This page explains how combat resolves when opposing troops meet, and when attacking is worth it.
Combat in Europa Neo is attrition — no dice, no bonuses, no counters. When opposing troops end up in the same cell, arithmetic decides:
In other words, both sides subtract the smaller number from both stacks. Whatever remains belongs to the larger side.
Worked examples:
| Your troops | Enemy troops | Result |
|---|---|---|
| 20 20 | 20 20 | Both destroyed — mutual annihilation |
| 25 25 | 10 10 | Enemy wiped out; you keep 15 |
| 10 10 | 25 25 | You are wiped out; enemy keeps 15 |
Equal forces annihilate each other completely. Because combat resolves every tick, a 21-vs-20 fight leaves 1 troop standing — then decay or the next wave settles it.
A defended city is captured by winning the engagement in its cell — survivors occupy the city and it transfers on the spot (see Cities and troops). An undefended city needs just one troop to walk in.
Attrition makes even fights self-canceling. Mutual feeding (see Pipes) makes fronts unkillable by decay, and reserves pin a defensive core in place that no supply cut can rot away (see Reserves). The result is the classic Europa stalemate: two mutually-fed lines glaring across no-man’s-land, where every attack at parity is pure waste.
Breaking a stalemate means changing the arithmetic: