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TECHNICAL MANUAL // 03

Connections

Dragging relations, direction types, and attack vs bombardment

This chapter covers the lines between territories: how to draw them, and what direction and attack type mean for play.

Creating connections

Connections decide where troops can move and attack. Without them, territories are islands — nobody can reach them or fight over them.

Drag from one node to another on the canvas. An orange line follows your finger while you drag (just the drag indicator — the finished connection draws in its own colours). Release on the target and the connection exists, starting as bidirectional attack: movement and fighting both ways.

Direction

Paths draw straight unless they have to bend around a node in the way. A curve carries no meaning — players read the chevrons, not the bend.

To change direction, select a node and find the connection in the panel’s list. Tap the MUTUAL / TO / FROM badge to cycle between mutual and the two one-way directions (seen from the selected node). The same row has a Hidden toggle that keeps the connection out of the in-game drawing — for routes you want playable but not visible, like ones a scout has to discover.

Attack type

Tap the CAPTURE / BOMB badge in the relation row to switch.

The four connection types

Direction and attack type combine into four kinds, each drawn in its own colour:

Legend showing all four connection types
The four connection types. Colour and shape carry both direction and attack type at a glance.
TypeDrawn asUse for
Mutual attacktwo parallel grey linesnormal borders — most of your map
Mutual bombtwo parallel red linescontested straits, mutual siege lines
One-way attackthree blue half-chevronsmountain passes, river crossings, chokepoints
One-way bombthree orange half-chevronsartillery positions, coastal guns
Map canvas using all four connection types
All four types in use. Mutual attack (grey) dominates; one-way (blue) and bombardment (orange/red) sit at chosen points.

Tips