Post by Cao Pi on Jun 3, 2009 9:07:45 GMT -5
Sieges and Siege Equipment
A siege is initiated whenever an attacking force invades a city that is either occupied or owned by a resisting force. Should you come across a city that has no governing figure-head and a garrison of soldiers, then that battle will be automatically resolved and won.
Since by default there won’t be any resolved battles unless specified otherwise, a Siege will begin and 1 of 2 things can happen.
1: You may fight as normal in a standard siege.
2: You can try and get a spy to open the gates.
The second option has great benefits but it also comes with a few negatives. When you select this option a mod will roll a 6 sided die and you will get 1 of the 6 answers. You will find the information on the six sided die and its rolls below.
1: Spy is killed.
2: Spy is publically executed. (Army morale is decreased 20%)
3: Spy succeeds and the gate stays open for 5 rounds. (+20% to morale and fatigue)
4: Spy is killed.
5: Spy betrays you. (Morale decreases by 30%)
6: Spy succeeds and the gate stays open for 5 rounds. (+10% to morale and fatigue)
If you picked option 1 then the siege will initiate normally. During a siege, both opponents will begin on opposite sides of the field. A siege works exactly like a normal duel does; the only thing that’s different is there’s a wall and siege equipment.
Every city is rated between 1 to 3, 1 being small and 3 being large. You will find this information in the city statistics thread in every city. If the city is a level 1 city, then it’ll begin with 1000 defence points, a level 2 city will have 2000 defence points and a level 3 city will have 4000 defence points.
These values are very important, to take a city via a siege you’ll need to keep your siege equipment safe, every siege equipment designed for offence will have a value that will be its city damage value, every round the city levels defence gets deducted by the value of the siege. So for example:
Round 1
- Catapult attacks level 1 wall (let’s assume catapults deal 80 damage) reducing the wall to 920 defence.
This continued with every attack you make, making defence go down quickly. It is possible to buy extra defences or to simply RP them, in which case the moderator will expand the cities defence by how many he thinks it’d require. As a rough guide, a basic upgrade would enhance it by 500, a complete inner wall section/or even a new wall design would increase it by 1 or 2 thousand, depending on how advanced you made the wall/and how thick.
These rules apply for siege equipment too, you may create them, but sometimes it’s just easier to buy them.
Note: You can build all sorts of upgrades for your city, depending on what you make depends on what sort of bonus you get during sieges, everything is available within reason, so if you make turrets, so long as it seems feasible in how it was created, you’ll have them, all weaponry and machines created will have its own values.
When sieging, the defender (if they stay within the city) has automatic food for exactly 8 rounds. Once this is depleted the troops will begin to 'leave' the army at a ratio of 5% of the entire army every round. After 2 rounds it increases to 10%, then after another 2 rounds it goes to 20%, then 40%, then 80%. an example would be:
round 9: 5% of the entire defending army retreat/die or whatever.
round 10: 5% of the entire defending army retreat/die or whatever.
round 11: 10% of the entire defending army retreat/die or whatever
round 12: 10% of the entire defending army die
round 13: 20% of the entire defending army die
ect ect ect
A siege is initiated whenever an attacking force invades a city that is either occupied or owned by a resisting force. Should you come across a city that has no governing figure-head and a garrison of soldiers, then that battle will be automatically resolved and won.
Since by default there won’t be any resolved battles unless specified otherwise, a Siege will begin and 1 of 2 things can happen.
1: You may fight as normal in a standard siege.
2: You can try and get a spy to open the gates.
The second option has great benefits but it also comes with a few negatives. When you select this option a mod will roll a 6 sided die and you will get 1 of the 6 answers. You will find the information on the six sided die and its rolls below.
1: Spy is killed.
2: Spy is publically executed. (Army morale is decreased 20%)
3: Spy succeeds and the gate stays open for 5 rounds. (+20% to morale and fatigue)
4: Spy is killed.
5: Spy betrays you. (Morale decreases by 30%)
6: Spy succeeds and the gate stays open for 5 rounds. (+10% to morale and fatigue)
If you picked option 1 then the siege will initiate normally. During a siege, both opponents will begin on opposite sides of the field. A siege works exactly like a normal duel does; the only thing that’s different is there’s a wall and siege equipment.
Every city is rated between 1 to 3, 1 being small and 3 being large. You will find this information in the city statistics thread in every city. If the city is a level 1 city, then it’ll begin with 1000 defence points, a level 2 city will have 2000 defence points and a level 3 city will have 4000 defence points.
These values are very important, to take a city via a siege you’ll need to keep your siege equipment safe, every siege equipment designed for offence will have a value that will be its city damage value, every round the city levels defence gets deducted by the value of the siege. So for example:
Round 1
- Catapult attacks level 1 wall (let’s assume catapults deal 80 damage) reducing the wall to 920 defence.
This continued with every attack you make, making defence go down quickly. It is possible to buy extra defences or to simply RP them, in which case the moderator will expand the cities defence by how many he thinks it’d require. As a rough guide, a basic upgrade would enhance it by 500, a complete inner wall section/or even a new wall design would increase it by 1 or 2 thousand, depending on how advanced you made the wall/and how thick.
These rules apply for siege equipment too, you may create them, but sometimes it’s just easier to buy them.
Note: You can build all sorts of upgrades for your city, depending on what you make depends on what sort of bonus you get during sieges, everything is available within reason, so if you make turrets, so long as it seems feasible in how it was created, you’ll have them, all weaponry and machines created will have its own values.
When sieging, the defender (if they stay within the city) has automatic food for exactly 8 rounds. Once this is depleted the troops will begin to 'leave' the army at a ratio of 5% of the entire army every round. After 2 rounds it increases to 10%, then after another 2 rounds it goes to 20%, then 40%, then 80%. an example would be:
round 9: 5% of the entire defending army retreat/die or whatever.
round 10: 5% of the entire defending army retreat/die or whatever.
round 11: 10% of the entire defending army retreat/die or whatever
round 12: 10% of the entire defending army die
round 13: 20% of the entire defending army die
ect ect ect