Operations
Operations are missions entrusted to units to carry out tasks from one field to another.
Shipment of resources
Some operations can carry a shipment of resources: the maximum quantity of resources is then calculated according to the total capacity of the selected units.
Travel
Operations are not instantaneous and require a travel.
Duration
The duration of a travel depends on a number of factors:
- the distance between the two fields (the number of tiles),
- the chosen speed factor (100%, 75%, 50% or 25%),
- the limiting speed of the units (the slowest speed among the units),
- the Command Centre, Flash Pillage and Transport Network levels,
- the faction,
- the world.
Consumption
Travels require a consumption of resources which is calculated according to:
- the distance between the two fields (the number of tiles),
- the chosen speed factor (100%, 75%, 50% or 25%),
- the individual consumption of each unit,
- the level of Rationing,
- the world.
Distance limits
Travels are limited in terms of distance, but it is still possible to raise these limits by developing researches.
End
Once the operation travel has been completed, and barring exceptions, an operation return linked to a new travel is created, and participants receive an operation report in the mailbox.
List
You will find all the operations available in the game below.
The Deployment allows units to be reassigned from one city to another, with the possibility of carrying resources along the way. This operation therefore makes it possible to assemble an army from units trained in different cities, but it only works for the cities of a single player. An operation return is only created if the operation is cancelled during the travel.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
The Transport is used to move resources from one field to another. An operation return is created once the transport has reached its destination or if the operation is cancelled during the travel.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
The Trade operation is automatically created when an offer is accepted on the market: it carries resources from one field to another. The transport units used depend on the age. It cannot be cancelled and will not reveal any information about the other participants.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Travel speed by faction | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
The Colonisation is useful for founding a new city. The city must be sent to a plain and can contain resources. An operation return is created if the operation fails or is cancelled during the travel, otherwise the units and resources are assigned to the new city.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Travel speed by faction | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | Plain | |
The Assistance allows units to be placed in defence on a field, for an indefinite period until cancelled. This operation can be cancelled at any time, during the travel or even on arrival, by the sender or receiver, in which case an operation return is created.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Travel speed by faction | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
Forest | |
Mountain | |
The Spying uses spy units to gather information about a field: resources, citizens, infrastructures, researches, units and defences. Only senders can lose spy units: the more they have, the fewer they will lose, and the easier it will be to recover the coveted data. For a perfect spying, the senders need 5 times more power: there will be no loss, all the information will be collected and neither the receiver nor the assistants will be alerted by a spying report. For a perfect counter-spying on the part of the receiver and assistants, they need 2 times more power: all the spying units of the senders will be lost, and no information will be collected by them. An operation return is created if at least one unit survives or if the operation is cancelled during the travel.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
Forest | |
Mountain | |
The Pillage is a battle in which the aim is to plunder resources. An operation return is created if at least one unit survives or if the operation is cancelled during the travel.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Travel speed by faction | |
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Number of rounds | 1 |
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Pillage factor | 50% |
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Citizen loss ratio | 0% |
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Elimination of the army required for victory | |
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Wall destruction | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
Forest | |
Mountain | |
The Attack is a battle that mainly eliminates opposing units and destroys the Defensive Wall. However, some resources can be looted. In the event of victory and if the targeted field can be annexed, the field is annexed if the main sender fulfils the necessary conditions (5 fields away and a maximum of 3 annexations), or else the annexation is withdrawned from its owner. An operation return is created if at least one unit survives or if the operation is cancelled during the travel.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Travel speed by faction | |
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Number of rounds | 5 |
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Pillage factor | 10% |
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Citizen loss ratio | 0% |
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Elimination of the army required for victory | |
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Wall destruction | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
Forest | |
Mountain | |
The Onslaught is a battle whose main objective is to eliminate opposing citizens. An operation return is created if at least one unit survives or if the operation is cancelled during the travel.
Resource transport | |
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Expose the other participants | |
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Expose the travel to the receiver | |
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Expose the elements of the travel to the receiver | |
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Expose the resources of the travel to the receiver | |
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Element prerequisistes | |
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Number of rounds | 3 |
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Pillage factor | 0% |
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Citizen loss ratio | 25% |
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Elimination of the army required for victory | |
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Wall destruction | |
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Targetable infrastructures | |
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Allowed field types |
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Sender | Receiver | Production bonus required on the receiver |
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City | City | |
Forest | |
Mountain | |