Combat Resolution & War Outcomes
Combat in Territoria is fought through organized battles between Sovereign States. Citizens contribute combat power by supporting either the attacking or defending side. The outcome is determined by damage output, terrain control, strategic bonuses, military coordination, and sustained participation throughout multiple rounds.
Combat Eligibility
Not every citizen may immediately participate in a battle.
Participation Requirements
Citizens must:
- Be physically located within the country they wish to support.
- Not be travelling or in transit.
- Meet all combat participation requirements.
- Possess sufficient Health.
- Have appropriate military equipment available.
Citizens located outside the participating country cannot support that nation's side until they arrive. See Warfare & Military Operations for deployment.
Damage Pools & Player Hits
Every battle contains two Damage Pools:
- Attacker Damage Pool
- Defender Damage Pool
Damage Pools represent the total combat power contributed by supporting citizens during the current round.
Damage Contribution
Depends on:
- Equipped Weapons
- Equipped Armor
- Character Statistics
- Combat Skills
- Active Bonuses
- Battle Conditions
Higher combat effectiveness results in greater battlefield impact.
Damage Pool Reset
Damage Pools are temporary. At the conclusion of each round, both pools reset to 0. The next round begins with fresh Damage Pools.
Battle Ticks & Terrain Gain
Battles progress through a series of timed intervals known as Ticks.
Battle Ticks
A Tick occurs every 2 minutes. At the end of each Tick, both Damage Pools are compared. The nation with the larger Damage Pool wins terrain for that Tick.
Terrain Gain
Terrain represents control within the current round. The amount of terrain gained increases as the battle progresses:
| Total Terrain Controlled | Terrain Gained Per Tick |
|---|---|
| 0 – 99 | +1 |
| 100 – 199 | +2 |
| 200 – 299 | +3 |
| 300 – 399 | +4 |
| 400 – 499 | +5 |
| 500 – 599 | +6 |
Maintaining superior damage output over multiple Ticks is the key to securing round victories.
The Three-Round Battle System
Every battle uses a Best-of-Three format.
Winning a Round
Reach 300 Terrain. Terrain resets once a round is won.
Battle Structure
Maximum Rounds: 3. If one nation wins the first two rounds, the battle ends immediately. A third round only occurs if both nations win one round each.
Winning the Battle
First nation to 2 Round Victories wins.
Damage Bonuses & Penalties
| Modifier | Effect |
|---|---|
| Coalition Bonus | +10% Damage (supporting a Coalition member nation) |
| Resistance Bonus | +1% to +40% Damage (during a revolt, scales with Resistance value) |
| Core Region Bonus | +15% Damage (defending a Core Region) |
| Military Base Bonus | +5% to +25% Damage (active Military Base in attacker's region) |
| Bunker Bonus | +5% to +25% Damage (active Bunker in defender's region) |
| Battle Order — Low | +5% Damage |
| Battle Order — Medium | +10% Damage |
| Battle Order — High | +15% Damage |
| Regiment Headquarters Bonus | +5% to +20% Damage (depends on HQ level) |
| Supply Line Penalty | −25% Damage (region disconnected from national capital) |
Government and Regiment Battle Order bonuses may stack where applicable.
Victory Conditions & War Outcomes
- Attacker Victory → Region becomes occupied. Control transfers. Strategic borders may change.
- Defender Victory → Existing ownership unchanged. Occupation prevented. Borders intact.
- Revolt Victory → Occupation ends. Core Region reclaimed. National authority restored.
The Combat Cycle
Citizen Deployment → Battle Participation → Damage Added To Pools →
Battle Tick Occurs → Terrain Awarded → Round Victory Achieved →
Battle Victory Determined → Territorial Control Changes