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It is not equivalent to an unknown value of zero."],"unknowns":["The citizen's base description, aura rows, building/town/global modifiers and current hunger are required for a numeric result.","Current aura state and effective stat totals are player-state inputs. Unknown values must remain 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failure, injuries and loyalty loss","statement":"When an attack times out before completion, its remaining progress fraction scales configured loyalty loss, injury chance, casualty ratio and storage penalties. All nine registered raids have zero MaxCitizenKillRatio, while injury and loyalty penalties remain active.","status":"operative-rule","language":"en","fields":{"casualtyCount":"Random.Next(int(MaxCitizenKillRatio * remainingFraction * citizenCount), ceil(MaxCitizenKillRatio * remainingFraction * citizenCount))","injuryChance":"MaxCitizenInjuryChance * remainingFraction","injuryDurationSeconds":1200,"injuryInstanceType":"injury","loyaltyLoss":"MaxLoyaltyLoss * remainingFraction","registeredCasualtyRatio":0,"remainingFraction":"1 - CurrentProgress / RequiredProgress"},"conditions":["ServerRaidsSystem invokes failure only after its success check and when Timer >= AttackingTime. The manager computes the remaining fraction without an extra clamp.","The manager shuffles the town's citizen IDs. It samples the configured casualty count with the native integer lower and exclusive upper bound, then considers each remaining resolved citizen for one injury.","An injury requires a nonempty PossibleInjuries array and NextSingle() below the progress-scaled chance; one listed aura is chosen uniformly by array index. Existing aura-instance replacement and timer behavior still apply.","Failure report survivors receive the negative progress-scaled MaxLoyaltyLoss directly; this loss does not multiply by Citizen_LoyaltyGain.","All eight registered possible injury auras use Duration=1200 and InstanceTypeId=injury, with their exact efficiency, expertise, experience, hunger or happiness modifiers preserved in the native table.","A zero configured failure casualty lottery does not establish immunity from separate combat or scripted death. The success path also separately removes citizens already marked Dead."],"unknowns":["The actual remaining fraction, citizen membership/status, current aura instances and random draws are needed for an injury or loss 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