Army Recruiting
- It’s executed by training free civilians in the barracks if there is enough resource available for the unit’s recruitment.
- The Barracks have an initial capacity of 100 soldiers and each level increases this number by 100.
- No matter how many soldiers of the same type are ordered at once, they are all going to get ready simultaneously.
- If you run out of barracks vacancies, but you still have free groups, allowed for training by the Military skills level, you will be able to recruit the training groups in a queue. Queued groups will get trained one after another. If you dispose of enough resources and population you can recruit all your remaining free training groups at once, but don’t forget they will still be queued.
- Unit upgrade – turning a lower class units into higher class units of the same type if you have the required research levels. You can upgrade light and/or heavy units to elite units of the same type in the fourth tab of each barracks building. You don’t need population for that. The upgrade cost is the difference between the total price of the higher class units and the total price of the lower class units. The training time is the one of the higher class units. Siege engines cannot be upgraded.
- After the army units are trained* they remain immobilized for 72 hours. During that period you can mobilize them whenever you want. After the 72-hour period has expired, they are automatically mobilized.
- Immobilized soldiers will not fight, nor can be destroyed. They also are not seen by the enemy's spies.
Global Morale
- Army’s fighting spirit.
- Global Morale depends on the overall behavior of the player.
- Morale’s basic value for Nomads in attack is 110, in defense it’s 100 in annxed provinces and colonies and 110 in the capital. But if a player attacks another player out of the allowed net worth points range x2, Morale drops, because the player is not fighting equals. For every difference of 0,1 (either above or below range x2) Morale drops progressively by 1,67 points.
- Both races have 10 bonus Morale points in defense in the capital. Imperians have 10 additional Bonus Morale points in defense in all provinces.
- In a battle against Nomads, no matter if in defense or attack, Morale drops by 10, because he’s fighting against a barbarian.
- Upon returning home, the army restores its basic Morale value.
- The Basic Morale value could be raised by researching Drill, which gives 1 Morale point per level. If a player is in an Alliance, at the position of Commanding Officer, he receives a basic bonus of +10 Morale points, but the actual extent of this bonus depends on the Loyalty Status of the player in the Alliance.
- The two armies start the battle with their Global Morale values - 110 against 100, basic values, if both are Nomads, 110 against 100, if the first one is Nomad and the second one Imperian, and 90 against 100, if the first one is Imperian and the second one Nomad. Nomads’ enemies always enter the battle with Morale drop -10, but as the Imperian has a fixed bonus Morale 10 in defense, the Morale drop is neutralized.
- Each round the Morale drops due to the fatigue (by 4 +/-3 points), damage (by 1 to 3 points). When your army inflicts more damage than the opponent your morale raises and the enemy's drops, according to the following formula:
- 20-50% difference in the lost army gold equivalent = 1 morale correction
- 51-150% difference = 2 morale correction
- Everything above 150% difference - 3 morale correction
- The Morale drop differences can reach 1-7 each round, which prevents the loss of a battle on a casual basis.
- - De 2 leger beginnen het gevecht met hun Globale Morale. (100 tegen 100)
- Iedere ronde gaat het moraal naar beneden door vermoeiheid,schade,verlies etc.
- Iedere ronde verliest u 4 moraal door vermoeidheid.
- Ervan uitgaande dat er schade wordt gemaakt, u verliest elke ronde 1-3 moraal.
- Wanneer uw leger meer schade veroorzaakt dan de tegenstander, gaat het moraal bij u omhoog en omlaag bij de tegenstander.
Dit is de Formule:
20-50% verschil = 1 moraal correctie
51-150% verschil = 2 moraal correctie
alles boven de 151% - 3 moraal correctie
- Dus, het moraal kan 1-7 punten verschillen, wat een verschil van winnen of verliezen betekend.
- Na het passeren van de 50 moraalpunten, is er een kans dat je soldaten op de vlucht slaan.(49 moraal=2% kans op vluchten).
- Leger in het Fort heeft gen moraal - zij kunnen simpelweg niet ontsnappen.
- Leger in het Fort heeft geen soldij nodig.
- Als een leger vlucht, verliest het automatisch 50% van de overgebleven troepen. De rest van het leger keert terug naar de provincie vanwaar zij hun opdracht kregen.
