sabotage saboteur
Usage
sabotage, sabotage stopMembers of an empire may slip into a district held by a rival empire and
quietly tear it apart from within. It is a slow, sustained job, not a single
strike, stay in the district and on your feet, and each pulse chips away at
its structure, drags down its loyalty, and siphons zenni straight into your
pocket, yours to keep no matter what happens next. A lone saboteur needs
roughly an hour to raze a well built district to nothing, a full crew working
together is much faster.
Starting and stopping:
sabotage
begin, or resume a paused effort
sabotage stop
break off (also toggled by typing sabotage again)
Cannot start while fighting or off your feet.
If a fight breaks out:
Being attacked does not ruin your work, it pauses it, dealing no damage
until you are standing and clear of combat again, when it resumes on its own.
You cannot quietly stop mid fight, to bail you must flee, which ends the
sabotage. Leaving the district or stepping onto safe ground also ends it.
Getting caught and killed:
Zenni already siphoned is yours to keep, even in death. A saboteur killed by
another player while at work is driven off and locked out of that
district for 12 hours, every other district stays open. Dying to a
monster, a hazard, or your own hand carries no lockout, only a rival player's
blade earns it.
Limits:
- Flee the zone during a raid, or in the brief window just after
breaking off, and you are locked out of any sabotage for 15
minutes, and it trips your 3 minute vitamin, candy, and repair kit
cooldown
- Your empire runs only one siege at a time, more members may join
the same district, but you cannot open a second elsewhere
- Capturing a district benches your whole empire from sabotage for
12 hours
- A freshly captured district is under 24 hour martial law and
immune to sabotage until it lifts
- See help siege for the full picture of attacking and defending a
district
Unclaimed ground, propaganda:
Worked inside an unclaimed district, sabotage becomes a propaganda
campaign, driving loyalty down toward capture without touching structure. No
breaches, no zenni, unclaimed ground has nothing to rob, it is purely
political. A war room, or a Warden's flat double strength, quickens it just
like a raid, letting an empire with no broadcast tower take unclaimed ground.
That ground drifts back toward calm on its own, so you must outpace it.
Structural breaches:
Your work occasionally triggers a structural breach, a burst of extra
structure and loyalty damage in one hit. The rarest breaches are the most
violent, and the biggest are felt across the whole surrounding area. A higher
level war room at your headquarters hits harder and breaches more often (see
help headquarters). A faction sabotaging as an empire's Warden has
no war room of its own, so it strikes at a flat double strength instead,
harder than even a maxed war room.
Staying hidden:
While at work you cannot be found by sense, instant transmission, or the where
command, defenders must physically search their own district to find you. The
deeper the damage runs, the more precise the warnings the owning empire
receives, and a district guarded by a Bastion War Command warns its owner
the instant your raid begins. On ground they control, defenders may cut you
down freely.
The payoff:
Zenni siphoned scales with how developed the district is, a raw district pays
little, a fully built one rich with facilities pays out many times more per
pulse.
Why it matters:
A district's structure shields its loyalty. While structure holds at half or
more, an owned district's loyalty cannot be pushed below zero. Below half the
shield breaks and loyalty can be driven toward rebellion. The moment structure
is razed to nothing loyalty suffers a heavy one time collapse, and from
there every pulse does four times its usual loyalty damage, until the
district can be captured. Sabotage also weakens the owner's facility buffs as
it works, since those scale with structure. Owners undo the damage with
district repair (see help districts).
Nothing