Boss: Difference between revisions
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'''Bosses''' are [[Special Unit]]s that appear only in single-player levels. | |||
There are four boss types: | |||
* Boss1 | |||
* Boss2 | |||
* Boss3 | |||
* Boss4 | |||
When creating a single-player level, each slot can be assigned up to three bosses. | |||
Before a boss can be damaged, all regular armies on its territory must first be eliminated. Once the regular armies are gone, attacks begin damaging the boss itself. | |||
In levels with fog enabled, territories containing Boss1, Boss2, or Boss4 remain visible even when they would otherwise be hidden by fog. | |||
== Boss Types == | |||
=== Boss1 === | |||
Boss1 behaves like a stack of 400 armies. | |||
Unlike some other boss types, Boss1 takes damage normally. Its effective strength decreases as it loses armies in combat, both when attacking and defending. | |||
==== Reinforcements ==== | |||
Boss1 periodically deploys additional armies onto its own territory. | |||
Deployments occur on turns 6, 11, 16, 21, 26, and every 5 turns thereafter. | |||
The number of armies deployed increases over time: | |||
* Turn 6: 10 armies | |||
* Turn 11: 23 armies | |||
* Turn 16: 36 armies | |||
* Turn 21: 49 armies | |||
* Turn 26: 62 armies | |||
* Turn 31: 75 armies | |||
* Turn 36: 88 armies | |||
Each deployment is 13 armies larger than the previous one. | |||
=== Boss2 === | |||
Boss2 must be destroyed in a single attack. | |||
Partial damage is ignored. If an attack fails to deal enough damage to eliminate the boss completely, the boss remains at full strength. | |||
==== Boss Strength ==== | |||
Boss2 becomes stronger as the game progresses: | |||
* Turns 1–10: Value 20 | |||
* Turns 11–13: Value 60 | |||
* Turn 14 onward: Value 300 | |||
Because of this growth, Boss2 is usually much easier to eliminate early in the game. | |||
=== Boss3 === | |||
Boss3 must also be destroyed in a single attack. | |||
Its defining characteristic is that it reproduces when killed. | |||
==== Initial Boss ==== | |||
The original Boss3 has a value of 100 armies. | |||
When it is destroyed, four new Boss3 units worth 90 armies each are spawned on random territories. | |||
==== Secondary Bosses ==== | |||
When a 90-army Boss3 is destroyed, three new Boss3 units worth 80 armies each are spawned. | |||
These newly spawned bosses do not continue reproducing indefinitely. | |||
Boss3 units cannot spawn on territories occupied by [[Commanders]]. | |||
=== Boss4 === | |||
Boss4 behaves as a stack of 400 armies. | |||
Like Boss1, its strength decreases as it takes damage in combat. | |||
However, Boss4's primary danger comes from its spawning ability. | |||
==== Spawning Behavior ==== | |||
Beginning on turn 4 and every 3 turns thereafter, Boss4 creates armies elsewhere on the map. | |||
Boss4 can: | |||
* Add armies to territories controlled by its team. | |||
* Capture enemy territories, destroy all armies occupying them, and spawn armies there. | |||
Because of these abilities, Boss4 can rapidly expand its influence across the map if left unchecked. | |||
==== Spawn Growth ==== | |||
Boss4 alternates between two spawning effects: | |||
* Starting on turn 4 and every 6 turns thereafter: 7 × n armies | |||
* Starting on turn 7 and every 6 turns thereafter: 11 × n armies | |||
where ''n'' is the number of times that spawning effect has occurred. | |||
The first several spawns are: | |||
* Turn 4: 7 armies | |||
* Turn 7: 22 armies | |||
* Turn 10: 21 armies | |||
* Turn 13: 44 armies | |||
* Turn 16: 35 armies | |||
* Turn 19: 66 armies | |||
* Turn 22: 49 armies | |||
* Turn 25: 56 armies and 88 armies | |||
Starting on turn 25, both spawning effects occur on the same turn. | |||
==== Neutral Boss4 ==== | |||
Boss4 can be assigned to a slot that does not belong to any team. | |||
When this occurs, the boss behaves as a neutral force. It may: | |||
* Capture player territories. | |||
* Destroy armies occupying those territories. | |||
* Turn captured territories neutral. | |||
* Spawn additional armies on those territories. | |||
If Boss4 belongs to a player or AI, territories it captures are transferred to that player instead. | |||
Because its influence grows rapidly over time, Boss4 is generally considered the most dangerous boss type and should usually be eliminated as early as possible. | |||
== See Also == | |||
* [[Special Unit]] | |||
* [[Commander]] | |||
{{Special Units}} | {{Special Units}} | ||
[[Category:Game Settings]] | [[Category:Game Settings]] | ||
Latest revision as of 04:36, 14 June 2026
Bosses are Special Units that appear only in single-player levels.
