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Mechanics of an Empire

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1Mechanics of an Empire  Empty Mechanics of an Empire on Mon Sep 05, 2011 1:45 pm


Note: A huge chunk of credit for the creation of this forum goes to Talis, Theo, and various others from Warping Empires and Warring Fronts.

Empire Size

The size of an empire indicates how large its territory and influence is. More concretely, it determines the number of regions an empire controls. A large empire will have a larger industry and army, but will also be more spread out, more vulnerable, and more likely to make enemies. Note that the size of an empire has little effect on its population; a small empire can be densely populated, while a large one can be spread thin.

A Fledgling empire is one that is just starting to assert it control in the world, or which has decayed to the point that it only controls a very tiny area. Fledgling empires have a single region. With such a small amount of territory it is easy for a fledgling empire to watch and defend its borders, but its size also means that these empires have limited industry.

An empire of this size is big enough to be command considerable industrial output. It now has between two and four regions. With an additional industrialized region comes a great increase in production capabilities. However, two industrial regions also means twice as much vulnerability.

A massive empire has spread its influence over an impressive amount of land. It has up to six regions. Massive empires control a considerable amount of space, and often have difficulty protecting the full extent of their territory.

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2Mechanics of an Empire  Empty Re: Mechanics of an Empire on Mon Sep 05, 2011 1:52 pm



Population indicates the number of citizens living within an empire. It is unrelated to empire size; a small empire can be packed to the brim, while a large one can be thinly spread. Population determines two things: The size of an empire's military, and its rate of population growth. Large populations will have slower population growth, while smaller empires will have faster population growth. You can start with a population anywhere between 5 million to 60 million, but numbers beyond 60 million can only be achieved through population growth. Likewise, populations under 5 million can only be achieved through massive casualties.

Population growth reflects both the birthrate and the rate of maturation, so in a given time period a thousand citizens may be born, and a thousand will also come of age.

Populations between 5 million and 15 million have a High birthrate :
- Increase of 4 million per week

Populations between 20 million and 40 million have a Modest birthrate :
- Increase of 2 million per week

Populations between 40 million and 60 million have a low birthrate :
-Increase of 1 million per week

Populations under 20 billion will still receive 4 billion per week, while populations over 100 billion will maintain 1 billion per week.

Population Growth

Your population is recounted every week like this:

Old Population + Population Growth = New Population

So if the original population is 40 million, then it would look like this:
40 million + 4 million = 44 million

The empire's new population would be 44 million.

Every week when these increases are calculated you will receive a Private Message telling you your new population, as well as the number of military personnel available for assignment.

Manpower is the pool of citizens and personnel an empire can draw upon to field its army. Manpower is a fraction of an Empire's total population. By default, each empire gains 10 manpower per 1 million citizens, but traits like Conscript Army or Civil Liberties can change this ratio.

It's the Economy, Stupid!:
Income is a measurement of how much money your Empire earns in a given period. Every week your government will receive more Income, which can then be spent on soldiers, constructs, diplomacy and other projects. Players can also save up income to spend later.

To determine how high your Empire's kingdom is, look at your regions and population. Each region's Income is determined by its wealth rating, and can be as low as 10 or as high as 100. The second factor is your population. For every million citizens, one Income point is generated.

Resources are static elements present in certain regions that provide advantages to the empire that controls that region. There are three resources, and each resource has its own uses.

Oil - Oil is used to recruit mechanized units such as tanks, warships, and mechanized infantry. Each Empire starts with an income of 1 Oil per turn, and can improve its income by capturing regions with oil resources. Building an Oil Refinery in a region with an oil resource will increase the amount of oil generated.

Agriculture - The second resource is agriculture. Agriculture nodes boost population growth and happiness, allowing you to more quickly regain manpower. Industrialized Farming can further increase the yield of agriculture nodes.

Steel - Steel is used primarily to recruit warships, but also for some land units such as tanks. Each Empire produces 1 steel per turn, and can improve its income by capturing regions with Steel resources. Building Factories can improve a region's steel income.

Luxuries - The final resource is luxury nodes, which mainly consists of 'luxury items' that are produced within your Empire. Luxuries can range from fine cars to valuable spices. Their presence boosts the wealth of the region by 2 points, giving said region a higher Income yield.

