Salvage Funds & Casualty Rework
Two changes went live today: one to the economy, one to combat. Nothing you own was taken, and there's a new protection cap that limits how much you can lose in a day. Here's what changed, and why.
💰 Salvage Funds (a third wallet)
When you sell items or battle upgrades, the gold no longer lands on-hand. It goes into Salvage Funds, a separate balance shown next to your gold and bank.
- You can spend it on anything the game sells — units, items, upgrades, buildings, mercenaries, fort repairs, spy ops, clan creation.
- It can't be withdrawn, banked, or stolen. It only ever leaves your account as a purchase.
- It's spent first by default, so your on-hand gold lasts longer. You can flip that on the Bank page — click either wallet to choose which one drains first.
Why: liquidating your armoury was the last easy way to funnel gold between accounts (naughty naughty) sell everything, let an ally take it off you. Salvage keeps your full purchasing power intact while closing that door. Untraining units still refunds to on-hand gold as before.
⚔️ Casualties now come from your whole army
Previously, battle losses were calculated only from your defensive units and only defensive units died, unless your fort hit 0.
That had a backwards effect: the more defence you trained, the more you lost. Players who kept almost no defence took almost no casualties, no matter how large their empire. Two players with similar-sized armies could lose anywhere from 1 to 138 units from the same attack, purely based on how much defence they'd trained.
Now losses are based on and drawn from your whole army. Defensive units still take losses first, then workers, then your offensive army, then spies.
- If you invested in defence, your losses go down.
- If you held almost no defence, your losses go up.
- Total casualties across the game are unchanged — slightly lower, in fact. What changed is who pays.
Yes, this means workers and offensive units can now die in a normal attack, where before that only happened at 0 fort. That's intentional: if losses were based on your whole army but only defensive units could die, anyone with a small defensive core would have it wiped out entirely while the rest of their army sat untouched.
🛡️ New: 5% daily loss cap
You can now lose at most 5% of your army in any 24-hour period, no matter how many people attack you. Once you hit that ceiling, further attacks cost you no units at all.
Attackers can still take your gold, they just can't grind your army down indefinitely. If you're being focused by several players at once, this is your floor.
📊 What this looks like in practice
- Average loss per attack across the game: about 0.16% of your army.
- Typical day for an active player: around 1.4% of your army.
- Hard ceiling: 5% per 24 hours.
If the raw numbers look bigger than you're used to, check them against your army size (a 90-unit loss on a 98,000-unit empire is under a tenth of a percent.)
Both changes are being watched closely and can be tuned. If something feels off, post in our discord with your numbers and we'll look at the actual data.