Combat Mechanics

How battles resolve, how losses are calculated, and how to use scouting, walls, and loyalty to gain the advantage.

⚔️Battle Resolution

All combat resolves instantly when troops arrive at the target. There is no real-time battle animation — your march travels, arrives, and the outcome is calculated in a single pass. Results appear in your Battle Reports.

Step 1 — Calculate Total Attack
Total Attack = Σ (unit_attack × quantity)
Sum of every attacking unit's attack value multiplied by how many you sent. Research bonuses (Warlord branch) are applied as multipliers after the base sum.
Step 2 — Calculate Total Defense
Total Defense = Σ (unit_defense × quantity) × Wall Multiplier
Defense values used depend on the attacker's unit class. Infantry attackers hit the defender's defense_infantry stat. Vehicle attackers hit defense_vehicle. If the attacker sends a mix, defense is weighted proportionally. The Barricade Wall multiplier is applied on top: 1 + (wall_level × 0.02).
Step 3 — Roll Luck Factor
Luck = random(-0.15 to +0.15)
A random modifier applied to the combat ratio. Positive luck favors the attacker, negative favors the defender. This means even overwhelming odds can have slightly different outcomes each time. In close fights, luck can flip the result entirely.
Step 4 — Determine Winner
Ratio = (Total Attack / Total Defense) × (1 + Luck)
If Ratio ≥ 1.0: Attacker wins. If Ratio < 1.0: Defender wins.
💀Loss Calculation

The losing side is completely destroyed — every unit lost. The winning side takes proportional losses based on how dominant the victory was. The formula uses a squared ratio, which means overwhelming force is very efficient while close fights are brutally expensive.

Attacker Wins
Attacker loss % = 1 / ratio²
Defender loses 100%. Attacker loses a percentage of each unit type based on the inverse ratio squared.
Defender Wins
Defender loss % = ratio²
Attacker loses 100%. Defender losses are the ratio squared — symmetric formula.

The squared formula is the key insight: doubling your advantage doesn't halve your losses — it quarters them.

RatioWinnerWinner LossesPractical Meaning
15:1Attacker0.4%Near-zero losses. Farm freely.
5:1Attacker4%Very efficient. Standard farming ratio.
3:1Attacker11%Profitable but costly.
2:1Attacker25%Expensive. Make sure it's worth it.
1.5:1Attacker44%Pyrrhic victory. Heavy losses.
1:1Coin flip~100%Whoever wins loses almost everything.
0.7:1Defender49%Attacker destroyed, defender hurt badly.
Worked Example: Raider Camp Attack
You send 50 Militia (25 atk each) + 20 Scavengers (10 atk each)
Total Attack = (50 × 25) + (20 × 10) = 1,450
Camp garrison: 30 Militia (30 def each), Wall Lv 0
Total Defense = 30 × 30 = 900
Luck rolled: +3.2%
Ratio = (1,450 / 900) × 1.032 = 1.663
Attacker loss % = 1 / 1.663² = 36.2%
Victory! You lose ~18 Militia and ~7 Scavengers. Camp destroyed.
🧱Wall Defense Bonus

The Barricade Wall adds a percentage multiplier to all defending troops' defense values. This includes your own troops and any allied support troops garrisoned at your settlement.

Wall Multiplier
Defense × (1 + wall_level × 0.02)
Wall LevelBonus100 Militia Effective Def
0+0%3,000
5+10%3,300
10+20%3,600
15+30%3,900
20+40%4,200
💡
Walls scale with army size. A Level 10 Wall (+20%) on 100 Militia adds 600 effective defense. On 500 Militia, it adds 3,000. The bigger your garrison, the more valuable each Wall level becomes. This is why alliance defense (stacking support troops behind walls) is so powerful.
👁Scouting

Attacks are blind. You cannot see the defender's troops, resources, or buildings before your army arrives — unless you scout first.

Send a Scout march to an enemy settlement. When your Scouts arrive, they face the defender's Scouts in a separate engagement:

ScenarioResult
Defender has 0 ScoutsFull intel — troops, resources, buildings all revealed
Your Scouts outnumber defender'sYou win, get full intel. Both sides lose Scouts proportionally.
Defender's Scouts outnumber yoursYou lose all Scouts. Learn nothing. Defender knows you tried.
⚠️
Scouting reveals your intent. Even if your scout mission succeeds, the defender sees a battle report showing they were scouted. A smart player will reinforce immediately. Time your attack to arrive shortly after the scout report.
💡
Keep Scouts at home. If you have 0 Scouts, any scouting attempt against you succeeds automatically with full intel and zero losses for the attacker. Even 10 Scouts at home forces the attacker to commit resources to intelligence gathering.
🗼Watchtower Intel

The Watchtower reveals details about incoming attacks before they arrive. Without one, attacks arrive with zero warning.

LevelInformation Revealed
0 (none)Nothing — attacks arrive unannounced
1–5Attack incoming + estimated arrival time
6–10Above + total number of troops
11–15Above + unit type breakdown (e.g., "Militia, Snipers, Trucks")
16–20Above + exact quantities of each unit + attacker's player name
💡
Level 16+ is the sweet spot. Knowing the exact army composition lets you calculate whether you can defend or whether you need to evacuate troops (send them to an ally before the attack lands). Information wins wars.
🏴Settlement Conquest

Conquering an enemy settlement is a multi-wave operation that requires Enforcer units and a strong escort army.

Loyalty System
Every settlement has Loyalty 0–100 (starts at 100)
Each surviving Enforcer in a successful attack reduces loyalty by 20-35 points (random per Enforcer). When loyalty hits 0, the settlement changes ownership.
Loyalty Regeneration
+1 loyalty per hour × world_speed
Loyalty regenerates passively. At 1x speed, a settlement recovers 24 loyalty per day. You must time your waves to outpace regeneration.
When Loyalty Hits 0What Happens
Defending troopsAll destroyed (including support troops)
BuildingsRemain intact — you inherit them
ResourcesTransfer to the conqueror
LoyaltyResets to 25 (vulnerable to reconquest)
Previous ownerLoses the settlement slot
Conquest Timeline Example
Wave 1: 3 Enforcers survive → Loyalty drops 100 → ~20 (reduced by 80)
Wait 2 hours: Loyalty regenerates 20 → 40
Wave 2: 2 Enforcers survive → Loyalty drops 40 → ~0 (reduced by 50)
Settlement conquered in 2 waves + 2 hour gap. Total: ~5 Enforcers consumed.
⚠️
Enforcers are slow (speed 4) and weak (5 attack). They need a heavy escort to survive. Send them with Militia, Snipers, and War Rigs. If the escort loses the battle, the Enforcers die and loyalty doesn't change.
📦Raiding & Loot

When you win an attack against a player settlement, surviving troops steal resources up to their total carry capacity. Loot is taken proportionally from all four resource types.

Loot Calculation
Max Loot = Σ (unit_carry × surviving_quantity)
If the defender has 10,000 total resources and your survivors can carry 3,000, you take 750 of each type (3,000 / 4). If your carry exceeds available resources, you take everything.
💡
Bring haulers. Scavengers (50 carry) and Trucks (200 carry) are your loot units. Militia (15 carry) and Snipers (5 carry) are fighters. An army of pure Militia wins the battle but barely takes any resources home. The optimal raid composition is: enough fighters to win decisively + enough haulers to empty the target.