- Als een leger vlucht tijdens de fortaanval fase, zal het automatisch 20% van de overgebleven troepen verliezen.
- Als een aanvaller zijn Fort aanval verliest, zullen alle Belegeringswapens vernietigd worden.
- Als een leger de middelste provincie aanvalt (omgeven door 4 andere provincies),zal voor iedere provincie waar de aanvaller doorheen moet worden bestraft met 20 moraal punten verlies. Een provincie kan niet 2X geboxt worden. - Fortress garrison do not have morale - they simply cannot escape anywhere.
- If the army flees from the battlefield, it automatically loses 20% of its remaining troops if the opponent is an Imperian and 25% if he's a Nomad. The rest of the army returns to the province they were sent to mission from.
- If the army flees from the Fortress siege stage of the battle, it automatically loses 10% of its remaining troops if the opponent is an Imperian and 15% if he's a Nomad.
- If an army attacks 'inner province' (а province surrounded by all the provinces it shares a border with), loses 20 morale points. Province can not be double-boxed.
Battle Structure
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The Battle starts
- To attack another player, you need, at very least, 400 soldiers.
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Retreat
- It's valid for all type of attacks but just for colonies.
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Battle Terrain
- The different types of terrains give different bonuses to the army during a battle. Please, take a look at the Terrains’ section (Economy -> Expanding the Empire -> Independent provinces -> Terrains), bearing in mind that Imperians have a fixed 10% bonus attack in defense.
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Fortress Siege
- It is conducted after a successful, for the attacker, Field battle. If there isn’t any defense field army deployed in front of the Fortress wall, the Fortress Siege battle is directly conducted, where the attacking soldiers are aiming to smash enemy’s Fortress walls.
- A successful Fortress Siege loots the exact amount of resources the carrying capacity of the sent units and supply wagons allows. An equal percent of every type of resource of the attacked province (for example, the capital) is loaded, which means that if the whole defender’s capital consists of: 100 wood, 100 iron, 100 stone and 100 gold, and the attacker’s carrying capacity is 200, so he will take 50 of each resource.
- If the capital is attacked and its gold balance is negative, so the attacker doesn’t take it, i.e. his army doesn’t turn back home with this kind of negative.
- There isn’t any looting if the Fortress walls haven’t been already destroyed.
- With every successful Fortress Siege 2 Honor points are earned if, of course, the requirements for getting Honor are fulfilled.
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Field battle
- This attack sends the troops to fight only with the opponent's field army, without sieging the Fortress or pillaging the civil population.
- Field battle army neither loots resources nor kills villagers. The only profit for the attacker is military points for having slashed enemy units and honor in case he has lost at least 10% of his own troops.
- With every successful Field battle 1 Honor point is earned if, of course, the requirements for getting Honor are fulfilled.
- Defensive field troops have 10% hit points bonus if deployed in the capital.
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Pillage
- Troops engage the opponent's civil population.
- 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.
- Gold is earned, according the following formula: 1 killed villager = 6 gold.
- It’s punished with Honor drop, as it’s considered a crime against humanity. Each successful pillage decreases the aggressor’s Honor by 3 points.
- Pillaging destroys up to 20% of province's population, if the attacker is an Imperian, or up to 30%, if the attacker is a Nomad. After that the province cannot be pillaged for the next 168 hours.
- Each player is eligible to send up to 4 pillages every 24 hours. Recalled pillages count too.
- In order to be successful, the attacking troops' total pillaging strength should be equal to at least 11% of the threatened province population. Learn more about the individual pillage coefficient of all units, going to menu Military Units.
- In order to perform the most damaging pillage the army has to be at minimum 10% of the attacked province's population.
- If there is a defending field army, it has to be destroyed so that the Pillage could be performed.
- The defending army is allowed to retreat if the option is turned on and if it’s deployed in a colony.
- Each Fortress level can save from a pillage a certain number of the population. Each level of the Fortress defensive facility 'Sanctuaries' increases the number of preserved population by 112%, starting from basis 80 villagers. The number of the pillaged population is calculated and then the saved number is subtracted. If the Fortress has been destroyed and not repaired, it is able to save 1/3 of the basic number.
