Documentation

Military System (Deterministic, Optional)

Optional, deterministic combat layer with simple rules and clear local strategy.

Section #50Updated 29/04/2026

Military System (Deterministic, Optional)

Armies are designed to be a secondary layer.

Design constraints

  • one army per tile
  • deterministic combat only
  • clear modifiers
  • short action cooldowns

Core ideas

  • Armies spawn in neutral zones through periodic auctions.
  • Each army has visible strength and upkeep.
  • Armies consume low-level resources each period.
  • Stronger upgrade paths consume high-rarity resources.
  • Armies can contest ownership effects on occupied land (e.g., tax/subversion/yield disruption).

Example combat resolution

A simple deterministic score can be:

combatScore = baseStrength + terrainBonus + allySupport + readiness - upkeepPenalty

Higher score wins.

A smaller army can still win if defending position + support + enemy fatigue/cooldown edge > raw strength.

Why deterministic?

  • No RNG means better transparency.
  • Outcomes can be reasoned and explained.
  • Trade-offs stay in planning and positioning.

Early v1 scope recommendation

Ship first with:

  • summon, station, move, upgrade, cooldown
  • no deep unit specialization
  • no hidden modifiers
  • no multi-stage battle chains