Pirate Cannon
The Pirate Cannon: long shots that level troops and buildings of both sides, reloading between them.
The Pirate Cannon takes 120 s to raise and costs 1,000 gold, paid in gold only (never the build capital). A side has at most 3 at a time. Once finished it holds one shot; fired, it cools down for 20 s, then loads the next for 70 s. Its panel says which, and how long is left (only you see it).
Aiming and firing
- Raise it. Y on the build bar. Gold only: the capital never pays for it, so a foundation goes up and takes its time. Finished, it holds one shot. Up to 3 at a time.
- Aim. Click the cannon, then K (or Fire on its panel). The band is its range: too near is grey, and a click does nothing there. The arc follows the cursor; the red ring is the blast.
- Fire!. Click: the ball flies for 4 seconds, and the cannon cools down 20 s, then loads the next shot 70 s. The rival sees the ring closing in and can walk out. Everything left inside, of both sides, takes the blow: buildings too.
Click your cannon, then press K (or Fire on its panel) to aim: the ball’s arc follows the cursor, and a ring shows the blast. It lands between 450 and 1,800 from the cannon, in the fog too. Click to fire; right click, Esc or K stops aiming. By touch, drag the aim and press Fire!.
The blast
- The cannon stays: 90 s later it can fire again.
- The ball flies 4 s and lights the fog round it for its owner. Meanwhile the rival sees a red ring where it will land.
- Everything inside the ring, of both sides, takes 1,200 damage at the centre down to 250 at the edge (radius 180, the same in every direction: the ring is only drawn flattened), and is thrown back.
- A castle keeps at least 1 hit point.
Mind: The rival has 4 s to walk out of the ring. Fire at what cannot move: buildings, a siege, a crowd in a fight.