Battle Mechanics
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Army movement
- Army’s always traveling with the speed of the slowest unit, for example siege engines – 48 IM/h.
- While on a mission, it requires 1.02 times bigger upkeep than the one at home. And since Imperians’ moving army upkeep is x1.2, Nomads' missions are ~17% cheaper.
- The travel time cannot be less than 40 minutes. If the target is reachable for less than 40 minutes, mission takes 40 minutes sharp. Time for reaching the target is equal to the time for returning home.
If the travel time lasts for less than 60 minutes, attack is visible for the defender right after its start. If it lasts for more than an hour (regardless if it's 1 hour and 5 minutes or 5 hours), then the attack will be visible 60 minutes before the impact.
The travel time to an abandoned empire cannot be less than 10 minutes. - Cartography may decrease mission’s time, but no mission could last for less than 40 minutes.
- The defender cannot relocate army to and from the province under attack if less than 5 seconds are left until the impact.
- The attacker cannot recall the army when less then 5 seconds are left until the impact.
- If the page is not being refreshed regularly, mission's remaining time displayed by the timers might not correspond to the right server time which all in-game actions and events are in line with. 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. Either way, bear in mind that a 1 to 2 second diversion from the estimated time, especially when the interference of the battle calculator is involved, is possible to occur, so the success in catching someone’s army in an 1 to 2 second interval is hardly guaranteed.
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Field Battle
- 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.
- Front line – disposes of 3 zones: Left Flank, Center and Right Flank. It is where melee units are deployed.
- Second line - Reserve – consists of only one zone where, again, melee units, common for all zones in front, are deployed. It serves for filling in the front zones in case of flank or center defeated units. If two zones are broke at the same time by the enemy’s army, so, randomly, one of them is filled in with reserve units.
- Derde linie - Boogschutters - heeft 3 zones: Linker flank, centrum en rechter flank, waarin alleen boogschutters worden ingezet. Ze vuren op de front linie van de vijand volgens een spiegel principe, dat wil zeggen dat de boogschutters in het centrum hun pijlen richten op de vijand in het centrum en dat de boogschutters op de linker flank de vijand op de rechter flank aanvallen. Als er voor de linie van de boogschutters geen andere linie is, dan veranderen ze willekeurig van zone. Als er geen korte-afstands eenheden meer over zijn voor de boogschutters, dan vechten ze met aanvalskracht ÷4. Boogschutters hebben een beperkte hoeveelheid pijlen (18 schoten). Daarna stoppen ze met aanvallen en worden ze alleen weer betrokken bij het gevecht als het gevecht naar ze toekomt en ze een gevecht op korte afstand aangaan.
- Fourth line – Siege Engines – only one zone, where sige engines are deployed. They fire at the enemy’s units simultaneously and their damage is divided equally between each and every line and its respective zones.
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Field Battle Process
- The main purpose is destroying the enemy’s army in at least one zone, so that your army could fight with flanking bonus 20% against the rest of the enemy units.
- If the army of some Front line’s zone destroys the opposite army, the enemy’s Reserves change place and cut off the advancing units. If the army manages to defeat the Reserves, it continues towards the Third line Archers. If it overcomes them too, starts attacking with bonus attack 20% in the other two zones.
- 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.e. – the winning army can’t flee while fighting only against siege engines.
- 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.
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Fortress Siege
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Attacking army deployment
- Front line – consists of 1 zone, where all melee units plus the Battering rams are deployed.
- Second line – 1 zone – Archers only.
- Third line – 1 zone – All siege engines except Battering Rams.
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Attack process
- Units are divided into 3 groups: those who inflict damage to the Fortress walls, those who fire at the garrisoned units and, finally, units which don’t participate in the fight before Fortress wall’s destruction.
- All siege engines shoot at the wall and do not inflict damage to the garrisoned units.
- The Battering Rams advance and attack along with the Infantry.
- The Cavalry cannot attack the wall. It joins the battle after Fortress wall’s destruction.
- Swordsmen and Javelin men are the only units, except the siege engines, inflicting damage to the Fortress wall. The number of allowed units in a Fortress siege is 6 times the Fortress garrison (the basic one, Military Architecture is not accounted), selecting always the swordsmen first and then the javelin men and always starting from the heaviest unit in regression.
