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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.

Distance limit typeSearch to develop
LandMental Wear
SeaNaval Routing
SkyTank Capacity

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.

Deployment

Friendly

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity

Transport

Friendly

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity

Trade

Friendly

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Travel speed by faction
200%
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity

Colonisation

Friendly

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Travel speed by faction
300%
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityPlain

Assistance

Friendly

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Travel speed by faction
125%
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity
Forest
Mountain

Spying

Neutral

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity
Forest
Mountain

Pillage

Hostile

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Travel speed by faction
125%
Number of rounds1
Pillage factor50%
Citizen loss ratio0%
Elimination of the army required for victory
Wall destruction
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity
Forest
Mountain

Attack

Hostile

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Travel speed by faction
125%
Number of rounds5
Pillage factor10%
Citizen loss ratio0%
Elimination of the army required for victory
Wall destruction
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity
Forest
Mountain

Onslaught

Hostile

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
Expose the other participants
Expose the travel to the receiver
Expose the elements of the travel to the receiver
Expose the resources of the travel to the receiver
Element prerequisistes
5
Number of rounds3
Pillage factor0%
Citizen loss ratio25%
Elimination of the army required for victory
Wall destruction
Targetable infrastructures
  • Town Hall
Allowed field types
SenderReceiverProduction bonus required on the receiver
CityCity
Forest
Mountain