Expansion and growth is an ever-present concern in the Feudal World. Your military is responsible for not only protecting the current land you have under your control, but can also be ordered to acquire new land from your enemies. There are multiple offensive strategies to choose from, all with their strengths and varying attack times. It is in the best interest of every realm to reduce the amount of time your military is outside your realm. This is minimise the possibility of an invasion should an enemy decided to capitialise and attempt an invasion when a majority of your military is away.

Attack Types From Fastest To Slowest
Pillage - Crusade - Invasion/Suicide - Raze - Assault

Combat Options
Attack Types Summary Valor / Fortitude
Invasion
(Normal Attack Time)
Take control of up to 10% of opponents territory
Yes / Yes
   
Assault
(High Attack Time)
Take control of up to 10% of opponents territory
5% bonus to offensive rating
Yes / Yes
     
Raze
(Moderate Attack Time)
Destroys up to 10% of opponents territory
No / Yes
     
Pillage
(Low Attack Time)
Can steal up 10% - 30% of all resource currently held by opponent
No / Yes
     
Suicide
(Normal Attack Time)
Take control of up to 10% of opponents territory
10% bonus to offensive rating
Your combat casualty rate is doubled
Yes / Yes
 
 
Crusade
(Low Attack Time)
Captures and kills a random amount of mages / blackguards
Yes / Yes




Realms lose twice as many troops attacking than defending

Champions die less in combat and are less likely to be the target of sorcery and espionage

Failing an attack incurs more damage (10% extra damage for every 1% failure)

Attacks under 25% of enemies defence results in no damage done and all lost forces for invading party. This is also referred to as a "Death Attack"

Each commander used during combat reduces your military losses by 15% after the first. (eg if you have 3 military commanders during combat your military casualties are 30% less). Alternatively 4 commanders at home reduces your losses at home by 45%) Commanders only help in combat and does not reduce any effects by sorcery or espionage

Units that have fled combat losses cannot be reduced by apothecaries but only by using guard houses

At least one commander is required for each attack

You cannot attack realms in your own empire

Trebuchets do not need transports. There is a maximum of 20 trebuchets per military unit sent

Away military will return respective to the real time, rather than based on turns

When using crusade - converted mages/blackguards are shown as casualties of war for the victim

There will be less deserters with a higher morale. A lower morale will result in more troops abandoning their post


The minimum amount of captured land is currently 50 hectares