- Stormrammen worden door hetzelfde principe beperkt, maar hun hoeveelheid wordt apart berekend. Met andere woorden - ze nemen de plaatsen van de infanterie niet in, maar het toegestane aantal is gelijk aan het aan de hoeveelheid toegestane infanterie gedeeld door het aantal mensen dat nodig is voor het rekruteren van een stormram.
- Before each round the group attacking the wall (battering rams, swordsmen and javelin men) is formed. Then, immediately advances. Before reaching the wall, it’s being fired by the defending Archers and those, who have managed to survive, inflict damage to the wall.
- In the next round, defeated units’ places are filled in and subjected to Archers’ fire, before being able to hit the wall, which means that if the Archers manage to kill the entire group, no damages will be inflicted to the Fortress wall, regardless there are Reserves waiting to join the battle.
- 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.
- 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. Cavalry fights too, but with reduced parameters, as it doesn’t use its usual bonuses like charge in a field battle.
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Defending army deployment
- Moat - Decreases the attacking army (enemy’s Battering rams and Infantry) hit points.
- 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.
- Towers - They allow the Ballistae deployment. Without towers, the Ballistae will join the battle only after the Fortress wall has been destroyed and the fight against the garrison has started.
- If the Ballistae are more than the places available in Towers, they won’t get involved. The tower Ballistae don’t suffer damages, as long as the wall is intact, so, consequently, they don’t need any reserves.
- Front line – 1 zone, where all units except the siege engines are deployed, but only the Archers inflict damage to the attacker before the wall’s destruction. When the wall is smashed, all units get involved in the battle.
- Second line – 1 zone, where all siege engines, except the Ballistae, distributed through the towers, are gathered. Catapults and Trebuchets cause damage to the attacking army exactly as they do it in a field battle. They aren’t vulnerable in that kind of situation because the attacking siege engines (the only anti-unit of another siege engines) are occupied firing at the Fortress walls.
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Defense process
- The 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. If the attacking army’s groups don’t dispose of swordsmen and spearmen, Archers start firing at enemy’s archers and cavalry. The damages are divided proportionally according to the number of target enemy units.
- Tower Ballistae fire only at the attacking Third line siege engines (catapults, trebuchets and ballistae), if there aren’t any or they have been destroyed, defenders’ Ballistae start firing at the attacking groups of Infantry and Battering rams. The damages are divided as the Archers’ ones are. Ballistae’s attack is focused on the target units; it isn’t distributed through the lines and their respective zones, as it is in field battle. This makes them an extremely efficient anti-unit of all siege engines. After the Wall has been smashed, defender’s Ballistae are considered destroyed as the Towers are. The Towers cannot be repaired. They have to be built again.
- Defender’s Cavalry doesn’t have any bonuses.
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Attacking army deployment
Battle Formations
- The Battle Formations show the way army is deployed on the battle field, i.e. military units' distribution percentage through the battle zones: center, left Flank, right Flank and Reserve.
- The formation in defense is set in the Deployment tab of the Fortress below province's units. The formation in attack is set separately for each attack in the Attack tab of the Fortress below the units.
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In Age of Conquest players dispose of 6 Formation types, with which they can manage and control by themselves the soldiers’ military achievements and their own commanding abilities as Generals.
- Balanced Formation
- Frontline – 15% of the Frontline army in each Flank, 60% in the Center and 10% in the Reserve.
- Third line – Archers – 20% of the Archer in each Flank and 60% in the Center.
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Strong Center
- Frontline – 10% of the Frontline army in each Flank, 70% in the Center and 10% in the Reserve.
- Third line – Archers – 10% of the Archer in each Flank and 80% in the Center.
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Strong Flanks
- Frontline – 20% of the Frontline army in each Flank, 50% in the Center and 10% in the Reserve.
- Third line – Archers – 25% of the Archer in each Flank and 50% in the Center.
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Strong Center with Flanking Archers
- Frontline – 10% of the Frontline army in each Flank, 70% in the Center and 10% in the Reserve.
- Third line – Archers – 40% of the Archer in each Flank and 20% in the Center.
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Strong Center with Balanced Archers
- Frontline – 10% of the Frontline army in each Flank, 70% in the Center and 10% in the Reserve.
