Editing Casualties

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At most, defensive casualties can be 4.8% by oversending or due to any other factors such as wonders or spells (equivalent to oversending by 133%). Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.
 
At most, defensive casualties can be 4.8% by oversending or due to any other factors such as wonders or spells (equivalent to oversending by 133%). Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.
  
A [[dominion]] which has been invaded recently also suffers reduced casualties.  
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A [[dominion]] which has been invaded recently also suffers reduced casualties.
 
* First invasion: 100% (of the base)
 
* First invasion: 100% (of the base)
 
* Second invasion: 75%
 
* Second invasion: 75%
 
* Third invasion: 50%
 
* Third invasion: 50%
 
* Fourth invasion and more: 25%
 
* Fourth invasion and more: 25%
'''Note:''' ''This invasion modifier is only applied if it is a greater reduction (and never applied as an additional reduction) than the other reductions already in effect (such as unit-based defensive losses and the land ratio modifier).''
 
  
 
A dominion retains its 'invaded' status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day.
 
A dominion retains its 'invaded' status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day.
  
 
Defensive casualties on a [[Invading#Razing|raze]] (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target.
 
Defensive casualties on a [[Invading#Razing|raze]] (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target.
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All of these modifiers to the base casualty rate occur '''before''' additional casualty reduction.
  
 
Bounces failing by more than 20% produce zero defensive casualties.
 
Bounces failing by more than 20% produce zero defensive casualties.

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