Harbor | |
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Sailors can loot ![]() | |
Prerequisites |
Area: Shore |
Cost |
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Upkeep Cost |
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Upgrade Cost |
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Upgraded Upkeep Cost |
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The Harbor is a special version of the Longship Dock only avalidable for Huginn and Muninn(the raven clan).
It allows the player to deploy Sailors, and to choose ether the tow raid option:
- raid for kröwns, Sailors will generate
2.5 kröwns (each) 0.5 more than normal sailors but no fame nor lore
- explore the coast line, they do not generate
kröwns anymore but scout costal tiles instade, they will generate lore like raven scout do while scouting (
2 lore).
the player will alsso be given the posility to "deploy" and raid a tile:[]
Raids cause a ship to land on an enemy or neutral tile, and deposit several Mercenary units. If you have Naglfar, they will be accompanied by a Son of Hrymr. All of these troops will disembark simultaneously, and a timer will visibly start above the ship that deposited them. After 30 seconds, any raiding units which survived will become invincible and immediately retreat to the boat and depart.
Every raider sent that survived those 30 seconds yields certain amount of resources (for simplicity, let's call it a "pack" of resources). The amount of resources in a pack is determined based on natural resources and production buildings on the tile. 1 pack of resources contains:
- 1 iron or 1 stone if there’s iron or stone. Iron or stone is permanently deducted from the deposit. Mines don't count as a production building and don't increase the amount stolen.
- 20 wood for natural forest in the tile and another 20 wood per woodcutter building
- 12 lore per lorestone (natural and\or built)
- 12 gold per trading post and per market on the tile. Longship dock/harbor don’t provide gold if raided.
- 25 food per natural food resource and 25 food per food building. Sheepfold and silo don’t contribute to these values.
- 25 food if tile has no natural resources.
- The Altar of Kings isn’t a production building and doesn’t give anything if raided.
The amount of raiders sent is equal to amount of sailors in a harbor used to commence the raid. A raid costs 20 Kröwns per mercenary and has a global cool-down tied to the raided tile that is shared between all ravens. The cooldown is approximately 30 seconds per mercenary sent. So if one raven sends full raid of 6 mercenaries on a tile neither he or another raven can send another raid on the same tile for 30*6=180 seconds. The cooldown is calculated from mercenaries sent and not number survived.
A Son of Hrymr will plunder twice as many resources as a normal mercenary, doesn’t cost additional Kröwns and doesn’t influence cool-down.
As noted above; raiding tiles with Iron or Stone will actually remove Iron or Stone from the deposit, which can allow you to deny these resources to an enemy, whether you raid a tile they control, or a neutral tile they're likely to expand to. In a pinch, this can also serve as an odd way to harvest them yourself (at 20 gold/resource, it is actually identical to the pre-"Negotiation" cost of buying from the Marketplace).
Raids no longer leave units at the destination tile, as they did in prior patches, but also no longer decolonize affected tiles.
Mercenaries and Son of Hrymr are affected by winter, by distance malus, by military lores and by forged weapons (for mercs only as Son of Hrymr can’t be forged)