City Conquest
One empire controls each city. The empire who controls the flag at the town square controls the city. To gain control of a city, the flag at the town square must be captured.
City Capture
Each avatar and troop present influences a flag according to their empire's political stance toward the holder of the flag. Enemy flags are lowered to the bottom of the pole then changed to your empire's flag. This is symbolic and does not require you to have a flag in your possession. Friendly flags are raised to the top of the pole.
Military flags increase the difficulty of capturing a city. You cannot raise or lower the flag at the town square unless all of the military flags of the city are controlled by empires that are friendly or neutral toward your empire.
When no avatar or troop is standing at a military flag, it slowly returns to the empire that the population is loyal towards. To hold a military flag, at least one avatar or troop must remain at the military flag until the town square flag is changed. the town square flag will only change if an avatar is at it.
This means that if no troops are stationed to defend the military flags, they will return to the original owner of the city. The original owner then only has to capture the town square in order to regain control over the city.
Pillaging
When a city is captured, the local banks are pillaged of all funds from the government and citizen accounts. The loot is split equally between the conquering avatars present in the city. All avatars in the city get an equal share, whose empire is an enemy toward the losing empire at the time the city is captured.
Loyalty
Citizens of a city are loyal to their empire. Loyalty is reported as a percentage on the city status report. This is the percentage of the citizens who are loyal towards the empire who controls their city.
When citizens move into a city, they are not immediately loyal to the controlling empire. Their loyalty is gained slowly, one citizen per city report cycle. It is typical for the loyalty percentage to change a lot when the population of a small city grows quickly.
When a city is conquered, citizens remain loyal to their previous empire. This is reported as disloyalty to the occupier in their city reports. The disloyalty of citizens drops slowly, one citizen per city report cycle. When the disloyalty level reaches zero, the citizens change their allegiance to the empire who controls the city; then loyalty toward their new empire begins to rise.
Occupation
A city that is disloyal toward the controlling empire is an occupied city.
Occupied cities may send city occupation reports to their previous empire at the same time that they send city reports to the controlling empire. The likelihood of a city occupation report at each city report cycle decreases as loyalty toward the previous empire decreases.
While a city is occupied, the controlling empire cannot construct or demolish any buildings or roads. Construction must wait until the citizens change their allegiance. The controlling empire also cannot change any manufacturing or manage building specific functions while the city is occupied.
Disloyalty towards an occupier affects the productivity of the citizens. Citizens become more productive as disloyalty decreases. While disloyalty is high, construction and manufacture by citizens is slowed.
Occupation affects the morale of citizens. Citizens incur a morale penalty that decreases as disloyalty decreases.
Occupation prevents drafting of citizens. While a city is occupied, troops cannot be drafted from the populace by Military flags. The only way to increase the number of troops in an occupied city is to bring them from elsewhere and order them to garrison in the city.
Surrender
It is possible to surrender cities to another empire.
Quotes from patch notes
Related patch notes |
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Client Update: 2012-03-22: Pillage City
Update 2015-02-27: Pillage City Broken
Update 2015-08-06: Flag Capture Rule Change
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