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[[Category:Basic Info]]
{{Navbar| [[Forts]] | [[Fort Battles]] | [[Maneuvers]]}}
==Fort Battles==
[[Category:Helpful pages]]
The only way to take over the fort owned by another town is by attacking it. For this a town's counselor of the attacking town goes to the fort and calls for a battle. Over the next 24 hours players from the attacking and defending towns should go to the fort to attack or defend the fort.
Fort battles are a player-versus-player turn based game within The West. Two teams comprised of tens to hundreds of players, the attackers and defenders, fight over a series of rounds to complete a victory condition. The only way to take over a [[Forts|fort]] owned by another [[Towns|town]] is achieve victory as the attacking town.


===Calling a fort battle===
== Before the battle ==
Only a town's Counselor or Founder can call a fort battle. He/she has to go to the fort to do so. An attack costs $1500 on a small fort, $5000 on a medium fort and $10000 on a large fort. The money is taken from the Town Treasury of the attacking town. The battle takes place 24 hours after the hatchet is dug up. After the battle a cool-down of 24 hours protects the same fort from being attacked.
To initiate a fort battle, a town’s councillor or founder must travel to an enemy fort and click the declare button in the lower right corner, scheduling a battle to start in 24 hours’ time. Declaring a fort battle has a base cost of $1500 for a small fort, $5000 for a medium fort and $10000 for a big fort, doubled for every battle already declared within the previous three hours. This money is automatically deducted from the attacking town’s treasury. Once this has occurred, a report will be sent to all players involved, alerting them that the hatchet has been dug up and requesting their assistance at the battle.


===Join a fort battle===
==== Joining the battle ====
To take part in the fort battle you have to go to the fort within 24 hours after the battle is called. Players from the attacking town can only take part as attacker, players of the defending town may only take part as defenders. Players that are not a member of a town that is allied with the fort may join either the attacking or defending side.
You must join before a battle to participate in it. To do so, open the fort screen and click the attack or defend button in the lower right corner. Since Version 2.08, all players can sign up without being physically present at the fort and also participate in fort battles regardless of whether they belong to a town. If you are not an [[Alliances|alliance]] member of the attacking or defending towns then you must pick which side to fight for.
As soon as a fort is under attack a report is sent to all affected players. You can see what battles have been called in the fort overview, which also stores a record of recent battles.


==Positioning==
Before the battle begins you can continue to move around the map and perform other tasks as normal. However, your character must be present at the fort for the start of the battle, or they will be excluded from it. Once the battle has commenced, you cannot do any other jobs, complete quests, use consumable items, change clothes or join other battles; you also cannot leave your town or be kicked out. You must then wait until the battle concludes.
As soon as you join a fort battle you may choose your starting position. As attacker you may only select a spot in the red area, as defender you may choose a spot in the blue area.
With a second click you select the desired target location. Your character will try to reach this spot. You can change the starting position and the target location with drag and drop at any time.


Only one player is allowed per field therefore when two or more players choose the same starting position (stacking), the game mechanics (AI) will move players to different positions when the battle will start. The logic by which this is performed is as follows:
==== Positioning ====
Higher rank always get's priority, afterwards the person belonging to one of the participating towns gets placed first. If this doesn't solve it, the person who positioned himself first gets placed first. Stacking players will be moved to the next available position.
After joining a fort battle, you will be shown the pre-battle screen, allowing you to choose your starting and target positions. Although this is not necessary, it is highly advisable, as the default behaviour is to select a random starting location and move attackers towards the flag. Attackers can only select a starting position in the red area (surrounding the edges of the map) and similarly the defenders can only select a starting position in the blue area (inside the fort). Click a valid location once to select a starting position and again to choose a target location. These positions can be edited later by clicking and dragging the markers. Once the battle begins, if two players have requested the same starting position, one will be moved to the nearest free position. Priority is given to players from the attacking and defending alliances, otherwise the first player takes the position.
If you haven't chosen a position you will be placed randomly in the area of the attacker or defender, depending on which group you belong to.


You can keep doing normal jobs and dueling other players after joining a fort. You can move around on the map, and do everything else as before. However, your player must be located at the fort in order to partake in the battle. Once the battle that you are in has commenced, you cannot do any other jobs, accept quest rewards, used consumable items, or change equipment; you can also not leave your town or be kicked out. You may also not join any other fort battles. You have to wait until the battle is over to do those things again.
==== Rankings ====
Before the battle, generals and captains can assign ranks to all players that have joined on their side. If the number of players on one side exceeds the server limit, players with a lower ranking will be randomly removed before players with a higher ranking.


==In the fort battle==
[[File:Servicegrade_general.png]] '''General''' - Automatically assigned to founders of the attacking town and the fort owner town as well as the attacking town's councillors. As officers, generals can assign ranks up to captain and cannot be demoted.<br />
In a battle defenders and attackers are standing across from each other. It's the attackers goal to capture the flag and to hold it for 5 rounds or to beat all defenders. The defenders try to hold the fort for 55 rounds or to beat all attackers.
[[File:Servicegrade_captain.png]] '''Captain''' - Automatically assigned to founders of fort member towns and councillors of all defending towns. As officers, captains can assign ranks up to sergeant and can only be demoted by generals.<br />
[[File:Servicegrade_sergeant.png]] '''Sergeant''' - An ordinary enlisted rank.<br />
[[File:Servicegrade_private.png]] '''Private''' - An ordinary enlisted rank.<br />
[[File:Servicegrade_recruit.png]] '''Recruit''' - Automatically assigned to players joining a fort battle.<br />
[[File:Servicegrade_reservist.png]] '''Reservist''' - An ordinary enlisted rank.<br />
[[File:Servicegrade_traitor.png]] '''Traitor''' - Cannot access the fort chat.


===Sectors and fields===
== The map ==
On the map are sectors and fields. Each field can hold exactly one player. In each sector there may only be players from one battle side, either attackers or defenders. Per round each player can shoot once and move once. They can move into an adjacent sector as long as there is no player from the other team and as long as there are still open fields in the sector. It is not possible to move into a diagonal sector.
The battle map is divided into sectors (the larger regions) and fields (individual squares). Sectors can only hold one team at a time whereas fields can only hold one player at a time. The ability to ‘control’ sectors by positioning one or more comrades in them, blocking it to the enemy, is an important aspect of battle strategy. Some sectors provide advantages or disadvantages to aiming and dodging.
Some sectors have special features, or add or remove skill bonuses.


