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
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 apart | Loot multiplier | You keep |
|---|---|---|
| Equal | 1.0000 | 100% |
| Up to 2x | 1.0000 | 100% |
| 3x | 0.1975 | 19.75% |
| 4x | 0.0625 | 6.25% |
| 6x | 0.0123 | 1.23% |
| 10x | 0.0016 | 0.16% |
| 20x | 0.0001 | 0.01% |
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
- 1Declare, and commit sealedYou 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.
- 2It flies for eight hoursThe 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.
- 3Walls freeze fifteen minutes outDefences 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.
- 4Someone opens itResolution is a transaction. Either side can send it. What was really spent becomes public at this moment and not before.
- 5It lands or it breaksForce 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
)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
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
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
| Rule | What it does |
|---|---|
| One at a time | A city already under attack cannot be attacked again until that resolves. |
| Vendetta cooldown | Whoever raided you last must wait 24 hours before coming back. |
| Punching down | Not refused — the loot collapses. See the curve above. |
| Walls are public | All six fronts are visible. Where you spent is itself information you give away. |
| New accounts | Immune for 4 epochs, while under $1,000. |
| Abandon costs nothing | An 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.