Capture Koraaver battle artwork
All case studies

Campaign & autonomous combat systems

Build the army. Choose the moment. The battle decides.

Capture Koraaver turns force-building into a playable campaign: world and country maps, persistent troops, four deployment waves, deterministic autonomous battles, Citadel assaults and earned hero intervention all operate as one connected loop.

Playable vertical slice · Battles 1–10 and first hero reward integrated
10battle first chapter
4persistent deployment waves
20 Hzfixed combat authority
884deterministic assertions passing

The design problem

Make preparation decisive without turning battle into a spreadsheet.

The player does not click individual soldiers around the field. They recruit and improve a persistent force, decide who enters each wave, commit a deployment and then watch those decisions meet an enemy built from genuinely different combat roles.

That required a strict separation between what the player-facing game prepares, what the combat engine decides, and what the screen merely presents. The same input can therefore be replayed and checked without trusting the animation to be the authority.

A campaign, not a battle selector

The route begins at world scale and narrows to the next decision.

Capture Koraaver Vaelmeraan world campaign map
World campaign · mapped country positions and current frontier
Capture Koraaver Suuraveth ten-node country route
Country chapter · nine field battles and a final stronghold

The playable loop

Every battle starts before deployment.

01

Choose the frontier

The Vaelmeraan world map leads into illustrated country routes rather than a disconnected level menu.

02

Build the force

Persistent troops, levels, capacity, recruitment, specialisations, squads and wave loadouts are managed in the Barracks.

03

Commit the deployment

The selected force becomes an authoritative multi-wave battle input. Preparation matters before the first unit moves.

04

Intervene, then live with it

Combat resolves autonomously, with deliberately limited hero timing and tactical skills rather than direct unit control.

Capture Koraaver Barracks deployment roster

Persistent preparation

The army is a saved system, not a disposable loadout.

Individual troops

Recruitment, levels, dismissal value and permanent specialist choices remain attached to the saved roster.

Campaign economy

XP, Gold, capacity, battle completion and sequential unlocks persist between engagements.

Four-wave command

Each wave owns its troops, capacity and eventual hero slot, allowing a force to mature without losing its structure.

Deterministic battle authority

What happens on screen can be reproduced without the screen.

A fixed-tick combat engine owns movement, targeting, attack timing, projectiles, status effects, reinforcement waves, disablement and victory. Presentation interpolates those decisions; it does not secretly make them.

  • Six asymmetric enemy combat jobs with different priorities
  • Five soft depth lanes with role-aware movement and engagement
  • Active Citadel defences and a specialist breaching requirement
  • Visible battles and headless simulations consume the same authority
Capture Koraaver deterministic autonomous battlefield with live roster
Plains battle · autonomous force resolution with live roster evidence

Current evidenced position

A substantial playable slice, stated accurately.

The connected campaign currently runs from its fresh eight-troop opening through Battles 1–9, the active Battle 10 Citadel assault and its first hero reward. Six illustrated country maps, management interfaces, enemy roles, battlefield environments, effects and audio are already integrated. The automated suite currently reports 884 passing assertions. This is strong evidence of the architecture and playable direction; it is not presented here as a finished commercial release.

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