Military & Combat

Armies

Each army has:

AttributeDescription
StrengthNumber of troops (0 = disbanded)
EfficiencyCombat effectiveness % (0–100)
MovementHex sectors per turn
SupplyTurns of food carried; army starves when 0
MoraleAffects 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.

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:

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:

Seizing an undefended sector (no enemy armies present) is always successful and reduces efficiency less than a contested battle.

Army Orders

OrderEffect
MoveMove army to target hex (if within movement range)
AttackMove to target hex and engage any defenders
DisbandPermanently remove the army (strength → 0)
Orders are queued and execute at turn processing time — you cannot react to other players' moves within the same turn.

Morale

Morale (0–100) affects army desertion and combat effectiveness. Morale drops when:

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.