievish phase (more info about thieves here), magic phase follows after that (read about magic here) and military phase goes as last (armies and units are described here).
This concludes our developer diaries about game mechanics and unless you let us know in the comments that there’s something you would like to know more about, we are moving on to creating other planned content.