Alliances

Forming an Alliance
  • Each player can form an Alliance, automatically becoming its first Leader.
  • A new alliance can accept up to 5 members.
  • In order to accept more members, an Alliance Administration level should be researched, opening 5 new vacancies. Every member that has left or has been kicked out of his alliance can come back only once.
Alliance Structure
  • All members are divided into 3 groups - Leaders' Wing, Officers' Wing and Ordinary members.
  • All members can exchange messages in the Tribune. Only Leaders and Officers can send alliance announcements. Every assignment in the Officers’ or Leaders' Wing is active for at least 168 hours, i.e. you can't change your alliance position if the last time you were promoted was less than 168 hours ago.
  • Every alliance has an Alliance Treasury which serves for Research discovery (affecting all members), at а price in the 4 types of resources, and declaring wars, at а price in gold.
  • The allies can deposit resource in the Alliance Treasury. Once deposited, the resource can't be withdrawn by the player, and it remains for the Alliance.
  • Allies pay taxes, determined by the Leader, First Officer or Finance Officer. Alliance taxes could be from 0% to 30% of the member’s four resource production per hour.
  • All members can see how much resource the other members deposited in the Alliance Treasury.
  • Members of the same alliance can't attack each other.
  • A player can join the same alliance just twice.

Alliance Positions

Forming an Alliance
  • Each player can form an Alliance, automatically becoming its first Leader.
  • A new alliance can accept up to 5 members.
  • In order to accept more members, an Alliance Administration level should be researched, opening 5 new vacancies. Every member that has left or has been kicked out of his alliance can come back only once.
Leader
  • Basic bonus - 10 points morale. Though, this bonus’ fullness depends on the Leader’s Loyalty Status in the Alliance.
  • The Leader can see all economic* and army reports of the members, as well as all army movements inside the Alliance.
  • * They consist of: population (hired / dismissed), population growth per hour, population limit, the limit after which growth begins to slow down, available resources, capital in the treasury, production per hour (for each and every of the resources), army upkeep per hour, tax rate and Happiness level.
  • The Leader orders Аlliance researches using the Alliance Treasury capital.
  • Assigns, promotes and dismisses members from the Officers’ Wing.
  • Accepts and throws Alliance members out.
  • Declares Hostility, signs NAPs and Unions with other alliances.
  • Declares war to other alliances.
  • Exacts Alliance tax from all members.
  • Sets the common and/or individual quotas for drawing diamonds out of the alliance treasury.
First Officer
  • The First officer has all rights the Leader has except kicking the Leader out of the Аlliance.
  • The First Officer is appointed by the Leader but he can as well decide not to appoint one.
Finance Officer
  • Basic bonus – using the Market with 50% lower fixed trade commission, i.e. 5%. The actual worth of the bonus depends on player’s Loyalty Status in the Alliance.
  • He sees the economic and battle reports of all members.
  • He can set members’ taxes.
Science Officer
  • Basic bonus – research time is 20% shorter than the common one, but the extent of this bonus depends on his Loyalty Status in the Alliance.
  • Science Officer University level has an impact on Alliance Researches’ price (decreases it by 0,02 per level). Therefore, the most reasonable solution is to hire at that position the ally with the highest University level. It should be beard in mind, though, that Science Officer's Loyalty status bonus affects alliance researches too, so replacing a Science Officer in second or third Loyalty status with a new one (with even higher University level), might result in price increase instead of decrease.
  • He sees the economic and battle reports of all members.
  • He can also order Alliance Researches.
Construction Officer
  • Basic bonus – construction time is 20% shorter than the common one, but this bonus’ integrity depends on his Loyalty Status in the Alliance.
  • Construction Officer Architecture level has an impact on Alliance Buildings’ price (Alliance Castle and the buildings in it), decreases it by 0,02 per level. Therefore, the most reasonable solution is to hire at that position the ally with the highest Architecture level. It should be beard in mind, though, that Construction Officer's Loyalty status bonus affects alliance buildings too, so replacing a Construction Officer in second or third Loyalty status with a new one (with even higher Architecture level), might result in price increase instead of decrease.
  • He sees the economic and battle reports of all members.
  • He can also order the construction of Alliance Buildings.
Diplomacy Officer
  • He has a pre-fixed bonus of +1 daily Honor point but only in the second and third Loyalty Status stage.
  • Accepts new members.
  • He sees the economic and battle reports of all members.
  • He is the one in charge of alliance diplomacy, seeking new alliance members, negotiating treaties, etc.
Commanding Officer
  • For every 5 members in the Alliance you can have 1 Commanding Officer.
    * The rest of the positions are only 1 per Alliance.
  • Basic bonus – 10 Morale points, more, less or exactly 10 – this depends on the Loyalty Status.
  • Commanding Officers see all available armies inside their group and all economic and battle reports of all members.
  • They are also in charge of all alliance troops' movement.
  • All Commanding Officers can send mass messages to the whole alliance and to their own division.
The Great Temple

