How it plays

Every rule here comes from the design document and the game's rules data. No hidden multipliers, no random rolls, and the same rules for players and AI.

Simulation tick
0.05 s
Arithmetic
Fixed-point
Random critical hits
None
Weapons in the rules
29

Economy

One currency, four distinct meters. Every faction starts with the same HQ, rig, 6,000 credits and 40 power, and mines at the same rate.

Credits

The only spendable currency. Paid when an order starts.

Power

Keeps buildings working. Run short and everything slows.

Army Supply

Caps army size at 100 per player. Not money.

Command Energy

Pays for support abilities. Regenerates from the HQ.

600cr
per hauler trip
40cr/s
loading bay rate, one bay per field
30s
reference round trip
2,400/min
a field saturated by two haulers
36,000
credits in each starting field
120/min
from each captured supply station

Cargo is not money

Credits reach your bank only on delivery. A destroyed hauler's cargo is lost to both sides.

Fields run dry

When every field is empty, a public 180-second timer drops a 6,000-credit shipment at the map's center.

Honest refunds

Cancelling refunds 75% of the remaining progress. Selling returns half the building's value, scaled by its health, after a five-second channel.

Nothing to buy

No paid advantages, no faction income bonuses, no kill-based income in standard matches.

Construction and power

Rigs build on visible ground inside your build radius. Power decides how fast everything else happens.

Build radius

Fourteen tiles from an HQ or outpost. Supply centers don't extend it, so cheap creeping-base chains don't work.

Foundations

Construction starts at 10% HP and grows. Damage taken during construction stays. Another rig can resume a paused job.

Low power

Construction, production, research and rearming run at half speed, and defenses fire half as often. Units fight normally.

Tech tiers

An active radar unlocks Tier 2. Radar plus a technology center unlocks Tier 3. Losing a prerequisite pauses work, never deletes it.

Visible caps

Sixty structures per player, sixteen of them weapon defenses. Foundations reserve their slot.

Nothing in the dark

No building inside unexplored or currently unseen territory.

All 20 buildings

Power with a plus sign is generated; other values are demand.

Orders and control

Classic RTS controls, every key remappable, with a left-click command preset. Orders are acknowledged within 100 ms; the server still decides what actually happens.

Left dragSelect or box-select
Right clickMove, attack, repair, capture, board
A + clickAttack-move
Ctrl + clickForce-fire on ground
S / H / GStop, hold, guard
Ctrl + 1-9Store a control group
Shift + orderQueue up to ten orders
SpaceJump to the latest alert
Double clickSelect same type on screen

Move means move

Units go where you sent them and don't chase. Attack-move fights along the way, then continues.

Guard and hold

Guard engages within six tiles of its anchor, then returns. Hold never moves on its own.

Blocked orders say so

A unit stuck for two seconds re-routes. After two failures it shows a blocked marker and alerts you once.

Rejected orders explain

If the server refuses an order, you get the reason and the predicted marker reverts.

Combat

Damage is deterministic and readable. Facing and turret turn are visible behavior, never a hidden armor modifier.

damage = projectile × armor multiplier × cover × abilities × research and veterancy

Multipliers from the game's rules data. "No" means the weapon can't target that layer at all.

Cover

Infantry in marked cover take 25% less small-arms and autocannon damage. Artillery and air strikes ignore it.

Friendly fire

Shell and missile blasts hurt your own side at 50%. Ordinary direct fire never does.

Stacking limits

Only the strongest copy of a buff applies, and ability-based damage reduction caps at 30%.

Shots in flight

A projectile already fired still lands if its shooter dies. Artillery and missiles hit a ground point, not a moving unit.

Full weapon catalog

Fog and detection

You fight what you can see. Explored ground keeps last-seen buildings with timestamps; enemy armies vanish when sight is lost.

9
tiles of standard ground sight
11
ground recon and combat aircraft
12
survey and scout drones
+2
sight from high ground, never damage
In-game screenshot: an Iranian construction crawler and an enemy tank on a road, with a faded enemy building in the fog marked 'Last seen 2:05'.

