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This page explains the various aspects pertaining to War in Rise of Kingdoms. (This page has the alliance category, but pertains to everyone.)
 
This page explains the various aspects pertaining to War in Rise of Kingdoms. (This page has the alliance category, but pertains to everyone.)
   
"War" is only specifically mentioned by the castle, as when it is checked when no [[rally]] is in force, it describes that "everyone is happy and satisfied, so there is no war". In that respect, governors, and alliances make decisions that define war.
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"War" is only specifically mentioned by the {{BuildingLink|Castle}}, as when it is checked when no [[rally]] is in force, it describes that "everyone is happy and satisfied, so there is no war". In that respect, governors, and alliances make decisions that define war.
   
Therefore, anything requiring a rally by that logic would be a state of conflict. Rallies can be made against player cities, [[Barbarian Fort]]s, [[Holy Sites]], and [[Holy Sites|passes]] by [[alliance]]s.
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Therefore, anything requiring a rally by that logic would be a state of conflict. Rallies can be made against player cities, [[Barbarian Fort]]s, [[Holy Sites]], and [[Holy Sites|passes]] by [[alliance]]s, and Lohar camp spawns.
   
Other pretenses of war can include the burning of alliance buildings/structures and the attacking of gatherers and other armies in open-field combat, or attacking a city without a rally.
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Other pretenses of war with players can include the [[Scouting|scouting]] or burning of alliance buildings/structuresthe attacking of gatherers and other armies in open-field combat, or attacking cities.
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Large-scale wars can erupt from contesting over common [[Holy Sites]] or other common objectives.
 
==Structures==
 
==Structures==
A structure loses durability and begins to burn after being attacked by an army. Any burning structure (city wall, alliance flags, alliance fortresses) can be repaired (walls a certain portion every 30 minutes, alliance structures over time when repaired by an alliance officer [rank 4] or leader). If a burning alliance structure is left unattended, it will stop burning after a period of time. The durability of allied structures can be increased through [[Alliance Technology]].
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A structure loses durability and begins to burn after being attacked by an army. Any burning structure (city {{BuildingLink|Wall}}, alliance flags, alliance fortresses) can be repaired (for walls, 500 every 30 minutes, alliance structures over time when repaired by an alliance officer [rank 4] or leader). If a burning alliance structure is left unattended, it will stop burning after a period of time. The durability of allied structures and the rate at which enemy alliance structures burn can be increased through [[Alliance Technology/Building Durability I|Building Durability I]], [[Alliance Technology/Building Durability II|Building Durability II]] and [[Alliance Technology/Conqueror|Conqueror]] [[Alliance Technology]] respectively. Burning structures can be stopped using {{Icon|picture=Resource icon gem|size=small}} gems once every 15 minutes.
   
{{BuildingLink|Watchtower}}s attack belligerents when a city is attacked, and absorb a portion of damage to the stationed garrisoned [[troops]] and reinforcements in the city. Both of these effects deteriorate as the watchtower health decreases from attack. Watchtowers recover their health out of combat over time.
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{{BuildingLink|Watchtower}}s attack belligerents when a city is attacked, and absorb a portion of damage to the stationed garrisoned [[troops]] and reinforcements in the city. Both of these effects deteriorate as the {{BuildingLink|Watchtower}} health decreases from attack. {{BuildingLink|Watchtower}}s recover their health out of combat over time.
   
If both the Watchtower and the garrisoned troops are defeated, the {{BuildingLink|Wall}} will start to burn. If the wall is burned to zero durability, the city will be randomly teleported without consuming a {{ItemLink|Teleport|teleport}}.
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If both the {{BuildingLink|Watchtower}} and the garrisoned troops are defeated, the {{BuildingLink|Wall}} will start to burn. If the {{BuildingLink|Wall}} is burned to zero durability, the city will be randomly teleported without consuming a {{ItemLink|Teleport|teleport}}.
==[[Troops]]==
 
Troops can reinforce structures and cities and is limited by the structure or city's reinforcement capacity. The reinforcement capacity of a city can be increased by upgrading the {{BuildingLink|City Hall}}.
 
   
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When an alliance structure is burned to 0, it is destroyed.
Rally capacity can be increased through [[commander]] [[leadership]] [[talent]] and [[Alliance Technology|alliance technology]], and rallies may also be reinforced while they are marching to and when attacking a target.
 
 
==[[Troops]]==
 
Troops can reinforce structures and cities and is limited by the structure or city's reinforcement capacity. The reinforcement capacity of a city can be increased by upgrading the {{BuildingLink|City Hall}}. Troops selected to be part of the city's garrison will be a mixture of all troops currently within the city.
   
 
Rally capacity can be increased through [[commander]] [[:Category:Leadership|leadership]] talent, some commander skills, and [[Alliance Technology|alliance technology]], and rallies may also be reinforced while they are marching to and when attacking a target. Rallies themselves can also be rallied, such a rally is known as a counterrally.
The attack of troops on [[Alliance Territory|alliance territory]] can also be buffed through [[Alliance Technology|alliance technology]].
 