The Leader can form groups of ordinary members and hire a member of the Officers’ Wing or the Leaders’ Wing to manage them, reserving himself the right to change groups’ composition and move members from one to another division. The players in a group have an easier communication within the respective division, as they can send mass messages.

Electing a Leader
Every player can nominate himself up to 4 times for leader.
While the vote is still active, he can not be kicked out of the Alliance.
Voting goes for 24 hours, all members have the right to vote using their net worth points.

Loyalty Status

  • Determines how loyal towards Alliance’s cause each member is. The Loyalty is calculated based on the time spent in the Alliance.
  • It’s divided into three stages:
    • From the 1st to the 30th day in the Alliance – ordinary members are Rookies, and those of the Leaders’ or Officers’ Wing - Junior Leader or Junior Officer, respectively.
    • From the 31st to the 120th day in the Alliance – ordinary members are Veterans, and those of Leaders’ or Officers’ Wing - Leader or Officer, respectively.
    • From the 121st until the end of the Era – Allies of the Leaders’ or Officers’ Wing are Senior Leader or Senior Officer, respectively. There is no change in the Loyalty Status for ordinary members.
  • Loyalty stages define the basic individual bonus extent of those who have one, as well as all members Happiness extent* generated globally for the entire Empire every 24 hours, as it follows:

    *Abandoning the Alliance and joining it again or changing the position inside the same Alliance resets these bonuses and the Loyalty status timer is restarted.
    • 1st to 30th day - 50% the basic individual bonus (if there is any) and bonus Happiness +1 for the entire Empires of all of Junior Leaders and Junior Officers.
    • 31st to 120th day - 100% the basic individual bonus, bonus Happiness +5 for Leaders and Officers and +2 for ordinary members.
    • From the 121st day until the end of the Era - 150% the basic individual bonus and bonus Happiness +10 only for members of the Leaders’ and Officers’ Wing.

Alliance Rally Point

  • An Alliance Rally Point can be founded by the leader or the first officer with double click on whichever spot on the Global map if it is not a spot occupied by an empire or a spot destined for a colony (hills, forest or a special resource terrain).
  • No resources are needed for the foundation, no army is needed for the conquest. The only requitements are minumum 5 000 000 total sum of allies' net worth points and at least 1 Alliance administration level, as the number of levels of this research determines the number of possessed Rally points.
  • Its function is to gather all alliance army in a convenient point of departure in case of a military mission for Alliance Castle conquest, Alliance Castle attack or enemy Rally point attack.
  • A Rally point can gather just troops of the same race. The race is set right after the foundation and once set, it cannot be changed.
  • A Rally point has Fortress (up to level 9, starting with 0), towers and moat. A defeat in defense costs one Fortress level. When the Fortress level reach 0, the Rally point is considered destroyed. If, even after the defeat, there is still alliance army it returns to a random other Rally point or Allinace of the same race. If there isn't such, a system Rally point is generated near the leader's empire and the alliance army is sent there.
  • It can be assaulted either by the gathered armies of another Alliance Castle or Rally Point with no limitations for net worth points of range.
  • There is a 12-hour attack free period after the foundation.
  • The unloading of donated or relocated alliance troops is executed every minute, whereas the unloading of alliance troops returning from an offensive mission and the calculation of all alliance battles is executed instantly right after the goal is reached and the timer shows 00:00:00.

Alliance army donation

  • Army can be donated just to a Rally point or Alliance Castle of the same race.
  • The donation is executed via Global map.
  • The maximum amount of donated units either for a Rally point or for a Castle is 3 000 000.
  • If the number of donated units is bigger than the number of units left to be donated, the slots are filled in proportionally.
  • The donated army upkeep while still traveling to the targeted Rally point or Castle is paid by the donator. The troops become alliance property at the moment of their unload when the net worth points won with the recruitment are removed from donator’s current net worth points and are added to alliance value points. Once donated, the troops cannot be recalled.
  • Upkeep of alliance troops on a mission - x1.2.

