With no available unit for an action, the NPC keeps its defensive reserve and waits for a later cycle. Its economic progression and recruitment continue under the usual rules.
NPCs automatically recruit with the same costs, requirements and training times as players. Each region contains local forces, established factions and major powers. The npc.army.tiers setting ties their army targets to the 25th, 50th and 85th player power percentiles in the region, with a separate minimum and maximum for each tier.
Local forces remain accessible to newer players, while major powers follow the top of the regional ranking without exceeding 75,000 power by default. Each tier also defines its recruitment batch, defensive reserve and the Granary level required for mobilization. Compositions remain faction-specific through npc.army.compositions.
A military attack only departs when the NPC can assemble at least 75% of its planned offensive power. Structure attacks scale with their defense; bastion raids also account for the targeted player’s power. Per-unit-type safety caps therefore no longer determine the ordinary size of an offensive.
Player towers and outposts are targeted before bastions: NPCs destroy towers and can capture outposts. By default, the same player receives six hours of respite between two NPC attacks and no more than three within a 24-hour period. The same structure receives eight hours of respite.
Each seasonal instance keeps its NPC faction doctrine and additionally receives the people it represents in its region. npc.offense.max_actions_per_region_per_tick caps pressure originating from one region, while a player already under active NPC pressure cannot receive a second one.