Battles
When hostile armies meet in a province, a battle begins. Both sides fire with their attack or defence values, modified by OrganisationOrganisationMechanicCombat readiness of a unit. Losses hit organisation first; when it drops to 5%, the unit retreats., SupplySupplyMechanicArmies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops., terrain, crossings and air support. Losses hit organisation first; when it collapses, the side falls back. The battle window (click the crossed swords) shows every factor.
Terrain per troop class
Every land unit belongs to a troop class. Terrain changes attack, defence and movement per class (Terrain effectTerrain effectMechanicTerrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.):
- ArmourArmourTroop classCrossing relief0%Unit types1Armour: decisive on plains, steppe and desert; markedly weaker and slower in forest, marsh, jungle, mountains and cities. and mechanised forcesMechanisedTroop classCrossing relief0%Unit types3Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities. are strong on PlainsPlainsTerrainMovement cost×1Defence bonus±0%Frontage12 unitsClose air support×1.15Attrition without supply1%/dayOpen ground: fast movement, a wide front, no defence bonus. Armour, mechanised forces and artillery are at their strongest here, and close air support is amplified., SteppeSteppeTerrainMovement cost×1.1Defence bonus±0%Frontage13.2 unitsClose air support×1.2Attrition without supply1.4%/dayWide open grassland: a broad front, strong air effect, little cover. Armour and artillery have the edge, infantry is slightly disadvantaged. and DesertDesertTerrainMovement cost×1.4Defence bonus±0%Frontage14.4 unitsClose air support×1.25Attrition without supply3%/dayDesert: the widest front and the strongest air effect, but high attrition without supply. Armour and artillery have the edge, infantry is somewhat weaker., weak and slow in ForestForestTerrainMovement cost×1.5Defence bonus+25%Frontage8.4 unitsClose air support×0.7Attrition without supply1.2%/dayForest slows movement, narrows the front and shields the defender. Infantry and light forces fight better, armour and artillery worse; close air support is dampened., MarshMarshTerrainMovement cost×2Defence bonus+20%Frontage6 unitsClose air support×0.8Attrition without supply2%/dayMarsh: very slow with a narrow front. Marines have the edge here, armour and mechanised forces barely advance., JungleJungleTerrainMovement cost×2Defence bonus+35%Frontage5.4 unitsClose air support×0.5Attrition without supply2.8%/dayJungle: very slow, a very narrow front, high attrition without supply and little effect from the air. Light forces and marines have the edge, heavy formations are at a clear disadvantage., MountainsMountainsTerrainMovement cost×2.5Defence bonus+60%Frontage4.8 unitsClose air support×0.7Attrition without supply2%/dayMountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it. and UrbanUrbanTerrainMovement cost×1.3Defence bonus+40%Frontage6 unitsClose air support×0.6Attrition without supply0.5%/dayUrban area: a high defence bonus, a narrow front, close air support strongly dampened. Infantry, light forces and marines defend stubbornly, armour is at a disadvantage. areas.
- Light forcesLight forcesTroop classCrossing relief0%Unit types0Mountain troops, special forces and light infantry: strong and faster in mountains, hills, forest and jungle. shine in mountains, hills, forest and jungle.
- InfantryInfantryTroop classCrossing relief0%Unit types1Infantry: slight advantage in forest, cities and jungle, somewhat weaker in open desert and steppe. defends well in forest, cities and jungle.
- MarinesMarinesTroop classCrossing relief50%Attack on the coast+10%Unit types1Marines: advantage in marshes and on the coast, suffer only half the river and strait crossing penalty. are strong in marshes and on coasts and bear only part of the penalty for river and strait crossingsRiver and strait crossingMechanicAttacking across a river costs firepower (the defender gets a 25% bonus); across a strait it is multiplied by 0.5. Marines bear only part of this penalty..
The province and unit tooltips show the values for a specific place; the full table is in the Kodex under terrain.
Frontage and reserve
Not every army can fight at once: the FrontageFrontageMechanicHow many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder. is 12 units per side, multiplied by the terrain's frontage factor. Whatever does not fit stands in ReserveReserveMechanicTroops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle. – it does not fire and loses no strength, but takes 10% of the organisation losses. In the mountains a large army holds the front for a long time but does not break it by mass alone.
Supply and occupation
Armies need a connection to their supply network. It reaches 1 province beyond the front; push too far and you are cut off and lose strength every day (AttritionAttritionMechanicArmies without full supply lose strength every day: share of the shortage × attrition value of the terrain.). Supplied armies without opposition besiege enemy provinces (Siege and occupationSiege and occupationMechanicA supplied army without opposition in an enemy province besieges it; after some days (longer in rough terrain and capitals) control changes. Occupied areas produce less and count for the war score.) – the duration grows with the terrain's defence bonus.
Air support
Air wings on Close air supportClose air supportMechanicAir wings on close air support raise their side's firepower in battle, depending on air superiority. Terrain dampens the effect (jungle, forest, mountains, cities) or amplifies it (desert, steppe, plains). strengthen their side, depending on Air superiorityAir superiorityMechanicShare of your own air power over an air space. It strengthens close air support, interdiction and bombing and lowers your own losses; ground-based air defence counts too.. Open terrain amplifies the effect; jungle, forest, mountains and cities dampen it.