===Movement/Targeting===
==== The towers ====
Each player shoots first and then moves. A player will move only if a target is selected. Each player has exactly one move per round. Players can move anywhere in the same sector or to any adjacent sector and will move to the targeted field if the field is available. When the targeted field is not available the AI will ignore the move action if the targeted sector is full or move to the closest available field. When targeting more than two sectors away, the AI will move your player randomly in the direction of your targeted field using the shortest distance possible.
Defenders shoot and move before attackers.


===Shooting===
The towers offer the highest bonuses on the map. They contribute strongly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each tower belongs to a specific class: NE is dueller, SE is worker, SW is soldier and NW is adventurer. When standing on your class' tower, you receive an additional bonus to both aiming and dodging.
Each player shoots automatically at the closest enemy that they can see. It is not possible to shoot at an enemy that doesn't meet these requirements. If you have a neighbouring sector as target sector you automatically shoot at the closest opponent in this sector. It is not possible to shoot at a player from your own team.


===Visibility===
<div class="mw-customtoggle-show_tower_bonuses"><div class="tw2gui_button_spoiler" style="min-width:125px;"><div class="tw2gui_button_right_cap"></div><div class="tw2gui_button_left_cap"></div><div class="tw2gui_button_middle_bg"></div><div class="textart_title">show tower bonuses</div></div>
The grey area shows which fields you can not shoot at. You can still see players and movements in grey areas. For a better overview of the visibility you can lower the quality of the Flash player to "Low" by right clicking on the battle -> Quality -> "Low"
</div><div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-show_tower_bonuses"><div style="border:2px dotted; padding:4px;">


===Distance===
{| border="1px" cellpadding="2px" cellspacing="0"
The closer your character is to the person they shoot at, the better the chances are to land a hit. Distance is calculated by fields, sectors don't matter. The distance has no effect on the damage amount.
! Build Stage
! Attack Value
! Defend Value
! Class Bonus
! Height
|-
| Unbuilt
| 10%
| 8%
| 8%
| 7
|-
| Level 1
| 19%
| 14%
| 14%
| 8
|-
| Level 2
| 26%
| 19%
| 19%
| 9
|-
| Level 3
| 31%
| 23%
| 23%
| 10
|-
| Level 4
| 34%
| 25%
| 25%
| 11
|-
| Level 5
| 35%
| 26%
| 26%
| 12
|}
</div></div>


===Damage===
==== The walls ====
The damage done per hit depends just on the gun you carry. A weapon deals the shown damage, but not more than 1/3 of the persons maximum health points. A player with a maximum of 300 health points can not be dealt more than 100 points of damage per shot.
Just a gun causes damage. A dueling weapon has no influence at all in a fort battle, except for any skill bonuses that they may provide.


===Participation===
The walls offer the next best bonuses on the map. They also contribute to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each section of the wall provides the same bonuses, to all classes.
You don't have to be online to take part in the battle. Having passed out in a duel does not keep you from joining a fort battle. However, your character has to be located at the fort in order to take part. If you are not online the player acts like you told him to. They try to reach their target position. If you haven't chosen a target when on the attacking side, you automatically charge towards the flag zone. However, if you don't set a target when on the defensive side, the player does not move anywhere. You can also take over your player's movements during the battle, but you must sign up for the battle before it starts. You may not sign up if the battle has already started.


====Ranking System====
<div class="mw-customtoggle-show_wall_bonuses"><div class="tw2gui_button_spoiler" style="min-width:125px;"><div class="tw2gui_button_right_cap"></div><div class="tw2gui_button_left_cap"></div><div class="tw2gui_button_middle_bg"></div><div class="textart_title">show wall bonuses</div></div>
Ranks can be given out to players in fort battles. When a battle is full on one side, excess players get randomly cut out of the battle. Each rank get priority of the ones below it in the list when in this scenario.<br /><br />
</div><div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-show_wall_bonuses"><div style="border:2px dotted; padding:4px;">
[[File:Servicegrade_general.png]] '''General''' - The founders and counselors from the attacking or defending town are automatically given the general rank. Generals can talk in the fort chat and assign other players to all ranks excluding general.<br />
[[File:Servicegrade_captain.png]] '''Captain''' - Generals may assign players as captains. Captains can talk in the fort chat and assign other players to all ranks excluding general and captain.<br />
[[File:Servicegrade_private.png]] '''Private''' - Privates may be assigned by generals and captains. Privates can talk in the fort chat but can not assign ranks to other players.<br />
[[File:Servicegrade_recruit.png]] '''Recruit''' - Recruit is the default rank given to players when they sign up for a fort battle. They can talk in the fort chat but can not assign ranks to other players.<br />
[[File:Servicegrade_reservist.png]] '''Reservist''' - Reservists are not allowed to talk in the fort chat. They only get let in to the battle once all players recruit rank and above have been let in.<br />
[[File:Servicegrade_traitor.png]] '''Traitor''' - Traitors can not see the fort chat at all. They get the lowest priority out of all ranks.


==Exchange of fire==
{| border="1px" cellpadding="2px" cellspacing="0"
Lots of factors are important in whether you hit or miss your target. Your abilities and those of your opponent are important, but also your positions, the distance and, of course, a little bit of luck.
! Build Stage
! Attack Value
! Defend Value
! Height
|-
| Unbuilt
| 4%
| 6%
| 3
|-
| Level 1
| 6%
| 11%
| 4
|-
| Level 2
| 9%
| 15%
| 5
|-
| Level 3
| 10%
| 18%
| 6
|-
| Level 4
| 11%
| 19%
| 7
|-
| Level 5
| 11%
| 19%
| 7
|}
</div></div>


===Skills===
==== The gate ====
6 skills are important for fort battles.


*Leadership is used for shooting, but also for defending.
The centre-south two fields of the wall form the gate. The gate provides the same type of bonuses as the wall but in lesser quantities. Both fields are at ground level, ie the height is zero, extending nearby players' line of sight through the fort.
*Aim is only important when shooting.
*Dodging is only used when trying to dodge a shot.
*Hiding is used when a defender tries to shoot or dodge a shot.
*Stamina is used when an attacker tries to shoot or dodge a shot.
*Health is a considerable factor in fort battles, while not giving any shooting or dodging bonuses, it does let you take more hits and last longer.


