When forces meet, combat resolves on its own. Each idle unit finds the nearest enemy it can actually hurt, closes to range, and fires. Your job is the setup: the composition, positioning, and timing that decide who wins.
Who can hit whom
Two things gate every shot:
- Domain. A weapon can only target the domains it is built for. A force with no answer to aircraft simply cannot shoot them down.
- Armor. Damage depends on the target’s armor. A weapon that mauls infantry can barely dent heavy armor, and anti-armor weapons do the reverse.
This is why combined arms wins: a mixed force always has something that counters what it faces.
Range and weapons
Weapons differ in reach and behavior. Some fire instantly at their target; others launch a projectile that travels and can miss something that moves. Long-ranged units can strike from relative safety, while others have to close in first.
Cities defend themselves
A city is not helpless: it fires on enemies that come too close, so attacking into one means taking return fire. Break a city’s defenses and it is captured, flipping the city and its districts to you, intact.
Why it matters
Because fights resolve from the pieces present, battles are largely won before they start, in the army you built and where you chose to commit it. Bringing the wrong mix into the wrong range is how a larger force loses to a smaller, better one.
This article reflects the game in active development and will change as systems evolve.