Attacks, battles & loot
An expedition travels, fights at the target, then returns with surviving troops and any cargo.
On this page
Choosing an attack #
Land and naval units cannot share a player attack. Naval player attacks require Navy level 1. Trading ships can carry loot but cannot attack alone. Alliance members and new-player-protected targets cannot be attacked. Sending a confirmed player attack permanently ends the sender's own new-player protection, even if the attack is later recalled.
Resolution and defenses #
Rounds resolve simultaneously. Walls shield land troops; Ship Command Station shields stationed navy, with 1,000 defensive health per level. Siege attacks have triple damage against their matching defense and quarter damage against troops or ships. A normal naval ship deals full damage to Ship Command Station. Damage is multiplied by 100 / (100 + effective armor); armor-ignore reduces that armor first.
Loot and conquest #
A victorious raid takes Wood, Food, Stone, or Metal above Warehouse protection, limited by surviving cargo; Crystals and Gems are not stolen. A successful land attack with a surviving Prince reduces morale by 25. Morale recovers by 20 per hour up to 100, so four widely separated wins need not capture a city. At zero morale, one Prince is consumed; the capture itself takes no raid loot. Returning loot above storage capacity is discarded.
Recall an outgoing attack #
Player, pirate, and Barbarian attacks may be recalled only before arrival. Troops return without fighting or looting. The return leg takes the time already spent traveling outward; for example, recalling after two minutes takes another two minutes. Recall does not restore lost new-player protection.
Stamina and reports #
Attackers begin with 100 stamina and lose 10 after every round. Reaching zero on round ten prevents victory, even if that round destroys the last defender. Surviving exhausted attackers flee and return 30–60 minutes after arrival with no loot or conquest. Reports show rounds, contributors, damage, casualties, survivors, and the end reason; incoming enemy troop compositions are private before arrival.
Other encounters #
Barbarian villages are land PvE targets; pirates are naval encounters. They have separate enemy and reward rules. A scouting mission is intelligence, not an attack.
Cargo per surviving unit #
Trading ships add 5,000 each; dead combat units contribute no cargo. Improved variants retain their base type's cargo.
| Unit | Resource capacity |
|---|---|
| Infantry Militia | 25 |
| Infantry Spearman | 25 |
| Infantry Swordsman | 25 |
| Infantry Pikeman | 25 |
| Infantry Heavy Guard | 25 |
| Light Archer | 15 |
| Composite Bowman | 15 |
| Crossbowman | 15 |
| Longbowman | 15 |
| Light Cavalry | 50 |
| Cavalry Lancer | 50 |
| Cavalry Heavy | 50 |
| Ram | 100 |
| Catapult | 150 |
| Trebuchet | 200 |
| Light Galley | 250 |
| Bireme | 500 |
| Trireme | 875 |
| Heavy Warship | 1,250 |
| Siege Galley | 150 |
| Prince | 0 |
| Scout | 0 |













