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Militarylogo


Military appears, in your game, after you research either Basic weapons or Iron sword.

You can recruit, disband, and send military units on an exploration Expedition on Military.



Military units


Different military units appear on Military after you research a relevant technology.


  • You can recruit and disband units.
  • You can remove a unit from your army using the 'Fire 1' button:
    • removes one unit at a time; and
    • frees up Population.



Units in the game

Militaryunits

Pikeman — uses a spear.

Swordman — has a sword.

Knight — rides a horse.

Medic — heals the wounded.

Bersek — deals double damage at the start of combat.

War elephant — has a chance to disobey and not attack.

Musketeer — fires a musket.

Light tank — has a crew of 3.




Pikeman


Pikemanlogo


A Pikeman takes a spear on an exploration expedition.



Pikemancapture

Pikeman on Military

You can recruit, disband and send a Pikeman to explore on Military.



  • You can disband one Pikeman at a time with the 'Fire 1' button, freeing up Population, however the Spear is not returned.



Access:


  • You can recruit a Pikeman after you access them in your game.


Technology required:
Technology Requirement Research cost

Basicweaponstechlogo
Basic weapons build
2 Libraries
Wood 200
Copper 5



Recruitment:


  • You can recruit a Pikeman after you access them.


Resources required:
Resource Amount
Food 50
Spear 1


Population allocated:
Item Amount
Population 1


Population remains allocated until you disband the Pikeman or they are lost in a Fight.



Consumption:


  • A Pikeman consumes Food.


Resources consumed:
Consumes Rate
Food 0.10 per second



Production:



Resource produced:
Produces Rate
Morale 0.02 per second


Other aspects of the game can increase the rate of production .



Specifications:



Pikeman specifications:
Attack 5
Hp 30


Other aspects of the game can change the base specifications of a Pikeman.



Other:



Expedition cost:
Explore Food 10
Water 5
Morale 1




Swordman


Swordmanlogo


A Swordman uses a strong iron sword.



Swordmancapture

Swordman on Military

You can recruit, disband, send a Swordman to explore, or train them to be a Knight on Military.



  • You can disband one Swordman at a time with the 'Fire 1' button, freeing up Population, however the Sword is not returned.



Access:


  • You can recruit a Swordman after you access them in your game.


Technology required:
Technology Requirement Research cost

Swordtechlogo
Iron sword build
3 Libraries
Food 500
Iron 10



Recruitment:


  • You can recruit a Swordman after you access them.


Resources required:
Resource Amount
Food 150
Sword 1


Population allocated:
Item Amount
Population 1


Population remains allocated until you disband the Swordman or they are lost in a fight.



Consumption:


  • A Swordman consumes Food.


Resources consumed:
Consumes Rate
Food 0.40 per second



Production:



Resource produced:
Produces Rate
Morale 0.01 per second


Other aspects of the game can increase the rate of production.



Specifications:



Swordman specifications:
Attack 10
Hp 50
Armor
blocks
3 damage


Other aspects of the game can change the base specifications of a Swordman.



Other:



Expedition cost:
Explore Food 20
Water 10
Morale 2




Knight


Knightlogo


An armored Knight that rides a Horse.



Knightcapture

Knight on Military

You can recruit, disband and send a Knight to explore on Military.



  • You can disband one Knight at a time with the 'Fire 1' button, freeing up Population, however the Horse is not returned.



Access:


  • You can recruit a Knight after you access them in your game.


Technology required:
Technology Requirement Research cost

Cavalrytechlogo
Cavalry build
6 Libraries
Gold 25
Steel 25



Recruitment:


  • You can recruit a Knight after you access them.


Resources required:
Resource Amount
Armor 1
Horse 1


Population allocated:
Item Amount
Swordman 1


Population remains allocated until you disband the Knight or they are lost in a fight.



Consumption:


  • A Knight consumes Food.


Resources consumed:
Consumes Rate
Food 2 per second



Production:



Resource produced:
Produces Rate
Morale 0.04 per second


Other aspects of the game can increase the rate of production.



Specifications:


  • A Knight has base values for Attack and Hp, used to determine the outcome of combat.


Knight specifications:
Attack 25
Hp 200
Armor
blocks
10 damage


Other aspects of the game change the base specifications of a Knight.



Other:



Expedition cost:
Explore Food 50
Water 25
Morale 5




Medic


Mediclogo


Medics heal your wounded during combat.