Starting Resources
Your empire begins with a sum of Steel and Oil equivalent to your population in millions. For example, an empire with 40 million people will have 40 points total of combined steel and oil. You may distribute the steel and oil as you wish for starting purposes. These resources may be used to recruit your starting military units.

Recruited military units do not require an IP expenditure, but will require maintenance later and consume manpower.

The Capital
As your empire's administrative and economic center, your capital is your most important region. Your capital region gains +2 in its Wealth, Public Approval, and Security, making it more prosperous and happier than other regions. Losing your capital also incurs significant penalties, so choosing where to place it can be a crucial decision.

Last edited by Shazere on Sun Oct 09, 2011 11:57 pm; edited 5 times in total

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3Mechanics of an Empire  Empty Re: Mechanics of an Empire on Mon Sep 05, 2011 1:55 pm


Forms of Government:

Constitutional Monarchy-
In this form of government, the Monarch exists as the head of state within the parameters of the constitution. Generally, a constitutional monarchy has been stripped of most of its powers and serves as more of a figurehead. While the real politics of the nation are conducted in a Parliamentarian system. However, there have been cases where a constitutional monarch has existed side by side with a Fascist dictator.

--Cultural Monarchies start with

Absolute Monarchy-
In an Absolute Monarchy, all the political power of a state has been vested in one individual as both head of state and government. An absolute monarch wields absolute power over the state and its subject people, in effect his word is law. Though an Absolute Monarchy may have weak or symbolic parliaments, in reality the monarch is quite capable of dissolving these at will. The monarch is the state in this society.

- Absolute Monarchies start with

Dictatorship - Unlike monarchs, dictators don't have legitimacy to back them up; they have to fight tooth and nail to seize power and hold it. This gives them an iron grip on policy, and a uniquely grim worldview. Dictators can always say that they have earned their place in the world.

- Dictatorships start with

Republic - A Republic is a representative government. While other governments might rules by tradition, wealth, or force of arms, the republic rules through the will of the people. Apart from elections, republics can take many forms, from parliamentary to senatorial. Still, representatives will always rule at the whims of political elections.

-Republic's start with

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4Mechanics of an Empire  Empty Re: Mechanics of an Empire on Mon Sep 05, 2011 2:18 pm


Labor Traits:

Industrialist - The government maintains a policy of subsidizing and supporting major industries, and has been rewarded by a powerful industrial sector.
- Infrastructure Constructs cost 20% less

Rather than go through the pesky problem of dealing with labor unions, this nation has instead outlawed them and made it the civic duty of the populace to break their backs for the state. Often with a sharpened bayonet at the ready to give them a swift poke to any whom might protest.
- Empire gains 2 more manpower per million citizens
- Constructs are 10% cheaper
- all regions have -1 Public Approval

Mass Agriculture:
This nation is completely self sufficient in terms of agricultural production, and often serves as a major exporter of food and other products to its neighbors in the region. During times of war, this comes in handy as this nations populace and soldiers will rarely go hungry on home turf and can hardly be starved out by attempts at blockade.
- Industrialized Farming construct costs 20% less
- Increases population by 500,000 per update

Labor Unions:
Generally found in democracies and other free societies, this country has allowed the legalization of labor unions which has been a mixed blessing. The government will have to appease these unions or risk them going on strike, but at the same time labor unions provide the government with much needed support within the middle class community.
- Constructs cost 10% more
- All regions have +1 Public Approval
- Nation begins with Rail Network construct in one region.

Cannot be used with dictatorships

Military-Industrial Complex:
The country's industry and military are in bed together. Industrialists make huge profits selling weapons to the army, which in turn has access to far more resources.
- All military constructs are 10% cheaper
- Empire pays 20% less for military maintenance

Social Traits:

Fiercely Independent:
These people are hard to conquer, every foreign invader that has attempted to impose their will on these people has had their noses bloodied and been pushed out. They will not tolerate being occupied and will take up arms to protect their customs and peoples. Of course, this mean's that it is more difficult for their own government to bend to policies they don't like.
- Conquered regions will form insurgencies against occupying forces.
- Partisan specialist unit costs 50% less
- Chance of insurgents forming against own government if public approval drops below 4.