So, for each shot and for each dodging attempt, exactly three skills are taken into consideration.
<div class="mw-customtoggle-show_gate_bonuses"><div class="tw2gui_button_spoiler" style="min-width:125px;"><div class="tw2gui_button_right_cap"></div><div class="tw2gui_button_left_cap"></div><div class="tw2gui_button_middle_bg"></div><div class="textart_title">show gate bonuses</div></div>
</div><div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-show_gate_bonuses"><div style="border:2px dotted; padding:4px;">


===Skill bonuses===
{| border="1px" cellpadding="2px" cellspacing="0"
Skill bonuses are determined by the number of skill points to the power of 0.4 (and rounded to 12 decimal places) [i.e. n^0.4]. Therefore:
! Build Stage
! Attack Value
! Defend Value
|-
| Unbuilt
| 0
| 1%
|-
| Level 1
| 1%
| 3%
|-
| Level 2
| 3%
| 4%
|-
| Level 3
| 4%
| 5%
|-
| Level 4
| 5%
| 6%
|-
| Level 5
| 5%
| 6%
|}
</div></div>


*+1 bonus with one point
==== The buildings ====
*+2 bonus with 6 points
*+3 bonus with 16 points
*+4 bonus with 32 points
*+5 bonus with 56 points
*+6 bonus with 88 points
*+7 bonus with 130 points
*+8 bonus with 181 points
*+9 bonus with 243 points
*+10 bonus with 316 points


===Distance===
The barracks, resource stock and headquarters are shown on the battle map. They contribute slightly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. The location of each building roughly matches its position on the fort window: the headquarters to the west, the barracks in the north-east and the resource stock in the south-east.
The closer your character is to the person they shoot at, the better the chances are to land a hit. Distance is calculated by fields, sectors don't matter. The distance has no effect on the damage amount.


*-1 penalty with a distance of 1 and more
==== The flag ====
*-2 penalty with a distance of 2 and more
*-4 penalty with a distance of 3 and more
*-5 penalty with a distance of 4 and more
*-7 penalty with a distance of 5 and more
*-9 penalty with a distance of 6 and more
*-10 penalty with a distance of 7 and more
*-12 penalty with a distance of 8 and more
*-14 penalty with a distance of 9 and more
*-16 penalty with a distance of 10 and more
*-18 penalty with a distance of 11 and more
*-19 penalty with a distance of 12 and more
*-20 penalty with a distance of 13 and more
*-22 penalty with a distance of 14 and more
*-24 penalty with a distance of 15 and more


===Order of events===
The sectors surrounding the flag are the only areas to offer a penalty to attackers. The fields adjacent to the flag apply a penalty of -25% to both aiming (attack value) and dodging (defend value), while the surrounding sectors apply a smaller penalty of -12.5%. Both attackers and defenders get this penalty. This area also has a small height, so it can be seen from the towers over the inner buildings.
Both moving and shooting occur by the following rules:


#All defenders move before attackers.
== Basic concepts ==
#Higher ranks* move before lower ranks.
Fort battles are organised into rounds, with approximately a minute between them. Each round every living player has the opportunity to shoot and then move, performed automatically by an AI for offline participants. The attackers can win by holding the flag for five consecutive rounds or eliminating the defenders; the defenders can win by surviving for 55 rounds or eliminating the attackers.
#Alliance members move before freelancers.


*[[Fort Battles#Ranking System|Rank order]]''':''' Generals, Captains, Privates, Recruits, Reservists, Traitors
==== Order of events ====
Players shoot, if they can, and then move once per round. The player order is determined as follows, in order:


When two players have equal priority the player with the highest leadership moves first. Should the tie be unbroken then the player with the highest stamina, followed by dodging and finally player ID moves first.
# All defenders have their turn before the attackers.
# Higher ranked players have their turn before lower ranked players.
# Alliance members have their turn before freelancers.


==Special sectors==
When two players have the same priority after the first three rules are applied, the tie is broken by giving way to players with higher leadership, then higher dodging, then higher aiming and finally the lower player ID.


There are some sectors that give you advantages for your aim and dodging skills. There are also some sectors that lower your skills. The bonuses that are given by the wall, towers and other buildings depend on their construction level.
If a player swaps position with a team member (see below), the second player to have their turn naturally moves before they shoot.
The attackers and defenders receive the same bonuses when positioned on buildings or other bonus-giving fields.


The bonus given is what is shown on the pop-up that you get when you hover your mouse over the sector. These bonuses go straight onto your aiming/dodging ability as they are shown - they are not subject to the ^0.4 formula stated [[Fort_Battles#Skill_bonuses|here]].
==== Movement ====
Each round, it is possible to move into any free field in your current sector or an adjacent sector that is not controlled by the enemy; any longer distances will take multiple rounds to travel. Online players can target a field by clicking on their character’s icon and then clicking on any field, even if occupied. Until the target field becomes reachable, the AI will continue to move players randomly in the direction towards it, using the shortest distance possible. If two friendly players both target the opposite’s field, the arrow indicating the movement path will turn green and the players will swap during the next round, even though neither field is free.


===The towers===
==== Shooting ====
Towers give the highest protection. They provide bonuses for aim and dodging, as well as an extra bonus to their specific class. Each character class has its own tower. The towers' class bonuses only apply to adjacent players of their respective class (eg. a soldier on the workers' tower gets no bonus). Adjacent players of other classes only get the tower's aim and dodging bonus, not the added class bonus. The higher the level of the tower, the higher the bonuses that are given.
When shooting, players automatically direct their fire at the closest enemy visible to them. Alternatively, if they have targeted their movement to an enemy controlled sector, they will instead shoot at the closest enemy visible within that sector. This allows for a degree of choice in aim. Friendly fire is not possible.


===The wall===
==== Visibility ====
The wall provides a bonus to both the aim and dodging of attackers and defenders. The same bonus is given in each field of the wall. The higher the level of the protective barricade, the higher the bonuses given by the wall.
Areas of the map shown in grey are outside the player’s line of sight. They can continue to see what is happening in these areas, however they cannot shoot at or be shot by enemies within them. Visibility is not blocked by other players but by structures such as walls and towers that have height. The height is shown in the pre-battle tooltips, however this value is only used for calculation and does not apply directly.


