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Este es el mundo de la espada afilada, arco largo y caballos de guerra. Un tiempo de alianzas poderosas, luchando la una contra la otra por el dominio total del mundo.

Cada una de ellas tiene sus privilegios y desventajas, lo que supone un cierto estilo de juego - defensivo - estilo granjero, u ofensivo - orientado militarmente.

Cada Imperio tiene un total de 19 provincias disponibles, en espera de ser: atacadas Asedio a la Fortaleza , convertidas en vasallos o anexadas al Imperio.

Las investigaciones y el resto de los edificios no pueden ser destruidos o tomados. Para poder robar los recursos de la provincia el atacante debe destruir los muros de la Fortaleza.

Transporta recursos entre las provincias anexadas. Province can not be double-boxed. The battle commences.

To attack another player, you need, at very least, soldiers. The different types of terrains give different bonuses to the army during a battle.

It is conducted after a successful, for the attacker, Field battle. A successful Fortress Siege loots the exact amount of resources the carrying capacity of the sent units and supply wagons allows.

With every successful Fortress Siege 2 Honor points are earned if, of course, the requirements for getting Honor are fulfilled.

Field battle army neither loots resources nor kills villagers. With every successful Field battle 1 Honor point is earned if, of course, the requirements for getting Honor are fulfilled.

The working population of the pillaged province is not all dismissed from the mines at the time of the impact. The pillaged population is divided into 3 equal percentages and each of them is subtracted from: the Lumber Mill, Stone Quarry and Iron mine, while the intact civil population continues producing resource.

After that the province cannot be pillaged for the next 42 hours. Learn more about the individual pillage coefficient of all units, going to menu Military Units.

If there is a defending field army, it has to be destroyed so that the Pillage could be performed. The Fortress preserves a certain number of the civil population from enemy pillage attack.

While on a mission, it requires 1,2 times bigger upkeep than while being in the empire. Therefore, if you consider the right time as crucial for the impeccable success of your missions, we recommend that you refresh the page regularly mostly when there is more than one moving army either relocated or attacking or both and when there are less than 2 minutes left to impact.

The defender cannot relocate army to and from the province under attack if there are less than 5 seconds left to the impact. Army deployment on the battle field — it is divided into three basic zones: Left Flank, Center, Right Flank, distributed in depth in Front and Back line, given that one more line is located between them.

If the army manages to defeat the Reserves, it continues towards the Third line Archers. After having destroyed the entire enemy army, the victorious troops head towards the Fourth line siege engines, given that here the principle of morale drop is not applied, i.

Swordsmen and Spearmen are the only units, except the siege engines, inflicting damage to the Fortress wall. The number of allowed units in a Fortress siege is 3 times 5 times against alliance holdings the Fortress garrison the basic one, Military Architecture is not accounted , selecting always the swordsmen first and then the spearmen and always starting from the heaviest unit in regression.

The rest of the army in first line wait in reserve to complete the places of killed attacking soldiers. Battering Rams are limited by the same principal, but their quota is calculated separately, i.

Before each round the group attacking the wall battering rams, swordsmen and javelin men is formed. Then, immediately advances. Battering Rams suffer damage as the Infantry does.

The damages are divided equally between them, calculating the number of people required for the recruitment of one Battering Ram.

Even if you send more siege machines, only the number allowed by the Fortress level will fire. The higher the Fortress level is, the more siege machines can fire at the wall.

The number of siege machines that can attack one Fortress level, is 4. Siege machines can be of one type or of different types. If you send more machines than the number allowed by the Fortress level, the ones with the biggest attack strength will charge.

If they get destroyed in the battle, the next ones with biggest attack strength will take their places. Trebuchets are the strongest - , then Catapults - , and the weakest are Ballistae - Thus, their order of appearance in the siege is as follows: 1.

Trebuchets, 2. Catapults, 3. The limit of the number of siege machines does not refer to Battering rams. Example: If you send soldiers, 5 Trebuchets, 1 Catapult and 1 Ballista to attack a Fortress level 1, the 4 Trebuchets, which have the bigger attack strength, will charge first.

If one of them gets destroyed, the 5th Trebuchet will take its place, so there will be again 4 Trebuchets. If you lose another Trebuchet, a Catapult will take its place, for it has bigger attack strength than the Ballista.

Then, if either a Trebuchet or a Catapult get damaged, a Ballista will take their place. Attacking Archers fire at the defending Front line, but the damages are divided into 5.

They start shooting at the first line of units, after they destroy them, they move to second line siege weapons. When the wall is smashed, all Front line units join the battle and attack the garrison, without any number limits.

After level 4 of Fortress, 10 levels of Moat can be built. When another Fortress level get built, the existing levels of Moat vanish and the player is let to build another 10 levels of it.

