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TECHNICAL MANUAL // 03

Connections

Dragging relations, direction types, and attack vs bombardment

Creating Connections

Connections define where troops can move and attack. Without connections, territories are isolated — players can’t reach them, defend them, or fight over them.

To create a connection, drag from one node to another on the canvas. An orange indicator appears during the drag to confirm you’re creating a relation. When you release on the target node, the connection is created.

New connections default to bidirectional attack — troops can move and fight in both directions.

Direction

Every connection has a direction that determines which way troops can move:

You can toggle direction from the relation editor in the Territories panel. Select a node, find the connection in its relations list, and tap the MUTUAL / TO / FROM badge to cycle through options.

Attack Type

Connections also have an attack type that determines what happens when troops fight:

Tap the CAPTURE / BOMB badge in the relation editor to toggle between types.

The Four Arrow Types

The combination of direction and attack type produces four distinct connection types, each rendered with a unique colour:

Arrow legend showing all four connection types
The four connection types. Colour and shape encode both direction and attack type at a glance.
TypeDirectionAttackColourUse Case
Mutual attackBidirectionalCaptureGreyStandard borders — most of your map
Mutual bombBidirectionalBombRedMutual siege positions, contested straits
Uni attackUnidirectionalCaptureBlueMountain passes, river crossings, chokepoints
Uni bombUnidirectionalBombOrangeArtillery positions, coastal bombardment
Map canvas showing all four arrow types in use
A map with all four connection types. Mutual attack (grey) dominates, with unidirectional attack (blue) and bombardment (orange/red) at strategic points.

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