This is the simplest way I can explain battle system.
I hope this helps you to understand how battles work in this game.
Naval battles part will be added soon though it uses similar system.
Land Battles
Spoiler Alert, click show to read:1. If two enemy armies enter adjacent hexes or on the same hex then battle is fought.
2. The battle is fought on a 10*10 hex based map.
Spoiler Alert, click show to read:Battlemap with deployment areas.
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3. The side(upper or lower) is randomly decided.
4. Default unit placement:
Spoiler Alert, click show to read:1) 3rd line: Artillery(behind all other units)
2) 2nd line: Pikemen, Infantry
3) 1st line: Musketeers, Arquebusiers(front line units)
4) Wings: Cavalry
5. Unit stat explanation:
Spoiler Alert, click show to read:1) Fire - distance how far unit can shoot(Field Artillery also reduces Morale).
2) Moves - how many hexes unit can move(Artillery can't move during the battle).
3) Attack - strength of the attack(Cavalry reduces Infantry(except Pikemen,Tercio, Landsknecht, Swiss Pikemen) Morale when they attack)
4) Defence - units defence strength(Pikemen get +1 when attacked by Cavalry)
5) Morale - when it reaches 0 then unit will rout.
6. Battle has Fire/Attack and Move rounds.
7. Battle starts with Fire round when all units with Fire ability shoot the closest enemy unit.
8. Move round - All units(except Artillery) move forward.
9. Fire/Attack round - All units without fire ability will Attack while those who has it use Fire.
10. If two units from one army stand adjacent hexes and attack one unit from the other army then their attack will be merged.
11. The same goes for defence.
12. Infantry unit loses 1 Morale per every 200 dead soldier. Cavalry unit loses 1 Morale per every 100 dead soldier.
13. Army who manages to rout the other one wins the battle.
14. All Players can create their own battle formations but they will be used only when Generals/Rulers lead their Armies.
Retraining
Spoiler Alert, click show to read:1. Cheap Way- Each turn 100 men will be automatically(without fee) added to every unit that is below their maximum strength.
2. Expensive Way - Pay 1/10 of the unit cost per every 100 soldier.
(Example: Pikemen cost 400$(1/10 is 40$). If that unit needs 200 soldiers you could pay 80$ to bring that unit back into full shape.
3. Retraining don't use order slots.
Siege Battles
Spoiler Alert, click show to read:1. Attacking army needs Siege Artillery and it must be positioned like this:
2. As long as the Siege Artillery remains on it's position then each turn Fort(City) will loose 1 point from it's strength.Fort(City)|empty hex|Siege Artillery
3. Default strength of the Fort is 5 and default strength of the city is 2.
4. When the strength of the Fort is reduced, attacker can send Infantry units to attack the fort.
5. In that case, battle, similar to land battle, will follow.
6. The lower the strength of the Fort, the less defensive cannons it has(and the more "holes in the wall" it has).
Naval Battles
Spoiler Alert, click show to read:1. If two enemy fleets enter adjacent hexes or on the same hex then battle is fought.
2. The battle is fought on a 10*10 hex based map.
Spoiler Alert, click show to read:Naval Battle map.
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3. Before the battle, wind direction is randomly chosen(N, NW, SW, S, SE, NE).
4. If ship moves upwind it receives -2 movement penalty, if downwind then receives +2 movement bonus.
5. Ships are placed on the battlemap just like they were on political map.
6. Ship stat explanation:
Spoiler Alert, click show to read:1) Moves - how many hexes ship can move.
2) Fire - how far ship can shoot.
3) Hull - strength of the ship.
4) Morale - how many shots crew can put up with before they retreat.
7. Ships can fire only 2 enemy ships per Fire round.
8. Battle starts with Move round and is followed by Move round.
9. The closer the ships, the stronger the shots(Fear the Ship of the Line!).
10. Repairing ships works just like retraining. The only difference is that it's Hull that needs to be repaired.
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