Wiki / Player Guide / Auto-resolve invasions

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

  1. Enable Auto-resolve invasions under Features → Gameplay.
  2. When an in-scope invasion reaches the city, enemies freeze at the entry point (no pathing, no building attacks, combat-immune both ways).
  3. A quick-battle window shows your strength vs theirs and a countdown (8 days for the current wave).
  4. Click Resolve now or wait for the timer — outcome uses the distant-battle strength ladder.
  5. 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

IncludedExcluded
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

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