How to play Hex Frontier 2.0

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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.

LevelTechnologyUnits unlocked
1Basic military organizationInfantry
2SeafaringPT boat, troop transport
3Field artilleryArtillery
4MechanizationTank
5Naval warfareDestroyer, submarine (U-boat)
6Military aviationFighter
7Advanced shipbuildingCruiser
8Strategic aviationBomber
9Heavy naval engineeringBattleship
10Naval aviationAircraft 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.

SkillEffect
Industrial EngineeringHeavy and light factories produce 10% more.
AgronomyFarms produce 10% more food.
ShipbuildingShips with a base build time of at least four turns finish one turn sooner.
LogisticsShips and mechanized units use 10% less oil.
Infantry TrainingInfantry gets 10% more defense when holding a hex.
Armored WarfareTanks get 10% more attack in open terrain.
Fire DirectionArtillery gets 10% more strength when supporting an attack.
Naval ReconnaissanceDestroyers gain one hex of submarine detection range once detection is implemented.
Air DoctrineFighters get 10% more strength when intercepting enemy aircraft.
Civil EngineeringSector 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.

BranchUnits
GroundInfantry, tank, artillery
AirFighter, bomber
NavalPT 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.

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