This page explains what reserving does, how to set it, and why a reserved garrison beats a hoarded pile.
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.
Select a cell, then either:
Press 0 (or slide to 0%) to clear reserves entirely.
| Digit | Reserve |
|---|---|
| 0 | 0% None — everything is free to move |
| 1 | 10% 10% held back |
| 5 | 50% 50% held back |
| 9 | 90% 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).
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:
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.