Mechanics

Combat

There are no dice in combat. Before you confirm an attack you see both sides' remaining HP, and the number you see is the number you get — the preview is the real calculation.

Combat formula

Attack power = attack × (HP ÷ max HP)

Defense power = defense × (HP ÷ max HP) × terrain multiplier × type multiplier × fortify multiplier

Type multiplier = 2 for a Spearman defending against a Raider, 1 for every other pairing.

Fortify multiplier = 1.5 for a dug-in unit, 1 otherwise.

Damage to the target = attack power × 4 × attack power ÷ (attack power + defense power)

Counter damage = defense power × 2 × defense power ÷ (attack power + defense power) — only if the defender survives; cities never strike back.

Results round to the nearest whole number, halves up. There are no hidden variables: the preview is the real calculation.

Reading the formula

Both sides scale with their remaining HP ratio: a unit at half health fights at half strength. That is what pulling a damaged unit back buys you.

Four things multiply the defender's power:

They all enter the same product, so they stack: attacking a fortified Spearman in a forest with a Raider means eating three multipliers at once.

The type triangle

Fortifying

You can fortify a unit: the button in the context panel spends its remaining movement and its action for the turn, and in exchange the unit digs in.

A dug-in unit:

Fortification persists across turns; the start of a turn does not clear it. Only two things break it:

A defender that is attacked and survives keeps its fortification: it held the ground, so it keeps the position.

Fortification is not a hidden variable: the board and the context panel both say "Fortified", and the combat preview shows the multiplier as its own line — for enemy units too.

Rules

Zone of control

Every tile adjacent to an enemy unit is that unit's zone of control. A unit that enters a zone of control ends its move on that tile: the remaining movement is spent and no further step is possible this turn.

That single sentence is the whole rule; the details follow from it:

The consequence: a line finally holds. Slipping past a row of Spearman is no longer possible; the attacker has to stop in front of it. A zone of control is not a shield — whatever ends up adjacent to the tile it halts on can still be hit — but you decide where it halts, and you answer on the next turn.

Attacking a city

Against a city, a unit's attack is not used — its attack vs. city value is. The city's defense is base 3 plus building contributions plus its owner's dynasty contribution (Defensive line), and a city never strikes back. Terrain and type multipliers do not apply to cities; the one multiplier on the city side is revolt — a revolting city defends at ×0.5 (Victory conditions). The combat preview prints that multiplier as a line whenever it applies.

That is the whole difference: the Siege is weak against units, but its attack-vs-city value is 6 where the best of the others manages 2 — the Pioneer only 1, and the Scout cannot attack a city at all.

No unit ever stands on a city tile

A city tile is filled by the structure itself: no unit can stand on it. You cannot enter your own city's tile either, and the tile of a standing enemy city is closed as well. The movement highlight never offers that tile; send the command anyway and the engine rejects it with Hex occupied.

What that means in combat:

Fighting neutral bandits runs by the same rules: the same preview, the same terrain bonus, the same type triangle. There are two differences and both are on the bandit's side: a bandit never targets a city and never leaves the ring around its camp (Bandit camp). Killing a camp's last bandit removes the camp from the board.

A Neutral village is a city, and every city rule above applies to it: drive its HP to zero, walk in, and the village becomes your city. Nothing adds to its defense — no building, no dynasty — just the base defense and its remaining HP ratio. Nor can it be shielded: no truce can be signed with the neutral side, so a village is always a legal target.

The numbers on this page are read from the game’s balance tables.

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