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Battle questions and answers

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These are the published Battle questions, with the answer under each one.

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Are the Residence, Palace, or Wonder immune to catapults?

No. Catapults can damage all 3 buildings and reduce them to level 0. Fully destroying a Residence or Palace is an important requirement for conquering its village.

Can a totally destroyed village be conquered?

A totally destroyed ordinary village cannot be conquered; at least 1 building must remain. A special village is the exception: an empty building list does not classify it as destroyed, so it can be conquered when every other requirement passes.

Can catapults target a wall?

No. Every wall type is excluded from catapult targets. Rams are the units that reduce wall levels.

Can I attack a village on another game world?

No. The source and target villages must belong to the same game world. This applies to every troop send, including reinforcements and spy missions.

Can I attack members of my alliance or an allied alliance?

You cannot send an attack, raid, or spy mission against a member of your own alliance or an alliance connected by an accepted UNION. An accepted NAP is social-only and does not block those missions.

Can I attack one of my own villages?

No. Attack, raid, and spy missions against any village you own are rejected. You can reinforce between two different villages you own, or from a village to its owned oasis, but a village cannot reinforce itself.

Can I raid an oasis for resources, and does its stock refill?

Yes. A new oasis starts with a fixed stock of each resource, by default 1500 of each times the world speed. An attack or raid that leaves some of your troops alive takes from that stock, up to what the survivors can carry. The stock never grows over time on its own, and on some older worlds an oasis may hold little or nothing. A wild Nature oasis cannot be scouted, and an attack report shows only what your troops took, not what is left; a resource scout of an oasis another player owns shows how much is left. You cannot raid your own oasis, and its stock never goes to you as its owner; only other players can take it.

Can I reinforce a player outside my alliance?

Yes. Reinforcements do not require the sender and recipient to share an alliance, so you may send supporting troops to a village owned by a player in another alliance.

Do wild oasis animals and Tatar troops get bonuses in the Battle Simulator?

No. When you tick Nature animals or the Tatars as the defender, the simulator fights them at base strength. Any village population, wall level, Hero, artefact or Blacksmith and Armoury upgrade you entered is ignored, and the Tatar garrison offers only the eight Tatar troop types. Player troops that reinforce a Tatar village keep their own upgrades, but they get no wall or population bonus there.

Does an oasis become wilderness after its defenders are defeated?

No. Defeating an oasis garrison does not turn it into wilderness. The tile remains an oasis with its current ownership until a qualifying hero-led capture succeeds; an attack that fails the annexation prerequisites may clear defenders without changing ownership. A qualifying full attack or raid can annex the oasis; neither creates an empty tile.

Does the slowest unit determine the contingent's speed?

Yes. The contingent uses the slowest speed among every unit sent. If the Hero is included, the Hero's march speed and any wound-trait speed modifier are included in that comparison.

How do I choose where to send troops?

On the send troops screen, type a village name, a player name, or coordinates such as 12|-5 into the target box. Coordinates are read at once. A name search starts after you stop typing and shows up to 10 matching villages and oases on your server, best match first and then nearest, each with the owner's picture, the village name, whether it is a village or an oasis, the owner and alliance, the coordinates, and the distance. A World Wonder village carries the Wonder mark. With the box empty, you can pick from your recent targets on this device, your other villages, or your oases. Links from the map, a profile, or your villages list open with the target already chosen.

How do I know an attack is coming, and what can I see about it?

When another player sends an attack or a raid against your village or one of your oases, your registered phones get a notification that your village is under attack. If you are in the game, an alert also appears for 30 seconds with the attacker's name and the time left until arrival. The Rally Point lists the movement under Incoming Troops with where it comes from, which village it targets and a countdown, and your village is marked as under attack. The screen shows the army as Unknown forces, without unit types or counts. Incoming scouting missions are not shown at all; you learn about them only from a report if your own scouts detect them.

How do I recover my Hero after defeat?

There is no revive or retraining task after a Hero has been created. If the Hero enters Coma, wait for its timer or spend Gold to skip it. Outside Coma, restore HP through natural regeneration or by buying a chosen amount of HP with Gold.

How does a Hero add power to an army?

The Hero adds half a percent of power per level, multiplied by current HP divided by maximum HP and adjusted by the relevant attack or defense wound traits. A level 20 Hero at full HP with no wound traits adds 10 percent. Your Hero boosts only your own troops, wherever it fights. On attack, it boosts the troops it marches with. Where it is stationed, whether in one of your villages, an oasis you own, or a village or oasis it reinforces, it boosts all your troops defending there, from any of your villages, including chiefs and settlers. It never boosts another player's troops. A Hero in Coma adds no power, and a Hero on the move defends nowhere. The Hero screen in the Hero's Mansion shows this war bonus, separately for attack and defense when a wound trait makes them differ.

How does a wall increase defensive power?

Each wall level provides a defined defense percentage. That percentage is added to every defending troop's power and stacks with the other defensive bonuses.

How does the Stonemason's Lodge protect buildings from catapults?

