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Battles

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Battles are fought between armies to conquer or defend territory. Battles are won by:

  • Killing or routing all enemy units.
  • By capturing the enemy settlement during a siege battle.

Armies may deploy their troops prior to battle, unless they have been ambushed. If the battle is fought at a settlement then the victor gains control of it on the campaign map.

The strength of a defeated army is greatly reduced after a battle, affecting the controlling faction’s ability to continue the war.

Interface[edit | edit source]

  • The battle interface is made up of many separate elements such as the Army panel and its Unit cards, the radar map, the Winds of Magic panel and the Unit Portrait panel.
  • The balance of power indicator shows the current relative strengths of allied versus enemy forces.
  • The radar map shows the position of allied and enemy units at a glance, while the Tactical map shows a more in-depth overview of the battlefield.
  • The battle can be sped up or slowed down with the time controls. Press P to pause the battle, ESC to get to the game menu.

Deployment[edit | edit source]

Army commanders may arrange their units for the coming fight during the deployment phase of the battle. Once deployment is completed the battle begins.

Units may be positioned within the designated deployment zone. Vanguard units may be positioned outside of their army’s deployment zone. The attacker deploys before the defender. The defender may view the attacker’s arrangement during their own deployment. The defender has no chance to deploy during an ambush battle.

Reinforcements[edit | edit source]

Additional armies drawn into a battle on the campaign map appear as reinforcements. Reinforcing armies appear at the edge of the battlefield during the fighting.

Reinforcements may take time to appear, during which the army being reinforced is at risk of being defeated in detail.

Aftermath[edit | edit source]

The victorious general has three options to deal with prisoners taken during the battle. The prisoners can be ransomed back to the losing faction which gives a one-off monetary reward but at the cost of slowing casualty replenishment rate for a turn. If the prisoners are killed, the general and his army gain a temporary boost to leadership. The third option is to co-opt the prisoners into the victorious army (depending on the faction it might entail persuasion or outright mental domination) which boosts casualty replenishment rates.