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New FrontiersHandbook
Player Manual · Live Catalog · v0.68.6

War, Armies, and Conquest

Formations, counters, stacking, warning time, occupation, and recovery.

← Player GuidesCatalog ID: war_and_armies

Armies, not stacks of units

Military unit types still matter, but formations are grouped into named armies with server-issued orders. Two armies cannot occupy the same H3 cell, preventing stack-of-doom play and keeping the mobile map readable.

Readable counters

Combat roles use a clear counter system: infantry, ranged, cavalry or armor, anti-armor, siege, reconnaissance, support, aircraft, and naval roles gain situational advantages. Composition, strength, defense, supply, terrain, fortifications, and support still matter.

War is telegraphed

Production balance gives an aggressor a two-hour mobilization window before hostile attacks. The defender and eligible defensive allies can organize immediately. Army movement and combat timers cannot be accelerated with paid tokens.

Conquest changes control, not existence

Battles can damage infrastructure, create sieges, occupy regional cities, trigger resistance, or offer annexation, liberation, surrender, and recovery decisions. Capitals are occupied rather than casually deleted, preserving months of progress.

Protection and peace

New civilizations receive seven days of production-profile protection. Peace offers, enforced treaties, truces, surrender terms, war score, and occupation recovery provide off-ramps from conflict.