Military & Combat
Armies
Each army has:
| Attribute | Description |
|---|---|
| Strength | Number of troops (0 = disbanded) |
| Efficiency | Combat effectiveness % (0–100) |
| Movement | Hex sectors per turn |
| Supply | Turns of food carried; army starves when 0 |
| Morale | Affects desertion rate and combat performance |
Movement
Armies move up to their movement rating in hex distance per turn. Select an army in the left panel, then click a destination hex and submit a Move order.
- Movement is blocked by water sectors
- Mountains cost extra movement points
- Pathfinders ignore terrain movement penalties
- You can see how far a move will take you — moves beyond the army's range are rejected
Combat Resolution
Combat is resolved when an ARMY_ATTACK order is processed. The engine uses a probabilistic dice system (10 dice, scaled 0–100) for each round, with bonuses for:
- Attacker: nation attack_bonus, army efficiency
- Defender: nation defense_bonus, army efficiency, fortress level
Battles run up to 6 rounds. Each round deals damage based on the damage formula
(ported from the original combatA.c):
damage = (roll × strength × efficiency) / (100 × DAMAGE_LIMIT)
Fortress Bonus
Sectors designated as Fortress or Capital give the defending army a fortification bonus. The fortress level is derived from the sector's efficiency. Upgrading fortress efficiency (via construction) makes your capital much harder to take.
Capture
If the attacker wins and all defending armies are defeated, the sector is captured:
- Sector ownership transfers to the attacker's nation
- Sector efficiency is reduced (damage from fighting)
- The attacking army moves into the sector
Seizing an undefended sector (no enemy armies present) is always successful and reduces efficiency less than a contested battle.
Army Orders
| Order | Effect |
|---|---|
| Move | Move army to target hex (if within movement range) |
| Attack | Move to target hex and engage any defenders |
| Disband | Permanently remove the army (strength → 0) |
Morale
Morale (0–100) affects army desertion and combat effectiveness. Morale drops when:
- Tax rate is high
- Food is scarce (starvation)
- Battles are lost
- World events (harsh winter, curse, etc.)
Morale recovers slowly each turn when conditions improve.
Nations with low morale may suffer peasant uprisings (world event) that temporarily remove sector control.
Starvation
If your food reserve reaches 0 and armies cannot be supplied, they begin losing strength (starvation casualties) each turn. Build farms before raising large armies.