siege raid raids warfare
Usage
See belowA siege is how one empire takes a district from another. You grind its
structure down with sabotage, break its loyalty, then capture the
ground. It is a slow, committed act, not a quick raid, and both sides have moves.
The attacker's path:
- sabotage the rival district, pulse after pulse, to tear down its structure
- once structure is razed to nothing its loyalty collapses toward rebellion
- with loyalty driven low enough, capture takes the district
- a full crew is far faster than a lone saboteur (up to eight per district)
- see help sabotage and help capture for the details of each step
Rules that bench an attacker:
- Killed by a defender mid-sabotage: locked out of that district for 12 hours
- Fleeing the zone during or just after sabotage: a 15 minute global lockout
from sabotaging any district, so hit and run across districts does not pay
- After capturing a district your empire cannot open a fresh sabotage on any
rival for 12 hours
- Your empire may run only one siege at a time; you can pile more members onto
the same district, but not open a second siege elsewhere
The defender's path:
- district repair rebuilds structure from the clan bank, and a loyal district
slowly mends itself for free (see help repair)
- hunt down and kill or drive off the saboteurs, you may cut them down freely
on ground you own
- a Bastion War Command warns you the instant a raid begins (see help districts)
Breaking a siege pays:
- drive off every saboteur and hold the district, and once it stays clear for
5 minutes your empire is rewarded
- +50 loyalty and +50% of the district's structure are restored at once
- this can pay out at most once per district per hour
- a district that is captured or razed instead earns the defenders nothing
Rules that bench a defender:
- a defender killed by a saboteur of their empire's district cannot start
territorial PK anywhere for 15 minutes, the mirror of the attacker's flee lockout
- fleeing a fight also sets your 3 minute vitamin, candy, and repair kit cooldown
After a capture:
- a freshly taken district sits under 24 hour martial law, no rival may sabotage,
broadcast to, or recapture it until the shield lifts, giving the new holder time
to consolidate
- rebuilding within a district's blueprint is fast and cheap (see help develop)
Nothing