- Third line – Archers – 30% of the Archer in each Flank and 40% in the Center.
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Strong Flanks with Flanking Archers
- Frontline – 20% of the Frontline army in each Flank, 50% in the Center and 10% in the Reserve.
- Third line – Archers – 40% of the Archer in each Flank and 20% in the Center.
- Balanced Formation
- Without Tactics level, all players are fighting with the Balanced Formation, exclusively. Then, each level opens the access to one Battle Formation.
Fortress
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Fortress Classes
- Light Class – 1st, 2nd and 3rd Fortress level – defends the province from the Light Unit Class.
- Heavy Class – 4th, 5th and 6th Fortress level - defends the province from the Heavy Unit Class.
- Elite Class – 7th, 8th and 9th Fortress level - defends the province from the Elite Unit Class.
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Fortress Repair
- When a Fortress is taken it is considered destroyed. The repair is instant and equal to 1/3 of its building price in stone.
- Until the Fortress is repaired, the player cannot construct other buildings in the province or order any research. However, the Fortress bonuses work properly.
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Fortress Characteristics
These are the basic numbers, Fortification and Military architecture is increasing them along with the terrain factors:
Fortress level Hit points Garrison Maximum resource capacity* Number of Towers Moat level Schuilplaats level Happiness** 1 24 000 100 20 000 1 2 1 2 48 000 200 35 000 2 4 2 3 96 000 400 110 000 4 6 3 4 288 000 800 410 000 2 6 8 4 5 576 000 1 600 1 210 000 4 8 12 5 6 1 152 000 3 200 4 810 000 6 10 16 6 7 4 608 000 6 400 19 210 000 12 12 22 7 8 9 216 000 12 800 46 000 000 18 16 26 8 9 18 432 000 23 600 76 820 000 24 20 30 10
*Shows the resource amount a province can have until the production is blocked. This capacity counts for each and every of the four resources, i.e. Fortress level 1 allows 20 000 of each resource to be stashed in the province.
** Generated every 24 hours simply because of a Fortress level presence in the province.
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Fortress defensive facilities
- Fortress Vault - Automatically stashes and hides the resource amount its level capacity allows, while the province is under attack. The hidden amount is determined based on the available resources' percentage ratio.
Example: Fortress Vault capacity - 60 000. Available resources in the province under attack - 20 000 wood, 80 000 iron, 40 000 stone and 40 000 gold (1:4:2:2). Vault will preserve - 6666 wood, 26664 iron, 13332 stone and 13332 gold. - Towers - allow the Ballistae deployment. Each tower has room for 4 Ballistae. When the Fortress is destroyed, the towers and its ballistae are destroyed too. Without towers, the Ballistae don’t work until the Fortress is down and the battle with the garrison is started. Towers are automatically repaired along with the fortress.
- Moat - decreases the attacking army hit points by 1% per level.
- Sanctuaries - preserve the civil population from enemy Pillages. Every following level increase the number of preserved population by 112% compared with the previous one, starting from basis 80 villagers.
- Fortress Vault - Automatically stashes and hides the resource amount its level capacity allows, while the province is under attack. The hidden amount is determined based on the available resources' percentage ratio.
Recovery after the Battle
- If vanquished, the loosing Nomad restores 25% of his losses.
- The Nomad winner restores 40% of his losses, taking the loser army’s supply train. Its size is the 24h upkeep of the destroyed army in gold.
Battle and Upkeep
- Fortress garrisons do not require upkeep.
- If gold is not enough, and your troops are on a march, they continue the mission, generating negative gold balance in your Treasury.
- The army cannot start its mission unless the gold in the Treasury is positive.
Military achievements
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Military points - in peaceful times they can be earned in two ways:
- Destroying enemy Fortresses:
Fortress 1 - 1 point
Fortress 2 - 2 points
Fortress 3 - 3 points
Fortress 4 - 4 points
Fortress 5 - 8 points
Fortress 6 - 16 points
Fortress 7 - 32 points
Fortress 8 - 64 points
Fortress 9 - 128 points - Slashing enemy units – a killed army worth 5000 gold equivalent is equal to 1 military point. Attacking destroyed fortress does not bring the attacker any military points.
