Mechanics

Morale and rout

Next to its HP, every unit has morale. HP says how long a unit will last; morale says how well it fights. A new unit starts at 6 morale, that is, at full morale. The selected unit's panel shows its morale, its rank and — if it has any — its discipline and its shock; the shock line appears only on a unit that carries shock.

Three states

The multiplier applies both in attack and in defence, and it looks at morale before the fight; morale falling during the fight does not change that fight's numbers. The full formula is on the Combat page.

Combat formula

Attack power = attack × (HP ÷ max HP) × shore multiplier × morale multiplier

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

Type multiplier = the pairing's multiplier when the defender has the edge over the attacking type (Spearman against Raider ×2, Spearman against Sipahi ×2, Raider against Archer ×2, Janissary against Archer ×2, Archer against Spearman ×2, Sipahi against Pioneer ×2, Sipahi against Siege ×2, Sipahi against Archer ×2); 1 for every other pairing. The edge only applies on defense.

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

Morale multiplier = 0.75 for a unit at morale 2 or below (shaken), 0.5 for a unit at morale 0 (routed), 1 otherwise. It reads the morale before the fight.

Foothill multiplier = 1.25 for a unit defending on a tile next to a mountain, 1 otherwise. Shore multiplier = 0.85 on the attacker's power against a unit on a tile next to water, 1 otherwise. Both read the tile the defender stands on, not the direction of the attack, and neither applies to a city.

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

Counter damage = defense power × 2 × defense power ÷ (attack power + defense power) × counter share — only if the defender survives. In an adjacent attack a unit always strikes back in full (share 1) and a city never does. In a ranged attack a unit strikes back in full if the attacker is within its own reach and it can fight; a city strikes back with a share of 0.5.

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

How morale falls

Both sides can lose morale in every fight. The loss from a single fight:

If there was any damage or flanking, the loss is at least 1; discipline cannot reduce it to zero.

A unit that kills its opponent in a fight gains 1 morale (without exceeding its ceiling). This gain is applied before the rout check: a unit that kills its opponent does not rout even if its loss brought its morale down to zero.

A friend falling beside you

When a unit dies in a fight, every unit of the same owner adjacent to it loses 1 morale. A unit with discipline of 2 or higher, and a unit that is already routed, is spared. The combat preview shows this loss on a separate line too: how many neighbours are affected and how many of them will rout. The preview only counts units you can see; a neighbour hidden in the fog is not shown there.

Discipline

Discipline comes from a unit's type and its rank; the total is at most 4. Most types start with zero discipline; the Spearman starts with 1. Ranks are on the Experience and promotion page.

A player who knows The Hearth has their infantry (Spearman, Janissary) gain 1 discipline — this too is a passive addition on top of the type-given base, it does not change the ceiling. A rival knowing this node shows up on the discipline line of the preview of a fight you enter with your infantry (Research and the tech tree).

Rout

A unit whose morale is 0 at the end of a fight routs. A routed unit:

A routed unit is not destroyed; it has to fall back until it rallies.

Rallying

At the start of every turn, each unit gathers morale without exceeding its ceiling:

A unit whose morale rises above 0 is no longer routed. A bandit's territory is the tiles at most 1 steps from its camp.

On the board

Shaken and routed units carry a mark showing their state; a steady unit has no mark. The combat preview shows where both sides' morale will go, the items of the loss and whether the unit will rout — these numbers are exactly the ones the engine will apply.

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

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