Combat
How battles resolve — offense, weighted defense, walls, luck, morale and loot.
When an attack lands, the attacker's total offense is the sum of each unit's count × attack value. The defender's side is subtler: every defending unit has two defense stats — defInf against infantry and defCav against cavalry — and each unit's contribution is weighted by how much of the attacker's offense is infantry versus cavalry. A pure-cavalry raid gets measured almost entirely against defCav.
The wall
The wall does two things at once: it multiplies the whole defense, and it adds a flat garrison bonus that fights even when nobody is home. That's why "empty" villages still bite.
defense = (troop defense + 25 + 45 × wall level) × 1.04^wall levelLuck and morale
Luck swings the attacker's strength by up to ±25% on every battle — never bring a knife-edge army. Morale is newcomer protection: when a much larger player attacks a small one, the attacker's strength is scaled down, with a floor of 33%. Morale never applies against barbarian villages.
Casualties and loot
Whichever side is weaker after all modifiers is wiped out completely. The winner doesn't walk away clean — every winning unit type loses a share based on how close the fight was:
winner's losses = (loser strength / winner strength)^1.45Surviving attackers then haul loot up to their combined carry capacity — minus whatever the defender's warehouse keeps protected. Rams grind down the wall (5 rams per wall level), and catapults damage one targeted building (7 catapults per level).
A worked example
| Side | Army | Losses |
|---|---|---|
| Attacker | 500 Axeman + 100 Light Cavalry | 223 Axeman + 45 Light Cavalry |
| Defender (Wall 5) | 300 Spearman + 200 Swordsman | 300 Spearman + 200 Swordsman |
One special case: attacking scouts are never harmed by regular defense — troops, walls, luck and morale can't touch them. Only the defender's own scouts can stop them. See the Scouting page.