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Paths & Flow

Paths are the player's main verb. From every owned tile they draw outgoing routes, assign batched weights to each branch, and watch the network distribute units automatically. Paths are standing orders — the supply chain runs without micromanagement until the player intervenes.

Path Budget

Every owned tile carries 4 separate path trees — one per pathing unit type (Army, Gather, Engineer, Defender). Each tree has its own independent budget; drawing a 4-hex Engineer path doesn't reduce Army budget. Scouts are direct-control and have no path tree.

Per-tree budget formula: budget = level + type_offset. The offset bumps logistics-class trees outward so an L1 tile isn't limited to a 1-hex gather route.

TypeOffsetL1 reachL6 reach
Army+016
Gather+127
Engineer+127
Defender+016
ScoutDirect-control — no path tree, click-to-move recon

Per-Type Traversal Patterns

Each pathing unit type walks its own tree differently — the supply-chain layer isn't just "armies but slower."

TypeForward traversalEnd-of-path behavior
Army One-way to the leaf at standard speed. Engages combat at the leaf; consumed in the fight (M0 mechanic).
Gather One-way at 1.8× speed. Flee-once on enemy contact at the leaf — reverses one hex along the incoming path, then continues normally. Adopts the arrival tile's outgoing Gather tree → cycles through the player-designed route. Stops at producer tiles to fill cargo (per-resource fill-%); drops % at owned consumers.
Engineer One-way at 0.8× speed. Flee-once on enemy contact at the leaf. Adopts arrival tile's outgoing Engineer tree → cycles. Stops on tiles with active projects for the per-tile stop-duration, contributing engineer-seconds.
Defender One-way at 0.1× speed (very slow). Walks the tree to the leaf. Stops at the leaf and becomes a stationary Defender garrisoning that tile. Redeploy = redraw the Defender path from the unit's current location.
Scout No path tree. Direct-control — player click-to-move; scout walks to the commanded tile and sits idle providing 1-hex vision until the next command, until killed by an enemy combat unit, or until killed by a mutual-destruction encounter with another scout.

Path-tile vision

Only Army paths reveal fog (1-hex vision around any Army-path tile, per GDD §13). Gather, Engineer, and Defender paths do not contribute vision. Logistics paths covering the whole map shouldn't trivialize fog — vision stays tied to tactically-relevant routes only. Scouts and Tower auras pick up the rest of the recon job.

Drawing Paths

The path-edit UI activates when the player selects an owned tile. The editor is per-unit-type — pick the tree you're editing (Army / Gather / Engineer / Defender), then draw.

Spawn Distribution Across Paths

A tile spawns its level units per cycle. Weights determine how many of those units flow into each outgoing path.

PositionMin weightBehavior
Originating tile 0 per outgoing path You can starve a path entirely (e.g. for emergency rerouting).
Mid-path split point 1 per branch Prevents dead branches that get drawn but never used.

Weights at any node do not need to equal the tile's spawn count:

Distribution is Sequential / Batched

If a tile is set to send 3 units down path A, then 2 down path B, the first 3 spawned units take path A, the next 2 take path B, then the cycle loops. Not interleaved — batched. This makes burst-attacking on a single edge predictable.

Path Persistence Through Captured Tiles

Paths do not break or reroute when an enemy captures a tile in the middle of one. The path is a standing order on the source tile, not a contract with the terrain.

ScenarioWhat happens
Enemy claims a mid-path tile Tile becomes a passthrough hazard in your supply line. Your units traveling through take damage from defenders / tile effects but do not engage in combat.
Enemy claims your path's endpoint The path's units become attackers there, engaging combat at the new endpoint.
Strategic implication. Cutting an enemy's supply line by claiming a midpoint becomes a real strategic option. The enemy keeps shipping units into a meat grinder until they redraw their paths.

Stranded Unit Behavior on Path Mutation

When a path is removed, units already in transit on that path freeze where they are:

If the path is later redrawn while units are stranded on an unowned tile, they resume the new path.

Default Paths at Match Start

The home base ships with default Army paths only:

See Match Flow for the full T=0 starting state.

Read next: Combat & Units covers what happens when paths reach an enemy.