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1. Gameplay
1.1 Missions
1.2 Public order
1.3 Technology Tree
1.4 Wildcards
1.5 Research
1.6 Outbreak credits
1.7 Regional events
1.8 Heroes
2. Resources
3. Construction
4. Fairground
4.1 Government
4.2 Casino
4.3 Auctions
5. Relations
5.1 Clan
6. Special Operations
6.1 Town operations
6.2 Agressive operations
7. Units
7.1 Special Units
8. Attack
8.1 Town
8.2 Government location
8.3 Acre location
8.4 Combat Score
9. Map
9.1 Convoys
9.2 Government
9.3 Acre locations
9.4 Raiders camps
9.5 Raider gangs
10. Town Rankings
11. User rankings
12. Areas
12.1 Round_prizes
12.2 Kansas Wars (PvP)
12.3 Invasion (PvE)
12. FAQ
8.1 Attack a town
When you attack a town the combat follows the next phases.Surprise attack: | There is the possibility to perform a surprise attack. This can only be done when you don’t make use of mortars in the assault. If you meet these requirements the
following formula will determine if you truly surprised the enemy: Defending score - random(10,100) + ( Sentries * 4) Attacking score - random(25,200) If you have successfully performed a surprise attack you will get an extra 20% on your total attack score and enemy defensive structures will generate 50% less casaulties. |
Mortar phase: | Before the battle begins, your attacking mortars are allowed to fire upon the enemy positions and buildings. Each unit killed in this phase will not be able to
defend the town and is also not calculated in the defense score.
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Mortar counter fire: | Defending mortars return fire upon attacking forces. Also units killed in this phase will not be calculated in the attacking score.
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Assault phase: | Troops of both sides will now engage each other, defending structures will open fire upon the assaulting troop, militia will join the battle and casaulties will be
calculated.
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Result: |
The formula for War: Attack = Units total attacking score + Hero bonus + Extremist (tech1) + Surprise attack bonus (1/10 from total score) Defend = Base defense (Townlevel * 10) + Units total defeding score + Capital bonus + Hero bonus + Liberal (tech1) + (Sentry x 50) + (Check post x 75) + (Bunker x 150) + State militia (pop/20 - tech3) Remember that defensive structures without power only defend with half of their points In the game there are 3 degrees for wining and 3 for loosing. Minor victory: You have narrowly managed to win the battle but the remaining defenders are regrouping so you cannot stay very long and your lootings will be 10% of the defenders resources. Major victory: Your forces have kicked some ass and plundered the town, your lootings will be 33% of the defenders resources. Decisive victory: Your forces have engaged the enemy with overwhelming firepower and went straight for the loot. 60% of the enemy resources have been looted. Minor defeat: Your troops got engaged in heavy fighting and have tactical been withdrawn without loot. Major defeat: Your troops were met with heavy resistance and forced to abandon the attack. Decisive defeat: With overwhelming firepower the defenders forced your army to retreat immediatly. |
UNIT | ATTACK | DEFENSE | MORTAR PROTECTION | DEATH RATIO | KILL RATIO |
---|---|---|---|---|---|
Militia | Very Low | Very High | Low | ||
Policemen | Very Low | High | Low | ||
Agents | Medium | Medium | High | ||
Bikers | Very High | Medium | Low | ||
Soldiers | High | Low | Medium | ||
Mortars | High | Low | High |