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siege raid raids warfare

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A 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)
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