Party priority - defensive

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Worlok

Squire
Does anyone actually have experience with the party logic - neutral/defensive/aggressive?
Why is my party moving to an enemy town (under war) after I configured defensive stance?
 

Bannerman Man

C# Sleuth
Knight
If you have your clan party's priority set to defensive, then they should not be able to either raid or besiege enemy settlements as a solo party. The value of those actions gets set to 0 in that situation. If your clan party is not part of an army and is still raiding settlements, then that is most likely a bug.

However, your clan party can still be called to join an army even when configured to defensive priority, and if your clan party joins an army, then the army's objective supersedes the clan party's objective, and they will still be able to participate in offensive actions. So check if they were part of an army, and if that was the case and you don't agree with it, then there's an ongoing discussion about that topic here.

A clan party configured to defensive priority has the following effects:
  • They cannot raid or besiege enemy settlements as a solo party.
  • They are more cautious around enemy war parties (they are about 20% more likely to flee from an enemy party that poses a threat to them).
  • They are more likely to help defend an allied settlement that's under attack.
A clan party configured to aggressive priority has the following effect:
  • They are more likely to raid or besiege an enemy settlement. Since they can't besiege a settlement as a solo party anyway, and I don't believe they can form their own armies, that means this stance only affects their likelihood to raid.
A clan party configured to neutral priority has the default behavior and is not barred from raiding or besieging. Clan parties can be summoned to join armies regardless of priority setting.


If your faction's war strategy is set to defensive, then it will have the following effects:
  • Raiding and besieging objectives will be considered 35% less valuable than when the strategy is set to balanced.
  • Defending allied settlements will be considered 10% more valuable than when the strategy is set to balanced.
  • Allied parties are more cautious around enemy war parties (they are about 20% more likely to flee from an enemy party that poses a threat to them).
If your faction's war strategy is set to offensive, then it will have the following effect:
  • Raiding and besieging objectives will be considered 30% more valuable than when the strategy is set to balanced.
The war strategy effects will stack multiplicatively with clan party priority settings, so, for instance, a clan party with a defensive priority while also under a defensive faction war strategy will be about 44% more likely to avoid an enemy war party (because the score to avoid an enemy party gets multiplied by 1.2 twice, and 1.2 x 1.2 = 1.44).
 
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If you have your clan party's priority set to defensive, then they should not be able to either raid or besiege enemy settlements as a solo party. The value of those actions gets set to 0 in that situation. If your clan party is not part of an army and is still raiding settlements, then that is most likely a bug.

However, your clan party can still be called to join an army even when configured to defensive priority, and if your clan party joins an army, then the army's objective supersedes the clan party's objective, and they will still be able to participate in offensive actions. So check if they were part of an army, and if that was the case and you don't agree with it, then there's an ongoing discussion about that topic here.

A clan party configured to defensive priority has the following effects:
  • They cannot raid or besiege enemy settlements as a solo party.
  • They are more cautious around enemy war parties (they are about 20% more likely to flee from an enemy party that poses a threat to them).
  • They are more likely to help defend an allied settlement that's under attack.
A clan party configured to aggressive priority has the following effect:
  • They are more likely to raid or besiege an enemy settlement. Since they can't besiege a settlement as a solo party anyway, and I don't believe they can form their own armies, that means this stance only affects their likelihood to raid.
A clan party configured to neutral priority has the default behavior and is not barred from raiding or besieging. Clan parties can be summoned to join armies regardless of priority setting.


If your faction's war strategy is set to defensive, then it will have the following effects:
  • Raiding and besieging objectives will be considered 35% less valuable than when the strategy is set to balanced.
  • Defending allied settlements will be considered 10% more valuable than when the strategy is set to balanced.
  • Allied parties are more cautious around enemy war parties (they are about 20% more likely to flee from an enemy party that poses a threat to them).
If your faction's war strategy is set to offensive, then it will have the following effect:
  • Raiding and besieging objectives will be considered 30% more valuable than when the strategy is set to balanced.
The war strategy effects will stack multiplicatively with clan party priority settings, so, for instance, a clan party with a defensive priority while also under a defensive faction war strategy will be about 44% more likely to avoid an enemy war party (because the score to avoid an enemy party gets multiplied by 1.2 twice, and 1.2 x 1.2 = 1.44).
thank you for your good explanation
 
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