Fortress wall — Its solidity is equal to the number of hit points the respective Fortress level has plus the terrain and research bonuses. As long as it is intact, the garrison is quite completely free of damage.

After level 4 of Fortress, 10 levels of Curtain wall can be built. When another Fortress level get built, the existing levels of Curtain wall vanish and the player is let to build another 10 levels of it.

When the Fortress is destroyed, the Curtain wall remains intact. Towers - they act like static ballistae and participate in the attack of the defender.

If the fortress gets damaged, the towers get destroyed as well, but they can be repaired along with the fortress.

If this line is destroyed, then the towers switch their attack on the third line of the attacker where his siege machines are deployed. In case this line is destroyed as well, the towers switch to their final target - the second line of the attacking army where archers are deployed.

When the wall is smashed, all units get involved in the battle. Second line — 1 zone, where all siege engines are gathered.

Catapults and Trebuchets cause damage to the attacking army exactly as they do it in a field battle. Garrisoned Archers fight with their attack x4, entirely directed to the attacking enemy troops all units except the Battering rams which are fired by the normal Archer attack, and the Swordsmen - fired by the Archer attack x2 , aiming to prevent the wall getting down.

The damages are divided proportionally according to the number of target enemy units. The Battle Formations show the way army is deployed on the battle field, i.

The formation in attack is set separately for each attack in the Attack tab of the Fortress below the units. Then, each level opens the access to one Battle Formation.

When a Fortress is taken it is considered destroyed. The repair is instant and the price is equal to the price of the previous level, estimated in stone.

Example: The price of level 2 of Fortress costs wood and stone. When level 2 is destroyed, the player will pay for its repairing stone, because the basic price of level 1 is stone and wood.

Preserved resources - automatically stashes and hides the resource amount its level capacity allows, while the province is under attack.

Preserves equal amount of each resource. Preserved population - every following level of the Fortress increases the number of preserved population.

Lost units after each battle with personal armies are sent to a tab in the Command Center, called Infirmary. Once there, they can be recovered within 84 hours for realms with speed x4 and 34 hours in realms with speed x10 after the battle, otherwise they will disappear.

After each field battle, fortress siege and pillage there is a chance for the General of the losing side to be captured by the opponent. The higher the experience, the bigger the chance for a general to be captured.

If an emperor is captured, his governor bonuses are nullified but his slot remains filled. Captured enemy Generals can be seen in the "Dungeon" tab, inside the Palace.

Aging rate is not affected during captivity. If gold is not enough, and your troops are on a march, they continue the mission, generating negative gold balance in your Treasury.

Destroying enemy units — a killed army worth gold equivalent is equal to 1 military point. Attacking destroyed fortress and an independent city does not bring the attacker any military points.

Medals - military orders conferred on the winners in the two bloodiest battles, one in defense and one in attack, of the realm for the day.

The bloodiest battles are those with the highest value of lost military units in gold equivalent. Medals are not given for attackers in battles which are out of range x2 in Battles of the day.

NB: The alliance battles do not generate medals. The ones colored in red are boxed provinces surrounded everywhere by other provinces , and therefore the attacking army fights with morale.

The chance to perform a successful mission depends on the level of the Espionage and the number of sent spies. By clicking on the Counter-Espionage button, you can see all infiltrated spies.

You will see the chance you have for capturing enemy spies in Counter-Espionage menu. This chance is based on the espionage formula which takes into account the number of spies on both sides as well as the levels of Espionage of the attacker and Counter-Espionage of the defender.

If you have been infiltrated there will be a chance to receive a message notifying you of the presence of enemy spies.

The chance once again depends on the espionage formula which takes into account the number of spies on both sides as well as the levels of Espionage of the attacker and Counter-Espionage of the defender.

The chance for successful infiltration is determined by comparing the levels of espionage and counter-espionage and the number of sent and defensive spies of the spying and spied player, respectively.

In case the numerical and espionage superiority turns out to belong to the spied player, the enemy spies are chased out without spy losses for both sides.

A research which lets the player spy out territories around the capital and look for terrains with special resource, enemy colonies, military and trading posts, as well as rally points.

Each level increases the perimeter of scouting with 5 points, the highest level is One spy performs a scouting mission at a range of 3,14 points for one hour.

The player sends out 20 spies on a scouting mission. Hence, time required for performing a scouting mission and getting a scouting report is 5 hours.

If the result by this formula is less than 1, we consider that time for the scouting mission is 1 hour. The player sends out spies on a scouting mission.

Hence, time required for performing a scouting mission and getting a scouting report is 1 hour. NB: The duration and speed of scouting are not affected by the speed of the realm.

For each level difference 10 minutes are added or extracted, respectively.

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