⚔️ Combat & Rebuilding
These rules apply to every server that starts from now on. Servers already running keep their own values, you can find them on their server pages.
The goal: attacking pays off, even in later waves, but a defender who gets hit hard is not knocked out of the round.
Who wins, and what changes hands
- The deciding factor is the loss difference: whoever lost the larger share of their army loses the battle.
- When a battle is won, buildings change owner: houses, resource buildings and power plants. Everything else (bank, barracks, …) never changes hands.
- The loot is a maximum percentage per wave multiplied by the loss difference, rounded down to whole percent. A narrow win brings correspondingly less.
- The winner keeps 85 % of the captured buildings. 15 % are destroyed, their value goes into the fund that pays for the relief convoys.
Waves
All attacks on a player within 24 hours count together as waves, no matter who sends them, and also when the defender repels them. Each wave takes its share from what is left.
For the loot only the attacking side's own won waves on the target count: the 1st won wave brings up to 20 %, the 2nd up to 15 % and so on. Repelled waves and draws in between do not lower the loot. Example: wave 1 won, wave 2 repelled, wave 3 won = 20 % and 15 %. The relief convoy and the lock still count every wave.
Speedserver Season 1: here the loot still counts all waves on the target, including repelled ones. The new rule applies from Season 2.
After 10 attacks within 14 days a player is locked against further attacks. On faster servers this window is divided by the server speed.
| Wave | Max. building loot | Relief convoy for the defender | Spoils of war for the attacker |
|---|---|---|---|
| Wave 1 | 20 % | 20 % | – |
| Wave 2 | 15 % | 20 % | – |
| Wave 3 | 12 % | 25 % | – |
| Wave 4 | 10 % | 30 % | – |
| Wave 5 | 8 % | 35 % | at least 8 % |
| Wave 6 | 6 % | 40 % | at least 8 % |
| Wave 7 | 5 % | 45 % | at least 8 % |
| Wave 8 | 5 % | 50 % | at least 8 % |
| Wave 9 | 5 % | 50 % | at least 8 % |
| Wave 10 | 5 % | 50 % | at least 8 % |
After the battle
- Salvage: destroyed units come back immediately as money and metal, 60 % of their value for the defender, 50 % for the attacker.
- Speedserver Season 1: defense installations (mines, positions, anti-air …) are only refunded at 25 %, troops keep the shares above. The battle report and the message show the actual share.
- Relief convoy: whoever loses buildings receives part of their building value as money, stone and metal, delivered over 24 hours. For the defender the share grows with every wave (see table), an attacker who loses gets 20 %.
- Spoils of war: from the 5th won wave on, a victorious attacker receives at least 8 % of the target's buildings (times the loss difference) in value. What the captured buildings do not cover is paid by High Command in resources. The target loses nothing extra for this.
- Everything is credited right away and shown in a message and in the battle report under "After the battle".
When the defender repels the attack
- On every failed attack the attacker loses houses, resource buildings and power plants to the defender: 20 % for the defender's 1st repelled wave, 15 % for the 2nd, 12 % for the 3rd and so on down to 5 %, each × loss difference. Only the defender's own repelled waves count, lost waves in between do not: if they repel waves 1, 3 and 10, they bring 20 %, 15 % and 12 %.
- Speedserver Season 1: here the wave scale for repelled attacks still counts all waves on the target (wave 10 = 5 %), the new rule applies from Season 2.
- The defender keeps 85 % of them, 15 % go into the fund.
- Both sides get their salvage, the attacker also gets a relief convoy of 20 %. There are no spoils of war.
- The repelled attack still counts as a wave on the target and as one of the attacks up to the lock, but it does not lower the loot of the attackers' next won waves (on Speedserver Season 1 it does).
Example: 1,000 houses, 10 clear defeats
The target loses 618 houses (62 %) and keeps 382. The convoys bring back the value of about 170 houses, so net the target is down about 45 %. The attackers together receive the value of about 610 houses.
| Wave | Target loses | Attacker keeps | Spoils (house value) | Convoy |
|---|---|---|---|---|
| Wave 1 | 200 | 170 | – | 20 % |
| Wave 2 | 120 | 102 | – | 20 % |
| Wave 3 | 81 | 69 | – | 25 % |
| Wave 4 | 59 | 50 | – | 30 % |
| Wave 5 | 43 | 37 | 6 | 35 % |
| Wave 6 | 29 | 25 | 14 | 40 % |
| Wave 7 | 23 | 20 | 17 | 45 % |
| Wave 8 | 22 | 19 | 16 | 50 % |
| Wave 9 | 21 | 18 | 15 | 50 % |
| Wave 10 | 20 | 17 | 15 | 50 % |
Building in batches
For houses, power plants, factories and other piece buildings, each piece of a construction order costs as much as the next single piece. Only the next order gets more expensive. Saving up and building in large batches pays off.
Example: 99 houses with none built yet cost $1,485,000 in one order. Built one by one they would cost $5,123,250.