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Military

Attack, defend, spy, conquer: find your way around every military screen in Damoria – with links to each topic.

The Military menu holds everything your troops can do. Every command starts from the castle you currently have selected, so switch to the castle where your troops are stationed first. At the top you will find the tabs Commands, Recruit, Healers and Capitulation.

The commands at a glance

  • Attack: send troops against other players' castles, abandoned castles, bandit camps or wild animals – see Attacking. How a fight is decided is explained in How battles work.
  • Support and Move troops: send defenders to your own or friendly castles (Support), or move troops permanently to another castle of yours (Relocating troops).
  • Battle settings: decide at what losses your troops give up and protect buildings from catapults – see Battle settings.
  • Troop overview: which troops are at home, which are on the march, which are supporting other castles – and who is supporting you? This is where you recall your troops or send foreign supporters home.
  • Battle simulator (Battle simulator), Deed of conquest (Conquest) and the Wild Animals near you (Wild animals).
  • Recruit: train troops in the Barracks, Stables and Catapult workshop, and senators in the Senate – see Recruiting. The Healers save your wounded (Healers: saving wounded troops), and Capitulation is the last resort (Capitulation).

No training grounds, no campaign

Before any troops can leave a castle, you need Military training grounds. Its level decides how many units from that castle may be out at the same time – attacks, spy attacks, support and relocations all count together. Every march also costs resources (the sending costs), and how long it takes depends on distance and the slowest unit (Marching times).

Keeping track

In the overview, the Incoming and Outside tabs list all troop movements across all your castles – incoming attacks included. After every battle, spy attack and return, a report also lands in your reports.

AttackingPlayers, abandoned castles, bandits, wild animals: how to launch an attack, what it costs and why it sometimes will not…How battles workWhat counts in a battle: attack against defence, research, the wall, the night bonus and luck – and what the battle rep…Battle settingsDecide for each castle at what losses your troops give up – and which buildings enemy catapults have to spare.Battle simulatorPlay out battles before they happen: enter troops, research, wall, luck and bonuses, and see the result as a battle rep…SupportSend troops to defend your own or friendly castles – hold castles together and bring your troops home again later.Relocating troopsMove troops permanently to another castle of yours: what you need, what it costs and which limits apply.EspionageSpies reveal foreign castles: troops, buildings, resources and more. How to spy the right way – and how to protect your…Siege: rams and catapultsRams break walls, catapults smash buildings and construction sites. How to use siege weapons well – and how to hold out…ConquestSenators take over enemy and abandoned castles. What you need, how approval drops and which castles are off limits.Healers: saving wounded troopsNot every fallen soldier is lost: the Healers treat the wounded in exchange for gems – if you act in time.Marching timesHow long your troops are on the road and how to speed them up: the slowest unit, tournament field, world speed and the…CapitulationThe last resort in a lost war: six months of protection from attacks – but only under strict conditions and with clear…