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Mage Realms - Game Help Manual

Hostility and War
In the War Room, you can see the status of your Sphere relationship with other Spheres. The Hostility level will give you an idea of the feelings between the Spheres, and the following table will tell you the actual effects of each Hostility level.


Hostility Indifferent Unfriendly Angry Belligerent Hostile Bellicose
Attack Types
Raid Allowed Allowed Allowed Allowed Allowed Allowed
Plunder Allowed Allowed Allowed Allowed Allowed Allowed
Assault       Allowed Allowed Allowed
Massacre           Allowed
Spies Misson Types
Spy Allowed Allowed Allowed Allowed Allowed Allowed
Steal   Allowed Allowed Allowed Allowed Allowed
Destroy       Allowed Allowed Allowed
Harmful Spells
Low Level     Allowed Allowed Allowed Allowed
Medium Level         Allowed Allowed
High Level           Allowed
Wonders
Attack Wonder       Allowed Allowed Allowed
Effects of Hostility -- Adjustment to Percent of Victim's Total
Steal Spy Missions 0% 0% 2% 3% 4% 5%
Destroy Spy Missions 0% 0% 0% -1% 0% 1%
Assaults 0% 0% 0% -1% 0% 1%


The War Bar


If you are at war, the 'War Bar' and a descriptive text will appear giving you an idea of how your sphere is doing in the war. The war bar swings to the left of center if you are losing, and to the right of center if you are winning.

In the example below the war is not going well, the bar is swinging well to the left and defeat is approaching.

(Plane:Sphere)Current War StandingWar Duration
(2:1) You are being slowly pushed back. Things may not turn out well if this is allowed to continue. Now is your chance to fight back! 49 Hours
Defeat Victory




All actions performed during war will earn your sphere 'war points' and move the bar to the right. Of course, enemy actions against you will be moving the bar to the left. All types of attacks, all types of spy missions, and spells, all earn war points. You earn more 'war points' for any given operation if it is a 'good quality' operation.

For example, a 1000-land planet earns more war points attacking another 1000-land planet than attacking a 500-land planet. This applies to spells and spy missions, too.

Wars run for a minimum duration of 24 hours after which time the Sector Leader may Surrender or Withdraw if they choose. If at any time after the minimum duration either sphere manages a victory (war bar full to right), then that sphere is declared the winner and the opposition is forced to surrender.

As the war drags on, morale in both spheres will deteriorate until a resolution is achieved (victory, surrender, or withdrawal).







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