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	<title>Stances and formations - Revision history</title>
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	<updated>2026-10-14T09:33:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://dawnofembers.wiki/w/index.php?title=Stances_and_formations&amp;diff=158&amp;oldid=prev</id>
		<title>DTX Studios: Wiki launch content: written from the game&#039;s code, data and story bible (Tools/wiki/content)</title>
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		<updated>2026-10-13T21:13:50Z</updated>

		<summary type="html">&lt;p&gt;Wiki launch content: written from the game&amp;#039;s code, data and story bible (Tools/wiki/content)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{DISPLAYTITLE:Stances and formations}}&lt;br /&gt;
This page covers how you control groups of units in &amp;#039;&amp;#039;Dawn of Embers&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;stances&amp;#039;&amp;#039;&amp;#039; (how units react to enemies), &amp;#039;&amp;#039;&amp;#039;formations&amp;#039;&amp;#039;&amp;#039; (the shape a group takes when it moves), and the &amp;#039;&amp;#039;&amp;#039;capacity&amp;#039;&amp;#039;&amp;#039; system (how the game shares units out when many are sent to one target).&lt;br /&gt;
&lt;br /&gt;
The stance and formation buttons appear on the HUD when your selection contains at least one land soldier. They are hidden for selections of only villagers or ships.&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
A stance decides what a unit does about enemies when you have not given it an order. Select units and pick a stance from the stance buttons. An explicit order from you always comes first: a unit with an attack order keeps attacking, and a unit walking under a move order does not stop to fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stance !! In-game tooltip !! Details&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Aggressive&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;Attacks any enemy that comes within sight, without being told.&amp;#039;&amp;#039; ||&lt;br /&gt;
* Looks for enemies within its attack range or 9 metres, whichever is larger.&lt;br /&gt;
* The default stance for soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Defensive&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;Guards its post. Attacks only enemies that come close, and answers hits on itself and its neighbours.&amp;#039;&amp;#039; ||&lt;br /&gt;
* Engages only enemy &amp;#039;&amp;#039;&amp;#039;units&amp;#039;&amp;#039;&amp;#039; that come within its attack range plus 1.5 metres.&lt;br /&gt;
* Fights back when it or a nearby friendly unit is hit.&lt;br /&gt;
* Remembers where it stood when the fight began. If the fight drags it more than 6 metres away, it drops the target and walks back.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Passive Aggressive&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;Never starts a fight, but fights back against whoever hits it.&amp;#039;&amp;#039; ||&lt;br /&gt;
* Answers only hits on itself, not hits on its neighbours.&lt;br /&gt;
* Gives up the chase when the attacker moves out of range, and stays where it is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Passive Flee&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;Never fights. Runs away from whatever hits it.&amp;#039;&amp;#039; ||&lt;br /&gt;
* When hit, runs about 12 metres directly away from the attacker and drops its current job.&lt;br /&gt;
* The default stance for &amp;#039;&amp;#039;&amp;#039;villagers&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* A unit under a move or attack order does not run away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some story characters, such as escorted scholars, use a fifth stance, &amp;#039;&amp;#039;&amp;#039;Passive&amp;#039;&amp;#039;&amp;#039;: they neither fight nor run. Players cannot pick it.&lt;br /&gt;
&lt;br /&gt;
== Formations ==&lt;br /&gt;
A formation is the shape your soldiers take when you order a group of them to move. Pick one from the formation buttons. The choice applies to the &amp;#039;&amp;#039;&amp;#039;next&amp;#039;&amp;#039;&amp;#039; move order.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Formation !! In-game tooltip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Grid&amp;#039;&amp;#039;&amp;#039; (default) || &amp;#039;&amp;#039;An even block. No unit is put in front of the others.&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Wedge&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;An arrowhead. Melee units take the point and the rest follow behind.&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Box (open centre)&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;Melee units hold the edge, ranged and siege units stand inside it.&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Line&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;One or two ranks with a wide front. Melee in front, ranged behind.&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Staggered&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;A loose checkerboard with wide spacing, so the squad is spread out.&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Units stand about 1.6 metres apart. Staggered doubles that, to about 3.2 metres.&lt;br /&gt;
