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{{DISPLAYTITLE:Robbers}}<languages/> Robbers are one of three [[NPC (Kingdoms)|NPC]] groups in Kingdoms. There are two kinds of robbers, robber hideouts and robber camps. Robber hideouts are visible for only one player and that player has them for himself. Robber camps are visible for the whole [[Kingdom|political kingdom]] and can interact with the whole kingdom. Robbers are the only source for [[Treasures#stolengoods|stolen goods]], which can be converted to valueable [[Treasures]]. As all NPC enemies, defeating robbers only grants 50% of the usual off points. == Robber hideouts == Robber hideouts spawn for each player individually and only the respective player can interact with them. If they are not defeated in time, they attack the player's capital twice, once after 36 hours and once after 72 hours, using half of the (remaining) troops. This timer is unaffected by the game speed. Rams and catapults function normally and robber hideouts can also steal resources, which will then be added to the hideout's bounty. The amount of resources (wood, clay, iron, crop) is based on the hourly production of the account and is influenced by random factors additionally. The total amount of resources in each of the first 10 hideouts is the same for every player though, to ensure fairness. The amount of stolen goods is based on the age of the player's account, random factors and secret factors, but this is the same for every player aswell for the first 10 hideouts. The '''fighting strength''' of the troops is based on the sum of the attack strength of all troops of the account (including def troops), his hourly production and random factors. Then, the amount of troops is chosen, such that all together have the previously determined fighting strength. Tribe and spawning troop types are random, but hideouts can't have settlers, chiefs or heroes. They can however spawn with rams or catapults.n und Katapulte haben. === Spawn mechanics === * Robber hideouts spawn only for dukes and governors. * They spawn nearby the capital of the player, up to 7 fields away from the capital. * They respawn after an integer amount of hours after being defeated. * Their spawn rate decreases as the account ages. * They despawn as soon as all resources and stolen goods are fetched, even if troops are still alive (e.g. if they're on the way to attack). * There are two hideouts for each player, Robber hideout I and Robber hideout II. They act and spawn independent of each other. Es gibt eine seltsame Interaktion: * Wird das Hauptdorf vollständig zerstört und dadurch ein neues Hauptdorf bestimmt, spawnen die Räuberverstecke je einmal noch bei dem alten Hauptdorf. Das hat technische Hintergründe und ist derzeit nicht als Bug klassifiziert. Das ist allerdings nur der Fall, wenn das alte Hauptdorf vollständig zerstört wurde und dadurch ein neues Hauptdorf festgelegt wurde. Ändert man sein Hauptdorf regulär, spawnen die Räuberverstecke erwartungsgemäß am neuen Hauptdorf. === Umsiedlung === Siedelt man mittels [[Menhir|Menhiren]] um, verschwinden die alten Räuberverstecke '''sofort'''. Die nächsten Räuberverstecke spawnen anschließend um die neue Position des Dorfes, allerdings nicht sofort, sondern nach der regulären Respawnzeit. == Räuberlager == Räuberlager sind im Grunde Räuberverstecke für Königreiche. Räuberlager haben mehrere Wellen. Sobald eine Welle besiegt wurde, wird die nächste Welle freigeschaltet. Sind alle Wellen besiegt, verschwindet das Räuberlager von der Karte. Eine Welle gilt als besiegt, wenn alle Rohstoffe und Diebesgut gestohlen worden sind. Jeder Spieler kann pro Räuberlager nur eine Welle besiegen. Besiegt man eine Welle nicht in einer bestimmten Zeit, greifen die Räuberlager zufällige Dörfer des [[Königreich|Königreichs]] in der Nähe an. Der Countdown bis zum nächsten Angriff wird in dem Räuberlager angezeigt. Besiegt man eine Welle ohne alle Truppen zu töten, werden diese in die nächste Welle verschoben. Da man es einem verbündeten Spieler damit schwerer macht, ist das üblicherweise ungerne gesehen. Könige können Räuberlager auch angreifen, allerdings wird das Diebesgut sofort und ohne Rohstoffbonus in Schätze umgewandelt und in den Schatzkammern gelagert. Daher ist es üblich, dass Könige die Räuberlager ihren Statthaltern und Herzögen überlassen. Jeder Spieler kann jedes Räuberlager nur einmal angreifen. Bleiben nach einem Angriff oder Raubzug noch Truppen in der aktuellen Welle übrig, obwohl das Diebesgut bereits gestohlen wurde, gehen die verbleibenden Truppen und Rohstoffe auf die nächste Welle über. Das gilt jedoch nicht für die jeweils letzte Welle eines Räuberlagers, diese bleibt dann mit dem Rest stehen. Die Truppen, Rohstoffe und Diebesgut werden mit jeder Welle um 20% weniger. Sind in der ersten Welle etwa 100 Phalangen, werden es in der zweiten Welle nur noch 80 sein und in der dritten 60. === Spawnmechaniken === * Räuberlager spawnen zwischen 48 und 96 Stunden (3x Speed: 34-69 Stunden) nachdem das letzte Räuberlager vollständig besiegt (oder das Königreich gegründet) wurde erneut. * Räuberlager können nur in dem Gebiet des entsprechenden Königreiches spawnen und dort nicht auf 4-4-4-6er, 3-3-3-9er und 1-1-1-15er Feldern. Ist ein Königreich zu dicht besiedelt, kann es daher passieren, dass deutlich weniger Räuberlager als üblich spawnen. * Die Gesamtzahl der Räuberlagerwellen basiert auf der Anzahl der Mitglieder im Königreich, die in den letzten 12 Stunden online waren. == Siehe auch == * [[Königreich]] * [[Einfluss]] * [[NPC (Kingdoms)|NPC]] * [[Schätze#stolengoods|Diebesgut]] [[Category:Travian Kingdoms Feature (EN)]]
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