Auto-resolve invasions
Optional Enhanced feature: local invasions wait at the entry point and resolve by army strength instead of company micro. Default is OFF (original Pharaoh combat).
What it does
- Enable Auto-resolve invasions under Features → Gameplay.
- When an in-scope invasion reaches the city, enemies freeze at the entry point (no pathing, no building attacks, combat-immune both ways).
- A quick-battle window shows your strength vs theirs and a countdown (8 days for the current wave).
- Click Resolve now or wait for the timer — outcome uses the distant-battle strength ladder.
- Company march onto that frozen wave is blocked; recruiting and building elsewhere stay allowed.
Multiple waves queue: only the head counts down; others stay frozen until they become head. Closing Wait keeps the freeze; reopen from the invasion message (Go to Problem).
Scope
| Included | Excluded |
|---|---|
| Foreign invasions, Pharaoh / kingdom armies on the map | Local uprisings, natives / Seth wrath, distant battles (already abstract) |
If the pending queue is full (8 waves), a further invasion fights on the map as usual.
Outcome
- Win (
your strength ≥ enemy): kingdom rating +25, invaders despawn, mission completed tags fire. - Lose: kingdom rating −10, 100% of your local companies lost, invaders still leave the field (no city razing from this path).
- Empty fort lose is still −10 (same as distant “too weak”), not the distant “no troops” −50.
Walls and towers do not add to the strength totals shown in the window.
Developer Reference
Flag: gameplay_enhanced_auto_resolve_invasions
Engine: src/scenario/invasion_auto_resolve.cpp.
UI: src/scripts/ui_invasion_quick_battle_window.js
Test: tests/76_invasion_auto_resolve.js