Fortifications are a special type of facilities that dominate militarily the territory they are built on. In the standard game there exist two such facilities, fortresses and underground cities. These facilities protect and dominate the territory and than will house a garrisoning army.
The garrison army inside such a facility does not participate in any battle that is fought on that territory. In order to conquer a territory with such a facility, it is necessary to successfully assault it.
Each territory with fortification has a “fortification capacity”, which is the maximum number of troops the garrison army can have, and which will be used during the assaults as described below. The “fortification capacity” is the following:
(1500 or1 750) + 1000 x (Fortress Level + 0,5 x underground city level)
1 1500 if the territory has a fortress, 750 if the territory only has an underground city.
If a garrison order is given to an army that is larger then the remaining capacity of a fortress, the army automatically splits, and the fortress if filled to its maximum capacity
Each “conquer” order issued against an enemy territory with a fortification will produce an assault attempt. If you wish your army/armies to make several assault attempts, you need to issue as many conquer orders as the assault attempts intended, and your army/armies will produce one such assault attempt every two days (one day to prepare the assault, the next one to actually do it).
An assault can be very bloody, and should be ordered with care. All infantry contingents can take part in the assault. Cavalry will not. The garrison army inside a fortress wins a large bonus depending on the fortress level and the roughness of the terrain.
The assault itself will function pretty much in the same manner as a field battle, with the following characteristics:
- The attacker (assaulting army/armies) will use a maximum number of men equal to the fortress capacity, chosen among those more suited to assault it. The remaining infantry (if any) will be in reserve for future assault attempts;
- The defender (garrison army) will use a maximum number of men equal to half the fortress capacity, chosen among those more suited to defend it. The remaining infantry (if any) will be in reserve for future assault attempts;
- The defender wins a large bonus depending on the fortress level and/or underground city level and the roughness of the terrain. This bonus is applied both to their unit’s ability inflict casualties upon the enemies and their ability to avoid suffering casualties;
- There is only one ranged phase;
- After the ranged phase, there will be as many successive melee phases as it takes for at least one side to break or die;
- At the end of each phase the remaining sides morale and casualties are checked, and if:
- If one side is totally destroyed the other wins;
- If the attacker breaks his morale the melee phases stop and the assault ends, and the defense of the fortress was successful;
- If the defender breaks his morale the melee phases stop and the assault ends, and the assault of the fortress was successful (regardless of eventual remaining reserve troops);
- If both are broken the melee phases stop and the assault ends. In this case, the winner is the side with more morale left (less negative);
- When the assault ends, if the defense was successful the attacking armies remain in the territory and the territory and fortress remain in the possession of the defender. The only actual effect on the game was the casualties of the assault attempt, status loss and experience gained;
- When the assault ends, if the attacker was successful the attacking armies remain in the territory and the territory and fortress change possession. The garrison army is totally destroyed. The new owner of the fortress is the Land that had the largest army participating in the assault, since friendly and allied armies can help each other in such proceedings.