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raid [2021/01/21 20:27] doggo |
raid [2022/08/07 19:01] (current) cyborgsellout |
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are caught. In this case, a battle will commence with [[province defense]] + patrollers versus the raiders. Winning the battle will not | are caught. In this case, a battle will commence with [[province defense]] + patrollers versus the raiders. Winning the battle will not | ||
conquer the province. Additionally, | conquer the province. Additionally, | ||
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+ | Raiding has extremely reduced effectiveness (less than %10) on independent-owned provinces. | ||
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+ | Multiple units Raid-commanding in the same turn will be detected individually and fight patrollers individually. However, the units on Raid-command will also reduce the ability of patrollers to catch additional Raiders, so it is unusual for patroller to catch more than a few units if multiple units on Raid-command are engaging in the same turn. Damage done by subsequent Raiders is also gradually reduced. So additional units raiding the same province cause reduced damage, but the risk of being caught/ | ||
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+ | Raid Command can be combined with Sailing to use Raid-command on non-adjacent coastal provinces. (no test has been done on whether or not the army can retreat to the original province if they are caught, though) | ||
You can read more on Raid [[https:// | You can read more on Raid [[https:// | ||
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+ | <WRAP box> | ||
+ | ===Raiding Underwater (with Raid-command)=== | ||
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+ | To raid an underwater province from land, you will need waterbreathing in addition to the pillage ability. Water nations tend to leave low amounts of province defense in their territory, and since land nations usually do not think they can compete long-term in underwater battles, this is one of the better reasons to use the Raid command. If a land nation isn't going to try to hold UW provinces, depopulating them is a reasonable option. | ||
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+ | Full guide [[Using Raid-command to raid underwater by CyborgSellout|here]] -CyborgSellout | ||
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+ | </ | ||
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