Mechanics
Mechanics
This page serves to act as a guide to a number of game mechanics which aren't properly displayed in-game, for new players who're to win their first campaign, and veterans who're doing challenge runs.
Table of Contents
Morale
Morale is the key factor to the outcome of a battle. High morale units will be more motivated to fight, and thus more effective in their battles.
As such, it's critical to have an army full of motivated units. Here, we will go into how morale affects the battle.
| Morale | Combat Effectiveness | Status |
|---|---|---|
| 75+ | +20% | Confident |
| 51-74 | +10% | Eager |
| 16-50 | 0% | Steady |
| 11-15 | -25% | Wavering |
| 1-10 | -50% | Routing |
| 0 | -75% | Shattered |
With this demonstrated, now let's move onto how you can maximize your unit's morale.
How to maximize morale?
There's a lot of different ways you can increase your unit's morale. The most basic and simple one is to utilize items. But there's a lot more hidden and unknown ways you can improve your unit's morale!

An example of this is commanders and general's command radius. Commanders and generals generate a blue commanding radius, which gets larger and more effective the higher the level. A general will provide +8% morale within its radius. A fresh commander will provide 2% morale bonus, while a level 5 commander will provide 12%!
| Commander Level | Morale |
|---|---|
| 0 | 2% |
| 1 | 4% |
| 2 | 6% |
| 3 | 8% |
| 4 | 10% |
| 5 | 12% |
Effects on Morale
Terrains
In every age, no matter the location and number, terrain is always the deciding factor to a battle. It's no different in the game
Road = 150% movement speed
Cover

100% cover = -35% incoming damage including artillery
placeholder example
100% cover and 30% cover effectiveness
0.35*1.3=0.445 reduced damage
Stamina
| Stamina | Combat Effectiveness | Move Speed | Status |
|---|---|---|---|
| 75+ | 10% | 110% | Invigorated |
| 35-74 | 0% | 100% | Fresh |
| 25-34 | -15% | 90% | Winded |
| 10-24 | -25% | 75% | Tired |
| 0-9 | -50% | 55% | Exhausted |
| Usage | Stamina Changes |
|---|---|
| Idle | +0.5/s |
| Walking | +0.25/s |
| Reload | -0.05/s |
| Melee | -0.3/s |
| Running | -0.35/s |
| Charge | -15 Per Charge |
Combat Effectiveness
Combat effectiveness is perhaps one of the most important modifier that can determine how well your unit does. It affects unit stats such as melee, charge, accuracy, reload.
Combat effectiveness affects unit stats in the following way:
[(Base stats + flat number from items) x (100% + % bonuses from skills/doctrines/etc)] x Combat EffectivenessAn example would be a unit with 30 base melee, 15 melee gun, +5% melee bonus from skills, and 120% combat effectiveness. The calculation will be as the following:
[(30+15) x (100% + 5%)] x 120%
=56.7As the final modifiers and one that applies to the total stats. It makes combat effectiveness perhaps the most important modifiers related to combat.
What gives combat effectiveness?
| Combat Effectiveness | Cause | Types |
|---|---|---|
| +20% | 75+ Morale | Unit Stats |
| +10% | 50+ Morale | Unit Stats |
| +10% | 75+ Stamina | Unit Stats |
| +10% | Legendary | Officer Skills |
| +5% | Prudent | Officer Skills |
| +5% | Foreign Advisors | Doctrine |
| Heavy Infantry +20% | PRU Old Corps | Doctrine |
| Light Infantry +15% | Light Infantry Tactics | Doctrine |
| Heavy Infantry +10% | GBR The British Grenadiers | Doctrine |
Effective Range
Effective range of cannons = depends on the gun
Min accurracy = 40% of the gun's base accuracy

Veterancy
Sometimes during a run you might run into a debate - to upgrade units or not. Often, the decision to it depends on the veterancy level, as well as upgrade cost of the next tier of units, or the bonuses from veterancy
Each level of veterancy gives +1.5 to unit stats such as: Morale, reload, accuracy, melee, charge, stamina. A vet 9 unit will have +13.5 across those unit stats.
Different units in the game have different veterancy gain modifiers. They are determined by their unit types as well as unit tier.
Unit tier is determined by the following:
- Low tier - Fast replenishment rate
- Mid tier - Average replenishment rate
- High tier - Slow replenishment rate
Veterancy modifiers:
| Unit Tier | Infantry (1.0x) | Cavalry (1.2x) | Artillery (1.25x) | Recruits (1.5x) |
|---|---|---|---|---|
| Low Tier (2.5x) | 2.5x | 3.0x | 3.125x | 3.75x |
| Mid Tier (2.0x) | 2.0x | 2.4x | 2.5x | - |
| High Tier (1.0x) | 1.0x | 1.2x | 1.25x | - |
This table demonstrates the veterancy gain modifier of units. There is a handy tool to calculate relative veterancy cost.