The Stonemason's Lodge multiplies the resistance of every building in the village. Its factor starts at 110% at level 1 and reaches 300% at level 20, so level 20 triples building resistance against catapults.

How does the Tournament Square affect travel speed?

The Tournament Square multiplies the movement-speed factor directly. Without it, the factor is 100% and speed is unchanged; higher levels make movement faster. Only the Tournament Square in the source village counts.

How is a raid different from a normal attack?

• A normal attack wipes out the soldiers on the weaker side. The stronger side loses a share based on the relative combat powers and battle size. • With the same troops and nonzero combat power on both sides, a raid reduces both sides' casualty shares compared with a normal attack. This does not guarantee survivors: losses are rounded separately for each unit type, so a small contingent may still be wiped out. • A raid is intended for plundering resources. It cannot damage walls or buildings; rams and catapults do not demolish during a raid. • Use the combat simulator with the same inputs in both modes for exact troop losses.

How is catapult damage split between 2 targets?

Catapults are split evenly using floor of the count divided by the number of targets. With 2 targets, each receives half; with 1 target, every catapult is concentrated on that target.

How is catapult damage to buildings calculated?

Surviving catapults are divided across the resolved targets. A target's resistance is its building level multiplied by the Stonemason factor, the defender's Stronger Buildings Artifact factor, and world speed divided by 10. When catapults assigned to the target meet that resistance, it loses floor of assigned catapults divided by resistance levels, capped at its current level.

How is ram damage to a wall calculated?

The wall threshold is world speed multiplied by the current wall level's defense value. If surviving rams are at or below that threshold, the wall loses no levels. Otherwise it loses floor of surviving rams divided by the threshold, capped at the wall's current level.

How is troop travel time calculated?

The game uses the shortest direct or edge-wrapped map distance and the slowest unit in the contingent. Travel speed is affected by the world's movement setting, the source village's Tournament Square, and the Troop Speed Artifact; the general world-speed setting cancels out and adds no extra movement boost. Travel seconds are the ceiling of distance divided by effective speed, multiplied by 3600.

How many buildings can catapults target in one attack?

Catapults normally fire at 1 target. Rally Point levels 2-4 can select Warehouse or Granary, levels 5-9 also unlock resource-production buildings, and level 10 unlocks every directly selectable building, including Treasury. Level 20 unlocks 2 targets when at least 2000 catapults are sent. Any locked or invalid target becomes a random non-wall building.

How many resources does an attack or raid take from a player's village?

When an attack or raid on a player's village leaves some of your troops alive, they take resources up to the combined carry load of the survivors. If the village holds more than they can carry, each resource gives up the same share of its stock. The village's Cranny protection is then subtracted from the amount taken from each resource, so a large Cranny can leave little or nothing to take even when the village holds much more. A Barbarian Camp works differently: an attack that defeats every remaining defender turns the camp's whole resource pool into Reward Bank items, whatever your troops can carry.

How much allegiance do chiefs remove in each conquest attack?

• In an eligible conquest attack, one random value from 15 to 24 is chosen for the whole wave and multiplied by the number of surviving chiefs. • Each chief does not receive a separate random roll. For example, a roll of 20 with 2 surviving chiefs removes 40 allegiance points. • Allegiance cannot fall below 0; reaching 0 transfers the village when the conquest requirements are met.

How much health does my Hero lose in the Battle Simulator?

Your Hero takes part only if you enter a Hero level, and level 0 counts. It starts at full health with no wounds. After the fight it loses health equal to the share of its own group's troops that died (for a defending Hero, only the village owner's troops, not reinforcing tribes), multiplied by its maximum health and by 0.5, rounded to the nearest whole number. The simulator only shows this loss: the Hero does not die, and the reported loss does not carry over to your real Hero.

Is there a fixed size limit for reinforcements in a village?

There is no fixed per-village reinforcement cap. You can send the troops available at the source, but the host village pays the stationed troops' wheat upkeep and can enter starvation if production is insufficient.

What conditions are required to conquer a village?

• Use a full attack, not a raid. At least one chief must survive. • Defeat every defender in the same attack. • Destroy the target's Residence and Palace, but in a regular village leave at least one other building standing. • The village must belong to another player and cannot be a capital. • Your attacking village must have fewer than 2 villages it founded or conquered (oases do not count) when the attack arrives; otherwise the chiefs do not lower loyalty and are removed from the returning army. If a capture fills the second slot, the other surviving chiefs are removed from the returning army too. • Lower loyalty to 0. Each surviving chief removes 15 to 24 loyalty in each attack that meets these requirements. • Catapults cannot hit walls; use rams. Random hits may strike any other building, but the Cranny, Stonemason's Lodge, Trapper and Mercenary Camp cannot be chosen directly. • Specific targets unlock at Rally Point levels 2 to 4 (Warehouse and Granary), 5 to 9 (plus 9 resource buildings), and level 10 and above (the full selection list). At level 20, sending 2,000 catapults unlocks a second target slot.

What do the artefact choices in the Battle Simulator add?

Each side can pick no artefact, a Small, a Large or a Unique one. The attacker gets the Fierce Attacker artefact and the village owner gets the Giant Defender artefact. They add 0, 75, 50 or 100 percent to the power of that side's troops, in the order None, Small, Large, Unique. These are the values a real battle uses, so Large adds less than Small. Wild animals and Tatars never get a defender artefact.

What does the Battle Simulator not simulate?

The Battle Simulator runs only a full attack or a raid. It does not run spy missions, catapult or ram damage, loot, or conquest. Heroes always start at full health. Reinforcing tribes bring their troops and upgrades but no Hero and no artefact, each tribe counts as one group, and a player-owned oasis cannot be set up as the target.

What happens to surviving reinforcements when their host village is razed?

When the destroyed village returns to wilderness, surviving reinforcement troops are sent back to their home village through a normal return movement. A surviving active hero travels with them; a hero in Coma is safely re-anchored at home while the troops return without the hero. If the destroyed capital remains owned because no ordinary replacement exists, it remains their host and surviving reinforcements stay stationed there. Combat casualties do not return.

What happens when a Hero is defeated in battle?

A Hero does not die permanently. Battle damage lowers HP and can move the Hero into Wounded or Coma state. The Hero remains yours and recovers through regeneration or the available Gold recovery actions. If the battle killed the last of your troops where the Hero stood outside your villages, the Hero walks home, or, in Coma, is moved home to recover.

What happens when I reinforce another village I own?

The destination must be another village. The server rejects a reinforcement sent back to its source before creating the movement, so neither troops nor the Hero move. On a valid movement, regular troops permanently join the destination garrison and use its upgrades, Artifact, and Hero. Chiefs and settlers do not merge: they remain returnable reinforcements owned by the source village, keep its upgrades, and continue occupying its Residence or Palace expansion slots. If the Hero accompanies the movement, the Hero moves to the destination; if the Hero later marches elsewhere, the expansion detachment remains returnable without the Hero. Battle and starvation losses update the detachment as part of their settlement transaction, so lost units stop occupying expansion slots. Reinforcing an oasis you own keeps the whole movement stationed instead.

When can catapults start damaging buildings?

Not until the artefact release day of your world. Until then, catapults cannot damage any building in any village, not only artefact villages, so an attack with catapults before that day reaches no building. Rams can still damage walls. From the release day on, catapults damage buildings normally.

When several defending tribes are ticked in the Battle Simulator, who gets the Hero, the artefact and the wall?

You can tick several defending tribes only when the defended place is a village: ticking wild animals clears the other tribes, while Tatars can stand beside player tribes. If the Tatars are ticked they own the village, so no group gets a wall, population, Hero or artefact bonus. Otherwise choose which ticked tribe owns the village. Only the owner's troops receive the defender Hero and artefact bonus. The wall is the owner tribe's own wall at the level you enter, and it protects every defending group, which all get the village population bonus too. A reinforcing tribe fights with its own Blacksmith and Armoury upgrades, without the Hero or artefact bonus.

Which missions does the send-troops screen show for each target?

Another village or oasis you own shows Reinforce only, already selected. If you select the source village itself, the screen shows an explanation instead of the send action, and the server also rejects a crafted self-reinforcement before creating a movement. Another player's village or owned oasis shows Reinforce, Full Attack, Raid, and Scout. A wild Nature oasis shows only Full Attack and Raid. A live Artifact origin or Barbarian camp shows Full Attack, Raid, and Scout without Reinforce; camp scouting still depends on its wave policy. Scout stays disabled until the source village has at least one trained scout, and oasis scouting is limited to resource-and-troop intelligence. The server rejects direct Reinforce requests to a wild Nature oasis, including requests crafted outside the UI, and sends an in-flight Reinforce home if its player-owned oasis target is released to Nature before arrival. Protection, truce, or diplomacy rules may still reject the dispatch after mission selection.

Which troop mission types does the game support?

There are 5 core troop-movement outcomes: reinforcement, attack, raid, spy, and founding a new village.

Which upgrades and bonuses do reinforcing troops use in defense?

Each reinforcement contingent uses its home village's troop upgrades and its sender's defense Artifact. Its Hero bonus comes only from its owner's Hero, when that Hero is stationed at the same place, never from another player's Hero. When you reinforce another village you own, regular troops permanently join the host garrison and use its upgrades and Artifact. Chiefs and settlers remain returnable reinforcements owned by the source village, so they keep the source upgrades and Artifact. An accompanying Hero moves to the destination and boosts all your troops defending there.

Who can send stationed reinforcements back home?

Both sides can. The player hosting the reinforcements can send them home from the Rally Point of the village where they are stationed, and the player who sent them can call them back from the Rally Point of their home village. For troops stationed in an oasis, the oasis owner sends them home from the village that owns the oasis. Either side can send back the whole group or only part of it. An account sitter can do this only with permission to send troops.

Who pays the wheat upkeep for stationed reinforcements?

The host village pays the wheat upkeep for every troop stationed there, including reinforcements sent by other players.

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Mulkora

Mulkora is a multiplayer strategy game about villages, alliances, resources and armies. Play is free; virtual Gold and in-game digital benefits are optional.

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