CryptoCrusades Wiki
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{{Mechanic|title1 = Combat|image1 = WikiCombat.png|function = Attacking enemy players|description = One way of earning Gold, which is exchangeable for Ethereum. Also a means of earning Resources and Relics.}}
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{{Mechanic|title1 = Combat|image1 = WikiCombatNew.png|function = Attacking enemy Leaders for resources and territory|description = Combat between Empires involves attacking and defending Settlements with Units.}}
   
 
== Combat ==
 
== Combat ==
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There are two different kinds of Movements that can be initiated from a Settlement: Attack Missions and Defense Missions. For Attack Missions, Leaders must recruit [[Units]] from the [[Barracks]] in order to send out Attack Missions. Units require certain amounts of Resources to recruit, and every Unit recruited counts towards your Barracks Capacity. Once you have recruited enough Units, Attacks can be launched by tapping the Attack button in the Barracks menu and selecting a Settlement to send your Units to.
Combat is an essential part of CryptoCrusades. It is one of several ways of earning [[Gold]], which can be exchanged for [[Ethereum]] via the [[Bank]]. Players can engage in one-vs-one combat with other players, the result of which is stealing [[Resources]], with a chance of obtaining Gold and [[Relics]] from the defeated player. Combat happens in three main phases: the Siege Phase, the Combat Phase, and the Thievery Phase. There are also many preliminary phases and preparation that happens before actual combat occurs, such as training [[Units]], choosing empire-wide [[Classes|Class]] [[Policies]], and [[Unit Movement]].
 
   
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Note: Sending out Units from a Settlement costs Food. Before sending out the mission, you’ll have a chance to confirm which Units you’re sending out, how long it will take for them to reach their destination, and the required food cost for sending them. After launching a mission, Leaders can view the progress of all missions in the Barracks menu.
=== Preliminary Phases and Combat Preparation ===
 
Before combat, Units must be trained via the [[Barracks]]. All units cost specified amounts of time and Resources. Therefore, before training, Resources must be harvested from surrounding tiles or acquired through trade with other players. As in real life, Resources are not evenly distributed on the hex-tile Earth, therefore trading is recommended.
 
   
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== Starting Attack Missions ==
A player's Class and Policies also greatly affect the way a battle pans out. For example, the [[Warrior]] Class will receive Policy bonuses during the Combat Phase, while the [[Guardian]] will receive defensive bonuses. Each Class has a unique tree of Polices that affects gameplay. As a player progresses through the game, these Policy choices will dramatically alter the player's experience.
 
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When an army of Units arrive at an enemy Settlement, Leaders will need to tap its icon in the Barracks menu and select which kind of Attack Mission they want to conduct. There are four options available dependent on having the relevant Units in your army and [[Policies]] enacted:
 
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=== Thieve ===
[[Heroes]], when placed in a [[Settlements|Settlement]], may also affect Combat outcomes. Some Heroes may be meant for Combat bonuses, but others are geared toward trade, Resource generation and other empire-specific tasks.
 
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The attacking army will assault the defending Settlement in an attempt to steal [[Resources]]. If successful, the attacking army will steal an amount of resources equal to their [[Units#Loot_Capacity|Loot Capacity]]. [[Wagons]] have a much larger Loot Capacity than other Units and can steal [] Gold if the army attacks a [[Capital City]].
 
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=== Conquer ===
Building upgrades are also a factor. If an Empire has higher-level [[Walls]], then the during the Siege Phase, the attacking player will require more Siege Units to lower the defensive bonus that Walls provide during the subsequent Combat Phase.
 
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The attacking army will assault the defending Settlement in an attempt to take it over and assimilate it into their Empire. (Note: Only Towns may be Conquered; Capital Cities can only be Thieved). If successful, the Settlement will be taken from the defending Leader and will come under the ownership of the attack Leader’s Empire. In order to Conquer, the attacking Leader must have previously enacted the [[Policies#Strategic_Policies|Conquest Policy]], and the attacking army must have a [[Settlers|Settler]] within its ranks.
 
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=== Raze ===
Troop Movement is the stage nearest to actual Combat. Players must have enough Food to sustain their Units on a journey to and from an enemy player's Settlement. This cost is calculated before sending Units. After all, a good commander makes sure his troops are well fed for the duration of a war campaign.
 
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The attacking army will assault the defending Settlement in an attempt to completely destroy it. (Note: Only Towns may be Razed; Capital Cities can only be Thieved). If successful, the defending Settlement will be removed from the map, and the defending Leader will no longer be able to Harvest Resources from its tiles. To Raze a Town, the attacking army must have a [[Siege|Siege Unit]] within its ranks.
 
== Battle Phases ==
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=== Recall ===
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If the Leader has second thoughts about attacking, they can choose to Recall their Units. This will send the army back to the Settlement it was launched from, but food spent in sending out the movement will not be regained.
 
=== The Siege Phase ===
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== Launching Defense Missions ==
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In addition to sending out Units to attack enemies, Leaders can also send Units to other Settlements for the purposes of defense. Such movements are referred to as Garrison Missions, and they involve recalling Units to a Settlement after an Attack Mission or transferring them to other Settlements to bolster the Settlement’s defenses. They function very similarly to Attack Missions, but with some differences:
The Siege Phase is the first stage of combat after Troop Movement. If a player has trained Siege Units, then there is an opportunity to knock down the defensive bonus of the defending player's Walls. Siege Units are one-time use only. They cannot retreat and do not return to the attacking player's barracks. Walls provide a defensive bonus during the Combat Phase to the defending player's units. Lowering this bonus may completely turn the tides of battle in favor of an attacker.
 
