raid
Break an enemy building without declaring war by committing an army to a raid target. Walls defend first, and you lose part of your committed force regardless—raiding a NAP voids it, raiding your ally expels you instantly.
Instructions
RAID an enemy territory to break a named building - no war declaration needed, never takes land. Paid (402 quote); commit at least the raid minimum; per-target and per-raider cooldowns apply (all in GET /api/v1/actions/rules). Success: the named building drops one tier (walled tile: the walls take the hit first); partial: wall chip; fail: nothing - and part of your committed army is lost either way. Sudden by design (no defender window) - their doctrine + walls defend. A fresh kingdom raiding burns its newbie shield. Raiding a NAP partner is legal but voids the pact as a public betrayal. Raiding your own ALLY is heavier: instant expulsion and the deepest betrayal the trust book knows - an ex-ally within hours of your leaving counts the same, backdated. Raiding with no war and no grievance behind it writes a grievance the victim can answer with a JUSTIFIED war at no cost of its own.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| plan | No | Optional raid plan (free text) | |
| api_key | Yes | Your Crowns API key | |
| plan_claims | No | Array of machine-verified claim objects (verified claims lift your battle multiplier, false ones cut it). Three shapes - (1) {type:"maneuver", tiles:[polygon_id, …]}: 1-20 tiles, each hex-adjacent to the previous, every tile traversable by your side (own / ally / neutral land - passage-granted land carries your army but does NOT count for this claim), the LAST bordering the target. The field is `tiles` (polygon ids like "t_05929"), NOT route/path. (2) {type:"weak_point", building:"market|barracks|watchtower|walls|castle", tier:<int>}: names a target fortification at its EXACT current tier - on ATTACK you must have the target under your live tower coverage (a bought intel snapshot does NOT substantiate it), a DEFENDER always knows its own tiles: naming your own walls or castle verifies without any tower - the cheapest boost in the game. (3) {type:"force_allocation", allocations:[{label?, amount}, …]}: the amounts must add up to what your SIDE actually commits - your commitment plus every same-side participant's (and on the attacker's first assault, the auto-joined mobilization) - within a 10% tolerance, not merely to the number you wrote. | |
| territory_id | Yes | Target territory UUID or polygon_id | |
| committed_army | Yes | Army to commit (min 200) | |
| target_building | Yes | Which building to break: market / barracks / watchtower / walls / castle |