Mediccapture

Medic on Military

You can recruit, disband and send a Medic to explore on Military.



  • You can disband one Medic at a time with the 'Fire 1' button, freeing up Population.



Access:


  • You can recruit a Medic after you access them in your game.


Technology required:
Technology Requirement Research cost

Healingtechlogo
Healing invest
500 Knowledge
into Military
Coin 100
Knowledge 200



Recruitment:


  • You can recruit a Medic after you access them.


Resources required:
Resource Amount
Food 1 000
Coin 20


Population allocated:
Item Amount
Population 1


Population remains allocated until you disband the Medic or they are lost in a fight.



Consumption:


  • A Medic consumes Food.


Resources consumed:
Consumes Rate
Food 0.40 per second



Specifications:



Medic specifications:
Attack 1
Hp 50
Healing 10


Other aspects of the game change the base specifications of a Medic.



Other:




Expedition cost:
Explore Food 2
Water 1
Morale 0.2




Bersek


Berseklogo


A Bersek rampages with a double-handed sword.



Bersekcapture

Bersek on Military

You can recruit, disband and send a Bersek to explore on Military.





Access:


  • You can recruit a Bersek after you access them in your game.


Technology required:
Technology Requirement Research cost

Rampagetechlogo
Rampage invest
3 000 Knowledge
into Military
Sword 1 000
Knowledge 800



Recruitment:


  • You can recruit a Bersek after you access them.


Resources required:
Resource Amount
Coin 50
Greatsword 1


Population allocated:
Item Amount
Population 1


Population remains allocated until you disband the Bersek or they are lost in a fight.



Consumption:



Resources consumed:
Consumes Rate
Food 0.80 per second
Gold 0.01 per second



Production:



Resource produced:
Produces Rate
Morale 0.20 per second
Other aspects of the game can increase increase the rate of production.



Specifications:


  • A Bersek has base values for Attack and Hp, used to determine the outcome of combat.


Bersek specifications:
Attack 80
Hp 100
Other double attack
in first round


Other aspects of the game change the base specifications of a Bersek.



Other:



Expedition cost:
Explore Food 160
Water 80
Morale 16




War elephant


Warelephantlogo


War elephants can disobey and not attack.



Warelephantcapture

War elephant on Military

You can recruit, disband and send a War elephant to explore on Military.



  • You can disband one War elephant at a time with the 'Fire 1' button, freeing up Population, however the Elephant is not returned.



Access:


  • You can recruit a War elephant after you access them in your game.


Technology required:
Technology Requirement Research cost

Elephantrytechlogo
Elephantry invest
3 800 Knowledge
into Military
Supplies 100
Knowledge 800



Recruitment:


  • You can recruit a War elephant after you access them.


Resources required:
Resource Amount
Supplies 100
Elephant 1


Population allocated:
Item Amount
Population 1


Population remains allocated until you disband the War elephant or they are lost in a fight.



Consumption:



Resources consumed:
Consumes Rate
Food 10 per second
Water 2 per second



Production:


  • A War elephant generates Morale.


Resource produced:
Produces Rate
Morale 0.02 per second


Other aspects of the game can increase the rate of production.



Specifications:


  • A War elephant has base values for Attack and Hp, used to determine the outcome of combat.
  • There is a chance that War elephants disobey and do not attack in a round of a fight.


War elephant specifications:
Attack 100
Hp 1 200
Other 25% chance
to disobey


Other aspects of the game change the base specifications of a War elephant.



Other:



Expedition cost:
Explore Food 200
Water 100
Morale 20




Musketeer


Musketeerlogo


A musketeer needs ammunition to fire a rudimentary weapon.



Musketeercapture

Musketeer on Military

You can recruit, disband and send a Musketeer to explore on Military.



  • You can disband one Musketeer at a time with the 'Fire 1' button, freeing up Population, however the Musket is not returned.



Access:


  • You can recruit a Musketeer after you access them in your game.


Technology required:
Technology Requirement Research cost

Gunnerytechlogo
Gunnery invest
18 000 Knowledge
into Military
Iron 500
Ammo 1 000
Knowledge 1 200



Recruitment:


  • You can recruit a Musketeer after you access them.


Resources required:
Resource Amount
Coin 100
Armor 1
Musket 1


Population allocated:
Item Amount
Population 1


Population remains allocated until you disband the Musketeer or they are lost in a fight.



Consumption:


  • A Musketeer consumes Food.


