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Raids

A raid rolls once every in-game morning with a 5.74% chance, and only after your world reaches tier 1. You win by killing enough raiders before the attack timer runs out.

When raids happen

Each in-game day starts at 05:00, and a day lasts 20 real minutes. At the start of every day the game rolls once: a 5.74% chance that a raid begins. It only rolls if you own a town, at least one player is in the world and no raid is already underway. That works out to one raid every 17 days or so, roughly six hours of play. Sleeping through the night skips the clock to 06:00 and still runs the roll.

The raid is drawn from the pool for your current world tier, and there are no tier 0 raids. Until you offer the Guardian's Eye to Minerva, random raids cannot happen at all. Mars' worship unlock Intimidating Presence takes 25% off the spawn modifier, which drops the daily chance to 4.3%.

Which raid

World tierRaidChance
Tier 1Forest Satyr Raid65.2%
Potman Raid34.8%
Tier 2Desert Satyr Raid92.6%
Gorgon Raid7.4%
Tier 3Burning Fallen Horde50.0%
Cyclopelli Siege50.0%

The Rat Infestation, the tier 1 Fallen Horde and the Pyzifax Siege have a weight of zero, so they never roll on their own. You only meet them by using a declaration of war.

Which town

With more than one town, each is weighted by log2(1 + 3 x citizens + (buildings - 1) / 4). The logarithm flattens the gap: a town with 10 citizens and 20 buildings is only about 1.5 times as likely to be picked as one with 3 citizens and 5 buildings.

Timeline

A raid goes through three stages, and the raid banner tracks them.

  1. Preparing. The raid waits a random 2% to 75% of whatever is left of the day once the march and the attack are subtracted, so it can show up at any point in the day.
  2. Approaching. Raiders spawn 40 to 50% of the map's width away from your town and march in. The march takes the distance divided by 96 pixels per second, held between 90 seconds and 4 minutes. On a Small world that is about two and a half minutes.
  3. Attacking. You get 5 minutes plus 40% of the march time, about six minutes on a Small world. The raid ends the moment you hit the kill target, or when this timer runs out.

Night-only raids ignore the random wait. They time the march to arrive at nightfall (22:00), and the attack window is 90% of the night, 5 minutes and 15 seconds.

Winning

The kill target is the raid's size, nudged up or down at random by up to half its size variance, then multiplied by 1 + player scaling x (players - 1). A Forest Satyr Raid (size 120, scaling 0.44) needs about 120 points solo and about 173 with two players online.

Every raider that dies adds its kill value to the count, and elites count double. The game counts every death no matter who landed the blow, so ballista and catapult kills count too. Tougher raiders are worth more: a Grey Satyr Brute is worth 5 points where a Grey Satyr Tiny is worth 1.5.

Win, and every living citizen in the town gains the raid's loyalty reward, multiplied by their own loyalty gain stat. Each kill also has a small chance (the bonus drop column below) to drop an extra item from that tier's raid loot table.

Losing

If the timer runs out, the penalties scale with how much of the raid was left alive. The game takes 1 - kills / target and multiplies every maximum below by it, so a raid you got 90% of the way through only costs a tenth of the listed amounts.

  • Every citizen in the town loses loyalty, up to the raid's maximum.
  • Each citizen has a chance to pick up one injury from the raid's list. Injuries last one in-game day and cut efficiency, expertise or happiness (see Citizens).
  • Every Material Storage in the town loses that share of each stored resource.
  • Raiders carry off tradable items from building storage worth up to the item value. Quest items are never taken, and if the scaled value is 100 or less nothing is taken.

Every raid in this version has a citizen kill ratio of zero, so losing a raid never kills citizens by itself. Citizens can still die if raiders reach them during the fight.

Declarations of war

A declaration of war starts its raid on the spot against the town nearest to you. It skips the preparing stage and the march takes 30% of the usual time. Declarations are crafted at the War Table. The Gorgon recipe unlocks at tier 2, and the Burning Fallen and Cyclopelli recipes at tier 3.

Pyzifax works differently. Once you reach tier 1, Pyzifax scouts start turning up among daytime spawns (0.3% of hostile spawns) and each one drops his declaration. His siege gathers at the satyr arena, and beating it drops the Malformed Satyr Horn where the last satyr fell. Offering the horn to Minerva ends the scout spawns.

Every raid
RaidTierSizePer playerEliteWin loyaltyLoyalty lossInjuryResourcesItemsBonus drop
Fallen Horde (night)1100+44%1.0%152075%0%7008%
Forest Satyr Raid1120+44%1.5%152030%40%7008%
Potman Raid122+20%10.0%101030%75%05%
Pyzifax Siege1110+40%0.0%15540%0%10016%
Rat Infestation130+20%10.0%101030%0%4004%
Desert Satyr Raid2180+44%2.0%202550%45%100010%
Gorgon Raid2260+44%5.0%353066%0%15008%
Burning Fallen Horde3400+44%4.0%402075%0%25005%
Cyclopelli Siege3400+44%3.0%502550%75%50007%

Loss columns are maximums, reached only if you kill nothing. Kill values per raider:

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