War, Armies, and Conquest
Formations, counters, stacking, warning time, occupation, and recovery.
war_and_armiesArmies, 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.