Economically Savvy:
These people have been conservative in their investments, this slow but steady approach has allowed their economy to prosper with a savvy business mindset.
- Trade agreements provide an additional +1 wealth

Martial Heritage
The empire has a long and distinguished tradition of war and battle. Parents tell stories of glorious wars and conquest to their children, who eagerly await the day they can enlist. Politicians and corporate leaders, aware of the glory and profit of past wars, look for new places to fight. With such an obsession about war and glory, the people are ill-content with the idyllic times of peace.
- Empire gains 4 more manpower per million citizens
- War Fatigue sets in slower amongst the populace

The empire's culture is flourishing. Masters are creating great works of art and literature which will be treasured for ages. New styles and fashions originate on its worlds. This vibrant culture and growth brings pride to the empire's citizens, and the people of other empires eagerly absorb and imitate it's beautiful culture.
- Empire more easily gains Imperial Reputation
- Empire defaults to Applauded Imperial Reputation

Cosmopolitan - The people here are creatures of the city and town, used to busy streets and bustling markets. Their presence and traffic also provides extra funding for civil construction.
- Civic constructs cost 20% less

Maritine Culture - fathers, sons, and entire families make their living from the sea, feeling more at home in a rickety boat than on solid land. Their naval skill brings them wealth from the waves and can be put to good use by the navy.
- Shipyards cost 25% less Income
- coastal regions gain +1 wealth
- At least half the empire's provinces must border the ocean.

Cult of Personality:
Whether its through brainwashing or a constant stream of propaganda, this leader has built up a massive cult of personality as the leader of the state. This countries populace looks up the leader with almost semi divine status. the main drawback of this policy is that the state has to pour millions each year into maintaining this image.

+2 Public Approval
-Loss of 5% total IP.

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5Mechanics of an Empire  Empty Re: Mechanics of an Empire on Mon Sep 05, 2011 2:23 pm


Legal Trait:

Secret Police:
The Secret Police have wormed their way into almost every level of society, people can whisper one word to a trusted friend only to find themselves in a prison by dawn the next day. It is easy for a people to disappear in this society and the people have little to say about it, lest they find themselves condemned to a similar fate.
- All regions gain +2 Security
- All regions -1 Public Approval
- If this country is invaded, the intelligence service will be able to give more accurate details than usual on enemy movement, numbers, etc.

Perhaps it's because this nation has suffered through the hardships of war and has learned to make every bullet, every bean, and every piece of scrap metal count. Regardless, through forced rationing the government has managed to pull together more resources for its soldiers.
- Country produces +1 steel and oil per turn
- all regions have -1 public approval

The government of the Empire has centralized itself in the capital, bringing all its agencies and branches together for maximized efficiency and control. This leads to a wealthy and powerful capital, but also makes it the Achilles' heel of the Empire.
- Capital region gains and additional +2 to Public Approval, Security, and Wealth
- All regions lose -5 Public Approval, Security, and Wealth if capital region is taken.

Civil Liberties:
This empire has a strong tradition of civil liberties. Not only that, but people actually know their rights, and the government respects them. This leads to a vibrant and open society where people can do and say what they wish. Culture and happiness thrive under these conditions. On some occasions civil liberties do stop the government from going after legitimate targets.
- All regions gain +1 Public Approval
- All regions suffer -1 to Security
- Cannot be used by a Dictatorship

An Empire might term it as 'bringing civilization' to a weaker people, but the true reason behind Imperialism is far more insidious. The acquisition of land, wealth, resources, all of which are grinded under the heel of the state. Regardless, this Empire excels at bringing it's conquered people under its control through no doubt a combination of brute force, bribery, and cultural influence.
- Control of recently conquered regions becomes easier in the short term.
- Insurgencies are less effective.
- Empire begins one rank lower in Imperial Reputation

This Empire has done away with the complex regulations that for so long have constrained the actions of business and instead focused on producing a productive economy, even if some of those regulations were put into effect for good reason. While in good times, this state may prosper it is on a very slippery slope and abuse by officials can become rampant leading to a crisis.
- All regions +2 Wealth
- doubled effects of any events which lower wealth (e.g. breaking a trade agreement results in -2 wealth instead of -1)

