Dynasties

Opportunist line

The Opportunist line raises the attack power of the Raider. It is chosen at match setup and stands for the whole match (Getting started).

Its effect

The Raider's attack is 4; with the Opportunist line it is 5. The effect applies only to the Raider and only against units:

The dynasty does not lift the prerequisite

The Opportunist line makes the Raider stronger, but it does not give you one: building the unit requires an Horse pasture inside your territory (Raider). So this line's first move is not an attack but finding a pasture — on a start without one the dynasty sits idle until you claim horses.

The effect looks at a unit's owner, not at where it came from: a Raider you buy out of a bandit camp (Bandit camp) carries the same step the moment it becomes yours — and that gate is also the only way an empire with no pasture acquires a Raider at all. While the same bandit still belongs to the camp it hits with the base attack: the neutral side has no dynasty.

Why the Raider

The Raider is already the game's opportunity unit: fast, middling HP, and it advances after a kill. That is why the attack step went to it — the same number on a Spearman would combine with the ×2 defense multiplier the Spearman carries against Raiders (Combat) and flip the type triangle on its head.

The type triangle still holds under this dynasty: a Spearman still gets its multiplier against a Raider. What the Opportunist line does is not remove that multiplier but raise the damage a Raider deals the moment it hits an unprotected target.

What changes on the board

In the combat formula attack power also sits in both the denominator and the numerator (Combat):

Combat formula

Attack power = attack × (HP ÷ max HP)

Defense power = defense × (HP ÷ max HP) × terrain multiplier × type multiplier × fortify multiplier

Type multiplier = 2 for a Spearman defending against a Raider, 1 for every other pairing.

Fortify multiplier = 1.5 for a dug-in unit, 1 otherwise.

Damage to the target = attack power × 4 × attack power ÷ (attack power + defense power)

Counter damage = defense power × 2 × defense power ÷ (attack power + defense power) — only if the defender survives; cities never strike back.

Results round to the nearest whole number, halves up. There are no hidden variables: the preview is the real calculation.

So one step of attack power both raises the damage you deal and lowers the counter-damage you take. Because the Raider's defense is low (1), the second effect does more work in practice than the first: a Raider making the same trade survives it more often — and because it advances after a kill, it takes the hex as well.

Fortifying and terrain are still on the defender's side

The effect does not touch the defensive side. A fortified defender still defends at ×1.5 (Combat), and a defender in forest still gets the terrain multiplier (Map and terrain). The Opportunist line does not say "attack a protected target" — it raises the profit of hitting an unprotected one.

The numbers on this page are read from the game’s balance tables.

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