===The buildings===
== Exchange of fire ==
Several factors influence whether you hit or miss your target, and how much damage is then dealt. These include your skills and clothing, your target’s skills and clothing, your positions, any sector bonuses and some luck.


There are three buildings within the fort. Each building gives an aim and dodging bonus. The bonus increases with each construction level of the building.
=== Aiming ===
Each round, every player has an ‘attack’ and ‘defend’ bonus calculated for them. The greater the attack value, the more likely one is to hit their target and similarly the greater the defend value, the less likely one is to be hit themselves. (In other words, these values do not correspond to the attacking and defending sides.) When calculating whether a hit is landed successfully, the number used is randomly taken between zero (inclusive) and the corresponding value (exclusive). The higher of the randomised attack and defend values wins.


===Flag===
==== Skills ====
Three of five possible skills contribute to the attack and defend values. These are:
* Leadership, used always.
* Hiding, used always by the attackers.
* Setting Traps, used always by the defenders.
* Aiming, used only for the attack value.
* Dodging, used only for the defend value.
However, although not contributing directly, health remains the most important skill by allowing you to survive longer.


====Surrounding sectors====
In version 2.42, hiding and setting traps have replaced stamina and hiding (respectively).This can be seen in the table below, where the skill points required for the same in-battle bonus are shown on the same row:
On the fields surrounding the flag every player receives a penalty. They are easier to shoot at and have a harder time aiming.
You receive a penalty of -10 to your aim/dodging skills.


====Adjacent====
{| border="1px" cellpadding="2px" cellspacing="0"
On the flag each player received the highest penalty of all.
! Bonus
You receive a penalty of -20 to your aim/dodging skills.
! Leadership / Aiming / Dodging
! Hiding / Setting Traps
|-
| +1
| 1 point
| 1 point
|-
| +2
| 4 points
| 3 points
|-
| +3
| 9 points
| 6 points
|-
| +4
| 16 points
| 10 points
|-
| +5
| 25 points
| 15 points
|-
| +6
| 36 points
| 20 points
|-
| +7
| 49 points
| 26 points
|-
| +8
| 64 points
| 32 points
|-
| +9
| 81 points
| 39 points
|-
| +10
| 100 points
| 46 points
|}


==Bonuses Formula==
Generally, each further point placed in a single skill is slightly less effective than the one before it. Detailed information on how these numbers are calculated can be found below in the Detailed formulas section.
Leadership ^ 0.5 + Aim / Dodge ^ 0.4 + Stamina / Hiding ^ 0.6 + Sector bonus (attack / defense) + Special Bonus (Class Tower Bonus) + Default Bonus
 
==== Distance ====
When you shoot, the bonus your targets receive for their defensive values is increased depending on the distance. The closer the shooter is to their target, the greater the chance of hitting. Distance has no impact on the damage inflicted.
* +10 dodge for target at a distance of 5 fields
* +25 dodge for target at a distance of 10 fields
* +44 dodge for target at a distance of 15 fields
 
==== Other bonuses ====
The attack and defend values can also be boosted by direct bonuses. These can come from special sectors, such as the fort towers, walls and buildings, as explained earlier. Additionally, some items and buffs offer bonuses to individuals and/or the entire sector. The [[Character_Classes#Adventurer|adventurer's]], [[Character_Classes#Soldier|soldier's]] and [[Character_Classes#Worker|worker's]] character class bonuses also affect the calculations. Finally, the attack value receives a default bonus of 25 and the defend value receives a default bonus of 10.
 
=== Damage ===
 
The damage dealt per shot depends primarily on the gun that the shooter wields. A weapon inflicts a random number from within the stated range, but no more than 33% of the opponent’s maximum health points. Additionally, this damage can be increased through direct bonuses and skills and likewise reduced from the opponent’s resistance. For example, a player with 1200 health points cannot receive more than 396 damage from a single hit, although they can still be knocked out in one round if they are hit by at least four separate players.
 
==== Skills ====
 
Unlike aiming, only one skill influences each players' damage and resistance values at a time. These are:
 
* Leadership, used when shooting.
* Hiding, used when dodging by attackers.
* Setting Traps, used when dodging by defenders.
 
Unlike skills contributing to aiming, each point placed in a single skill will have equivalent effect, no matter how many are added. Detailed information on how to calculate precise values can be found below in the Detailed formulas section.
 
==== Health points ====
 
Your final damage and resistance values are divided by the number of [[Health and Energy Points#Health points|health points]] your character has at full health. For example, a character with 2000 damage from skills and their weapon with 1000 health will resist 20 damage per shot, however a similar character with 5000 health will only resist 4 damage per shot. Keep in mind, however, that having higher resistance will not necessarily allow you to survive longer than having high health points. Similarly, sacrificing health points for greater damage will minimise the number of rounds you can survive to target enemies.
 
==== Other bonuses ====
 
Unlike aiming calculations, there are no sectors on the map that provide a bonus to damage or resistance. However, items and buffs are available that offer bonuses to individuals and/or the entire sector. The [[Character_Classes#Dueller|dueller's]] critical hit bonus as well as the soldier's leadership bonus (to a lesser extent) both contribute to overall damage too. There is no minimum damage; if a player enters a battle with no fort weapon equipped, they fight with the Stone that has a damage range of 50-110.
 
'''Attack (Fort Battle Bonus)''' - Increases aiming.<br>
'''Defense (Fort Battle Bonus)''' - Increases dodge chances.<br>
'''Resistance (Fort Battle Bonus)''' - Decreases the damage you take from the enemy team.<br>
'''Damage (Fort Battle Sector Bonus)''' - This bonus will increase the damage of your surrounding allies. Only the biggest value in that sector will affect the damage. This bonus doesn't stack. If you have 150 damage and your ally next to you has 180, only his damage bonus will contribute towords the damage.
 
== Detailed formulas ==
 
All values are calculated internally to twelve decimal places, then rounded or truncated as needed for display. Differences will frequently arise where class bonuses affect the calculations. For a summary of these, please visit the [[Character_Classes|character classes page]].
 