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6Mechanics of an Empire  Empty Re: Mechanics of an Empire on Mon Sep 05, 2011 2:25 pm


Military Traits:

Prestigious Military Academy:
While all nations have military academies where officer cadets are trained to lead new men, this nation has taken that to new heights by recruiting renowned military experts from around the world to train its new corp of officers. The result has lead to the building of a first rate officer, whom can relies on years of tactics and training from multiple perspectives.
- Decreases Logistical Problems
- Allows Army to move one turn faster
- Military units have improved morale

Conscript Army:
The conscript is not a volunteer recruit. He has no choice but to serve, with the threat of imprisonment or death if he doesn't. As a result, a conscript soldier is hardly the most enthusiastic soldier when it comes to fighting but when one dies there are others to replace him, generally many many more.
- Empire gains 15 Manpower per million citizens instead of 10
- All Units have low morale in combat.

New Army:
Rather than a massive force of conscripts, this nation has invested its money into building a small but elite professional force capable of taking on armies several times its own size thanks to its sheer discipline and training. This military has drafted in new innovative tactics to improve its combat performance and on the battlefield it shows.
- Cannot use cavalry brigades
- Empire only generates 6 manpower per million citizens
- All units fight as veteran
*Note: Neither applies to specialist units.

Advanced Espionage:
This nation has managed to perfect its trade craft so well that its tendrils aimed at gathering information reach far beyond its own borders. It's skill as an intelligence agency makes it the envy of the world in terms of its operational capacity and efficiently at getting the most dangerous and risky work done.
- Agents operate in a region as if its security was 1 level lower than it is.
- agents provide +3 security to a region instead of +2

Military Doctrine:
Your empire has emphasized a particular field of the military, pioneering developments in that area to the neglect of other fields. Choose one of the following:

Naval Power - Your Empire has a traditional emphasis on command of the seas. It maintains modern warships with new innovations like radar and advanced armor designs, putting its ships above rival powers.
- All warships fight as Veteran
- Empire starts with a shipyard
+ Marines are 25% cheaper

Air Pioneers - Military commanders in the empire have realized the great value of aircraft, and your people have been dazzled by the possibilities of flying through the air. New airplane designs and engines are constantly in production, giving your people a slight edge over their competitors.
- All aircraft fight as Veteran
- Empire starts with an Airfield
+ Paratroopers are 25% cheaper

Armor Emphasis - The military emphasizes new armored vehicles, especially tank warfare. They have developed new defensive measures such as slanted armor, as well as stronger tank-guns for imposed combat.
- All armored and Mechanized units fight as Veteran
+ Shock Troops are 25% cheaper

Traditional Army - Your soldiers have stuck to the tried fashions of the last wars, emphasizes infantry attacks, artillery barrages, and trench warfare. These men are better equipped than their opponents, and their artillery bigger.
- Infantry, Cavalry, and Artillery units fight as Veteran
+ Railway Artillery units are 25% cheaper

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7Mechanics of an Empire  Empty Re: Mechanics of an Empire on Mon Sep 05, 2011 8:09 pm


Specialist Unit:
Specialist Units are units that fill specially designed niches. They are VERY good at one particular thing, and each has their own limitations and weaknesses. They are not as versatile as standard units and are expensive. But for some obstacles and operations they can turn the tide of battle.

Imperial Guard- Specialist Bodyguard Troops
- Unit will never defect or surrender
- Unit has improved morale
- Requires Imperial Guard Barracks
9 Income / 8 Manpower
Maintenance: 5 Income

Partisans - Specialist Stealth Infantry
- If operating behind enemy lines, carries six turns of supplies and can gain more through raids.
- Unit has bonus movement and combat ability in rough terrain
- Unit has low morale
8 Income/ 6 Manpower
Maintenance: 4 Income

Paratrooper Company- Specialist Paratroopers
- Can drop behind enemy lines
- Can only carry six turns worth of food and fuel before they begin to become combat ineffective.
- Requires Jump School Construct
8 Income / 10 Manpower / 1 Steel / 1 Oil
Maintenance: 4 Income