- Destroying enemy Fortresses:
- Military ranks - the amount of military points a player has, determines his military rank, visible in the official ranking, as follows:
From 0 to 149 - Rookie
From 150 to 249 - Private
From 250 to 499 - Corporal
From 500 to 749 - Second Sergeant
From 750 to 1499 - Sergeant
From 1500 to 2999 - Senior Sergeant
From 3000 to 7499 - Officer Candidate
From 7500 to 14999 - Second Lieutenant
From 15000 to 22499 - Lieutenant
From 22500 to 34999 – Senior Lieutenant
From 35000 to 49999 - Captain
From 50000 to 74999 - Major
From 75000 to 99999 - Lieutenant-Colonel
From 100000 to 149999 - Colonel
From 150000 to 224999 - Brigadier General
From 225000 to 324999 - Major General
From 325000 to 499999 - Lieutenant General
From 500000 to 749999 - General
From 750000 to + ∞ - Marshal - 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.
Espionage
The espionage system in Age of Conquest is divided into two sections: Espionage and Counter-espionage.-
Espionage
- When the Espionage screen is displayed all the player's provinces are shown. The ones colored in red are boxed provinces (surrounded everywhere by other provinces), and therefore the attacking army fights with -20 morale.
- Spies’ speed is 3600 IM/h.
- The chance to perform a successful mission depends on the level of the Espionage and the number of sent spies.
- Spies' upkeep on a mission is equal to the normal upkeep x1.2
- In Espionage screen you can either infiltrate spies, or check out your own or your allies' last espionage report. It presents the condition of the province/colony from the very moment it was spied, therefore the last espionage report doesn't provide an updated information.
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Contraspionage
- Serves for searching and destroying enemy spies.
- Capturing a spy at the border is automatic.
- Elke geïnfiltreerde spion kan gevangen worden genomen tenzij de spion niet is teruggeroepen.
- Door op de Contraspionage knop te klikken, kan je alle geïnfiltreerde spionnen zien.
Het gebruik van Contraspionage verhoogt, kunstmatig en eenmalig, het level van het Contraspionage onderzoek van de verdediger met 3 levels.
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Factors influencing the successful Espionage and Counter-Espionage:
- 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.
- If both spies’ numbers, of spying and spied player, are equal, as well as the espionage researches are equal, the infiltration chance of the spying one is 90%. If the defender’s Counter-Espionage is one level higher than the attacker’s Espionage, then the chance for successful espionage is 80%, and vice-versa – 95%, i.e. with every following defender's Counter-Espionage level the chance for infiltration decreases by 10%, and with every attacker's Espionage level - increases by 5%.
- With every following sent spy, the chance for success increases, as the spies’ number of the spying player is compared to the number of recruited and mobilized spied player’s spies, as well as Espionage and Counter-Espionage levels are compared, so the successful espionage is in direct dependence on the numerical superiority. However, in case attacker's Espionage is 5 or more levels higher defender's Counter-espionage, the infiltration is always successful, regardless of the number of spies.
- If the spying player manages to infiltrate, he receives an espionage report consisting of: the number and type of enemy’s army (field and garrison), the amount of gathered resources in the province, the Treasury’s capital (if the spied territory is the capital) and the Fortress level.
- If by clicking on the Infiltration button the spying player is captured, he loses 20% of the sent spies, he doesn’t receive an espionage report, and the spied one sees whose the attempt for infiltration is.
- If the spying player manages to infiltrate, but the spied one activates his Counter-Espionage, by clicking on the respective button, the chance calculation is performed once again - the espionage levels and the number of sent spies and the mobilized ones are compared again and, if the spying player has the necessary numerical and espionage superiority, the spied one loses 20% of his mobilized spies, while the aggressor receives successfully an espionage report. 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.
- Spionage simulator
- It allows you to fill your opponent's and your own levels of Espionage/Counter-espionage and number of spies in the fields in order to calculate the chances for successful espionage/counter-espionage and/or the number of possibly lost spies.
- Since a 100% chance for success is guaranteed SOLELY if there is a 5 level difference between the Espionage and Counter-espionage of the involved parties, bear in mind that the result you receive from the Espionage simulator might not correspond to result of your espionage/counter-espionage mission.
