Keywords

The names Empires gives to its combat rules — a civilization skin over the engine's mechanics (mecanica = the engine concept each one maps to). Some already decide every fight; the rest are planned.

In the game today

These apply in every match. Follow a name for the full rule, with the numbers the engine uses.

Counter bonus_vs
Deals bonus damage against a specific class (e.g. pikemen vs cavalry).
Overwatch auto_attack
Fires on its own at enemies that move into range.
One-Use consumable
Detonates and is consumed on attack.
Flanking flanking
+2 damage when the enemy unit you hit already has one of your units on its opposite side (north and south, or east and west). Adjacent attacks only, never against structures.

Planned

planned Not in the game today. These keywords describe a design the engine may adopt later — not how a match works now. Each keyword the engine already applies is listed above, with a link to the page that explains the rule.

Siege area_damage
Hits every target around the point of impact.
Upkeep maintenance_cost
Costs resources each turn; cut off from supply, it disbands.
Golden Age escalation
Grows stronger as your civilization advances through the ages.
Last Stand death_damage
When destroyed, strikes back at whoever killed it.
Scorched Earth death_terrain
When destroyed, poisons the tile — occupiers lose HP until it clears.
Intimidation deterrence_aura
Its mere presence weakens the attack of adjacent enemies.
Zone of Control zoc
Enemies spend +1 movement to enter the tiles around it.
High Ground high_ground_range
On a hill, +1 range. Taking the heights matters.
Charge no_summoning_sickness
Can move and attack the turn it musters (no delay).
Entrench fortify
If it doesn't move, it gains defense (digs in).
Muster on_enter
Triggers an effect when it enters play.
Fallen on_death
Triggers an effect when destroyed.
Ambush stealth
Hidden until it attacks or is revealed by scouting.