Positions
Empires has no tribes and no traits. What it has instead is a map — and the map is where units combine. Four formations cover almost all of it. None of them costs gold.
The pincer
Attack a unit that already has one of your units on the exact opposite side — north and south of it, or east and west — and you deal +2 damage. It only works against units (a building has no back), and only when you strike from a neighbouring tile. It rewards walking around an enemy instead of into it, and it is why a unit that gets in behind the line is worth more than its stats.
The hill
A unit standing on a mountain attacks +1 tile further and takes 2 less damage from every hit; Heavy units cannot climb it. Put artillery on the hill and it outranges what it could not touch from the plain. Forest and water are walls to Ground / Underground troops — air flies over — and whatever stands in a forest takes 1 less damage. Everything else is plain: no bonus, no wall.
| Terrain | Defense | Blocks |
|---|---|---|
| Mountain | +2 | Heavy |
| Forest | +1 | Ground / Underground |
| Water | — | Ground / Underground |
| Plain | — | — |
The screen
Every enemy unit that is not airborne projects a zone of control on the eight tiles around it. Moving a ground unit into one of those tiles costs +1 movement — so a line of your units is a wall the enemy pays to cross by hand, or walks around into your pincer. Air ignores it and casts none. There are no free hits for crossing: the screen slows, it does not bite. It weighs on the moves you order; the automatic march at the end of the turn takes the shortest path over the terrain and does not pay it.
The camp
Buildings fight too — by standing next to your units. Within their reach they change the numbers, so a Barracks is not just a factory: it is a bonus to whoever stands at its door, and a Bunker between two guns is a corridor nothing walks through cheaply. Build where you intend to fight.
| Building | Effect |
|---|---|
| Air Base |
|
| Anti-Air Tower |
|
| Anti-Missile System |
|
| Armor Factory |
|
| Artillery Battery |
|
| Barracks |
|
| Bunker |
|
| Defense Cannon |
|
| Minefield |
|
| Steel Wall |
|
What you can see
The fog of war hides who owns what and where enemy units stand — never that a collection point or a person exists. You see the tiles around each of your units and buildings: most reach 2, your HQ reaches 3; Minefield, Wall, Steel Wall see only 1, while Fighters, Recon Drone, Kamikaze Drone, F-35I Adir see up to 4. Everything you own adds its circle; nothing you lose keeps seeing.
Named formations, in one line each
- Pincer — one unit on each side of the target: +2.
- Hill — mountain: +1 range, 2 less damage taken; heavy stays below.
- Screen — a line of ground units: +1 movement to cross by hand, no free hits.
- Corridor — a Bunker with a Defense Cannon on each side of the only path.
- Door — your army mustering at the Barracks: its bonus from the first turn.
The rules behind these formations are the Keywords the parity gate proves against the engine; the numbers on this page are read from the same engine dump.