==== Attack Value ====
 
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">{Leadership<sup>0.5</sup> + Aiming<sup>0.5</sup> + (Hiding OR Setting Traps)<sup>0.6</sup> + Multiplayer Attack + Sector Attack + Beginner bonus + 10} x 1.15 x (Terrain attack + Tower Class bonus) ÷ Distance penalty</div>


Where:
Where:
*Sector Attack Bonus is the aim bonuses provided by the structures (if any)
*Hiding is used by the attackers and setting traps is used by the defenders.
*Sector Defense Bonus is the dodge bonuses provided by the structures (if any)
*Beginner bonus: 15 x {1 - (Level ÷ 250)}
*Special Bonuses are additional bonuses provided by structures (ie Tower Class Bonus)
*Distance penalty: 1 + (DistanceSquared<sup>0.6</sup> ÷ 100)
*Default Bonus is 25 when Aiming and 10 when Dodging
<br />
 
==== Defend Value ====
 
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">{Leadership<sup>0.5</sup> + Dodging<sup>0.5</sup> + (Hiding OR Setting Traps)<sup>0.6</sup> + Multiplayer Defence + Sector Defence + Beginner bonus + 10 } x (Terrain Defence + Tower Class Bonus)</div>
 
Where:
*Hiding is used by the attackers and setting traps is used by the defenders.
*Beginner bonus: 15 x {1 - (Level ÷ 250)}
<br />
 
==== Damage ====


===Class modified formulas===
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">Weapon Damage + Sector Damage + [(Weapon Damage + Sector Damage) × Leadership ÷ MaxHP]</div>
'''''Soldier'''''<br />
[ Leadership * (0.25x + 1) ]<sup>0.5</sup> + Aim / Dodge <sup>0.4</sup> + Stamina / Hiding<sup>0.6</sup> + Sector Attack Bonus or Sector Defense Bonus + Special Bonuses + Default Bonus


Where:
Where:
*All from the standard list applies.
*Weapon Damage includes bonuses from items and buffs.
*x is the number of adjacent soldiers (including yourself) without premium.
*MaxHP is the amount of health points the shooter has at full health.
*2x is an adjacent soldier with premium.
<br />
 
==== Resistance ====


'''''Worker'''''<br />
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">300 × (Hiding OR Setting Traps) ÷ MaxHP + Resistance Bonus</div>
Leadership<sup>0.5</sup> + Aim / Dodge <sup>0.4</sup> + Stamina / Hiding<sup>0.6</sup> + ( Sector Attack Bonus or Sector Defense Bonus ) * 1.3y + Special Bonuses + Default Bonus


Where:
Where:
*All from the standard list applies.
*Hiding is used by the attackers and setting traps is used by the defenders.
*y is 1 without premium and y is 2 with premium.
*MaxHP is the amount of health points the target has at full health.
 
== Calculator ==
 
{{Calculate box|To calculate your fort battle stats, enter the following values:
{{Spoiler|Tutorial|
*'''Skills'''
: where you are supposed to enter skills, enter the skills from your skill window. This concerns "skill setting traps", "skill dodging", "skill hiding", "skill aiming" and "skill leadership"
 
*'''health points'''
: at "max health points" you have to enter your maximum health points. These are under your avatar
 
*'''weapondamage'''
: For "min rifle damage" you enter the lowest possible rifle damage of your rifle. The same applies to "max rifle damage". There you enter the maximum possible damage


'''''Other'''''<br />
*'''bonus'''
The other class bonuses do not affect the aim / dodge formula directly. The Adventurer bonus provides a 25% chance after 2 hits to be “invisible” for the remainder of the round, overwriting the formula if applicable. The Dueller bonus affects only the damage formula.
: for "bonus attack", "bonus defence", "bonus damage" and "bonus resistance" add each of these values from your items, the set bonus and from buffs


==Result of the fort battle==


===Individual===
: You have to enter at least all skill values for the calculation to start
Each player who took part in the battle receives a battle report that shows what happened during the battle, who caused the most damage and who dodged the most shots.
|toutorial_battle_calc}}
<div id{{=}}"calcBattle" style{{=}}"margin:10px 0;"><table class{{=}}"calculateTable" style{{=}}"width:100%">
  <tr>
    <td><div class{{=}}"input_level ff_skill_setting_traps"></div></td>
    <td><div class{{=}}"input_level ff_skill_leadership"></div></td>
    <td><div class{{=}}"input_level ff_bonus_attack"></div></td>
  </tr>
  <tr>
    <td><div class{{=}}"input_level ff_skill_dodge"></div></td>
    <td><div class{{=}}"input_level ff_lifes"></div></td>
    <td><div class{{=}}"input_level ff_bonus_defence"></div></td>
  </tr>
  <tr>
    <td><div class{{=}}"input_level ff_skill_hiding"></div></td>
    <td><div class{{=}}"input_level ff_min_weapondamage"></div></td>
    <td><div class{{=}}"input_level ff_bonus_damage"></div></td>
  </tr>
  <tr>
    <td><div class{{=}}"input_level ff_skill_aiming"></div></td>
    <td><div class{{=}}"input_level ff_max_weapondamage"></div></td>
    <td><div class{{=}}"input_level ff_bonus_resistance"></div></td>
  </tr></table>
<br/>
<div class{{=}}"column"><center>{{Checkbox|checked_ff_worker|txt_ff_worker| worker?}}</center><center>{{Checkbox|checked_ff_prem|txt_ff_prem| Character bonus premium?}}</center></div><br/>
<div class{{=}}"ff_result">Enter more Values to calculate</div>
</div>
}}


If you pass out during a fort battle, you are taken to your town's hotel to recover.
== After the battle ==


*You lose your cash.
Once a battle is over, all characters will be updated to reflect their new health and knocked out players sent to the hotel. A battle report is then sent to all players. If the attackers won the battle, provided the fort was not under administrator takeover protection, fort ownership will transfer immediately. The defenders will no longer be able to access the fort and the attacking town gains full founder rights. Other towns that participated in the attack do not automatically receive a membership slot in the fort. A cooldown protection period of 24 hours protects the fort from further battle declarations.
*You lose your energy points.
*You can be dueled during the next 48 hours.
*You can duel other players during the next 48 hours.


