| Diplomacy | Right-click a nation: 3-minute pact or lasting alliance. Nobody can attack, land on, bombard or nuke the other; allies' SAMs and ships defend each other and trade automatically. Bots accept more readily when you're stronger, when they're already at war, and when your reputation is good — and break pacts with soft partners once the neutrals are gone. Declaring war halves your growth for a while and costs reputation. |
| Allied aid | Right-click an ally to send gold or troops (by land if you share a border, else by transport) or to request either from their surplus. Allies under attack ask you for help in the Diplomacy panel. |
| Air defense | SAM sites and ship SAMs engage missiles passing through their range — flight path, not just target — when the missile is aimed at their owner's or an ally's land, or their owner is at war with the launcher. 96% kill, 2.5 s reload: one site can stop two spaced missiles, not three together. Hover one of your SAM sites or ships to see your whole network (allies' too); enemy coverage isn't shown. |
| Coast & artillery | Shore guns (14 tiles, rapid fire) sink transports and light ships; against armored hulls their damage is divided by 2 (destroyer), 3 (cruiser), 5 (battleship). Guns never fire on merchant ships. They fire at warships of nations you're in conflict with — attacks, bombardment, missiles or ship-to-ship fire in the last minute — plus any transport at all that comes within range (unless its owner is your ally or pact partner — sinking one starts hostilities), and any cruiser or battleship loitering in range. Nothing fires until the progress arc completes. Coastal batteries outrange a battleship's guns (34 tiles) and hit for 3 every 8 s. Both are knocked out while under bombardment, destroyed if overrun, and have hit points (shore guns 3, batteries 6): any armed ship of a nation you're fighting — or one your gun has fired on — shoots back with its main gun, and cruiser and battleship barrages target guns first. Big Bertha lobs an uninterceptable shell every 20 s at the nearest enemy building within 60 tiles — SAM sites, bastions and guns first — cratering and suppressing like a barrage. Ships hunt guns the way they hunt SAM sites, and a level II port's guns count as guns. |
| Air | Airfield 600 gold, 90 s: hangar for 4 aircraft, bought from its right-click menu; spy planes need one within 150 tiles. Stealth fighter 350 gold: right-click → Fighter patrol here — a 25-tile circle for 10 minutes, then 2 minutes refueling. Untouchable by SAMs. Kills any enemy bomber or spy plane in its circle. Overlapping enemy patrols dogfight: every 3 s each fighter risks 1 HP — 85% if outnumbered, 60% otherwise. Recall from the Air panel in the sidebar, or right-click near the patrol; a recalled fighter takes parting shots while it escapes, lands, repairs 1 pip per 20 s, and flies again — or dies en route at 0 HP. Stealth bomber 450 gold: right-click → Bomber strike here — flies to the point and runs a 30-tile strip dropping 8 bombs, each 1/8 of a nuke, cratering and suppressing. Bombs are held over your own or allied ground and the run extends until all 8 have found enemy land. Ignores SAMs and guns; stopped only by fighters and shield domes (1 dome HP per bomb). Big Bertha, batteries, silos and shields shrug off a single bomb 30% of the time. Flight operations 400 gold, 60 s: buys aircraft (2 fighters and 1 bomber per field, keeping a 300-gold reserve), patrols your SAM belts, airfields, silos and guns, recalls fighters at 2 HP or when outnumbered, and strikes enemy targets that aren't under fighters or a dome. Toggle in the Air panel. |
| Shield generator | 900 gold, 150 s. A 12-tile dome that stops every missile aimed inside it — the SAMs shoot first, and whatever they miss the dome absorbs at 100% — at a cost of 2 of its 10 hit points per missile. A nuke landing nearby can't reach under the dome either — the ground inside is untouched and the dome takes a hit for it. It never decays; it dies to hits, to barrages (cruisers hunt it first), or to being overrun. Right-click it to repair at 25 gold per pip, one pip per 6 s (pauses for 15 s after each hit; never instant). Naval guns, barrages and Big Bertha pass through the dome, so a shielded strongpoint has to be taken by fleet or by land. |
| Missiles | 280 gold from a silo (20 s reload each). A hit craters a 20-tile radius, destroys buildings and kills the troops standing on the cratered ground: a quarter of a big area's garrison if the circle covers a quarter of it, all of a small island's if it covers the island. To get through a defended coast, bombard the SAMs with cruisers first, or salvo. |
