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Raids and farm lists

Raids harvest resources from weak neighbors, and a farm list turns them into repeat work at a single click.

Raid

  • A raid is an attack for loot, not for conquest: the troops clash with the garrison, load what they can carry and head home.
  • Weak barbarian camps and neglected villages can thus be harvested again and again — which is exactly what a farm list is for.
  • Only fighting troops ride. Siege units (Rams, Gatebreakers, Bison, Trebuchets, Fire Throwers, Mammoths) and envoys (Prelates, Priests, Druids) march only with a full attack. Scouts (Pathfinders, Trackers, Falconers) never join an attack or raid — they only go scouting. The same holds for players, barbarians and farm lists.

Farm lists

Target list

A farm list belongs to one village and keeps the saved targets along with the troops you send at them. The same target may appear in a list more than once — for two different waves.

What you see at a target

The distance from the list's village, the last loot your troops brought back from it, and whether a raid is already on its way.

Whether you may attack a target at all is judged only when the raid is sent — beginner protection may have ended and walls fallen in the meantime.

Hordes — the barbarians strike back

Nearby barbarian camps raid players on their own — raids, so they take resources and soldiers, not villages. They leave protected beginners and players on vacation alone.

  • Range — camps attack within 25 tiles.
  • By a Monument — camps in a region where a player holds a monument site go on no ordinary raids: they save their army for the holder (see Season).
  • Announced in advance — a camp declares the raid 3 h before setting out, in a message from the Barbarians. You have time to pull your defense back, call your allies or burn the camp down — which cancels the declaration. Between 23:00 and 7:00 nothing is declared.
  • Hostility — every attack of yours on a camp raises it by 8, conquering one by 25; it falls by 2 per hour on its own, and caps at 100.
  • Whoever farms, pays — left alone, a raid comes at most once every 12 h and rides out with 15 % of the camp's garrison; at full hostility every 3 h with 45 %. At least 500 soldiers always ride — a weaker camp saves up instead, and leaves its catapults (Trebuchets) at home. The size of your village makes no difference.