War Rules & Regs

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(Clans)
(Bonuses)
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**If a territory is conquered the fortifications remain.
**If a territory is conquered the fortifications remain.
==Bonuses==
==Bonuses==
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*Some random territories will have a “boss” there.  If you walk through that territory, your team gets to be in a mob quest.  You will have a time limit.  If you kill the “boss” in that time, you get a bonus to your troops (10% more troops?  Bonus to recruitment?  Permanent armor upgrade for your troops?)  
+
*Some random territories will have a “boss” there.  If you walk through that territory, your team gets to be in a mob quest.  You will have a time limit.  If you kill the “boss” in that time, you get a bonus to your troops (10% more troops?  Bonus to recruitment?  Permanent armor upgrade for your troops?)
 +
 
 +
==Player Killing==
*PlayerKills can count towards killing of your victim’s troops.  You must not loot, or jail your victim if you would like a dice roll against their troop’s lives. (Dice roll is 3d[victim_clan_rank]).
*PlayerKills can count towards killing of your victim’s troops.  You must not loot, or jail your victim if you would like a dice roll against their troop’s lives. (Dice roll is 3d[victim_clan_rank]).
 +
*Jailing a PK victim will have absolutely no affect on the war at all.  The only way to have an affect on the war with player killing is the above rule.
 +
==Death==
==Death==
*If all of your troops are killed, you will respawn, after a 1 turn penalty, back in your home city.   
*If all of your troops are killed, you will respawn, after a 1 turn penalty, back in your home city.   

Revision as of 00:34, 9 September 2010

Contents

General Rules

Alliances

Clans

(All bonuses are per member unless otherwise indicated)

Recruitment

Combat

Movement

Bonuses

Player Killing

Death

Conditions for Victory

Loot

Price list:
	25 troops = 50 gold
	50 troops = 95 gold
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