- The position of the troop flag is what determines the effective localisation of a troop.
Charging bonus[edit | edit source]
When a troop charges in melee another troop, it gets a charge bonus that affects the melee skill and damage of the first round of combat.
- Unit mass increases the charging bonus.
- Large troops get a stronger charging bonus than smaller ones, as the number of units in the troop is a factor of the charge bonus.
- Movement speed increases charging bonus, especially if charging a unit with a slower movement speed. Heavy cavalry gets the strongest bonus as it is massive and fast moving.
- The difference of reach between the 2 troops determines the melee skill bonus/malus during the charge. If a troop with low reach charges one with higher reach (example sword infantry vs spear infantry), it will get a melee skill malus.
Fortification mechanics[edit | edit source]
- Range units get a skill bonnus (up to +2) and damage bonus (+1 per 5 of height) when firing on targets at a lower elevation. Firing from the top of a cliff or castle walls therefore gives a significant bonus to archers.
- In the same way, range units firing on units on a higher elevation get a skill penalty (up to -5) and a damage penalty (-1 per 5 of height).
- Units on the tile of free standing wall (palisade walls) or on the tile of battlements get a cover bonus. Cover increases armor against ranged attacks. Range units on top of a wall behind battlements can be almost immune to range attacks.
- Units can pass through heights difference of up to 2 without penalties. Above that, the edge is impassable and troops need to scale it in order to pass, which takes a long time proportional to the height difference.
- Units can break free standing walls (palisade walls) and gates. Breaching speed depends of the melee damage of the troops, their number, and the solidity*structure points of the wall or gate. High damage units like axepigs or elephants are therefore good at breaching defenses.
- Build platforms can be plain or hollow (bridge platforms). Units can travel below a bridge platform if its height above ground is of 3 or more. A unit travelling below platforms will pop out on the other side. It can access any tile adjascent to the tunnel network formed by all contiguous bridge platforms.
Water mechanics[edit | edit source]
- In a battle, troops must cross water of depth 2+ by embarking and then disembarking on the other side. Embarking takes a long time while disembarking is fast.
- While embarked, troops have a severe armor penalty and move very slowly, making them much more vulnerable to range attacks.
- Troops don't need embarkations and can cross water without penalties if the water depth is only of 1.
- Troops will spawn a raft when they need to embark.