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:
- Bidirectional — movement and attacks flow both ways. This is the most common type and the default for new connections. Rendered as parallel grey lines.
- Unidirectional — attack is restricted to one direction only. The attacker can strike across the border, but the defender cannot retaliate along the same path. Rendered as a tapered blue line pointing from source to destination.
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:
- Attack (capture) — standard territorial combat. The attacker can occupy the target after winning. This is how territory changes hands.
- Bombardment (bomb) — ranged attacks that deal damage without occupation. Troops cannot cross a bombardment connection — they fire from a distance. Useful for artillery positions, offshore islands, or elevated terrain.
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:

| Type | Direction | Attack | Colour | Use Case |
|---|---|---|---|---|
| Mutual attack | Bidirectional | Capture | Grey | Standard borders — most of your map |
| Mutual bomb | Bidirectional | Bomb | Red | Mutual siege positions, contested straits |
| Uni attack | Unidirectional | Capture | Blue | Mountain passes, river crossings, chokepoints |
| Uni bomb | Unidirectional | Bomb | Orange | Artillery positions, coastal bombardment |

Tips
- Most connections should be bidirectional attack. This is the baseline — fair, two-way borders that create balanced gameplay. Use the other types sparingly and with purpose.
- Unidirectional connections create power asymmetries. A one-way border is a strategic decision — whoever holds the uphill side has a permanent advantage. This is interesting in moderation, but a map full of one-way borders can feel unfair.
- Bombardment is for geography. Use it when the map image suggests ranged combat makes sense — across water, from a fortress, or between islands. Don’t use it as a generic “hard border.”
- Every territory must be reachable. Validation will catch orphaned nodes and disconnected subgraphs. If a territory can’t be reached from every other territory, the map won’t publish.