Military Actions

Military Actions can be performed by you against other civilizations or against you by those same civilizations or barbarians. These actions all cost Might Points to perform, the cost increasing based on the era you're in. You may only use one military action on each civilization per turn, unless otherwise specified.

Basics of Attacking and Defending
To make an offensive attack, generate a random number x from -50 to +50 and use that as a percentage modifier to your Attack value. Defending works the same way, except you should be modifying your Defense value. To determine who wins a conflict, compare the two modified values. The higher will win, with a tie going to the defender.

Example: Willow Creek(Attack 5) attacks Oasis Springs(Defense 6). Willow Creek rolls 24, so 5 * 1.24 = 6.2. Oasis Springs rolls -3, so 6 * .97 = 5.82. 5.82 < 6.2, so Willow Creek wins, reaping the spoils of whatever attack they launched. Had Oasis Springs succeeded in defending, Willow Creek may have suffered a penalty, depending on the type of attack launched.

Defend
Prerequisites: N/A

Conditions: May not take any other Military Actions this turn.

Effect: Gives a bonus to defense based on your current era.

Raid
Prerequisites: Bronze Working

Conditions: N/A

Effect: Initiates a raid on another civilization for the purpose of looting or sabotage.

Consequence: Subtract 10 relationship with that civilization, or set the relationship to +9, whichever results in a lower number.

Victory: If you are the attacker, roll from the Raid Rewards table below. If you are the defender, nothing.

Defeat: If you are the attacker, there is a 50% chance you must roll from the Consequences table below. If you are the defender, you must roll from the Consequences table below.

Incursion
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Invasion
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Consequences
Roll from 1-55 and look on the chart to see what consequence you face.

Raid Rewards
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