Game mechanics. Physics

Corpses, scattering from explosions; swarms of arrows bouncing off stone castle walls — things like these are thoroughly simulated in the game. E.G. the enemy unit staying close to the wall can't be hit by an arrows fired by your archers on the other side of the wall. In this case it's physically impossibile to draw the trajectory of the shot, in which the arrow hits the enemy at right angles to the ground. The decisive factor here is not the distance between the units or the range of the arrow, but its initial speed and angle of the shot. The in-game simulation of a viewing angle and a firing zone for each archer forces Player to plan the location of the defense towers, because "blind spots" may play an important role during the siege. As a result, an effectively designed castle in the game is topologically close to real-life castles.