If a player does not participate in an ongoing battle for three days, and has not appointed someone to play for him, he forfeits the battle.
To prevent exploits of the turn system, units may only move a certain distance per turn, which is measured in "units". Each unit equals x pixels on the battle map image. To find this distance, each unit type has a multiplier:
Artillery: 0.5
Melee infantry: 1.0
Ranged infantry: 1.5
Heavy cavalry: 2
Other cavalry: 2.5
And a charge multiplier used when charging (charging is only allowed with y units of the regiment being charged at):
Artillery: cannot charge
Melee infantry: 1.5
Ranged infantry: 1.8
Heavy cavalry: 2.5
Other cavalry: 2.8
To prevent exploits of the turn system, units may only move a certain distance per turn, which is measured in "units". Each unit equals x pixels on the battle map image. To find this distance, each unit type has a multiplier:
Artillery: 0.5
Melee infantry: 1.0
Ranged infantry: 1.5
Heavy cavalry: 2
Other cavalry: 2.5
And a charge multiplier used when charging (charging is only allowed with y units of the regiment being charged at):
Artillery: cannot charge
Melee infantry: 1.5
Ranged infantry: 1.8
Heavy cavalry: 2.5
Other cavalry: 2.8
Each regiment will be represented on the battle map by a 120x70px rectangle, and the different unit types will have different numbers of troops:
Artillery (# men and # guns)
Infantry (810 men)
Cavalry (400 men and horses)
A battle ends when one side is either wiped out, surrounded and outnumbered at least 2:1, or withdraws from battle for any reason.
If the battle ends with an army wiped out or surrounded, that army is destroyed.
If the battle ends with retreat, the retreating player chooses a point or multiple points on the edge of the map to retreat to. His troops will move towards that/those points at charge speed, while the enemy may choose to let them retreat or attempt to kill more of them. A successful retreat has the retreating army move away from the victorious army on the campaign map.