Political WarsWiki
Units & combat

Combat

When you run ops on a district, your army slams into the garrison and The Bunker. The outcome is deterministic (same input, same result) — except for luck.

Attack classes (rock-paper-scissors)

Every unit attacks in one of three classes —Mob (infantry), Raid (light cavalry) and Vehicle (siege/transport)— and each defender holds up differently against each class. That’s why a garrison can be rock-solid against one kind of attack and soft against another: the trick is bringing the right mix. Per-class stats for every unit live in Troops.

Morale (protecting the little guys)

Morale penalizes your attack when you hit someone way smaller than you (in Votes): the bigger the gap, the less attack power you land, with a floor of 25%. Morale recovers with your account age: at 70 days you always attack at 100%, no matter the rival’s size. Hitting a peer or someone bigger never costs you anything.

The Bunker

The Bunker multiplies the defense of your whole garrison: +3.7% compounded per level, so a maxed Bunker (L20) more than doubles it (×2.07, +107%). Goons are its counter: they tear down the wall — every 2.5 Goons knock an effective level off the Bunker, so an attack loaded with Goons neutralizes it.

Counters (nemeses)

Some defenders are the antidote to one specific attacker: if that attacker shows up, the defender pulls ×2 on defense. The Auditor cancels the Ward Boss, the Press Flack holds off the Trolls, the Riot Cop the Goons and the Bagman the No-Shows. Mixing your defense well is what makes a district impossible to swallow.

Loot & plunder

If you win the attack, the surviving units haul off resources based on their carry capacity. No-Shows steal Cash and Trolls steal Spin (they carry more of their own resource); everyone else carries generic and it’s split evenly across the three resources (whatever’s short on one is redistributed to the others). You can’t take more than the rival has stashed.

Conquest (The Flip)

You don’t conquer by killing troops: you conquer by dropping the district’s Loyalty to zero. The only one who does it is the Ward Boss: each Ward Boss that survives the attack knocks off between 20 and 35 Loyalty. Loyalty regenerates +1/hour, so you have to keep at it. When Loyalty hits zero the district changes hands and the former owner’s own garrison goes down with it —including the Pollsters, who don’t die in combat but don’t pass to the conqueror either—; allied backing returns to its home districts. Bulldozers, on the other hand, don’t kill or conquer: they destroy 1 building level per surviving unit.

Espionage

The Pollster spies: it fights a separate mini-battle against the rival’s Pollsters. Win that and you bring back intel (troops, buildings and/or resources); if the rival has more Pollsters, they catch you and you see nothing. The Bunker also helps with counter-espionage. On the receiving end, incoming espionage looks just like an attack: you know something’s coming (who and from where), but not whether it’s a spy, a real attack or how many troops it brings — you only find that out when it lands.

Spec sheet

Luck· variation per battle±25%
Minimum morale· floor on big gaps25%
Maximum morale100%
Account age for full morale70 days
Nemesis (counter)defense ×2
Bunker multiplier per level· compounded+3.7%
Maxed Bunker (L20)×2.07 (+107%)
Goons to drop a Bunker level· tear down the wall2.5
Loyalty damage per Ward Boss20–35
Building damage per Bulldozer1 level
Loyalty regen+1/hour

Alerts & incoming

Every incoming op —attack or espionage— pings you (in-game and by email, depending on your preferences). You also see it: your district shows an Under attack alert and, in The Rally, the Incoming list with who’s running ops on you, from which district and how long until it lands (never the troops it carries or the exact time it left). A badge in the bar warns you from any screen.

If attacks rain down on you, in Settings → Alerts you can BATCH the notices: notify every time, every N attacks (the first one always pings) or at most one per hour — and the “only when I’m not playing” option mutes alerts while you’re active (you still see them live). When in doubt, the system pings: better one too many than an attack with no warning.