Notice something wrong, missing, or unsatisfactory? Feel free to fix it yourself, or contact Support
Editing Raiding Region
From Medieval Europe
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
=Raiding a region= | =Raiding a region= | ||
− | |||
− | |||
− | |||
− | |||
− | |||
Raiding a region could pursue two objectives: | Raiding a region could pursue two objectives: | ||
Line 12: | Line 6: | ||
# Ruining region economy | # 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= | =Costs= | ||
− | + | The logistic and organization costs of raiding a region will change in the following way: | |
− | = | + | <div class='normabox'> |
+ | Cost = max( 0, 1000 + (attacking kingdom regions – attacked kingdom regions) * 350 ) | ||
+ | </div> | ||
− | + | '''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= | |
− | + | # Declaration – t0 | |
+ | # Declaration of raid is known to the attacked King – t0 | ||
+ | # Creation of Battlefield – t0 + 48h | ||
+ | # Battle Round – t0 + 56h | ||
+ | # Destruction of Battlefield – t0 + 74h | ||
=Aftermath= | =Aftermath= | ||
− | ==Looting | + | ==Looting== |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Region structures and players located in the region at the moment of the raid will be looted. Some structured can be destroyed too. | Region structures and players located in the region at the moment of the raid will be looted. Some structured can be destroyed too. | ||
Line 57: | Line 48: | ||
will be raided. | will be raided. | ||
− | + | <div id='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'> | ||
+ | Note: If the maximum transportable capacity of the alive attackers is reached, no more items will be raided (carts increase maximum transportable capacity) | ||
+ | </div> | ||
− | + | 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== | ==Destroying structures== | ||
Line 71: | Line 65: | ||
Buildings owned by characters (house, shops, terrains etc) will have a chance to be destroyed. | Buildings owned by characters (house, shops, terrains etc) will have a chance to be destroyed. | ||
− | + | <div id='normalbox'>Percentage = min(50, Alive attackers * 1.5)</div> | |
− | + | ||
− | + |