Resources consumed:
Consumes Rate
Food 0.40 per second



Production:


  • A Musketeer generates Morale.


Resource produced:
Produces Rate
Morale 0.05 per second


Other aspects of the game can increase the rate of production



Specifications:


  • A Musketeer has base values for Attack and Hp, used to determine the outcome of combat.
  • A musketeer uses 1 Ammo to attack in a fight and needs one round to reload.


Musketeer specifications:
Attack 200
Hp 400
Ammo used 1 per attack
Other one round
to reload


Other aspects of the game change the base specifications of a Musketeer.



Other:


Expedition cost:
Explore Food 150
Water 75
Morale 15




Light tank


Lighttanklogo


A Light tank needs a crew of 3.



Lighttankcapture

Light tank on Military

You can recruit, disband and send a Light tank to explore on Military.



  • You can disband one Light tank at a time with the 'Fire 1' button, freeing up Population.



Access:


  • You can recruit a Light tank after you access them in your game.


Technology required:
Technology Requirement Research cost

Armoredcombattechlogo
Armored combat invest
50 000 Knowledge
into Military
Morale 130
Plate 500
Knowledge 2 000



Recruitment:


  • You can recruit a Light tank after you access them.


Resources required:
Resource Amount
Plate 200
Engine 2


Population allocated:
Item Amount
Crew 3


Population remains allocated until you disband the Light tank or it is lost in a fight.



Specifications:


  • A Light tank has base values for Attack and Hp, used to determine the outcome of combat.
  • A Light tank uses Ammo to attack in a fight and needs one round to reload.


Light tank specifications:
Attack 500
Hp 5 000
Armor
blocks
50 damage
Ammo used 4 per attack
Other one round
to reload


Other aspects of the game change the base specifications of a Light tank.



Other:



Expedition cost:
Explore Coal 50




Unit specifications


  • Morale is generated by some units.
  • Other aspects of the game can give bonuses to some specifications.


Base specifications:
Unit Attack Hp Morale
generated
Other
Pikeman 5 30 0.02 per second
Swordman 10 50 0.01 per second armor blocks 3 damage
Knight 25 200 0.04 per second armor blocks 10 damage
Medic 1 50 10 Healing per round
Bersek 80 100 0.20 per second attack bonus in round 1
War elephant 100 1 200 0.02 per second 25% chance to disobey
Musketeer 200 400 0.05 per second 1 Ammo per attack
Light tank 500 5 000 armor blocks 50 damage;
4 Ammo per attack



Changing specifications


Other aspects of the game can give bonuses to some specifications of units:


  • Armor and Healing can be increased with:



All bonuses are non-permanent and are lost when you explore a new continent, apart from bonuses obtained on Legacy which are permanent and your heirloom which remains until it is stored or sold.



Changes to attack



Bonuses to attack:
Item Amount
Armament 40%
Tactics 20%
Power mastery depends on level
Military depends on invest
Sword heirloom varies
Warmuk 10% per Title
Vengeance 5% per level


Bonuses to the Attack of units also affect finds, number of enemies that appear and some rewards when you defeat them in combat.



Changes to Hp



Bonuses to Hp:
Item Amount
Healing 5%
Hp mastery depends on level
Military depends on invest
Dress heirloom varies
Xochiquetzal 5% per Title
Aegis 5% per level


Bonuses to the Hp of units also affect the number of enemies that appear and some rewards when you defeat them in combat.



Changes to armor


Bonuses to the armor of units also affect the number of enemies that appear and some rewards when you defeat them in combat.



Changes to healing


Bonuses to Healing also affect the number of enemies that appear and some rewards when you defeat them in combat.



Morale generated



Bonuses to production:
Item Amount
Contracts 10%
Triforce 30%
Morale mastery depends on level
Warmuk 5% per Title
Statue 5% per level
Staff heirloom varies
Economy depends on invest
Relic 1%
Motivation 1% per level






Unit costs


  • Some units require Ammo for combat.



