Learn the front. Lead the charge.
Build your economy. Choose your battles. Leave your mark on the world ledger.
Your first campaign starts with one order.
Recruit a company. Stock the pantry. Explore, build, research, then scout. Six guided missions teach you through your own country.
Open field trainingAction points, ready to use.
Up to 160, even while away.
Food, taxes, troops and upkeep.
FIELD DOCTRINE 01The rhythm of the front
Spend turns to make things happen.
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The rhythm of the front
Spend turns to make things happen.
Read the rules +One turn arrives every 15 minutes, up to a reserve of 160. New countries start with 80. Spend up to 40 turns in a single economic order. Your country produces and consumes resources when you spend turns; it does not run its economy automatically while you are away.
FIELD DOCTRINE 02Land, buildings, and a full pantry
Land is room. Buildings make it productive.
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Land, buildings, and a full pantry
Land is room. Buildings make it productive.
Read the rules +Exploration yields 12 acres per turn. Construct up to 20 buildings per turn; each occupies one acre. Farms produce food, residences generate taxes, factories produce troops, labs unlock research, and military bases reduce upkeep. All turn-spending actions also run your economy.
FIELD DOCTRINE 03A government with a purpose
Pick a permanent economic or military advantage.
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A government with a purpose
Pick a permanent economic or military advantage.
Read the rules +Republics collect 20% more tax revenue. Technocracies produce 25% more research. Military juntas receive 15% more combat strength. Choose at founding; government and faction are permanent in this first campaign.
FIELD DOCTRINE 04The three banners
Your faction adds a specialized bonus.
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The three banners
Your faction adds a specialized bonus.
Read the rules +Verdant farms produce 20% more food. Dusk intelligence operations gain 20% strength. Ember factories produce 20% more troops. Factions are your national tradition; alliances are separate groups that players create and join.
FIELD DOCTRINE 05The science of advantage
Research makes every acre work harder.
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The science of advantage
Research makes every acre work harder.
Read the rules +Research yields three points per laboratory per turn. The bonus equals points divided by (acres × 20), up to 60%. Weapons improve combat, agriculture improves food, business improves taxes, and espionage improves scouting. Expanding your land dilutes your existing technology.
FIELD DOCTRINE 06Know before you go
Scout first. Get the numbers before you fight.
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Know before you go
Scout first. Get the numbers before you fight.
Read the rules +Intelligence costs one turn and requires at least 10 spies. Success compares spy density, your espionage research, and your faction bonus against 65% of the target’s spy density. Failure loses 5% of your spies. Successful intelligence is a snapshot, used by the planner for 30 minutes. Rival defenses can change after scouting.
FIELD DOCTRINE 07The arithmetic of battle
Attack must exceed defense. Strength decides.
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The arithmetic of battle
Attack must exceed defense. Strength decides.
Read the rules +Troops have 1 attack and 1 defense; jets have 6 attack and no defense; turrets have 6 defense and no attack; tanks have 12 attack and 10 defense. Multiply by weapons technology, government, and readiness. An attack wins only if its power exceeds defense. No random combat roll.
FIELD DOCTRINE 08Commit only what you can afford
Victories have a price. Defeats do, too.
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Commit only what you can afford
Victories have a price. Defeats do, too.
Read the rules +Both attacks cost two turns and require at least 40% readiness. Standard strikes capture 5% of land (leaving at least 200 acres), proportional buildings, and 4% of money and food. Supply raids capture 12% of money and food, without land. Successful attackers lose 6% of committed units; failed attackers lose 14%. Defenders lose up to 8% on a loss or 2.5% on a win, scaled down for weaker attackers. Attacks reduce readiness by 20 points after the two economic turns.
FIELD DOCTRINE 09A fighting chance
Build safely during your first 24 hours.
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A fighting chance
Build safely during your first 24 hours.
Read the rules +New countries receive 24 hours of protection. You may end it early from the war room, permanently. Both nations must leave protection for player combat. Targets must have between one-third and three times your net worth. You can attack each country twice per rolling 24 hours; a player can receive at most six attacks in that window. Offline attacks are allowed.
FIELD DOCTRINE 10Practice at the perimeter
Learn against neutral NPC countries.
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Practice at the perimeter
Learn against neutral NPC countries.
Read the rules +Neutral garrisons are clearly marked NPC countries. You can scout and attack them during protection. They do not play autonomously or refill after being attacked. The two-attacks-per-target limit still applies. They appear separately from player standings.
FIELD DOCTRINE 11The exchange
Buy now, or trade surplus with other players.
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The exchange
Buy now, or trade surplus with other players.
Read the rules +The quartermaster buys and sells immediately at fixed prices without turns; military resale is 65% of the buy price, rounded down. On the player exchange, listed goods leave your inventory and wait in reserve. Other players can buy any available quantity; payment goes directly to you. Cancel to recover unsold stock. No transaction fee.
FIELD DOCTRINE 12Allies and ambition
Join forces and plan on a private board.
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Allies and ambition
Join forces and plan on a private board.
Read the rules +Create an alliance or join an open one, up to 20 members. Members cannot attack one another and share a private dispatch board. If the founder leaves, leadership passes to the oldest remaining member. Empty alliances dissolve.
FIELD DOCTRINE 13What makes a great power
Grow your net worth to climb the rankings.
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What makes a great power
Grow your net worth to climb the rankings.
Read the rules +Net worth combines land (40/acre), buildings (80/each), cash (1/100), food (1/20), research (2/point), and military: troops 1, jets and turrets 5, tanks 12, spies 3. This founding world is persistent, with no scheduled reset or paid upgrades. Grow at your own pace.