Era of Conquest — Combat & Economy

The exact rules behind every attack, and where your gold comes from · Operator: Chenyjunny

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Every fight in Era of Conquest is decided by one comparison, and once you know it you can look at a border and tell in advance whether an attack will land. There is no dice roll and no hidden modifier — this page is the whole system.

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What one province can do in a turn

The capture formula

You capture the province if: attacking force > defending troops + defence bonus.
Defence bonus = ceil(production ÷ 2) + fortification level + the owner's era level.

Note that the comparison is strict — equal is not enough, you need to exceed it. If you do capture, the troops that survive to hold the province are attacking force − defending troops − defence bonus, with a minimum of 1. That is why an attack that barely squeaks through leaves you holding the ground with almost nothing, which is often worse than not attacking at all.

If the attack fails, the defender is not untouched: their troops drop by attacking force − defence bonus (never below 1). So a failed attack still softens a province, and two attacks in the same turn from two different provinces can take a target that neither could take alone.

Sea attacks cost you part of the army

Amphibious landings fight at 60%. Send n troops across water and only ceil(n × 0.6) reach the battle — the rest are lost crossing. The origin province still loses the full n.

This applies to any move across water, whether it is a long-range landing or a short hop between islands, and it is the single most important thing to remember about naval play. Ten troops across a strait fight as six. It is why island nations are hard to invade and why an unfortified coast is not as exposed as it looks.

Attacking again and again tires an army

Fatigue: -10% attack power per stack, up to -30%. Every time a province attacks (win or lose), it gains one stack of fatigue (max 3). A turn where it does not attack removes one stack. The penalty multiplies your attacking force after the amphibious 60% cut.

This is why hammering the same weak neighbour from the same origin, turn after turn, stops working as well as it looks: by the third attack in a row that origin is fighting at 70% strength. Rotating which province leads the attack, or giving one a turn to rest, keeps every strike at full power. The attack menu and the province's own info line show the exact stack count and percentage before you commit.

Worked example

A province with production 5 and 2 levels of fortification, owned by a nation at era 1, holding 7 troops. Its defence bonus is ceil(5 ÷ 2) = 3, plus 2 fortification, plus 1 era — 6. So you need to bring more than 7 + 6 = 13. Overland, 14 troops takes it and leaves you holding it with 1. Across water you would have to send 24, because ceil(24 × 0.6) = 15.

Where troops come from

Where gold comes from

Per turn you receive: a flat 2 for existing as a nation, plus 1 + floor(production ÷ 2) from each province you own, plus 4 per era level. Everything from provinces is multiplied by your administrative efficiency.

You start with 10 gold and can hold up to 999. Note that the flat 2 and the era income are per-nation, not per-province: they matter enormously to a one-province nation and barely at all to an empire. That is deliberate — it keeps a tiny nation able to act.

What to spend it on

The penalty for being big

Up to 12 provinces you are at full efficiency. Past that, efficiency is 12 ÷ (your province count), with a floor of 0.5. It scales both troop production and gold income from provinces.

This is the most important economic rule in the game and the one new players miss. At 12 provinces each one pays in full. At 24 provinces each one pays half — meaning your 24-province empire produces the same as a 12-province one. You never actually go backwards by taking more land, but the return flattens hard, and it never drops below half no matter how large you get.

The practical consequences:

Reading a border before you commit

  1. Look at the defender's troop number and add its defence bonus — production is visible, fortification and era are what you have watched them build.
  2. Add 1, because you need to exceed, not match.
  3. If the move crosses water, divide by 0.6 to find what you actually have to send.
  4. Check the origin's fatigue (🥱 on its info line). Each stack cuts attack power by 10%, so send that much more.
  5. Remember your origin keeps 1 behind, so you need that many plus one sitting there.
  6. Ask what the province is worth holding with the handful of troops that will survive the capture.

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