Explore and capture cities
Blue and Red take turns on the same device. Select an army, then click an adjacent land hex to move or attack. Each army can move once per turn. Movement reveals nearby terrain and claims land. Enter an undefended city to capture it. Control every city to win.
Fight
Each side rolls a six-sided die and adds its army strength. The defender also adds its highest defense bonus. Forest adds 1, hills and cities add 2, and a completed fort adds 3. Ties go to the defender. The winner loses 1 strength and the loser loses 2 to 6. An attacker enters the hex only after defeating the defender.
Build
Select an empty land hex you own or one of your cities. Click an army-occupied city twice to open construction. The popup lists eligible buildings. Select a name to start construction.
Technology ladder
Build a tech center to start earning research. Each completed tech center adds 2 research per day in the daily economy or 2 per turn in Classic. The dashboard tracks your research total. Technology tiers and research unlocks are planned for a future release.
Planned 10-level technology ladder
Each country will start at Tech Level 1 with one infantry unit at its capital. Unlocks are cumulative. Research costs and timing are still to be decided.
| Level | Technology | Units unlocked |
|---|---|---|
| 1 | Basic military organization | Infantry |
| 2 | Seafaring | PT boat, troop transport |
| 3 | Field artillery | Artillery |
| 4 | Mechanization | Tank |
| 5 | Naval warfare | Destroyer, submarine (U-boat) |
| 6 | Military aviation | Fighter |
| 7 | Advanced shipbuilding | Cruiser |
| 8 | Strategic aviation | Bomber |
| 9 | Heavy naval engineering | Battleship |
| 10 | Naval aviation | Aircraft carrier |
Technology unlocks the design. Construction also requires the applicable facility, resources, manpower, and build time. A cruiser requires Tech Level 7 and a Level 2 shipyard. Carriers operate fighters. Bombers operate from land bases.
Planned national skills
Each country will pick one distinct skill at Tech Levels 1, 4, and 7. Each skill has one rank in the initial design.
| Skill | Effect |
|---|---|
| Industrial Engineering | Heavy and light factories produce 10% more. |
| Agronomy | Farms produce 10% more food. |
| Shipbuilding | Ships with a base build time of at least four turns finish one turn sooner. |
| Logistics | Ships and mechanized units use 10% less oil. |
| Infantry Training | Infantry gets 10% more defense when holding a hex. |
| Armored Warfare | Tanks get 10% more attack in open terrain. |
| Fire Direction | Artillery gets 10% more strength when supporting an attack. |
| Naval Reconnaissance | Destroyers gain one hex of submarine detection range once detection is implemented. |
| Air Doctrine | Fighters get 10% more strength when intercepting enemy aircraft. |
| Civil Engineering | Sector upgrades finish one turn sooner, with a minimum of one turn. |
Military unit construction
Cities and completed standalone military bases automatically gain 1 training point per day or turn. A city with a completed military base gains 2. At 3 points, the site spends 1 food and produces an army with 10 strength if the hex is clear of armies. Move an army off the training site to make room for the next recruit.
Military bases take 3 days or turns to build. In the daily economy they cost 5 heavy industry and 10 light industry, paid in installments. In Classic they cost 15 industry upfront.
Planned military roster
The current game trains Armies. The units below are planned additions.
| Branch | Units |
|---|---|
| Ground | Infantry, tank, artillery |
| Air | Fighter, bomber |
| Naval | PT boat, troop transport, submarine (U-boat), destroyer, cruiser, battleship, aircraft carrier |
Read the stockpiles
The number in parentheses shows potential gross production per day or classic turn, including buildings you have queued. Actual stockpile changes also depend on completion, staffing, available inputs and consumption.
Daily economy
Open land and water have fertility from 1 to 100. Hills have separate iron and rare mineral ratings on the same scale. Each rating is the percentage of maximum output for its farm, fishing boat or mine. Hover over a hex to see its ratings.
Every hex has an oil rating from 1 to 100 that scales oil output. Build oil fields on empty land you own or on explored, empty water next to land you own.
Build fishing boats on explored water next to land you own. They cost 3 light industry, take 2 days to build and produce food. Each capital starts next to fishable water, and capital farms start at 100 fertility.
Build iron and rare ore mines on empty hills you own. New daily worlds give each capital two owned hills. To claim a hill in the field, move an army onto it, then move the army off on a later turn before building.
End day resolves production, feeding and construction for your nation. Each population unit consumes 2 food per day. Four well-fed days trigger 2% growth up to the housing limit. Every fourth consecutive shortage reduces population by 1%. Staff are assigned automatically. Construction is paid in installments and stalls when the stockpile cannot cover the next payment.
- Farm produces up to 20 food per day.
- Forest produces up to 12 wood per day.
- Iron mine produces up to 10 iron per day.
- Oil field produces up to 8 oil per day.
- Rare mine produces up to 5 rare ore per day.
- Heavy factory produces up to 5 heavy industry per day using 2 Oil, 8 Iron.
- Light factory produces up to 5 light industry per day using 1 Oil, 3 Rare ore, 4 Wood.
- Fishing boat produces up to 12 food per day.
Shipyards are available to build. Naval unit construction and launches are planned for a future release.
Buildings by hex type
- Open land
- Farm, Tech center, Military base, Fort, Oil field, Heavy factory, Light factory, Shipyard
- Forest
- Tech center, Military base, Fort, Forest, Oil field, Heavy factory, Light factory, Shipyard
- Hills
- Tech center, Military base, Fort, Iron mine, Oil field, Rare mine, Heavy factory, Light factory, Shipyard
- City
- Farm, Tech center, Military base, Fort
- Water
- Oil field, Fishing boat