Make the pieces work together.
A strong unit helps. A protected economy, safe supply route and well-timed attack win campaigns.
Fund the next offensive
Connect factories to cities and ports. Keep enough troops to hold your borders while shifting the economy toward gold for expensive buildings.
Build an alliance that helps
Right-click a nation for a pact or alliance. Allies share protection and can exchange aid. Send gold to fund a recovery, or troops to support a pressured front; protect gifts that travel by sea.
Layer your defenses
SAMs intercept missiles. Shields absorb the hits that get through. Shore guns punish landings, while fighters stop bombers. No single defense answers every threat.
Create an opening, then use it
Scout, suppress defenses with bombardment or bombs, then commit troops. A damaged coast is useful only if your force reaches it before the defender recovers.
Delegate the routine work
Engineering command repairs connected territory. Troop command helps reinforce Garrisons areas. Missile command and flight operations automate attacks; check their sidebar toggles and your reserves.
Sound, saves & score
Choose your soundtrack
The Sound panel has separate music and effects controls. Use the music toggle to mute music. The authored soundtrack follows the situation; Radio lets you choose what plays.
Keep your campaign
Sign in on the site for account saves and replays. Use Games & replays to resume or watch a match. Leaderboards separate different modes and starting conditions.
Keep this handy
Open a topic for controls, timings and the detailed rules.
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. Each Send button uses its own amount. Transfers support up to one billion gold or troops; an overseas troop gift still needs a safe sea route.
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
At 72%, bank your victory or risk it and commit to total conquest. Scoring time freezes at the first victory decision; extra cleanup time has no score penalty. If only allies remain, propose shared victory or confirm war. Total victory ends the match. Losing or abandoning after committing forfeits the bankable victory.
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.
Know your opponents
Nine recurring generals command the opposing nations. Their six personalities shape their remarks; they do not confer different battle abilities. Taunts follow real events, including territory gains and losses, repeated recaptures, diplomacy and final outcomes. Remarks appear in speech bubbles beneath the top-center notifications. Generals take turns during conversations; earlier bubbles fade while remaining readable. A brief radio click and static announce each speaker and follow your Master and SFX volume settings. Silence between remarks is deliberate.
Use the general dialogue checkbox in the pause menu to turn remarks off. This does not affect recorded results or honors. The website’s Meet your opponents profiles show biographies, careers from completed recorded matches and your own rivalry when signed in. General-only dubious distinctions stay separate from player achievements. Watching a replay does not earn another career result.
Each match keeps its general dialogue and computer-written credits version. Site dialogue updates apply to new matches. Saved matches recover their published version when available; offline or missing content uses the compatible bundled dialogue. Dialogue wording never changes the match setup or simulation results.
Bank victory or risk total conquest
At your first victory decision, scoring time freezes. Finalize to bank the available result, or confirm continuation and commit to total victory. Extra time coordinating islands or local armies does not reduce the score. Losing or abandoning forfeits the available victory; you cannot later bank a partial win. When only temporary allies remain, propose shared victory or confirm war. Permanent teammates stay allied.
Score uses your personal land percentage, difficulty, Fog (×1.25), Garrisons (×1.50), and the result multiplier, divided by frozen scoring minutes. Total victory uses ×2.00, ordinary and Team victory ×1.00, Shared victory ×0.70. Risky start has no extra bonus. Team territory determines a team win, but your numerical score uses your own land. Reports retain actual duration separately.
Compete through named seasons
The overall season board lists each player once. Qualifying total conquerors rank first by their cumulative Total-victory scores; other qualifying winners follow by their cumulative victory scores. New seasons begin with a blank board. Lifetime qualifying wins, nation unlocks and career achievements carry forward, and completed-season trophies remain on profiles. Assisted settings keep their class boards.
A competitive attempt belongs to the season in which it begins. Saving preserves the attempt, checkpoint and victory commitment. Taking over a replay or reloading an already completed attempt is practice and earns no competitive score, qualifying win or career award. Start from the beginning for a new competitive attempt.