If you survive the fort battle you are at the fort when the battle is over. You cannot be attacked here.
==== Individual Rewards ====


===Rewards===
Everybody who participated in the battle receives [[Union Pacific#Union Pacific Bonds|bonds]] and [[Experience|experience points]]. The amount of experience depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. Additionally, any on-hand cash lost by players that passed out during the battle is randomly distributed amongst the survivors.
You receive experience points for taking part in a fort battle. The amount depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. The on-hand cash that is lost by players that died in the fort battle is distributed randomly amongst the survivors.


====Bonds====
===== Bonds Criteria =====
Everyone who participates in a fort battle will receive anywhere between 1 and 26 [[Union Pacific#Union Pacific Bonds|Union Pacific Bonds]] for their efforts, depending on their performance in the battle. The battle report that you receive at the end of a fort battle details how many Bonds you received and why you received them. The following factors all contribute to Bond rewards:
*1 Bond for attending the battle.
*1 Bond if your team wins.
*Up to 9 Bonds for being the best player in certain categories.
*Up to 10 Bonds for achieving certain secret accomplishments.
*Bonds equal to your total hits multiplied by 0.1.
*Bonds equal to your total dodged shots multiplied by 0.1.
*Bonds equal to your damage inflicted multiplied by 0.0005.
*Bonds equal to your number of passed out opponents.
*Bonds equal to your number of rounds online multiplied by 0.1 and capped at 6.
<br />
The maximum amount of Bonds you can receive from one battle is 26, even if your total based on the criteria above exceeds that number.


===Consequences of the fort battle===
Each battle report shows how many bonds you earnt and for what reason. The following factors all contribute:
If the attackers win the battle they now own the fort. The previous owners cannot enter it anymore.


==Maneuvers==
* 1 bond for attending the battle.
Maneuver fort battles can be initiated by councillors and founders of any town that owns at least one fort. These maneuvers can be used for fort battle practice, testing or just for fun.
* 1 bond if your team wins.
* Up to 9 bonds for having the highest count in certain statistics.
* Up to 10 bonds for your battle stats.
** 0.1 bonds per hit.
** 0.1 bonds per dodged shot.
** 0.0005 bonds per damage point inflicted.
** 1 bond per knocked out opponent.
* 0.1 bonds per round online, up to 5 bonds.


===Calling a maneuver===
Even if you qualify for more, you never receive more than 26 bonds.<br />
To call a maneuver, a councillor or founder of a town that is in ownership of a fort simply opens the fort's Headquarters, brings up the "Management" section and clicks the "Maneuver practice" tab where they will be prompted through the final steps.
Harambe is lost but never forgotten.


===Joining a maneuver===
==Maneuvers==
Currently active maneuver battles can be viewed via the Fort overview's "Maneuver" tab. In order to sign up for the maneuver, click the "Register" button and choose whether you want to join the attacking or defending side.
Maneuvers are essentially "practice" fortbattles. Detailed information can be found here: [[maneuvers]].


===Participating in a maneuver===
==Starters Guide==
Once the maneuver begins, it will appear exactly the same as a regular fort battle. All aspects of regular fort battles are replicated in maneuvers. However, you are not required to be situated at the fort in order to participate in a maneuver. You will not lose any health points, energy or on-hand cash. You can still change your clothes while the maneuver is taking place and no assignments in the job queue will be interrupted.
For those that just started fort fighting, [[Fort_Fighting_For_Dummies|here]] is a guide with some basic information that will help you through your first battles.

Latest revision as of 18:29, 13 November 2023

Fort battles are a player-versus-player turn based game within The West. Two teams comprised of tens to hundreds of players, the attackers and defenders, fight over a series of rounds to complete a victory condition. The only way to take over a fort owned by another town is achieve victory as the attacking town.

Before the battle

To initiate a fort battle, a town’s councillor or founder must travel to an enemy fort and click the declare button in the lower right corner, scheduling a battle to start in 24 hours’ time. Declaring a fort battle has a base cost of $1500 for a small fort, $5000 for a medium fort and $10000 for a big fort, doubled for every battle already declared within the previous three hours. This money is automatically deducted from the attacking town’s treasury. Once this has occurred, a report will be sent to all players involved, alerting them that the hatchet has been dug up and requesting their assistance at the battle.

Joining the battle

You must join before a battle to participate in it. To do so, open the fort screen and click the attack or defend button in the lower right corner. Since Version 2.08, all players can sign up without being physically present at the fort and also participate in fort battles regardless of whether they belong to a town. If you are not an alliance member of the attacking or defending towns then you must pick which side to fight for.

Before the battle begins you can continue to move around the map and perform other tasks as normal. However, your character must be present at the fort for the start of the battle, or they will be excluded from it. Once the battle has commenced, you cannot do any other jobs, complete quests, use consumable items, change clothes or join other battles; you also cannot leave your town or be kicked out. You must then wait until the battle concludes.

Positioning

After joining a fort battle, you will be shown the pre-battle screen, allowing you to choose your starting and target positions. Although this is not necessary, it is highly advisable, as the default behaviour is to select a random starting location and move attackers towards the flag. Attackers can only select a starting position in the red area (surrounding the edges of the map) and similarly the defenders can only select a starting position in the blue area (inside the fort). Click a valid location once to select a starting position and again to choose a target location. These positions can be edited later by clicking and dragging the markers. Once the battle begins, if two players have requested the same starting position, one will be moved to the nearest free position. Priority is given to players from the attacking and defending alliances, otherwise the first player takes the position.

Rankings

Before the battle, generals and captains can assign ranks to all players that have joined on their side. If the number of players on one side exceeds the server limit, players with a lower ranking will be randomly removed before players with a higher ranking.

Servicegrade general.png General - Automatically assigned to founders of the attacking town and the fort owner town as well as the attacking town's councillors. As officers, generals can assign ranks up to captain and cannot be demoted.
Servicegrade captain.png Captain - Automatically assigned to founders of fort member towns and councillors of all defending towns. As officers, captains can assign ranks up to sergeant and can only be demoted by generals.
Servicegrade sergeant.png Sergeant - An ordinary enlisted rank.
Servicegrade private.png Private - An ordinary enlisted rank.
Servicegrade recruit.png Recruit - Automatically assigned to players joining a fort battle.
Servicegrade reservist.png Reservist - An ordinary enlisted rank.
Servicegrade traitor.png Traitor - Cannot access the fort chat.