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Spionage, Contraspionage en Aanval
- If attacker’s Espionage and defender’s Counter-espionage levels are equal, the defender sees the attacking army’s composition 30 minutes before the impact.
- With each level of difference 10 minutes are added or subtracted.
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Espionage and Alliance
- When part of an alliance a player gets the additional bonus to use his/hers allies spy reports. The most current spy reports done by the player or his/hers allies is always visible in the player's private list. These reports don’t provide current information but the information that was found at the time of the spying.
Honor
This is the statistic that shows each player’s military behavior, according to the fact whether he/she conducts equal battles, fights in a rather civilized way etc.
Actions generating negative Honor:- Attacking an enemy out of the allowed net worth points range x2 – causes Honor loss of 2 points per every 0.1 coefficient difference.
- For recalling the army after the 15th minute after it has been sent on a mission – 1 Honor point.
- For Pillaging an enemy’s province - 3 Honor points.
- For declaring war without previously changing the Alliance standing from Neutral to Hostile – 4 Honor points drop for each member of the Aggressor. (Only for Alliance members)
NB! Honor penalty for pillaging is taken after the battle is realized and, thus, it is shown in the battle report. Honor penalty for attacking out of range, though, is taken right after the attack has been sent, so it is never shown in the battle report and Honor is always subtracted even if the attack is recalled.
Actions generating positive Honor:- All players receive +2 daily Honor points and Diplomacy Officers +1 additional Honor point every day in second and third loyalty status.
- Winning a field battle - 1 point, however, only in case the winning army has lost at least 10% of its units.
- Winning a Fortress siege battle regardless on which side (defender or attacker) - 2 points, however, only in case the winning army has lost, at least, 10% of its units.
- For every 100 000 gold equivalent of killed army, the winner earns 1 Honor point. The attack must not be out of the allowed range x2 and must still meet the requirement for Honor - having lost 10% of your own units.
- Positive Honor – guarantees the player a Global Morale and Happiness bonus. Every 100 Honor points add +2 Morale points to your basis. The maximum bonus Morale a player can have from positive honor is 20. Every 200 Honor grant 1 Happiness point. Limit – 5.
- Negative Honor – It punishes the player with loss of Global Morale and Happiness. Each 100 negative Honor points take 5 Morale away from the basis. When the Honor drops below -100 points, Happiness daily penalty is 5.
Attacking out of range
Attacking out of the allowed net worth points range x2 causes Honor, Morale and Attack losses per every difference of 0,1 coefficient, as it follows:- 2 Honor points
- 1,67 Morale points
- 3% van de eenheidsparameter 'aanval' van de aanvaller, die enkel geldig is wanneer de aanvaller de grootste account is.
* Belangrijk: Een geslaagde aanvalsslag, buiten het bereik x2, bezorgt de aanvaller met een groter aantal nettopunten geen militaire punten, eer of een medaille. Als de aanvaller minder nettopunten heeft dan de verdediger en de slag wint buiten het bereik x2, krijgt hij/zij militaire punten, eer of een medaille. Tijdens een oorlog blijft deze regel geldig, maar militaire punten gewonnen door de aanvallende speler met een groter aantal nettopunten tellen voor de alliantie.
Capitulation
- It allows a certain Empire to defend itself from the attacks of another for a 168 hour period. During this period, neither the capitulated Empire nor the attacking one can send attacks to each other.
- Player “x” has the right to capitulate to player “y” solely if in the 48 hours right before the capitulation “y” attacked “x” at least once, and “x” didn’t attack “y”. All players you can currently capitulate to are listed in Capitulation tab of the Throne hall.
- U kunt tot 10 keer capituleren in een periode van 168 uur, tenminste als wordt voldaan aan de hierboven vermelde voorwaarden. De eerste keer is gratis, maar elke volgende capitulatie kost 1700 diamanten meer dan de vorige. Denk eraan dat elke capitulatie uw militaire punten met 10% doet afnemen.
- In a war, all capitulations between members of the fighting alliances are abolished.
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Het team van Imperia Online is op zoek naar vertalers voor alle talen. Als je het spel in je eigen taal zou willen zien of als je denkt dat de huidige vertalingen verbeterd kunnen worden, neem dan contact met ons op!
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