Reserves

This page explains what reserving does, how to set it, and why a reserved garrison beats a hoarded pile.

What reserves do

Setting reserves on a cell holds back a percentage of that cell’s troops. The reserved count is pinned in place — it cannot be eaten by decay. An unfed, reserved stack keeps its core alive instead of rotting to nothing.

Everything above the reserve remains available: to flow through pipes, to pay for paratroops and guns, and to fight.

Setting reserves

Select a cell, then either:

Press 0 (or slide to 0%) to clear reserves entirely.

DigitReserve
00% None — everything is free to move
110% 10% held back
550% 50% held back
990% 90% held back

The digit you press maps directly to a percentage: digit × 10 = reserve percentage. There is no 100%: the maximum reserve is 90%. A cell that reserved everything could never feed a pipe, fund a weapon, or fight — the game simply does not offer it.

The console flashes a confirmation like “Reserved 70% at (3, 4)” when the order lands (see Reading the screen).

Why reserves beat hoarding

An open (non-city) cell caps at 30 troops no matter what. A pile of 30 troops in some backwater:

Reserving changes the picture for cells you intend to hold:

The rule of thumb

Reserve what you cannot afford to lose; leave the rest free to work. Set reserves before you extend a fragile supply line, clear them when you want everything moving again.


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