Alliance Castle

  • Along with the spots, aimed for foundation of colonies and Rally Points, the Global Map disposes of other 9 spots too – of a different type and extremely important. These are destined for Alliance Castle construction and have the following special features:
  • Allows Alliance buildings construction – ordinary and special buildings. The special ones guarantee the Alliance progressive expansion of cultural and military influence, territorially distributed through the Global Map.
  • Alliance Castle features:
    • Fortresses
      Fortress level Hit points Garrison Towers* Moat**
      1 720 000 500 5 1
      2 1 440 000 1000 10 2
      3 2 880 000 2000 20 4
      4 5 760 000 4000 30 6
      5 11 520 000 8000 40 5
      6 23 040 000 16 000 60 10
      7 46 080 000 32 000 100 12
      8 92 160 000 64 000 140 16
      9 184 320 000 128 000 180 20
      10 368 640 000 256 000 240 24
      Towers - allow the Ballistae deployment. Each tower has room for 4 Ballistae. When the Fortress is destroyed, the towers and its ballistae are destroyed too. Without towers, the Ballistae don’t work until the Fortress is down and the battle with the garrison is started. Towers are automatically repaired along with the fortress.
      ** Decreases the attacking army hit points by 1% per level.
    • The Great Temple
      Each level grants +5% defending field army hit points. Maximum level - 15.
    • The Great Temple
      Increases the Alliance Castle range of cultural and military influence by certain radius* per level. The rise has fading nature i.e. with every following level the difference between two levels is smaller compared with the previous one. A Castle with 1st level of Great Temple has range 77.76 radius, with 2nd level - 125.47, with 3rd level - 170.33, with 4th level - 212.49 and so on until reaching the last level, 32, which grants range 756.19 radius.

      *1 radius = 1 Imperial mile
  • An Alliance Castle can gather just troops of the same race. The race is set right after the conquest and once set, it cannot be changed.
  • From an Alliance Castle can be sent attacks upon other Alliance Castles or Rally points.
  • Controlling an Alliance Castle grants voluntary deposits equal to 20% of player's current gold equivalent of net worth points.

Alliance influence

  • Тhe unique Alliance Castle feature.
  • The Alliance Castle is founded with influence range 27, then it is upgraded and its range consequently expanded over the surrounding territories, by constructing and upgrading the special building, Great Temple, available in it.
  • The control of the Central castle could reach 44% in case it doesn't overlap other's castle influence.
  • If the influence range of one Castle overlaps with that of another, the Castle with more developed buildings, consequently the one with larger range, appropriates the smaller Castle range part that is overlapped. If both castles have the same special building levels, the overlapped zone becomes neutral until one of the castles reaches level superiority. Neutral zone is a overlapped one whose total radius is divided into 2 equal parts and added to each alliance's overall range and all empires located in the respective zone lose their daily bonuses applied to the production, morale and happiness. No matter how massive the overlapping of radius circles is, the first, inner, circle of someone’s influence range can never be taken away.
  • Alliance or Federation members whose empires are located in the influence range of their own or allies' Castle benefit from 5% production bonus, +5 daily happiness bonus with global effect and +5 morale bonus. In a war all empires located in the enemy influence range have 5% lower production, -5 daily happiness minus with global effect and -5 morale.
  • An attack sent from an Alliance Castle can be destined only to another Alliance Castle or Rally Point, without any net worth points range limits.

Conquering an Independent Castle

  • Even before being conquered, the castle has a fortress, army and garrison, i.e. conquering an independent castle requires a battle conducted by an Alliance army, deployed in a Rally Point or in another already controlled Alliance Castle. The terms and the mechanics of that kind of battle are the same as those between individual players. Morale points and military researches are the Leader’s ones. All members' special resourse bonuses, if there are any, take effect but without accumulation of equal bonuses, i.e. if there are 2 or more bonuses of the same type, only one of them, the biggest, is accounted.
  • Attacking an Alliance Castle spot, in order to conquer it, has no net worth points range limits.
  • The independent castle has fortress 8, garrisoned archers and field army, visible on a tooltip, and no military researches. The fortress level doesn’t drop by one after each successful attack, it remains 8. The castle is conquered when less than 1000 military units are left in it. The fortress in the recently conquered castle has to be build starting by level 1.

