Difference between revisions of "Looting"

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However, looting is not without its risks. Too much looting by an enemy force will cause the people to take arms and attempt to forcibly eject the marauding bands out of their homes, which will result in a battle which may turn the tide of battle if an enemy makes a move on the same turn. It will also incur a significant drop in loyalty toward your [[realm]], and word may spread to other regions, creating a ripple effect. For this reason, many realms will punish troop leaders who loot when not ordered to.
 
However, looting is not without its risks. Too much looting by an enemy force will cause the people to take arms and attempt to forcibly eject the marauding bands out of their homes, which will result in a battle which may turn the tide of battle if an enemy makes a move on the same turn. It will also incur a significant drop in loyalty toward your [[realm]], and word may spread to other regions, creating a ripple effect. For this reason, many realms will punish troop leaders who loot when not ordered to.
  
There are 7 different types of looting available that each had a different effect. However in order to use these you must have a certain number of men compared to the population of the region. Otherwise you will be forces to spread out and use a bandito method similiar to spread out equally but with reduced effect.
 
 
'''spread out equally'''
 
  Is simply a "no preferences" choice. Your men will go out and hit whatever gets in their way. This is identical to what all lootings did before this choice was added.
 
 
'''steal tax gold'''
 
    Using this option, you can concentrate on the wealthy and the tax collectors. You will do much less damage to the region (i.e. it will remain good for further looting), but gain more gold. There will, of course, be some collateral damage.
 
 
'''burn food stores'''
 
    Want to starve the enemy? This lets you go straight for the food stores and burn down the grain. It will do much damage to the food stores and a bit to the fields and agriculture infrastructure, but will yield you very few gold coins.
 
 
'''kill, rape and burn'''
 
    This is the option for evil empires. You are going straight for the population, killing as many innocents as possible. This will of course have an impact on the production, morale and other region statistics.
 
 
'''pillage and maraud'''
 
    If lasting damage is your main concern, choose this option. Your men will still steal some gold, but they will rather burn then rob, and do a lot of damage to the region's production and morale. Don't do this if you want to take control of this region, as the local people are guaranteed to learn to hate you very quickly.
 
 
'''loot an isolated village'''
 
    Has looting been disallowed by your over-zealous ruler, or do you just not want to draw attention to yourself? Find a small village largely isolated from the rest of the region, and hit that instead, killing all witnesses.
 
    You will gain much less in loot, essentially the equivalent of looting a small badlands region, no matter what kind of region you are actually in. On the other hand, no message will be sent to your ruler, and there is a 50% chance that the realm you are looting will not learn about your actions at all, and if they do, they will not get an immediate notice as to who did it.
 
damage military infrastructure
 
    The looting option you choose if you want to conquer. This will damage paraphernalia production, recruitment centers and what gold you can take from the barracks. This looting option does minimal damage to morale or sympathy.
 
 
[[Category:War]]
 
[[Category:War]]

Revision as of 17:27, 4 June 2007

WBold texthen in an enemy region, you may loot the region to the ground if you so wish. The type of looting may have different effects, such as gaining gold, burning food or damaging production and morale in the region. Looting is done for a minimum of three hours, and you cannot travel out of the region in a turn you are looting without cancelling your looting.

Stealing tax gold is the primary way of gaining gold, and is thus the most productive form of looting for gaining gold. If your men are to kill, rape and burn, morale and productivity of the region will fall significantly. Pillaging and marauding across the plains will lower productivity and perhaps gain some gold, while looting an isolated village has the same effect but with greater gains in gold and less destruction of infrastructure. You can also spread your time out and do all of these equally, which can have mixed results. Gold is most plentiful for the looting when it is close to tax day, and will reduce the amount of gold your enemy will be able to tax out of the region even after you have left.

However, looting is not without its risks. Too much looting by an enemy force will cause the people to take arms and attempt to forcibly eject the marauding bands out of their homes, which will result in a battle which may turn the tide of battle if an enemy makes a move on the same turn. It will also incur a significant drop in loyalty toward your realm, and word may spread to other regions, creating a ripple effect. For this reason, many realms will punish troop leaders who loot when not ordered to.