The crusade layer: armies, events, and the math nobody shows you

From logic/crusade-gates.jsonl (2,256 shaped edges), logic/crusade-math.json (decompile-verified formulas), logic/crusade-armies.jsonl (539 army presets) and logic/army-leaders.jsonl (37 leaders) — build 20212986, patch 2.7.0x.

The crusade system is two games bolted together: a kingdom-management layer (resources, projects, events) and a tactical army layer (squads, leaders, spell power). Both run on formulas the UI never surfaces. Here is what the decompile says they do.

The projects and events graph

The crusade's content wiring is 2,256 typed edges from 1,413 kingdom projects and 843 events:

| Relation | Edges | Meaning | |---|---:|---| | gated_by_flag | 515 | appears only after a save flag | | applies_buff | 401 | grants a kingdom/unit buff | | location | 368 | tied to a map location | | etude_link | 228 | tied to story state | | reward_item | 200 | pays out items | | cost_item | 159 | consumes materials | | event_link / objective / army | 176 | chains and armies |

Every project's cost/reward/buff/gate is browsable per entry in our Crusade section.

Tactical combat: the dice sometimes don't roll

Three verified behaviors players never see:

  1. Big dice are fake. When an army roll would exceed 10, the game does not roll at all — it interpolates between max and min using a sampled probability distribution curve (GetDiceRollResult). Only rolls of ten or less are honest dierolls.
  2. Leader spell dice multiply hard: the effective dice count scales as rolls × (5 + SpellPower²). A leader with SpellPower 5 throws ×30 dice.
  3. Tactical damage reduction scales as factor × UnitsCount × SpellStrength — big stacks with strong casters get disproportionately tough.

Plus one for movement: squad move points convert from real meters per second by speed × 6 / 2 / 0.3048, rounded — your cavalry's tactical range is a metric-units conversion, not a designed number.

Kingdom math

  • Recruit growth per turn: (Recruits + FlatBonus) × (100 + PercentBonus) / 100, then a morale bonus of growth × morale / 100 on top.
  • Resources per turn ride two multipliers: Royal Court confidence bands (+10 at confidence ≥ 50; −10/−15 penalties below) and a final × (1 + morale/100).
  • Mercenary pricing scales inversely with your leadership morale — the worse a leader you appoint, the more mercenaries charge.

Sources

  • logic/crusade-gates.jsonl — the full project/event edge census.
  • logic/crusade-math.json — every formula quoted above, each pinned to its decompile method (GetDiceRollResult, RuleCalculateDamage. TacticalCombatDRModifier, RuleCalculateKingdomUnitGrowth, RuleCalculateKingdomResourcesGain).
  • Build: 20212986 (patch 2.7.0x).

Related database section: Crusade — e.g. Tous contre le dragon.