- The position of the troop flag is what determines the effective localisation of a troop.
When a troop charges in melee another troop, it gets a charge bonus that affects the melee skill and damage of the first round of combat.
- Unit mass increases the charging bonus.
- Large troops get a stronger charging bonus than smaller ones, as the number of units in the troop is a factor of the charge bonus.
- Movement speed increases charging bonus, especially if charging a unit with a slower movement speed. Heavy cavalry gets the strongest bonus as it is massive and fast moving.
- The difference of reach between the 2 troops determines the melee skill bonus/malus during the charge. If a troop with low reach charges one with higher reach (example sword infantry vs spear infantry), it will get a melee skill malus.
- Range units get a skill bonus (up to +2) and damage bonus (+1 per 5 of height) when firing on targets at a lower elevation. Firing from the top of a cliff or castle walls therefore gives a significant bonus to archers.
- In the same way, range units firing on units on a higher elevation get a skill penalty (up to -5) and a damage penalty (-1 per 5 of height).
- Units on the tile of free standing wall (palisade walls) or on the tile of battlements get a cover bonus. Cover increases armor against ranged attacks. Range units on top of a wall behind battlements can be almost immune to range attacks.
- Build platforms can be plain or hollow (bridge platforms). Units can travel below a bridge platform if its height above ground is of 3 or more. A unit travelling below platforms will pop out on the other side. It can access any tile adjascent to the tunnel network formed by all contiguous bridge platforms.
Troops can break free standing walls (palisade walls) and gates. Breaching speed depends of the melee damage of the troops, their number, and the solidity*structure points of the wall or gate. High damage units like Axepigs or Elephants are therefore good at breaching defenses.
Units can pass through heights difference of up to 2 without penalties. Above that, the edge is impassable and troops need to scale it in order to pass, which takes a long time proportional to the height difference.
Water of depth of 2 or more is impassable for troops unless they embark on rafts. This is a very slow process leaving the troop immobile and vulnerable for a long time. Once embarked, the troops move slowly over water until they reach a disembarking location. Disembarking happens immediately if the shore is directly accessible. While moving on water, the troops have a significant armor penalty making them much more vulnerable to range attacks.
Some military buildings such as towers or police will spawn additional troops during the battles. These troops are created inside a temporary formation that only appears during the battle.
For a defensive building to spawn its associated troop during battle, the building needs to have workers employed in it: a defensive tower with no guards will therefore be inactive during battle.
Defensive buildings can spawn a troop that is inside the building (example: towers) or outside (example: brutes hut). When it's inside, the troop has no visible unit, cannot move, and is only visible as a banner showing up over the building. When it's outside, the troop units will appear and be in limited engagement mode only moving to attack enemies getting within range of about 8 tiles.
- In a battle, troops must cross water of depth 2+ by embarking and then disembarking on the other side. Embarking takes a long time while disembarking is fast.
- While embarked, troops have a severe armor penalty and move very slowly, making them much more vulnerable to range attacks.
- Troops don't need embarkations and can cross water without penalties if the water depth is only of 1.
- Troops will spawn a raft when they need to embark.