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Source of: Shields: free ones, prices and War Frenzy

← Shields: free ones, prices and War Frenzy

A **shield** blocks attacks on a city for as long as its timer runs. It has to go up in advance,
because any military action locks shields out for a quarter of an hour. The first dozen or so
shields come free, from Sanctuary levels and from a recharging shield, and everything after that
is bought with alliance coins or diamonds.

## Free shields

The Sanctuary grants **7 eight-hour shields** at levels 7, 9, 11, 12, 13, 15 and 17. A separate
rechargeable shield holds 5 charges of 8 hours with a 7-day recharge, which players describe as
five free shields a week.
While those last, there is no reason to buy anything.

## Prices

Paid shields sit in two shops, and in both the longer ones cost less per hour. The table
collects the two currencies together with the purchase limits.

| Shield | Alliance coins | Diamonds |
|---|---|---|
| 8 hours | 7,500 (limit 7) | 1,500 |
| 12 hours | 9,900 (limit 2) | 2,500 |
| 24 hours | 19,800 (limit 3) | 5,000 |
| 3 days | none | 12,000 |

In alliance coins the daily shield works out at 825 coins per hour against 937 for the eight-hour
one. The shops also differ in more than price, since diamond shields carry no purchase limit
at all while the alliance shop caps every kind.

## War Frenzy: the trap

Any military action triggers War Frenzy and **blocks shields for 15 minutes**. Scouting,
reinforcing, deploying, attacking and sieging all count, whether on territories, camps, resource
spots or cities. One curious scout leaves a city open for a quarter of an hour.

The in-game text says the duration grows with Sanctuary level, yet it stays the same 15 minutes
for every level from 1 to 30. In exchange, War Frenzy grants Troop ATK +5% from Sanctuary
level 9.

## Losses and wounded

Once a shield has failed, the size of the loss depends on how many soldiers end up wounded
instead of dead. The Clinic holds the wounded: three clinics hold 6,090, a fourth raises that
to 8,120, and research plus the lord skill add 45% on top.

The [[building-soldier-s-rest|Soldier's Rest]] saves a share of the fallen, 18% at level 1 rising
to 40% at level 23. **The share stops there**, and further levels only raise capacity, from 400
soldiers to 2,000 at level 30. Reviving from the shelter costs the same 30% of recruitment
as healing.

Infirmary space matters more than it looks, because **a wounded soldier is three times cheaper
than a dead one**. Healing costs 30% of recruitment and takes 30% of the time, and the ratio
holds on all ten tiers: 194 resources to recruit a tier 1 soldier against 58 to heal, and 14,054
against 4,216 at tier 10. Anything that does not fit in the infirmary dies outright, and the
gap is exactly those seventy percent.

Scouting cuts losses from the other side. The Watchtower gives 100% counter-scouting from level 5
and hides 5 report fields from level 9, with nothing added beyond that.