Access



Technology required:
Unit Technology Requirement Research cost
Pikeman Basic weapons build
2 Libraries
Wood 200
Copper 5
Swordman Iron Sword build
3 Libraries
Food 500
Iron 10
Knight Cavalry build
6 Libraries
Gold 25
Steel 25
Medic Healing invest
500 Knowledge
into Military
Coin 100
Knowledge 200
Bersek Rampage invest
3 000 Knowledge
into Military
Sword 1 000
Knowledge 800
War elephant Elephantry invest
3 800 Knowledge
into Military
Supplies 100
Knowledge 800
Musketeer Gunnery invest
18 000 Knowledge
into Military
Iron 500
Ammo 1 000
Knowledge 1 200
Light tank Armored combat invest
50 000 Knowledge
into Military
Morale 130
Plate 500
Knowledge 2 000



Recruitment



Resources required:
Unit Population Resource Amount
Pikeman 1 Food 50
Spear 1
Swordman 1 Food 150
Sword 1
Knight Swordman 1
Horse 1
Armor 1
Medic 1 Food 1 000
Coin 20
Bersek 1 Coin 50
Greatsword 1
War elephant 1 Supplies 100
Elephant 1
Musketeer 1 Coin 100
Armor 1
Musket 1
Light tank 3 Plate 200
Engine 2



Maintenance


  • Resources which can be consumed for maintenance:


Resources consumed:
Unit Consumes Rate
Pikeman Food 0.10 per second
Swordman Food 0.40 per second
Knight Food 2.00 per second
Medic Food 0.40 per second
Bersek Food 0.80 per second
Gold 0.01 per second
War elephant Food 10.0 per second
Water 2.00 per second
Musketeer Food 0.40 per second




Expeditions


Expeditioncapture

Expedition on Military

You can send your army on an exploration expedition on Military.


The tooltip indicates the resource cost to go on an expedition; and the Total Attack, Total Hp and Total Healing which is used to determine the result of a Fight.



  • You can get Coin and other loot by defeating any enemies that appear.




Access



Technology required:

Technology Requirement Research cost

Explorationtechlogo
Exploration build
Libraries
Food 100




Expedition cost



Resources required:
Unit Food Water Morale Coal
Pikeman 10 5 1
Swordman 20 10 2
Knight 50 25 5
Medic 2 1 0.2
Bersek 160 80 16
War elephant 200 100 20
Musketeer 150 75 15
Light tank 50


If you do not have enough resources your army will not be able to explore.




Finds


Your units may find some items on an Expedition, if no enemies appear in the way.
  • The chance to find resources, depends on:
    • the resource; and
    • if you have researched the required technology.
  • There is 0.1% chance that you will find one heirloom.
  • The quantity of items you find, apart from heirlooms, varies in a range that depends on:
    • the item found; and
    • a calculation involving the Attack of your army; and
    • any bonus from a Glasses heirloom.


Items you can find:

Item Technology Chance Amount
Block Storage management 5% 1 → 1 + ( A ÷ 200)
Bottle Canteen 5% 0 → (A ÷ 500)
Brick Finding| 5% 0 → (A ÷ 500)
Chest Cache 1% 0 → (A ÷ 500)
Clay Finding 10% 0 → (A ÷ 50)
Coin Coin forging 5% 1 → 1 + (A ÷ 300)
Copper Exploration 7.5% 0 → (A ÷ 5)
Elephant Domestication 5% 1 → 1 + (A ÷ 800)
Food Exploration 20% 0 → (5 × A)
Gold Exploration 5% 0 → (A ÷ 20)
Heirloom Exploration 0.1% 1
Horse Husbandry 10% 1 → 1 + (A ÷ 300)
Iron Exploration 7.5% 0 → (A ÷ 8)
Lock Cache 5% 1 → 1 + (A ÷ 300)
Mineral Exploration 30% 0 → (15 × A)
Nickel Safe storage 10% 0 → (A ÷ 500)
Sand Finding 15% 0 → A
Spear Basic weapons 5% 1 → 1 + (A ÷ 50)
Sword Iron sword 5% 1 → 1 + (A ÷ 50)
Wood Exploration 50% 0 → (25 × A)
Where 'A' is calculated using the attack of your army



Attack value, used to calculate quantity of finds, ('A'),
Carrying not researched:
A = [ 'army attack' - ( 125 × Musketeers ) ] + ( 'bonuses to attack' )
where 'army attack' is the attack of your army


Attack value, used to calculate quantity of finds, ('A'),
Carrying researched:
A = { ['army attack' - ( 125 × Musketeers ) ] + ( 'bonuses to attack ) } × 1.5
where 'army attack' is the attack of your army


Glasses, provide an additional bonus that depends on its name and any upgrades.



Enemies


Some enemies may appear in the way of an exploration Expedition.


Enemiesappearcapture

Enemies on Military


You can fight enemies on Military for a reward and other items or you can flee empty handed.