* A Line keeps a single rank for up to 8 units, then forms two ranks.&lt;br /&gt;
* Staggered spacing is meant to limit losses to area damage. Normal unit attacks do not do area damage today, so it mainly matters against [[Pillars|Pillar]] strikes.&lt;br /&gt;
&lt;br /&gt;
=== How a formation moves ===&lt;br /&gt;
Formations move the way they do in classic real-time strategy games:&lt;br /&gt;
* The group follows &amp;#039;&amp;#039;&amp;#039;one path&amp;#039;&amp;#039;&amp;#039; and marches at the speed of its &amp;#039;&amp;#039;&amp;#039;slowest member&amp;#039;&amp;#039;&amp;#039;, so it stays together.&lt;br /&gt;
* In a narrow passage the formation squeezes into fewer files, then spreads out again.&lt;br /&gt;
* On arrival, every unit settles into its own place in the shape.&lt;br /&gt;
* If your soldiers start spread out, units that are close to each other march together as small groups, each in its own part of the final shape. Nobody waits for a group that is far away.&lt;br /&gt;
* A unit that gets into a fight leaves the formation. A new move order forms the group again.&lt;br /&gt;
* Up to &amp;#039;&amp;#039;&amp;#039;64&amp;#039;&amp;#039;&amp;#039; soldiers march as one group. Beyond that, the extra units walk to their places on their own.&lt;br /&gt;
* Villagers and ships always move individually.&lt;br /&gt;
&lt;br /&gt;
=== Rally points ===&lt;br /&gt;
Units trained at a building with a rally point each get their own spot around the rally point, so a batch of new units does not pile up on a single point. Only buildings that train units have a rally point.&lt;br /&gt;
&lt;br /&gt;
== Capacity: every target has spots ==&lt;br /&gt;
When you send many units to one target, the game gives the target a number of &amp;#039;&amp;#039;&amp;#039;spots&amp;#039;&amp;#039;&amp;#039; and shares your units out, instead of letting them all crowd one point.&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;closest&amp;#039;&amp;#039;&amp;#039; units take the target&amp;#039;s free spots.&lt;br /&gt;
* The rest &amp;#039;&amp;#039;&amp;#039;overflow&amp;#039;&amp;#039;&amp;#039; to the nearest other target of the &amp;#039;&amp;#039;&amp;#039;same kind&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
** gatherers go to the nearest node of the same resource;&lt;br /&gt;
** attackers of an enemy unit go to the nearest other enemy unit;&lt;br /&gt;
** attackers of a building go to the nearest other building.&lt;br /&gt;
* This happens &amp;#039;&amp;#039;&amp;#039;silently&amp;#039;&amp;#039;&amp;#039;. There is no &amp;quot;target is full&amp;quot; message.&lt;br /&gt;
* Spots are tight, so as many units as possible fit without getting stuck on each other.&lt;br /&gt;
&lt;br /&gt;
=== Limits today ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target !! Spots&lt;br /&gt;
|-&lt;br /&gt;
| Enemy unit || 3 melee attackers, 8 ranged attackers&lt;br /&gt;
|-&lt;br /&gt;
| Enemy building || 40 attackers of each kind&lt;br /&gt;
|-&lt;br /&gt;
| Resource node (tree, bush, stone, gold) || Depends on the node&amp;#039;s size and on how crowded the ground around it is&lt;br /&gt;
|-&lt;br /&gt;
| Panning station || Up to 16 villagers (4 spots × 4 villagers), shown on the station as &amp;#039;&amp;#039;&amp;#039;Panners: X/N&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Fish, hunted animals, farm fields || No limit&lt;br /&gt;
|}&lt;br /&gt;
* Overflow looks for another target within about 24 metres of the one you clicked (40 metres for gathering).&lt;br /&gt;
* When you send villagers to chop wood, extra standing trees nearby are opened up to take the overflow, up to 12 per order.&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;Panners: X/N&amp;#039;&amp;#039;&amp;#039; counter is the only place the game shows a capacity. Every other target handles overflow silently.&lt;br /&gt;
* Construction and repair orders do not use capacity limits yet.&lt;br /&gt;
&lt;br /&gt;
These numbers are early values and may change.&lt;/div&gt;</summary>
		<author><name>DTX Studios</name></author>
	</entry>
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