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Cavalry, Cards, and Raid Lines

October 6, 2026 • Provincia Dev Team

#combat#cavalry#ui

Colony fights used to feel like a crowd of individuals with HP bars. This ship turns the apron into a unit battle: cards you can read at a glance, formation pads you can aim, horses that charge instead of jogging, and raiders that pick roles.

Total War unit strip — bronze cards, live busts, faction eagle

Unit cards as the selection SSOT

The battle HUD is a centered bronze beam with gilt rails. Each squad is a card: hotkey, portrait bust (rider framing for cavalry), name, strength, and a bar. Click a soldier and you select the unit. Detail for the active card sits above the strip so ten cards stay on screen without covering the fight.

Close card chrome — Legionaries selected, Equites with rider bust

Flags, pads, and facing

Selected formations show gold-rim pads with faction fill, a facing chevron on the front edge, and tall vexilla so mid and far still read who is who. Grass shows through the pad instead of a solid blot. The markers are meant to feel like Total War selection chrome, not debug boxes.

Formation pads and vexilla — gold rim, facing chevron

Cavalry that plow through

Equites and barbarian horsemen share infantry orders (select / move / attack). Attack from a run-up is the charge — build speed, impact with lance bonus, spears brace, punch past a rank, then peel off and cycle. Horses stay on the formation rail until impact so the bag does not dissolve into a cloud of riders on the approach.

Raid AI with jobs

Attacker raids no longer nearest-neighbor into a blob. A deterministic commander assigns pin, flank, reinforce, screen, siege, and regroup. Focus fire soft-caps so secondaries get pressure; sticky roles cut thrash. Formation bags also stop stalling on ATTACK_SQUAD detours when a tangent looked like a flank at range.

Apron overview — lines staged south of the settlement

Scale and colony chips

Formation rails, far-field skips, and cheaper melee keep a few hundred troops playable. In the colony, Timberborn-style overhead chips call out paused, no-workers, and disconnected buildings, and path-isolated huts auto-stop until they reconnect.

What to feel in a build

  • Open a colony raid or battle sandbox — pick units from the bronze strip, not per-man bars.
  • Order Equites into a line from a run-up and watch the impact punch through instead of planting.
  • Let a raid run: flanks and a siege detachment should show up instead of everyone dogpiling one squad.
  • Place a workshop off the town-hall path graph — the chip should say it is disconnected until you link it.

Provincia

Provincia is in active pre-alpha. Core placement, water, housing layout, colonist logistics, and battles are playable in the Godot build. Download a build below — expect bugs. No Steam page yet.

Status

  • Pre-alpha — free download
  • Steam — coming later
© 2026 Provincia