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=== Garrison ===
 
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The Leader can choose to send an army of Units to another Settlement in their Empire. Once they arrive at their destination, the Units will be garrisoned at the Settlement’s Barracks upon confirmation of the Leader.
Like the other phases, each player's Class and Policy choices may grant additional benefits. In this case, to sieging and wall defense.
 
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=== Return ===
 
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After an Attack Mission, the Leader must actively send their troops back to the Settlement they departed from. Once they arrive, the Leader must confirm their arrival, after which they will return to the Settlement’s Barracks.
=== The Combat Phase ===
 
The Combat Phase is the second stage of combat following the Siege Phase. A player's primary combat units participate in this phase: [[Archers]], [[Cavalry]] and [[Spears]]. These units clash against the defending player's primary combat units. Each type of unit has a bonus and a weakness against the other types. For example. Arches are strong against Spears, but weak against Cavalry. Spears are strong against Cavalry, but weak against Archers. Cavalry is strong against Archers, but weak against Spears. Because of this, the proportion of each type of Unit in an attacker's army must adequately counteract the proportion of units in a defender's army. If a defender has a lot of Cavalry, it would be wise to send an army with ample Spears.
 
 
Like the other phases, each player's Class and Policy choices may grant additional benefits to attacking and defense. In this case, to the combat dynamics of primary combat units.
 
 
=== The Thievery Phase ===
 
The Thievery Phase is the third and final phase of Combat following the Combat Phase. If an attacking player successfully decimates a defending player's army, then a unique opportunity arises to steal Resources, Relics and Gold from the defending player.
 
 
There are two Thievery Units: [[Wagons]] and [[Scholars]]. If a player has sent Wagons along with an army, then the player will be able to steal a proportional amount of Resources from the defending player, with a chance of stealing Gold, a unique resource that can be exchanged for Ethereum. If a player sends Scholars along with an army, then there is also a chance of stealing a Relic. Relics are highly valuable, [[Craftables|craftable items]] based on historical artifacts that increase a player's shares of the daily Gold airdrop. Gold is exchangeable for Ethereum, making it a valuable in-game resource.
 
 
== Post-Battle ==
 
After the three phases of combat, there is another phase of Unit Movement, where Units must make the journey back to the Settlement from which they were sent. The distance traveled takes generally same amount of time it took to travel to the enemy Settlement. Attacking players who are nearby may at times be beneficial, due to faster travel times, unless those nearby empires are valuable trading partners.
 

Revision as of 02:46, 22 April 2022


Combat

There are two different kinds of Movements that can be initiated from a Settlement: Attack Missions and Defense Missions. For Attack Missions, Leaders must recruit Units from the Barracks in order to send out Attack Missions. Units require certain amounts of Resources to recruit, and every Unit recruited counts towards your Barracks Capacity. Once you have recruited enough Units, Attacks can be launched by tapping the Attack button in the Barracks menu and selecting a Settlement to send your Units to.

Note: Sending out Units from a Settlement costs Food. Before sending out the mission, you’ll have a chance to confirm which Units you’re sending out, how long it will take for them to reach their destination, and the required food cost for sending them. After launching a mission, Leaders can view the progress of all missions in the Barracks menu.

Starting Attack Missions

When an army of Units arrive at an enemy Settlement, Leaders will need to tap its icon in the Barracks menu and select which kind of Attack Mission they want to conduct. There are four options available dependent on having the relevant Units in your army and Policies enacted:

Thieve

The attacking army will assault the defending Settlement in an attempt to steal Resources. If successful, the attacking army will steal an amount of resources equal to their Loot Capacity. Wagons have a much larger Loot Capacity than other Units and can steal [] Gold if the army attacks a Capital City.

Conquer

The attacking army will assault the defending Settlement in an attempt to take it over and assimilate it into their Empire. (Note: Only Towns may be Conquered; Capital Cities can only be Thieved). If successful, the Settlement will be taken from the defending Leader and will come under the ownership of the attack Leader’s Empire. In order to Conquer, the attacking Leader must have previously enacted the Conquest Policy, and the attacking army must have a Settler within its ranks.

Raze

The attacking army will assault the defending Settlement in an attempt to completely destroy it. (Note: Only Towns may be Razed; Capital Cities can only be Thieved). If successful, the defending Settlement will be removed from the map, and the defending Leader will no longer be able to Harvest Resources from its tiles. To Raze a Town, the attacking army must have a Siege Unit within its ranks.

Recall

If the Leader has second thoughts about attacking, they can choose to Recall their Units. This will send the army back to the Settlement it was launched from, but food spent in sending out the movement will not be regained.

Launching Defense Missions

In addition to sending out Units to attack enemies, Leaders can also send Units to other Settlements for the purposes of defense. Such movements are referred to as Garrison Missions, and they involve recalling Units to a Settlement after an Attack Mission or transferring them to other Settlements to bolster the Settlement’s defenses. They function very similarly to Attack Missions, but with some differences:

Garrison

The Leader can choose to send an army of Units to another Settlement in their Empire. Once they arrive at their destination, the Units will be garrisoned at the Settlement’s Barracks upon confirmation of the Leader.

Return

After an Attack Mission, the Leader must actively send their troops back to the Settlement they departed from. Once they arrive, the Leader must confirm their arrival, after which they will return to the Settlement’s Barracks.