Attacking an Alliance Castle

  • Alliance Castle can be attacked only by armies deployed in another Alliance Castle or in an Alliance Rally Point.
  • It can be attacked by an individual player (only if it is already controled by one alliance), but the opposite is not allowed – Alliance armies have no right to attack individual players.
  • There is a 12-hour attack free period from its conquest.
  • A lost Fortress siege in a Rally point implies that the whole remaining garrison will get deployed on the field.
  • A Castle is destroyed when its Fortress level reaches 0 (each defensive defeat drops the Fortress level by 1). Then the owner becomes the alliance aggressor, which can continue the influence range expansion by paying 20% of the invested resources in the Great Temple by the previous alliance; if this price hasn't been paid in the next 24 hours upon the conquest, the level reaches 0. The new owner can change the race of gathered army.
  • A lost Fortress siege in an Alliance Castle implies that the whole remaining garrison will get deployed on the field.
  • The unloading of donated or relocated alliance troops is executed every minute, whereas the unloading of alliance troops returning from an offensive mission and the calculation of all alliance battles is executed instantly right after the goal is reached and the timer shows 00:00:00.

End of era

  • An era ends on a previously fixed and announced date. Whichever alliance has reached highest influence on this end date will become the Lord of the realm. In case no alliance has reached any influence on the end date, the alliance with highest net worth will be the Lord of the realm.

Allies’ Relief

  • Each Alliance member is able to send his army in relief to an ally.
  • Allies’ Relief is one Alliance member sending his army to one of his ally’s colonies under attack. The army in relief conducts a field battle against the aggressor.
  • Armies of more than one ally can be sent to an ally’s colony under attack, as they fight consecutively one after another. The enemy’s Morale doesn't restore its initial value after each field battles, but starts one battle with the morale it has finished the previous one.
  • Each colony disposes of a special building, available exclusively in colonies – Logistic base. Its levels determine the number of allowed allies’ armies in relief simultaneously. Every following level releases room for one more army.
  • While in relief, allies’ armies’ upkeep is equal to x1.5 the normal one.
  • Army’s upkeep in relief is paid by the player who sends it.
  • A successful espionage guarantees the aggressor information about a possible presence of armies in relief and their respective number and composition. The ally who sends army in relief can select the option to either have his name visible for the aggressor or stay anonymous.

Alliances’ Standings

There are 5 different levels of standings between two Alliances. They can be seen by members of the alliance only. The Alliances start their development with Neutral Standing Status by default. However, they can change it at any point by declaring hostility or war to an enemy Alliance, with no need for confirmation in response, or by sending an invitation for a Non Aggression Pact or Peace Treaty, which requires an obligatory retorted confirmation.
  • Peace Treaty
    The Alliances that have signed a Peace Treaty form a Federation.
    If alliance “A” and alliance “B” have formed a Federation and alliance “C” declares war to “B”, then “A” has the right to declare war to “C” tax free. On the other hand, if 2 alliances inside a Federation start a war the Federation members may choose a side or stay neutral.
    Alliances, united by a Peace Treaty, cannot declare war on each other.
  • Non Aggression Pact (NAP)
    Guarantees that no attacks will occur between the involved sides.
    In order for a war to be declared, NAP has to be suspended.
  • Neutrality
    The default status of every Alliance.
    If an Alliance declares war on a neutral Alliance, all members of the Aggressor lose 4 Honor points and the standing between both Alliances becomes automatically hostile after the war.
    Every single change in the standing generates a private message for all the involved sides.
  • Hostility
    This standing allows war declaration without any consequences for the Honor.
    The Hostility is active right after its declaration.
  • Alliance Wars
    Terms of the War
    • Wars can be conducted between two Alliances, as well as between entire Federations.
    • The War has a fixed length of 168 hours, after which a winner is determined based on the total damage that was caused during the war.
    • The war becomes active 8 hours after its declaration.
    • Fortress sieges and Pillages in net worth points range up to x5 are not sanctioned with Honor losses.
    • No attack can last for less than 10 minutes. If the target is reachable for 5 minutes, mission will last for 10 minutes sharp. Military missions between annexed provinces while you are attacked by an enemy alliance, takes 5 minutes.
    • In a war each province can be pillaged every 84 hours.
    • Attacking out of the allowed range of net worth points x2 in a war does not take Honor points away, but Morale and attack parameter do drop following the exact same pattern of out of range in a non-war period.
    • Counter-espionage of the players in a war is artificially increased by 1 level, but only during the war.
    • In a war, all capitulations between members of the fighting alliances are abolished.
    • An Alliance can declare 1 war every 24 hours for speed x1, every 6 hours for speed x4 and every 2 hours for speed x10.
    • Declaring a war takes 10 Happiness points away of every Aggressor’s member.
    • For a war to be declared:
      • The aggressor has to pay a tax, based on the net worth points of both sides – for every 0,1 difference above the allowed range x2, the tax is increased by 0,5 gold per net worth point.
      • The net worth points’ sums of both involved sides should not exceed range x5.
      • The Alliances must have at least 5000 (total), in order to be involved in a war.
    • War goals
    • To elevate yours Alliance in the Ranking.
    • To win resources equal to 50% of the annihilated enemy units’ gold equivalent* during the war. The war income is given at the end, as it is in wood and iron, to those players, part of the Alliance winner, who participated in the battles. The losing Alliance does not take anything.

