Unit Types & Combat Mechanics
Battles in Dominia are resolved through a deterministic calculation based on the combined ATK (Attack) and DEF (Defense) of the armies involved, modified by terrain, leader traits, and technologies. Before marching your army, you must assemble a force composed of three main archetypes.
| Archetype | Role | Speed (SPD) | Best Counter |
|---|---|---|---|
| Light Infantry/Cavalry | Scouting, Plundering, Hit & Run | High (7–9) | Medium Infantry |
| Medium Infantry | Frontline defense, versatile holding | Average (4–5) | Heavy Infantry |
| Heavy Infantry | Decisive charges, holding key chokepoints | Low (3) | Light Cavalry (Flanking) |
SPD dictates how many regions an army can traverse in a single AP action. Carthago's Numidia cavalry (SPD 9) can raid across the entire Mediterranean coastline before returning home in a single turn.
The Siege System
City walls are not conquered in a day, unless you are Roma with specific technologies. When an army enters a fortified enemy region and issues the "Assault" command, a Siege begins.
- Siege Value (SV): Every city wall has an SV ranging from 1,000 to 5,000 depending on its level.
- Siege Damage (SD): Your attacking army deals SD per season based on total ATK power, modified by siege weapons (battering rams, towers).
- Casualties: Every season a siege continues, the attacking army loses a baseline 5% HP.
If Roma possesses the Legion System and the Siege Engines technology, their combined -55% Siege Duration cuts down a standard 8-season siege into a minimal 3-season victory.
Pillage vs Conquest
Upon defeating a region's garrison, you face a strategic choice:
- Conquest: The territory turns to your color. You assume its maintenance costs, its income, and inherit its low initial loyalty. If the loyalty stays below 20%, partisans will occasionally destroy buildings.
- Pillage (Raid): The region remains enemy territory, but you extract an immediate lump sum of Gold and Food equivalent to its output over the last 10 seasons. With Lusitania's Guerrilla Doctrine, this amount doubles.
Headquarters & Supply Limits
Armies far from your borders consume double maintenance and will suffer Winter Penalties (-15% HP per season) if caught in hostile lands during the winter cycle. Building a Garrison inside a conquered city transforms it into a Command HQ, restoring supply limits and serving as a safe haven from winter attrition.
Never march a heavy infantry force more than 3 regions beyond an active Command HQ without bringing an excessive Food surplus. The logistics toll will break the army before the enemy does.
Sibyla Speaks
"The spear wins the battle, but the supply wagon wins the war. A brilliant tactician studies formations; a master studies logistics. Ensure your soldiers are fed, Imperator, or they will feed on the empire itself."