  • There is a 40% chance that some enemies may appear.



Enemy units


Different enemy units appear as your army grows in strength.


  • PeasantGo to gallery
  • BanditGo to gallery
  • MercenaryGo to gallery
  • SoldierGo to gallery
  • HalberdierGo to gallery
  • WarriorGo to gallery
  • RiflemanGo to gallery
  • Enemy units have different specifications for Attack, HP and Armor used to calculate the outcome of a fight.
  • Enemy attack is used to calculate damage to your Hp in a fight.
  • Enemy Hp is used to calculate how much damage can be taken.
  • Armor for some enemy units blocks damage from your army.


Enemy units
Unit Attack Hp Armor
Peasant 2 8 0
Bandit 4 15 0
Mercenary 9 40 5
Soldier 15 100 10
Halberdier 40 160 0
Warrior 50 400 0
Rifleman 200 400 0



Enemy size



The type and size of Enemy that appears is based on the attack and hp of your army and the military units in your army.
  • A variable X determines the size and composition of the enemy army.
Enemy size:
X Enemy Quantity range
0 → <25 Peasant 1 + ( 0.14 × Xmax ) → 1 + ( 0.64 × Xmax )
25 → <50 Bandit 1 + ( 0.07 × Xmax ) → 1 + ( 0.29 × Xmax )
50 → <100 Peasant 1 + ( 0.07 × Xmax ) → 1 + ( 0.32 × Xmax )
Bandit 1 + ( 0.035 × Xmax ) → 1 + ( 0.145 × Xmax )
100 → <150 Mercenary 1 + ( 0.018 × Xmax ) → 1 + ( 0.108 × Xmax )
150 → <200 Peasant 1 + ( 0.05 × Xmax ) → 1 + ( 0.27 × Xmax )
Bandit 1 + ( 0.015 × Xmax ) → 1 + ( 0.085 × Xmax )
Mercenary 1 + ( 0.01 × Xmax ) → 1 + ( 0.02 × Xmax )
200 → <280 Soldier 1 + ( 0.01 × Xmax ) → 1 + ( 0.05 × Xmax )
280 → <420 Halberdier 1 + ( 0.007 × Xmax ) → 1 + ( 0.029 × Xmax )
420 → <600 Warrior 1 + ( 0.005 × Xmax ) → 1 + ( 0.016 × Xmax )
600 → <800 Halberdier 1 + ( 0.0034 × Xmax ) → 1 + ( 0.0144 × Xmax )
Warrior 1 + ( 0.0024 × Xmax ) → 1 + ( 0.0074 × Xmax )
>800 Rifleman 1 + ( 0.0022 × Xmax ) → 1 + ( 0.0072 × Xmax )
where 'X' is calculated using the composition of your army.


  • The value for X is random and lies in the range 0 → Xmax
Limit of the variable used to calculate the composition of the enemy, Xmax:
{ ( [ 'army attack'  -  (  25 × War elephants )  -  (  250 × Light tanks  ) -  ( 100 × Musketeers )
+ ( 16 × Berseks )  ] +  ' bonuses to attack'  )  +  (  [ 'army hp' + 'bonuses to hp' ] ÷ 5  )
+ ( [ 10 × Medics ] + 'bonuses to healing' ) + ( [ 50 × Light tanks ] + [ 10 × Knights ] + [ 3 × Swordman ] + 'bonuses to armor' ) } ÷ 2



Reward


  • The reward varies in a range which depends on the number of the enemy unit that appears.


Coin reward:
Enemy Possible reward
Peasant ( 0.015 × n ) → ( 0.085 × n )
Bandit ( 0.03 × n ) → ( 0.17 × n )
Mercenary ( 0.07 × n ) → ( 0.39 × n )
Soldier ( 0.15 × n ) → ( 0.83 × n )
Halberdier ( 0.3 × n ) → ( 1.5 × n )
Warrior ( 0.5 × n ) → ( 2.5 × n )
Rifleman ( 1.5 × n ) → ( 6.5 × n )
where 'n' is the number of the enemy.



Your army


Your army consists of all your military units.


