A Scout attack can use only Scout units. This type of attack can be carried out on both castled and uncastled cities. Only Scouts can fight Scouts, in this type of attack. Battles are fought with 50% intensity. After battle losses have been calculated, the remaining Scouts will be able to gather intel on the city they are scouting, according to:
All units except artillery can be used in a Plunder attack. This type of attack can be carried out on both castled and uncastled cities. Battles are fought with 10% intensity. After battle losses have been calculated, the remaining attacking troops will carry home plundered resources from the defending city.
All units can be used in an Assault attack. This type of attack can only be carried out on castled cities. Battles are fought with 50% intensity. After battle losses have been calculated, the remaining attacking troops will carry home plundered resources from the defending city, in the same way as with a Plunder attack.
All units can be used in a Siege attack. This type of attack can only be carried out on castled cities. Battles are fought with 10% intensity, once an hour until the attacking player cancels the attack, or the attacking force is killed off. During the time that the defending city is under siege, no native trade or troop units can leave the city.
If a Senator unit is sent with the attacking force, the senator % claim will increase from 0% by a certain % amount per hour, until the claim reaches 100%, at which point the attacker captures the city from the defender, and the city is transferred to the attackers empire.
If a player has no research or loyalty, the maximum amount of claim per hour is 11%. With increasing amounts of research and loyalty, this claim per hour can go up to 30%. If there are defending troops in the defending city, this claim % per hour will be less than the maximum. Once a city is captured, all troops native to the defending city will desert, and all supporting troops will turn home to their native cities. The attacking force will remain as reinforcement to the city.
If artillery units (Scorpions, Battering Rams, Warships) are sent, either as an Assault or Siege, to a defending castle, then after battle losses have been calculated, the remaining artillery units will do structural damage to the fortifications (dealt by Battering Rams, Warships) and buildings (dealt by Scorpions, Warships). In the case of the Temple building, the structural damage done is 4x.
Structural damage done by artillery units is the same for Assault and Siege attacks; battle intensity refers only to the troop battle.
If there is a 4x or greater size difference in the attacking and defending armies relative to each other, a size differential will apply, according to:
Refined resources and reputation are awarded to both the attacker and defender, depending on how many of the opposing side's troops they killed. In the case of supporting defenders, awarded refines and reputation are weighted according to how many of the attacker's troops that supporter's troops specifically killed.
Reputation (as can be seen in reputation rankings) is awarded according to the recruitment cost (wood, stone, iron, gold) of the enemy troops killed, according to the equation:
or in the case of structural (building, fortification) damage, according to the build cost (wood, stone) of the building's levels knocked down, according to the equation:
Refined resources are awarded according to the equation:
or in the case of structural damage:
For more information about penalties that can apply to attacks, see the Penalties page.
Players can send troops from their cities to reinforce against attacks in other cities. Players can send troops to reinforce cities either in their own empire, or other players' empires. If there are more than 100 reinforcing cities that are defending a city which is under attack, the 100 cities with the highest defending TS counts will participate as defense in the attack, with the rest of the defending cities not participating. The 100 highest TS cities are recalculated for each individual attack.
When multiple command types are scheduled on a city for the same second (a common tactic of CotG players!), the order that the commands land in will be:
The order that commands of the same type land in will be random, i.e. troop types within a command (eg. a Senator siege or an artillery siege) will have no effect on where within the "siege segment" of a particular second that command lands in.
Siege reinforcements can be sent to join existing sieges, if the attacking player would like more TS on the siege. On the second that the siege reinforcement joins the siege, it will not do any damage. The next wave of the siege proper, is when the damage for both the siege and the siege reinforcement together will occur.