      * The gold equivalent of the net worth points received for the recruitment of those units, and not the gold equivalent of the resources spent for their recruitment.


      NB! No war income is accounted for destroyed fortresses and pillaged population.
    • Determining the winner of the war
    • Once a war is started, both Alliances begin to collect military points by attacking each other.
    • The attacks of all members are summed up to make the Alliance score.
    • At the end of the 168 hours whichever alliance has collected more points will be the winner.
    • Points can be earned in three ways:
      • Destroying enemy Fortresses
        Fortress 1 - 1 point
        Fortress 2 - 2 points
        Fortress 3 - 3 points
        Fortress 4 - 4 points
        Fortress 5 - 8 points
        Fortress 6 - 16 points
        Fortress 7 - 32 points
        Fortress 8 - 64 points
        Fortress 9 - 128 points
      • Successful Field Battles - All army units killed in a filed battle bring points. Army worth 5000 gold is equal to 1 point.
      • Pillage – Every 1000 villagers killed bring 1 point.
    • Winner’s full military points’ number goes to the Alliance Ranking and the loser’s one – just 25%.
    • If members of the aggressor alliance, with sum of net worth points more than 50% of the altogether number of net worth points, end up in Vacation mod and/or Holidays protection, the alliance loses automatically the war. If more than 50% of the alliance net worth point belong to a single member and he leaves the alliance, the aggressor alliance loses automatically the war.
    • If members of the defender alliance, with sum of net worth points more than 75% of the altogether number of net worth points, end up in Vacation mod and/or Holidays protection, the defender loses automatically the war. If more than 75% of the alliance net worth point belong to a single member and he leaves the alliance, the defender alliance loses automatically the war. The aggressor receives 50% of the paid war tax back.

    NB! These percentages of current inactiveness are applied on the total alliance net worth not on the net worth of active (not in Vacation mod/Holidays protection) members.

    Example 1: If the total alliance net worth is 10 000 000 and 5 000 001 of these are in Vacation mod and/or Holidays protection, the alliance cannot declare war. If the total alliance net worth is 10 000 000 and 7 500 001 of these are in Vacation mod and/or Holidays protection, no war can be declared to this alliance.

    Example 2: If the total aggressor/defender alliance net worth is 10 000 000 and 5 000 000 / 7 500 000 of these are in Vacation mod and/or Holidays protection before the war declaration, then if after the war has begun even one more member activates Vacation mod/Holidays or leaves/is thrown out of the alliance, the aggressor/defender alliance loses the war.

    After the war has begun, the current activeness of both alliances is dynamic, meaning that its value, which the percentages leading to a possible loss are applied on, is affected by both deactivation/expiration of Vacation mod/Holidays protection and expulsion/voluntary leaving the alliance.

    Example 3: If the total alliance net worth at the time of war declaration is 6 000 000 then the alliance will need 3 000 001 points ending up in Vacation mod and/or Holidays protection in order to lose the war as an aggressor and 4 500 001 points to lose it as a defender. If alliance net worth at the time of the war declaration is 6 000 000 and 1 000 000 points leave the alliance/are expelled from the alliance, then the current activeness value becomes 5 000 000 and the alliance will need 2 500 001 points ending up in Vacation mod and/or Holidays protection in order to lose the war as an aggressor and 3 750 001 points to lose it as a defender.