Chemical Weapons Battalion- Deploys Mustard Gas and other chemical variants
- Risk of chemical weapons being exposed to friendly troops upon deployment
- Requires Chemical Weapons Manufacturing Construct
8 Income / 5 Manpower / 2 Oil / 1 Steel
Maintenance: 4 Income

Shock Troops - Specialist Assault infantry.
- Unit has high morale and offensive ability
- Very effective against entrenched units.
- Unit has low defensive abilities
12 Income / 12 Manpower / 1 Steel
Maintenance: 6 Income

Marines - Specialist Amphibious Infantry.
- Can commit to amphibious assaults.
- High Morale.
12 Income / 10 Manpower / 1 Steel / 1 Oil
Maintenance: 6 Income

Railway Artillery-Specialist Artillery Unit
- Long-range, extreme firepower artillery unit
- Requires Rail Network in region
- Requires spotters for accurate fire
16 Income / 8 Manpower / 3 Steel
Maintenance: 6 Income

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8Mechanics of an Empire  Empty Constructs on Tue Sep 06, 2011 6:20 am



Infrastructure Constructs:

Rail System - The region is covered by a railway system which connects disparate towns and the capital city. This rail system also connects to neighboring regions with rail systems.
- Units move faster along railroads
- extends trade benefits along connected lines
- Can be sabotaged or hijacked by enemies.
Cost: 250 IP

Telegraph Network - A chain of telegraph poles connects the towns and cities of the region, allowing for fast communication. This network also connects to neighboring regions with telegraph networks.
- Advanced warning of events occurring within network
- Allows coordination of separate armies
- Can be cut by enemy forces or saboteurs to block communications
Cost: 400 IP

Electric Grid - This nation has managed to create an interconnected electrical grid, allowing factories to function 24/7 and with the flick of a light switch increasing the standard of living amongst the populace.
- region gains +1 Public Approval
Cost: 200 IP

Oil Refinery - An industrial scale oil refinery can process oil much more efficiently than small-scale projects, allowing for more oil production.
- Boosts local oil resources.
Major Refinery: Oil nodes in region provide 2 Oil per update
Cost: 250 IP
Refinery Complex: Oil nodes in region provide 3 Oil per update
Cost: 350 IP

Smelter Factory - A larger scale smelting facility can pump out thousands of tons of steel every day, processing raw ore into the hardened material used in tanks and ships.
Industrial Smelter: Steel nodes in region provide 2 Steel per update: 250
Smelter Complex: Steel nodes in region provide 3 steel per update: 350

Industrialized Farming: Industrializing farms with machinery saves costs on labor and improves efficiency, boosting population growth and providing a happiness bonus thanks to the avalibility of food.
Industrial Farming: Improves population growth by 500,000 per week.
Cost: 250 IP
Mass Farming: Improves Population growth by 1 million per week
Cost: 400 IP

Civic Constructs

Modern Hospital - A large, modern hospital, with trained staff and sterilized equipment, is an expensive building, but its presence improves the health of all in the region, and can save men's life on the battlefield.
- Improves Regional Public Approval by 1
- Broken units in region are recovered to full strength.
Cost: 500 IP

Opera House - An Opera House is a sign of civilization and modernity in an Empire; No country can call itself cultured without at least one in its capital. They can awe visitors with their extravagant construction and appease locals with fine shows.
- Raises Imperial Reputation by 1 (first Opera House only)
- Improves regional Public Approval by 1
- Decreases regional Security by 1
Cost: 500 IP

Border Customs - Maintaining customs offices at major borders and ports allows goods and personnel to be inspected and accounted for when they enter a country.
- Increases regional security by 2
Cost: 250 IP

Security Headquarters - a security headquarters coordinates the activities of local police and border officials, allowing incidents to be analyzed and connections drawn.
- Increases regional security by 2
- requires Border Customs to construct
Cost: 500 IP

Military Constructs:

Military Barracks- This strategic reserve of men provides an extra boost of manpower and logistics to a city when it is under siege.
-Provides 1 free conscript infantry regiment
Cost: 150 IP

Flak Towers - These ugly gargantuan structures are built within a city to protect it against air raids. They are filled with massive anti-aircraft guns that fills the sky with high explosive shrapnel that tears aircraft to shreds.
- Region capital has anti-air defenses
Cost: 150 IP

