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Difference between revisions of "Raiding Region"

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(Costs)
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will be raided.
 
will be raided.
  
<div id='normalbox'>Raided percentage = min(50, 15 + (alive attackers) * 1.25) </div>
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<div class='normalbox'>Raided percentage = min(50, 15 + (alive attackers) * 1.25)</div>
  
 
'''Example'''  
 
'''Example'''  
 
If alive attackers = 10, 27.5% of region structures will be raided. 27.5% of these items (with the attribute stealable = true) in their inventory will be looted
 
If alive attackers = 10, 27.5% of region structures will be raided. 27.5% of these items (with the attribute stealable = true) in their inventory will be looted
  
<div id='normalbox'>
+
<div class='normalbox'>
 
Note: If the maximum transportable capacity of the alive attackers is reached, no more items will be raided (carts increase maximum transportable capacity)
 
Note: If the maximum transportable capacity of the alive attackers is reached, no more items will be raided (carts increase maximum transportable capacity)
 
</div>
 
</div>

Revision as of 19:09, 18 March 2012

Contents

Raiding a region

Raiding a region could pursue two objectives:

  1. Stealing goods and money
  2. Ruining region economy

A kingdom that have few regions could raid a region in order to steal goods and money. A kingdom that owns a lot of regions could raid a region mainly to ruin the economy region.

Costs

The logistic and organization costs of raiding a region will change in the following way:

Cost = max( 0, 1000 + (attacking kingdom regions – attacked kingdom regions) * 350 )

Example

Cost for KingdomA (100 regions) raiding region of KindomB (3 regions) = 34950 coins

Cost for KingdomA (10 regions) raiding region of KindomB (4 regions) = 3100 coins

Cost for KingdomA (2 regions) raiding region of KingdomB (6 regions) = 0 coins

Timetable

  1. Declaration – t0
  2. Declaration of raid is known to the attacked King – t0
  3. Creation of Battlefield – t0 + 48h
  4. Battle Round – t0 + 56h
  5. Destruction of Battlefield – t0 + 74h

Aftermath

Looting

Region structures and players located in the region at the moment of the raid will be looted. Some structured can be destroyed too. Raided items and structures that will be destroyed will depend on the number of attackers that remains uninjured (alive) at the end of the battle and their carrying capacity.

All the:

  1. Player owned structures (shops, houses, terrain etc)
  2. Government structures (castle, royal palace, etc)
  3. Religious structures
  4. Other structures (market)

will be raided.

Raided percentage = min(50, 15 + (alive attackers) * 1.25)

Example If alive attackers = 10, 27.5% of region structures will be raided. 27.5% of these items (with the attribute stealable = true) in their inventory will be looted

Note: If the maximum transportable capacity of the alive attackers is reached, no more items will be raided (carts increase maximum transportable capacity)

Raid loot will be deposited into the Battlefield storage and will be accessible only to the winner soldiers. Winning soldiers will have 18 hours to move the loot back to home. Battlefield will be dismantled after 18 hours from the battle end (the items in the battlefield inventory will be destroyed).

Recovering soldier will thus be protected by the Battlefield for 18 hours. If the recovering time is more, they can be restricted by the attacked region government.

Destroying structures

Buildings owned by characters (house, shops, terrains etc) will have a chance to be destroyed.

Percentage = min(50, Alive attackers * 1.5)
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