    Example 4:If the alliance's net worth points from all members is 5 000 000 from which 2 500 001 points belong to a single member and he leaves the alliance, the alliance loses the war automatically as an aggressor; an automatic loss is registered for the defender alliance if the member who leaves it has 3 750 001 points.

    • Winning a war guarantees 10 Happiness points each player.

Alliance capital and researches

  • Every Аlliance has a Treasury where funds are accumulated either as a result of the individual members’ tax or by voluntary deposits. Tax is set in the four type of resources separately (a quote for each resource), as the limit is 30% for each resource. The voluntary deposits cannot be unlimited. With 1st level of Alliance Administration, players can donate up to 20% of their net worth points in gold equivalent. With 2nd level – 10%. And with 3rd level on – 5%. But if the Alliance controls at least one Castle this percentage boosted to 20% regardless the Administration level.

    Example: If a player has 1000 points (1 000 000 Gold equivalent) and his alliance has 1st Administration level that means he/she can donate not more than 200 000 gold. If on the next day he/she grows to 2000 net worth points, the donation limit would be 400 000, but if he/she grows to 2000 net worth points and his alliance has researched another Administration his/her limit will be 200 000 gold total. And since he/she has already donated 200 000 gold he/she won't be actually able to donate anything to the alliance util he/she grows again in the net worth points.
  • Apart from war declaration and agreements signing, these funds can be used for ordering Alliance Researches, affecting all members. Thus, if certain player has already researched 5th Fortification level, and his Alliance has 1st level of the same Research, the player uses the Fortress walls fortification bonus of 6th level, but doesn’t have the necessary levels of the Research to allow the construction of 6th Fortress level, where 6, personal and not alliance, Fortification levels are required.
  • Members can also donate diamonds to the alliance treasury and draw diamonds out. Donating is limited to 340000 diamonds per day. Be aware only purchased diamonds can be donated. The amount of drawn diamonds is determined by the leader or by the first officer. The quota for drawing is timeless which implies that if your quota was initially set to 85000 diamonds and you had already drawn 85000 diamonds out, then in order to draw 85000 more diamonds, the leader or the first officer must increase your quota to 170000 diamonds.

Alliance Ranking

  • Based on Alliance net worth points - the overall sum of all members' individual net worth points.
  • Based on military points won from wars or battles where alliance troops are engaged.
  • Based on alliance value - the current net worth value of all alliance facilities and possessions: researches, buildings, troops.

Trade balance – gold transfer between players

  • Players can send or receive not more than 10% of their current net worth.

    Example: If the player has 1000 net worth points (1 000 000 gold equivalent) his Trade balance limit is 100 000 gold which means that he/she can receive or send up to 100 000 gold maximum.
  • The Trade balance limit increases/decreases in accordance to the net worth increase/decrease of the player.

    Example: At day 1 a player is worth 1000 points and can receive or send up to 100 000gold. At day 2 he/she grows to 2000 points which automatically increases his/her limit to 200 000 gold. If at day 1 he/she receives 100 000 gold his balance will be used up and he/she won’t be able to receive anymore. At day 2 he/she will be able to receive 100 000 more gold because his/her new balance limit has grown up to 200 000 gold due to the networth increase. The same thing applies if a player loses net worth points.
  • Gold transfer is taxed. The closer to his/her limit a player is, the more gold will be lost during transferring. The sender will be notified how much of his gold will be lost due to taxation.
  • Gold will be sent using Supply wagons and will be received in the Depot station.

    NB! In order to successfully transfer gold you need a Depot Station, supply wagons and at least one annexed province. The gold is sent from Gold transfer tab of the Depot Station.

Some useful tips for all warrior wannabes in an Alliance

  • Do not leave your army in the fortresses if you are in war. Or at least do not garrison your weak fortresses, because you will offer an easy target for your enemies.
  • Do not wage wars against too weak alliances - you can win very few points, while risking a lot.
  • Destroy the enemy fortresses, empty or not, points are earned.
  • Try to destroy the enemy field army, this will unite your hands to start knocking his fortresses down afterward. Keep your army safe for these very reasons, unless you are certain that nobody can overcome it.
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