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
- One action each. A province may attack, reinforce, levy, develop or fortify — once per turn, then it is done.
- A garrison always stays. You can never move your last unit out; at least 1 troop remains in the province you moved from.
- Reach. You can act on a province you share a land border with, on one connected by a short sea link, or on a coastal province within amphibious range.
- Diplomacy gates attacks. You may only attack another nation while you are at war with it. Grey neutral land needs no declaration at all.
- Moving into a captured province ends its turn too — the advancing army cannot immediately push on.
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
- Production. Every province you own adds its production value in troops at the end of each turn, scaled by your administrative efficiency (below). Production runs from 1 to 9.
- Levy. Spend 6 gold in a province to add 4 troops immediately. It uses that province's action for the turn.
- Reinforcement. Moving troops into your own province simply adds them, up to the cap of 999 per province.
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
- Levy — 6 gold for 4 troops. Immediate military power.
- Develop — 6 gold for +1 production. Permanent: more troops every turn, more gold every turn, and a better defence bonus as a side effect.
- Fortify — 4 gold for +1 defence. The cheapest way to make a province genuinely hard to take. Caps at 6.
- Gift — 8 gold for +10 opinion with another nation. See the diplomacy guide.
- Instigate war — 14 gold to pay a rival to attack your enemy.
- Raise an era — 45 / 100 / 180 gold. +1 defence in every province you own and +4 gold per turn, per level. See the victory guide.
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:
- Developing beats expanding once you are large. Efficiency scales what each province produces, so raising production on the provinces you already hold is worth more than adding a low-production one.
- Small nations are not as doomed as they look. A five-province nation is running at full efficiency against an empire running at half.
- A big AI slows down too. The runaway leader is fighting the same maths you are, which is exactly why a comeback is possible.
Reading a border before you commit
- 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.
- Add 1, because you need to exceed, not match.
- If the move crosses water, divide by 0.6 to find what you actually have to send.
- Check the origin's fatigue (🥱 on its info line). Each stack cuts attack power by 10%, so send that much more.
- Remember your origin keeps 1 behind, so you need that many plus one sitting there.
- Ask what the province is worth holding with the handful of troops that will survive the capture.
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