Military
Garrisons, ranks and the numbers behind an attack — the constants the simulation actually fights with.
Military buildings
| Building | Icon | Soldiers | Coins | Armour | Cost |
|---|---|---|---|---|---|
| Barracks | 2 | 1 | 1 | 2 boards | |
| Guardhouse | 3 | 2 | 2 | 2 boards and 3 stones | |
| Watchtower | 6 | 4 | 4 | 3 boards and 5 stones | |
| Fortress | 9 | 6 | 6 | 4 boards and 7 stones |
Coins are what promote soldiers. A building with coins stored raises its garrison one rank at a time, and a captured building keeps what it held.
Ranks
| Rank | Icon | Index | Hit points |
|---|---|---|---|
| Private | 0 | 3 | |
| Private first class | 1 | 4 | |
| Sergeant | 2 | 5 | |
| Officer | 3 | 6 | |
| General | 4 | 7 |
A promotion takes 100 GF (5.0 s) plus a random wait, and a wounded soldier recovering in a building convalesces for 500 GF (25.0 s) plus a random wait. A fight is resolved in rounds of 15 GF (0.8 s).
Attacking
- Base attack range
- 21 nodes at full strength
- Beyond that
- every 1 node further costs one attacker
- Longest run to a target
- 40 nodes
- Sea attack reach
- 15 nodes from the target to a usable harbour
The settings sliders
| Slider | Default / maximum |
|---|---|
| Recruiting ratio | 10 / 10 |
| Defenders from the store | 3 / 5 |
| Defence strength | 5 / 5 |
| Attack strength | 3 / 5 |
| Far-from-border occupation | 0 / 8 |
| Mid-distance occupation | 1 / 8 |
| Near-border occupation | 8 / 8 |
| Harbour occupation | 8 / 8 |
Generated from sim/data/military.ts.