The map

The battle map is divided into sectors (the larger regions) and fields (individual squares). Sectors can only hold one team at a time whereas fields can only hold one player at a time. The ability to ‘control’ sectors by positioning one or more comrades in them, blocking it to the enemy, is an important aspect of battle strategy. Some sectors provide advantages or disadvantages to aiming and dodging.

The towers

The towers offer the highest bonuses on the map. They contribute strongly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each tower belongs to a specific class: NE is dueller, SE is worker, SW is soldier and NW is adventurer. When standing on your class' tower, you receive an additional bonus to both aiming and dodging.

show tower bonuses
Build Stage Attack Value Defend Value Class Bonus Height
Unbuilt 10% 8% 8% 7
Level 1 19% 14% 14% 8
Level 2 26% 19% 19% 9
Level 3 31% 23% 23% 10
Level 4 34% 25% 25% 11
Level 5 35% 26% 26% 12

The walls

The walls offer the next best bonuses on the map. They also contribute to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each section of the wall provides the same bonuses, to all classes.

show wall bonuses
Build Stage Attack Value Defend Value Height
Unbuilt 4% 6% 3
Level 1 6% 11% 4
Level 2 9% 15% 5
Level 3 10% 18% 6
Level 4 11% 19% 7
Level 5 11% 19% 7

The gate

The centre-south two fields of the wall form the gate. The gate provides the same type of bonuses as the wall but in lesser quantities. Both fields are at ground level, ie the height is zero, extending nearby players' line of sight through the fort.

show gate bonuses
Build Stage Attack Value Defend Value
Unbuilt 0 1%
Level 1 1% 3%
Level 2 3% 4%
Level 3 4% 5%
Level 4 5% 6%
Level 5 5% 6%

The buildings

The barracks, resource stock and headquarters are shown on the battle map. They contribute slightly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. The location of each building roughly matches its position on the fort window: the headquarters to the west, the barracks in the north-east and the resource stock in the south-east.

The flag

The sectors surrounding the flag are the only areas to offer a penalty to attackers. The fields adjacent to the flag apply a penalty of -25% to both aiming (attack value) and dodging (defend value), while the surrounding sectors apply a smaller penalty of -12.5%. Both attackers and defenders get this penalty. This area also has a small height, so it can be seen from the towers over the inner buildings.

Basic concepts

Fort battles are organised into rounds, with approximately a minute between them. Each round every living player has the opportunity to shoot and then move, performed automatically by an AI for offline participants. The attackers can win by holding the flag for five consecutive rounds or eliminating the defenders; the defenders can win by surviving for 55 rounds or eliminating the attackers.

Order of events

Players shoot, if they can, and then move once per round. The player order is determined as follows, in order:

  1. All defenders have their turn before the attackers.
  2. Higher ranked players have their turn before lower ranked players.
  3. Alliance members have their turn before freelancers.

When two players have the same priority after the first three rules are applied, the tie is broken by giving way to players with higher leadership, then higher dodging, then higher aiming and finally the lower player ID.

If a player swaps position with a team member (see below), the second player to have their turn naturally moves before they shoot.

Movement

Each round, it is possible to move into any free field in your current sector or an adjacent sector that is not controlled by the enemy; any longer distances will take multiple rounds to travel. Online players can target a field by clicking on their character’s icon and then clicking on any field, even if occupied. Until the target field becomes reachable, the AI will continue to move players randomly in the direction towards it, using the shortest distance possible. If two friendly players both target the opposite’s field, the arrow indicating the movement path will turn green and the players will swap during the next round, even though neither field is free.

Shooting

When shooting, players automatically direct their fire at the closest enemy visible to them. Alternatively, if they have targeted their movement to an enemy controlled sector, they will instead shoot at the closest enemy visible within that sector. This allows for a degree of choice in aim. Friendly fire is not possible.

Visibility

Areas of the map shown in grey are outside the player’s line of sight. They can continue to see what is happening in these areas, however they cannot shoot at or be shot by enemies within them. Visibility is not blocked by other players but by structures such as walls and towers that have height. The height is shown in the pre-battle tooltips, however this value is only used for calculation and does not apply directly.

Exchange of fire

Several factors influence whether you hit or miss your target, and how much damage is then dealt. These include your skills and clothing, your target’s skills and clothing, your positions, any sector bonuses and some luck.

Aiming

Each round, every player has an ‘attack’ and ‘defend’ bonus calculated for them. The greater the attack value, the more likely one is to hit their target and similarly the greater the defend value, the less likely one is to be hit themselves. (In other words, these values do not correspond to the attacking and defending sides.) When calculating whether a hit is landed successfully, the number used is randomly taken between zero (inclusive) and the corresponding value (exclusive). The higher of the randomised attack and defend values wins.

Skills

Three of five possible skills contribute to the attack and defend values. These are:

  • Leadership, used always.
  • Hiding, used always by the attackers.
  • Setting Traps, used always by the defenders.
  • Aiming, used only for the attack value.
  • Dodging, used only for the defend value.

However, although not contributing directly, health remains the most important skill by allowing you to survive longer.

In version 2.42, hiding and setting traps have replaced stamina and hiding (respectively).This can be seen in the table below, where the skill points required for the same in-battle bonus are shown on the same row:

Bonus Leadership / Aiming / Dodging Hiding / Setting Traps
+1 1 point 1 point
+2 4 points 3 points
+3 9 points 6 points
+4 16 points 10 points
+5 25 points 15 points
+6 36 points 20 points
+7 49 points 26 points
+8 64 points 32 points
+9 81 points 39 points
+10 100 points 46 points

Generally, each further point placed in a single skill is slightly less effective than the one before it. Detailed information on how these numbers are calculated can be found below in the Detailed formulas section.

Distance

When you shoot, the bonus your targets receive for their defensive values is increased depending on the distance. The closer the shooter is to their target, the greater the chance of hitting. Distance has no impact on the damage inflicted.