| Engineering command | 450 gold, 60 s. Keeps up to four repair trucks. Whenever something repairable on your contiguous land is damaged — a shield generator, an airfield II's shield, a coastal battery, shore guns, Big Bertha, a port II's guns — a truck drives out over your own land, repairs one pip every 8 s at 15 gold a pip (keeping a 150-gold reserve), and drives back. Any repair — truck or manual — pauses for 15 s after the target takes a hit. Trucks are lost if the ground under them is captured, and they can't cross water. |
| Troop command | 400 gold, 90 s. Each center adds 10% to troop growth, stacking to four (+40%). With Garrisons on it also runs logistics: every 4 s it looks for areas of 40+ tiles that are threatened — bordering a nation it's fighting or a provoked neutral, or under attack — and brings the most threatened up toward 60% of the home area's density (bare areas under 20% get topped up to 20%), counting troops already in transit, one shipment per area per 20 s, never more than 15% of home per shipment and never below a 30% home reserve. Before a convoy sails it checks the route: hostile warships within 20 tiles of the path, subs it can see, and enemy guns at the landing. If the lane is contested it paradrops instead when a troop transport is in range; otherwise it holds the convoy and tells you — except when the destination is actually under attack, when it runs the lane with half the shipment. Toggle in the sidebar. |
| Command links | Command buildings draw dashed links to what they control — orange from missile command to the silos in its 45-tile range, cyan from flight operations to airfields, green from troop command to nearby cities and ports — with a pulse running along each, like the gold supply lines between factories and cities. |
| Missile command | Controls silos within 45 tiles and fires them at the most valuable targets of nations you're fighting, waiting to fire the full salvo a SAM site needs. Overlapping centers cut missile prices 15% each (max 45%). Right-click a nation to focus it; toggle in the sidebar. |
| Teams | Permanent alliances dealt round-robin; a team's combined land wins. Map colors tint toward the team color. |
| End game | 72% wins; you can keep playing. If only allies remain you choose between a shared victory proposal and war. 100% ends the match outright. |
| Music player | On the site, the mixer gains a player: the site's music library for the start card and for matches, with ◀ ▮▮ ▶, In order / Shuffle / Loop one, and a checkbox per song to choose the rotation (one tick = just that song). Click a title to play it now; [ and ] skip. Victory and defeat stings duck the music; a #1 placement on the site has its own sting. The game's own generative score plays only when a list is empty or the game is played from a file. |
| Music | The start card plays a written theme; the match plays a generative score that shifts sections every couple of minutes, never repeats exactly, and swells with percussion while you're under attack. Mixer has a Music slider and toggle. |
| Leaderboard | Every finished match is recorded in this browser: result, country, map, difficulty, modes, time, land, nations eliminated, peak troops and the seed (click it to replay that map). Score = land% × difficulty × mode bonus (fog 1.25, risky 1.15) × result ÷ minutes. Each class of match has its own board: Standard, Billionaire, Quick start, End game, Risky start, Instant build, No cap, Custom start, teams — and combinations like "Quick start + Instant build". The dropdown opens on a combined view — the top 3 of every class you've played, each with a "Play a random … match" button that sets that class up with a random map, difficulty, country and seed and starts immediately; pick a class from the dropdown for its full board. A match you restart or leave is recorded as Abandoned. Best time per map and difficulty is highlighted in gold. |
| Map seed | The seed on the start card decides the map, rivers, neutral borders and start positions. Restart keeps it, so you can retry the same opening; type a friend's seed to play their map; press New for a fresh one. |
| Maps | Generated: Continents, Land (lakes and rivers, no ocean), Large / Medium / Small islands, Atoll. Real: World, Europe, Americas, Africa, Asia, Middle East — real countries in place, big ones split into provinces. |