How battles resolve, how losses are calculated, and how to use scouting, walls, and loyalty to gain the advantage.
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.
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.
The squared formula is the key insight: doubling your advantage doesn't halve your losses — it quarters them.
| Ratio | Winner | Winner Losses | Practical Meaning |
|---|---|---|---|
| 15:1 | Attacker | 0.4% | Near-zero losses. Farm freely. |
| 5:1 | Attacker | 4% | Very efficient. Standard farming ratio. |
| 3:1 | Attacker | 11% | Profitable but costly. |
| 2:1 | Attacker | 25% | Expensive. Make sure it's worth it. |
| 1.5:1 | Attacker | 44% | Pyrrhic victory. Heavy losses. |
| 1:1 | Coin flip | ~100% | Whoever wins loses almost everything. |
| 0.7:1 | Defender | 49% | Attacker destroyed, defender hurt badly. |
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 Level | Bonus | 100 Militia Effective Def |
|---|---|---|
| 0 | +0% | 3,000 |
| 5 | +10% | 3,300 |
| 10 | +20% | 3,600 |
| 15 | +30% | 3,900 |
| 20 | +40% | 4,200 |
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:
| Scenario | Result |
|---|---|
| Defender has 0 Scouts | Full intel — troops, resources, buildings all revealed |
| Your Scouts outnumber defender's | You win, get full intel. Both sides lose Scouts proportionally. |
| Defender's Scouts outnumber yours | You lose all Scouts. Learn nothing. Defender knows you tried. |
The Watchtower reveals details about incoming attacks before they arrive. Without one, attacks arrive with zero warning.
| Level | Information Revealed |
|---|---|
| 0 (none) | Nothing — attacks arrive unannounced |
| 1–5 | Attack incoming + estimated arrival time |
| 6–10 | Above + total number of troops |
| 11–15 | Above + unit type breakdown (e.g., "Militia, Snipers, Trucks") |
| 16–20 | Above + exact quantities of each unit + attacker's player name |
Conquering an enemy settlement is a multi-wave operation that requires Enforcer units and a strong escort army.
| When Loyalty Hits 0 | What Happens |
|---|---|
| Defending troops | All destroyed (including support troops) |
| Buildings | Remain intact — you inherit them |
| Resources | Transfer to the conqueror |
| Loyalty | Resets to 25 (vulnerable to reconquest) |
| Previous owner | Loses the settlement slot |
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.