Positions
You never move a unit yourself, so position is decided by where you build. Three things change a fight: attacking from both sides, the ground under the target, and the structures standing nearby.
The pincer
When a unit attacks an enemy unit that already has one of your units on its opposite side — north and south, or east and west — the hit deals +2 damage. It works only against units, never against structures, and only from an adjacent tile.
Terrain
The ground under the target cuts the damage it takes: −1 in a forest. Terrain also decides who can pass — the table shows which kinds of unit each tile stops, and air units fly over all of it.
| Terrain | Defense | Blocks |
|---|---|---|
| Forest | −1 | Ground / Underground |
| Plain | — | — |
The camp
Some structures fight without moving. A Hoplites gives the troops close to it extra attack, a Long Walls shields whatever stands next to it, towers and cannons fire on their own, and a minefield blows up under the first enemy beside it. The table lists every structure that does this.
| Structures | Effect |
|---|---|
| Cannon Foundry |
|
| Cretan Archers |
|
| Great Wall |
|
| Greek Fire |
|
| Hoplites |
|
| Long Walls |
|
| Theodosian Walls |
|
| Tumen |
|
Your units also recover: a wounded unit next to one of your structures heals 1 HP at the start of every turn.