   
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The attack of troops on [[Alliance Territory|alliance territory]] can also be buffed through [[Alliance Technology/Territory Guardian I|Territory Guardian I]] and [[Alliance Technology/Territory Guardian II|Territory Guardian II]] [[Alliance Technology|alliance technology]]. The march speed of troops on [[Alliance Territory|alliance territory]] can also be increased through [[Alliance Technology/Rapid March I|Rapid March I]] and [[Alliance Technology/Rapid March II|Rapid March II]] [[Alliance Technology|alliance technology]]. The march speed of rallied troops can be increased through [[Alliance Technology/Assembly Charge I|Assembly Charge I]] and [[Alliance Technology/Assembly Charge II|Assembly Charge II]] [[Alliance Technology|alliance technology]].
[[Commander]]s with the [[conquering]] [[talent]] can also debuff the structures of enemy cities.
 
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[[Commander]]s with the [[:Category:Conquering|conquering]] talent can also debuff the structures and garrison of enemy cities.
   
If the primary garrison [[commander]] has the [[garrison]] [[talent]], buffs can be provided also to the watchtower and wall. For more on the fate of troops, please see the full breakdown of the [[Buildings/Hospital|treatment of the wounded]] on the {{BuildingLink|Hospital}} page.
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If the primary garrison [[commander]] has the [[:Category:Garrison|garrison]] talent, buffs can be provided also to the {{BuildingLink|Watchtower}} and wall. For more on the fate of troops, please see the full breakdown of the [[Buildings/Hospital|treatment of the wounded]] on the {{BuildingLink|Hospital}} page.
 
==Kingdom versus Kingdom (KvK)==
 
==Kingdom versus Kingdom (KvK)==
 
For more on KvK, see the [[Lost Kingdom]].
 
For more on KvK, see the [[Lost Kingdom]].
 
[[Category:Alliance]]
 
[[Category:Alliance]]
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[[Category:Guides]]

Latest revision as of 03:38, 6 September 2020

This page explains the various aspects pertaining to War in Rise of Kingdoms. (This page has the alliance category, but pertains to everyone.)

"War" is only specifically mentioned by the Castle, as when it is checked when no rally is in force, it describes that "everyone is happy and satisfied, so there is no war". In that respect, governors, and alliances make decisions that define war.

Therefore, anything requiring a rally by that logic would be a state of conflict. Rallies can be made against player cities, Barbarian FortsHoly Sites, and passes by alliances, and Lohar camp spawns.

Other pretenses of war with players can include the scouting or burning of alliance buildings/structures, the attacking of gatherers and other armies in open-field combat, or attacking cities.

Large-scale wars can erupt from contesting over common Holy Sites or other common objectives.

Structures

A structure loses durability and begins to burn after being attacked by an army. Any burning structure (city Wall, alliance flags, alliance fortresses) can be repaired (for walls, 500 every 30 minutes, alliance structures over time when repaired by an alliance officer [rank 4] or leader). If a burning alliance structure is left unattended, it will stop burning after a period of time. The durability of allied structures and the rate at which enemy alliance structures burn can be increased through Building Durability I, Building Durability II and Conqueror Alliance Technology respectively. Burning structures can be stopped using Resource icon gem gems once every 15 minutes.

Watchtowers attack belligerents when a city is attacked, and absorb a portion of damage to the stationed garrisoned troops and reinforcements in the city. Both of these effects deteriorate as the Watchtower health decreases from attack. Watchtowers recover their health out of combat over time.

If both the Watchtower and the garrisoned troops are defeated, the Wall will start to burn. If the Wall is burned to zero durability, the city will be randomly teleported without consuming a teleport.

When an alliance structure is burned to 0, it is destroyed.

Troops

Troops can reinforce structures and cities and is limited by the structure or city's reinforcement capacity. The reinforcement capacity of a city can be increased by upgrading the City Hall. Troops selected to be part of the city's garrison will be a mixture of all troops currently within the city.

Rally capacity can be increased through commander leadership talent, some commander skills, and alliance technology, and rallies may also be reinforced while they are marching to and when attacking a target. Rallies themselves can also be rallied, such a rally is known as a counterrally.

The attack of troops on alliance territory can also be buffed through Territory Guardian I and Territory Guardian II alliance technology. The march speed of troops on alliance territory can also be increased through Rapid March I and Rapid March II alliance technology. The march speed of rallied troops can be increased through Assembly Charge I and Assembly Charge II alliance technology.

Commanders with the conquering talent can also debuff the structures and garrison of enemy cities.

If the primary garrison commander has the garrison talent, buffs can be provided also to the Watchtower and wall. For more on the fate of troops, please see the full breakdown of the treatment of the wounded on the Hospital page.

Kingdom versus Kingdom (KvK)

For more on KvK, see the Lost Kingdom.