Armies

From Travellers Guide to StariumXCV

An army is composed of at least 1 unit and/or individual leaders. An empire can support up to 64 unique tactical designs using these units and starts with the ability to field six armies with these designs. In addition, it is possible to increase the number of armies an empire can field at the same time. Every army has a unique name customized by the player.

Identification

Within the game, an army is identified by an icon. Art representing the most numerous units in the army sits on top of a icon's base as shown below. The color of the base identifies the player relationship with the army. The number indicates the total units in the army.

Player's Army of Antiquity Infantry with 141 units

Leadership

An army does not need a leader assigned to it, but having a leader with Ground Combat skills can make a significant difference in the army's effectiveness. There is no practical limit to how many leaders may be assigned to an army. One lone leader is considered a small army.

Units

An army can be a mixture of units with different races and from different epochs. Army units are built on Military Bases using Blueprints created by the player.

Unit type represented by epoch:

  • Infantry     Infantry Units
  • Cavalry      Cavalry Units
  • Artillery     Artillery Units
  • Aqua          Aqua Units
  • Assault      Assault Units
  • Air               Air Units
  • Colonists   Colonist Unit
  • Leader        Leader Unit

Actions

There are a variety of actions beyond battles that involve an army.

Move (includes splitting army)
  • An army can only move to another area as fast as its slowest unit. If the Army is splitting up as part of the move there needs to be an available Army slot.

Moving Between Worlds

Fleets with ships that have troop transport capacity can move armies from one world to another or to another star system. No distinction is made about which ship is carrying which troops. Instead, the fleet as a whole has a designated capacity. To embark an army on to a fleet, it needs an empty transport space at least equal to the number of units in the army. Leaders take up no space on a fleet. Once the fleet arrives, the army can disembark to a selected area on the new world as long as the fleet controls orbit around the planet or moon.

Move Through Portal
  • Used to move army directly to another world without using a fleet.
Abort Move
  • Whatever time has passed before a move is aborted is also taken to return the army back to its starting position.
Claim Area
  • Claiming an area cost Exocredits.
Settle Area
  • A claimed area is settled by moving an army with a Colonist Unit into it. Once there, the Colonist Unit becomes the new [Population Segment] for the area. It is the same race as the unit.
Attack
  • Armies engage in four different types of battles: missile strike, air strike, missile & air strike and full battle.
Plunder
  • Crippling and destroying an area and it inhabitants. Think sacking of Rome. Empire can earn Virtues.
Raid
  • Harassing the inhabitants of an area. Think chicken stealing. Empire can earn Virtues.
Embark
  • Moving troops from the ground up into an orbiting fleet. The fleet must have control of orbit around the world before it can happen.
Disembark
  • Moving troops from an orbiting fleet down to an area on the world below. The fleet must have control of orbit around the world before it can happen.
Place Pin in Area
  • Once in an area, an army action can place a Pin which leaves notes to yourself.

              Pin is used by leave a note in an area

Battles

1. Missile Strike
2. Air Strike
3. Missile & Air Strike
4. Full Battle (by round)
  1. Strategic Missiles, Antiballistic Missiles & Massive Weapons
  2. Massive Weapons
  3. Heavy Weapons, Massive Weapons & Missile WMD
  4. Heavy Weapons
  5. Heavy Weapons & Medium Weapons
  6. Heavy Weapons, Medium Weapons & Missile WMD
  7. Medium Weapons & ½ Light Weapons
  8. Medium Weapons & Light Weapons
  9. Medium Weapons & Light Weapons
  10. Shock Damage*2.0, Light Weapons & Melee Weapons
  11. Shock Damage*0.5, ½ Light Weapons & Melee Weapons
  12. Shock Damage*0.5, ½ Light Weapons & Melee Weapons
  13. Shock Damage*0.5, ½ Light Weapons & Melee Weapons
  14. Melee Weapons