Flak Tower Network - Flak towers are built at border posts and key towns to make air-raids incredibly hazardous.
- Entire region has anti-air defenses.
- Requires Flak Towers in region to construct
Cost: 450 IP

Listening Post - Massive, concrete dishes that catch distant sounds provide the best early warning system before radar. Listening posts can catch the sound of aircraft miles out, allowing defenders to prepare themselves.
- Advanced warning of air-raids in the region.
400 IP

City Fort - The capital city has a military fortress at its heart or commanding its approach. Its thick concrete walls and munition stores provide defenders with an advantageous position against attackers.
- Enhanced defense and logistics in the capital city
Cost: 400 IP

Border Posts - Bunkers, watchtowers and outposts at strategic points along the border of the region provide a solid defensive front against possible attackers.
- Enhanced defense and logistics along region's border
Cost: 300 IP

Seawall - A seawall lines a region's coasts with bunkers, trenches, and anti-ship cannons, making naval assaults much riskier and more costly.
- Enhances defense and logistics along region's coastline
- May only be built in regions with coastline

Cost: 300 IP

Airfield - An airfield supports aviation and flight, but it's more than a flat runway in a field. The airfield also houses the parts, fuel, and personnel necessary to support military aircraft.
- Aircraft can be stationed at and launched from the region's capital.
Cost: 100 IP

Shipyard - A military shipyard houses all the materials, personnel and facilities to build and maintain warships.
- Warships can be stationed and launched from the region's port
- Region must border a sea to construct
Cost: 100 IP

Jump School - This nation in addition to mastering the skies has now found a way to land men en masse out of them.
- Allows the recruitment of Paratrooper Companies
Cost: 100 IP

Chemical Weapons Plant -
This plant allows the manufacturing of mustard gas and other chemical weapons variants.
Cost: 200 IP

Imperial Barracks -
An Imperial Barracks is far more luxuriant than a normal barracks. It is here that the empire's "special" troops are quartered, along with the perks and amenities of their station.
Cost: 100 IP

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9Mechanics of an Empire  Empty Re: Mechanics of an Empire on Sat Sep 10, 2011 11:01 pm


Combat Status is a mechanic that refers to the state of military units in combat. Many things can influence combat status, including tech abilities, terrain, disposition of enemy forces, and your empire's species and aspects. The status system is a central part of the battle system; combat status determines whether your units fight at full strength, have weakened effectiveness, or are unable to continue fighting. In addition, Combat Status determines whether a unit can be recovered after a battle is over.

There are five status marks that players need to be aware of: BOOSTED, NORMAL, REDUCED, BROKEN, and ANNIHILATED.

All units start out as NORMAL, and as such this status is not marked in battle reports. Normal status units are at their optimum and default strength. They are suffering from no problems or issues that might compromise their ability to fight, and will continue to do so unimpeded.


If a unit is at BOOSTED status however, it means that some outside is causing an enhancement to their performance. This could be due to a trait or some outside factor such as fighting on home territory. boosted units have higher morale than normal and fight more effectively. If it takes enough casualties, a boosted can fall to normal and then down the rest of the Combat Status scale.

REDUCED units are still able to fight in battle, but are weakened and unable to fight with high performance. Thus, they have weakened firepower and defensive capabilities. Reduced units will usually recover if the factor that made them that way is removed, and are, with few exception, always returned to full strength after a battle.

Things that can cause REDUCED status include moderate casualties, moderate morale damage, supply shortages, or compromising situations (such as being suppressed by heavy enemy fire).

BROKEN units are so heavily crippled that they are no longer and effective fighting force and are unable to act on any orders given. Once a unit is broken its members are scattered and disorganized, and the unit is no longer considered in the fight. At the end of battle broken units may or may not be recovered depending on aspects and species traits. By default, about half of broken units can be recovered.

Units can be broken through devastating morale damage, large numbers of casualties, total equipment failure and other catastrophic factors.

ANNIHILATED units are beyond broken. Their members are not scattered and disorganized because there are none left. This state is rare, and reserved for units that are either utterly destroyed, or if an enemy purposefully targets broken units and destroys them. ANNIHILATED units are never recovered after a battle. Defeating an army to the last unit (without any retreats) annihilates all units in that army.

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