There are four boss types:
- Boss1
- Boss2
- Boss3
- Boss4
When creating a single-player level, each slot can be assigned up to three bosses.
Before a boss can be damaged, all regular armies on its territory must first be eliminated. Once the regular armies are gone, attacks begin damaging the boss itself.
In levels with fog enabled, territories containing Boss1, Boss2, or Boss4 remain visible even when they would otherwise be hidden by fog.
Boss Types
Boss1
Boss1 behaves like a stack of 400 armies.
Unlike some other boss types, Boss1 takes damage normally. Its effective strength decreases as it loses armies in combat, both when attacking and defending.
Reinforcements
Boss1 periodically deploys additional armies onto its own territory.
Deployments occur on turns 6, 11, 16, 21, 26, and every 5 turns thereafter.
The number of armies deployed increases over time:
- Turn 6: 10 armies
- Turn 11: 23 armies
- Turn 16: 36 armies
- Turn 21: 49 armies
- Turn 26: 62 armies
- Turn 31: 75 armies
- Turn 36: 88 armies
Each deployment is 13 armies larger than the previous one.
Boss2
Boss2 must be destroyed in a single attack.
Partial damage is ignored. If an attack fails to deal enough damage to eliminate the boss completely, the boss remains at full strength.
Boss Strength
Boss2 becomes stronger as the game progresses:
- Turns 1–10: Value 20
- Turns 11–13: Value 60
- Turn 14 onward: Value 300
Because of this growth, Boss2 is usually much easier to eliminate early in the game.
Boss3
Boss3 must also be destroyed in a single attack.
Its defining characteristic is that it reproduces when killed.
Initial Boss
The original Boss3 has a value of 100 armies.
When it is destroyed, four new Boss3 units worth 90 armies each are spawned on random territories.
Secondary Bosses
When a 90-army Boss3 is destroyed, three new Boss3 units worth 80 armies each are spawned.
These newly spawned bosses do not continue reproducing indefinitely.
Boss3 units cannot spawn on territories occupied by Commanders.
Boss4
Boss4 behaves as a stack of 400 armies.
Like Boss1, its strength decreases as it takes damage in combat.
However, Boss4's primary danger comes from its spawning ability.
Spawning Behavior
Beginning on turn 4 and every 3 turns thereafter, Boss4 creates armies elsewhere on the map.
Boss4 can:
- Add armies to territories controlled by its team.
- Capture enemy territories, destroy all armies occupying them, and spawn armies there.
Because of these abilities, Boss4 can rapidly expand its influence across the map if left unchecked.
Spawn Growth
Boss4 alternates between two spawning effects:
- Starting on turn 4 and every 6 turns thereafter: 7 × n armies
- Starting on turn 7 and every 6 turns thereafter: 11 × n armies
where n is the number of times that spawning effect has occurred.
The first several spawns are:
- Turn 4: 7 armies
- Turn 7: 22 armies
- Turn 10: 21 armies
- Turn 13: 44 armies
- Turn 16: 35 armies
- Turn 19: 66 armies
- Turn 22: 49 armies
- Turn 25: 56 armies and 88 armies
Starting on turn 25, both spawning effects occur on the same turn.
Neutral Boss4
Boss4 can be assigned to a slot that does not belong to any team.
When this occurs, the boss behaves as a neutral force. It may:
- Capture player territories.
- Destroy armies occupying those territories.
- Turn captured territories neutral.
- Spawn additional armies on those territories.
If Boss4 belongs to a player or AI, territories it captures are transferred to that player instead.
Because its influence grows rapidly over time, Boss4 is generally considered the most dangerous boss type and should usually be eliminated as early as possible.