  • +10 dodge for target at a distance of 5 fields
  • +25 dodge for target at a distance of 10 fields
  • +44 dodge for target at a distance of 15 fields

Other bonuses

The attack and defend values can also be boosted by direct bonuses. These can come from special sectors, such as the fort towers, walls and buildings, as explained earlier. Additionally, some items and buffs offer bonuses to individuals and/or the entire sector. The adventurer's, soldier's and worker's character class bonuses also affect the calculations. Finally, the attack value receives a default bonus of 25 and the defend value receives a default bonus of 10.

Damage

The damage dealt per shot depends primarily on the gun that the shooter wields. A weapon inflicts a random number from within the stated range, but no more than 33% of the opponent’s maximum health points. Additionally, this damage can be increased through direct bonuses and skills and likewise reduced from the opponent’s resistance. For example, a player with 1200 health points cannot receive more than 396 damage from a single hit, although they can still be knocked out in one round if they are hit by at least four separate players.

Skills

Unlike aiming, only one skill influences each players' damage and resistance values at a time. These are:

  • Leadership, used when shooting.
  • Hiding, used when dodging by attackers.
  • Setting Traps, used when dodging by defenders.

Unlike skills contributing to aiming, each point placed in a single skill will have equivalent effect, no matter how many are added. Detailed information on how to calculate precise values can be found below in the Detailed formulas section.

Health points

Your final damage and resistance values are divided by the number of health points your character has at full health. For example, a character with 2000 damage from skills and their weapon with 1000 health will resist 20 damage per shot, however a similar character with 5000 health will only resist 4 damage per shot. Keep in mind, however, that having higher resistance will not necessarily allow you to survive longer than having high health points. Similarly, sacrificing health points for greater damage will minimise the number of rounds you can survive to target enemies.

Other bonuses

Unlike aiming calculations, there are no sectors on the map that provide a bonus to damage or resistance. However, items and buffs are available that offer bonuses to individuals and/or the entire sector. The dueller's critical hit bonus as well as the soldier's leadership bonus (to a lesser extent) both contribute to overall damage too. There is no minimum damage; if a player enters a battle with no fort weapon equipped, they fight with the Stone that has a damage range of 50-110.

Attack (Fort Battle Bonus) - Increases aiming.
Defense (Fort Battle Bonus) - Increases dodge chances.
Resistance (Fort Battle Bonus) - Decreases the damage you take from the enemy team.
Damage (Fort Battle Sector Bonus) - This bonus will increase the damage of your surrounding allies. Only the biggest value in that sector will affect the damage. This bonus doesn't stack. If you have 150 damage and your ally next to you has 180, only his damage bonus will contribute towords the damage.

Detailed formulas

All values are calculated internally to twelve decimal places, then rounded or truncated as needed for display. Differences will frequently arise where class bonuses affect the calculations. For a summary of these, please visit the character classes page.

Attack Value

{Leadership0.5 + Aiming0.5 + (Hiding OR Setting Traps)0.6 + Multiplayer Attack + Sector Attack + Beginner bonus + 10} x 1.15 x (Terrain attack + Tower Class bonus) ÷ Distance penalty

Where:

  • Hiding is used by the attackers and setting traps is used by the defenders.
  • Beginner bonus: 15 x {1 - (Level ÷ 250)}
  • Distance penalty: 1 + (DistanceSquared0.6 ÷ 100)


Defend Value

{Leadership0.5 + Dodging0.5 + (Hiding OR Setting Traps)0.6 + Multiplayer Defence + Sector Defence + Beginner bonus + 10 } x (Terrain Defence + Tower Class Bonus)

Where:

  • Hiding is used by the attackers and setting traps is used by the defenders.
  • Beginner bonus: 15 x {1 - (Level ÷ 250)}


Damage

Weapon Damage + Sector Damage + [(Weapon Damage + Sector Damage) × Leadership ÷ MaxHP]

Where:

  • Weapon Damage includes bonuses from items and buffs.
  • MaxHP is the amount of health points the shooter has at full health.


Resistance

300 × (Hiding OR Setting Traps) ÷ MaxHP + Resistance Bonus

Where:

  • Hiding is used by the attackers and setting traps is used by the defenders.
  • MaxHP is the amount of health points the target has at full health.

Calculator

TypewriterReverse.png
Calculate
To calculate your fort battle stats, enter the following values:
Tutorial
  • Skills
where you are supposed to enter skills, enter the skills from your skill window. This concerns "skill setting traps", "skill dodging", "skill hiding", "skill aiming" and "skill leadership"
  • health points
at "max health points" you have to enter your maximum health points. These are under your avatar
  • weapondamage
For "min rifle damage" you enter the lowest possible rifle damage of your rifle. The same applies to "max rifle damage". There you enter the maximum possible damage
  • bonus
for "bonus attack", "bonus defence", "bonus damage" and "bonus resistance" add each of these values from your items, the set bonus and from buffs


You have to enter at least all skill values for the calculation to start


worker?
Character bonus premium?

Enter more Values to calculate

After the battle

Once a battle is over, all characters will be updated to reflect their new health and knocked out players sent to the hotel. A battle report is then sent to all players. If the attackers won the battle, provided the fort was not under administrator takeover protection, fort ownership will transfer immediately. The defenders will no longer be able to access the fort and the attacking town gains full founder rights. Other towns that participated in the attack do not automatically receive a membership slot in the fort. A cooldown protection period of 24 hours protects the fort from further battle declarations.

Individual Rewards

Everybody who participated in the battle receives bonds and experience points. The amount of experience depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. Additionally, any on-hand cash lost by players that passed out during the battle is randomly distributed amongst the survivors.

Bonds Criteria

Each battle report shows how many bonds you earnt and for what reason. The following factors all contribute:

  • 1 bond for attending the battle.
  • 1 bond if your team wins.
  • Up to 9 bonds for having the highest count in certain statistics.
  • Up to 10 bonds for your battle stats.
    • 0.1 bonds per hit.
    • 0.1 bonds per dodged shot.
    • 0.0005 bonds per damage point inflicted.
    • 1 bond per knocked out opponent.
  • 0.1 bonds per round online, up to 5 bonds.

Even if you qualify for more, you never receive more than 26 bonds.
Harambe is lost but never forgotten.

Maneuvers

Maneuvers are essentially "practice" fortbattles. Detailed information can be found here: maneuvers.

Starters Guide

For those that just started fort fighting, here is a guide with some basic information that will help you through your first battles.