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=Raiding a region=
 
=Raiding a region=
 
A King can choose to declare an attack for '''Raiding a Region''' owned by another Kingdom. It is possible to declare the attack ''Raid Region'' through the Royal Chancellery.
 
 
A Regent '''may declare the attack only if is engaged in a war with the Kingdoms that owns the region'''. For further details on how to declare war and about the overall war mechanism, please check this
 
[[Royal_Palace#War|page]].
 
  
 
Raiding a region could pursue two objectives:
 
Raiding a region could pursue two objectives:
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# Ruining region economy
 
# Ruining region economy
  
Note: In case the Region hosts a Reigious Head Quarter and if the Regent choose to, it is possible to raid also the Religion [[Relic]]
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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=
  
Please consult this [[Royal_Palace#Launching_Attacks|page]] to know about war and attacks costs.
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Declaring a war implies some logistic and recruiting costs. Costs for raiding a region will be dependent on the army dimension. for more information see [[Diplomacy#Cost_logic|Effects on War Costs]].
 
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=Maluses and Bonuses=
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* Geographical Malus: Yes
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* Castle/Royal Presence Malus: Yes
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* Tar Jar: Yes, if Castle is present
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=Timetable=
 
=Timetable=
  
Please refer to Server Parameter Page: [https://www.medieval-europe.eu/index.php/page/serverinfo Classic Server]
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# Declaration of Raid - t0
 
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# Creation of battlefield, Event is known to the target Regent - t0 + 16h
* Declaration of Raid - t0
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# Battle starts - t0 + 28h
* Creation of battlefield, Event is known to the target Regent - t0 + x hours
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# Battlefield is destroyed - t0 + 46h
* Battle starts - t0 + y hours
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* Battlefield is destroyed - t0 + z hours
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For the timings applied to the server, please refer to Server Parameter Page:
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* [https://www.medieval-europe.eu/index.php/page/serverinfo Classic Server]
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=Aftermath=
 
=Aftermath=
  
==Looting people==
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==Looting==
 
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All characters that are in the raided region may be mugged '''except the soldiers that fought in ATTACK'''. Only silvercoins will be taken.
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==Looting Structures==
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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.
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will be raided.
 
will be raided.
  
  Raided percentage = min(50, 15 + (alive attackers) * 1.25)
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<div class='normalbox'>Raided percentage = min(50, 15 + (alive attackers) * 1.25)</div>
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'''Example'''  
 
'''Example'''  
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  If the maximum transportable capacity of the alive attackers is reached, no more items will be raided (carts increase maximum transportable capacity)
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<div class='normalbox'>
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Note: If the maximum transportable capacity of the alive attackers is reached, no more items will be raided (carts increase maximum transportable capacity)
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</div>
  
Raid loot will be deposited into the Battlefield storage and will be accessible '''only to the alive (not recovering) soldiers that belongs to the attacking Kingdom'''. 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).
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Raid loot will be deposited into the Battlefield storage and will be accessible '''only to the alive soldiers that belongs to the attacking Kingdom'''. 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).
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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==
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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.  
  
  Percentage = min(50, intval( 1.1 * aliveattackersleft ));
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<div class='normalbox'>Percentage = min(50, Alive attackers * 1.5)</div>
 
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[[Category: General Information]]
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