  • PikemanGo to gallery
  • SwordmanGo to gallery
  • KnightGo to gallery
  • MedicGo to gallery
  • BersekGo to gallery
  • War elephantGo to gallery
  • MusketeerGo to gallery
  • Light tankGo to gallery



Combat specifications:
Unit Attack Hp Other
Pikeman 5 30
Swordman 10 50 armor blocks 3 damage
Knight 25 200 armor blocks 10 damage
Medic 1 50 10 Healing
Bersek 80 100 attack bonus in round 1
War elephant 100 1 200 25% chance to disobey
Musketeer 200 400 1 Ammo per attack
Light tank 500 5 000 4 Ammo per attack
armor blocks 50 damage


Bonuses to Military Attack, Hp, Armor and Healing are available in the game.




Fight


Fights take place between your army and an enemy.
Fights take place in rounds, to reduce the opponent's Hp.


  • Total attack is used to calculate damage inflicted to Hp.



Rounds in a fight


Fights between your army and the enemy take place in rounds.
Berseks deal double damage in the first round.


In a round of a fight:


At the end of a round:
  • if both sides have positive Hp, the fight continues to the next round;
  • if the enemy's Hp is 0 or under and your army's Hp is positive, you win; or
  • if your army's Hp is 0 or under, you lose the fight.


Fights last 50 rounds, if both sides survive 50 rounds it is a draw.



Reload


Light tanks and Musketeers need Ammo to attack


  • Light tanks and Musketeers start the fight with their weapons unloaded.
  • It takes one round to load Ammo.
  • Units do not attack when they are reloading.
  • If you run out of Ammo your units will not attack.


Ammo per attack:
Unit Ammo
Musketeer 1
Light tank 4



Armor


Military and enemy units with armor block damage in each round of a fight.



Damage blocked:
Unit Armor
Swordman 3
Knight 10
Light tank 50
Mercenary 5
Soldier 10


A Shield heirloom provides a bonus, that depends on its name and any upgrades, to the Armor of your units.




Your attack


Your army attacks, in the rounds of a fight, to reduce enemy Hp.
The enemy is damaged by your attack.
  • The damage you inflict each round is determined by the units in your army and some bonuses:


In each round of a fight, damage you inflict varies within a range.
Variation in damage, each round:
Your attack ± 25%


Mercenaries and Soldiers have armor that blocks damage you inflict.
You win if your attack inflicts enough damage to reduce enemy Hp to 0 or below.



Enemy attack


Your army is damaged by Enemy attack.
  • The amount of damage inflicted each round is determined by the number and type of unit in the enemy.


In each round of a fight, damage inflicted by the enemy varies in a range.
Variation in damage, each round:

Enemy attack ± 25%


Swordman, Knight and Light tank have armor that will block damage from enemies.
You lose the fight if enemy attack inflicts enough damage to reduce your army's Hp to 0 or below.



Heal


In every round of a fight, Medics will heal some of your wounded to restore some Hp lost in an enemy attack.


  • The amount of Hp restored varies in a range, and depends on:
    • the number of Medics in your army; and
    • any bonus from a Jar heirloom.


Variation in healing, in each round:
{(10 × Medics) + Bonus} ± 12.5%


A Jar heirloom, provides a bonus that depends on its name and any upgrades.




After the fight


A fight lasts a maximum of 50 rounds.
If both sides still have some Hp after 50 rounds it is a draw.
At the end of a round:



You lose


You lose the fight, if at the end of any round of a fight, your army has lost all Hp.
  • Potential losses are calculated collectively for units of the same type.
    • There is 75% chance that all troops of any one type of unit will survive.
    • There is a 25% chance for each unit type to have none, some, or all units destroyed.


Potential army losses:
Unit Loss chance Amount
Pikeman 25% 0 → n
Swordman 25% 0 → n
Knight 25% 0 → n
Medic 25% 0 → n
Bersek 25% 0 → n
War elephant 25% 0 → n
Musketeer 25% 0 → n
Light tank 25% 0 → n
where 'n' is the total number of that unit in your army



You win


You win when, if at the end of any round of a fight, your enemy loses all its Hp and your army still has some Hp.
When you defeat the enemy:


The chance to find items, depends on:
  • the item; and
  • if you have researched the required technology.


  • There is 2% chance to get a Diamond.
  • There is 1% chance to get an heirloom.
  • There is 0.1% chance to get an Artifact.


The quantity of items you get depends on:


Loot:
Item Technology Chance Amount
Chest Cache 20%
Lock Cache 10%
Bottle Canteen 20%
Knowledge Intelligence 30%
Plans War games 50%
Diamond Exploration 2% 1
Heirloom Exploration 1% 1
Artifact Exploration 0.1% 1



Flee


You flee cowardly!
  • This will avoid a fight too hard for you.






c

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