Handbook
Other players

Raiding

A raid takes unclaimed production out of another city and puts it in your treasury. It is real income, not a scoreboard — and it is the only way value moves between players.

Before you can attack anyone

Build depth
Level 3
You must have built this deep somewhere.
Minimum stake
$25
A city with nothing in it cannot march.
Size floor
Enforced
There is a floor on how small a target can be relative to you.

Punching down is not refused, it is made worthless

Loot is multiplied by a closeness factor. Inside 2x of each other there is no penalty at all; past that it falls as the fourth power, which is very fast.

Sizes apartLoot multiplierYou keep
Equal1.0000100%
Up to 2x1.0000100%
3x0.197519.75%
4x0.06256.25%
6x0.01231.23%
10x0.00160.16%
20x0.00010.01%

A whale raiding a beginner ten times smaller carries off sixteen hundredths of one percent of what the same force would take from a peer, and pays full gas for it. The protection is economic rather than a wall — which is a real design choice with a real consequence: it holds as long as gas costs more than the loot, and not by rule.

The same factor also scales the damage the raid does to the wall, so a mismatched attack barely scratches it either.

How a raid runs

  1. 1
    Declare, and commit sealed
    You pick one industry to march on and commit SCRIP as force. The industry is public; the amount is not. What the defender sees is a ceiling — an upper bound posted at declaration — never what you actually spent.
  2. 2
    It flies for eight hours
    The defender is told an attack is inbound and when it lands. 8 hours is deliberately long enough to be a real warning: time to claim the store and to reinforce.
  3. 3
    Walls freeze fifteen minutes out
    Defences seal 15 minutes before impact. Without this a defender would watch for the resolving transaction and top up in front of it, which would make committing sealed pointless.
  4. 4
    Someone opens it
    Resolution is a transaction. Either side can send it. What was really spent becomes public at this moment and not before.
  5. 5
    It lands or it breaks
    Force against the wall on the front you chose. Higher wins. A landing carries loot home; a repel pays the defender 30% of your force and buys them 12 hours of quiet.

What you can actually take

loot  =  min(
    3x x force committed,          <- carry capacity
    the defender's unclaimed store        <- there is nothing else to take
)
Two separate ceilings. Whichever binds first is what you carry.

Only unclaimed production is lootable. A defender who claimed an hour before you landed has nothing in the store, and your force bought you an empty room. This is why the eight-hour warning is not a courtesy: it is the mechanic that makes attention worth something.

Seizing shares

Per raid
5%
Of the staked position, at most.
Per epoch
15%
Ceiling across every raid in one epoch.

A landing also seizes a capped slice of the staked shares themselves. This is the only way a position — rather than its output — is ever at risk, and both ceilings are hard. A city cannot be emptied of its holdings in an afternoon however many attackers queue up.

What a landing does to the wall

Wear per loot
200%
Damage scales with what was actually taken, not with the force sent.
Never more than
60%
However large the raid, a wall does not fall in one hit.

Tying wear to loot rather than to force is what stops a raid on an empty store from costing the defender anything: nothing taken, nothing broken. And the ceiling means a wall always survives a single landing, so a defender is never wiped out by one attacker in one go.

The rules that stop the strong farming the weak

RuleWhat it does
One at a timeA city already under attack cannot be attacked again until that resolves.
Vendetta cooldownWhoever raided you last must wait 24 hours before coming back.
Punching downNot refused — the loot collapses. See the curve above.
Walls are publicAll six fronts are visible. Where you spent is itself information you give away.
New accountsImmune for 4 epochs, while under $1,000.
Abandon costs nothingAn unopened siege melts back to the defender over 6 hours.

Reading a target before you commit

  • Their walls are public. All six fronts, and which ones carry SCRIP. Picking the front nobody paid for is the whole game.
  • Their store is not. You can see the ceiling of what they could be holding, not what is in it right now. A raid on a freshly-claimed city is force spent for nothing.
  • The attack planner simulates it. Before signing, the app shows the public defences and what a given force would do against each front.

Defence is the other half of this and has its own page: walls & shields.