Earned vision in a local multiplayer test. The fogged building keeps its last-seen time; the units around it are not shown.

Air operations

Aircraft are powerful because they have to come home. Every plane or drone reserves a service slot, flies on a timer, and rearms on the ground.

6
service slots per US airfield or Iranian hub
4
per Saudi airfield
2
per Syrian air workshop
120s
airborne endurance; auto-return at 30 left

Distinct air roles

Interceptors hit air only. Strike aircraft make ground passes and return when empty. Gunships and loiter drones hover until their magazine runs dry.

Rearming is free, repair is not

Rearm takes 18 to 24 seconds depending on role. Repair costs credits and runs in parallel.

Losing the airfield

Aircraft look for another free slot with at most 60 seconds of fuel left. Nothing is deleted instantly.

No forever sorties

Repeat attack runs need an explicit queued order or a repeat toggle. There is no hidden "ignore fuel" stance.

Missiles and interception

Tactical missiles hit hard, cost credits per shot, need earned vision, and always give the defender a warning and a choice.

In-game screenshot: two overlapping amber impact circles labelled 'Missile impact 8s' and 'Next launch 2s' near a squad on raised ground.

An Iranian banked volley as the defender sees it: each missile gets its own marked area and countdown.

LauncherRangeChargesRechargeCredits per shotMax damage, structure
US and Saudi10-36180 s400500
Iranian ballistic10-44260 s each300350
Syrian heavy rocket8-28165 s300400

Setup is a commitment

Four still seconds to set up, three to pack. Launching reveals the launcher for six seconds.

Eight-second warning

Every missile gives at least eight seconds, a marked area and a voice and caption alert.

Interceptor batteries

Fourteen-tile coverage, two charges, one more every 24 powered seconds. One charge stops one missile. No percentages.

Separate layers

Ordinary AA shoots aircraft; interceptors shoot missiles. Neither stops artillery, bombs or tank shells.

Abilities and operations

Two kinds of big decision. Command abilities spend energy from your HQ. Strategic operations charge at one expensive site and cost credits to fire.

100
Command Energy cap, from zero at start
0.5/s
energy regeneration with an active HQ
4,500
credits for the one strategic site you can own
180-210s
to charge an operation

Everyone sees it charging

All players see each strategic site's faction and charge. Its exact position still has to be scouted.

No HQ one-shots

A full-health HQ survives the maximum damage of any strike operation, before interception.

Four different operations

Bombers, a missile salvo, a temporary raid and a defensive zone. Equal cooldowns don't imply equal power.

Failure costs nothing

A cast the server rejects spends no energy. Once accepted, cost and cooldown stay spent.

Each faction's abilities and operation

Repair, transport, capture

Keeping units alive is a real strategy. Mechanical repair costs one credit per ten HP and only works out of combat.

12HP/s
medics heal infantry, free
30HP/s
repair trucks
50HP/s
repair depots
25HP/s
engineers on structures

Transports

APCs carry three squads, troop technicals and helicopters two. Destroyed ground transports release passengers at half health; airborne ones don't.

Capture

Engineers take enemy buildings under 25% HP after eight uninterrupted seconds. HQs and strategic sites can't be captured.

Sabotage

Commandos disable a producer for ten seconds after a six-second channel. Damage interrupts it.

Garrisons

Bunkers and marked map buildings hold two squads that fire from inside at normal range.

Veterancy

Units earn experience from the value of enemy combat units they help destroy, split by actual damage dealt.

1.5×
own price in kills for Veteran: +5% damage
3×
for Elite: +10% damage and +10% max HP

No self-healing or speed bonus. Buildings, friendly damage and temporary units award nothing, and healed damage can't be farmed for repeat rewards.

Victory and recovery

You lose when you have no HQ, barracks, factory, air producer or construction rig left, and a visible 30-second countdown runs out.

A way back

Lost your HQ? An owned factory can build an emergency rig for 1,200 credits, and it can found a new HQ anywhere visible.

No hiding forever

From minute 35, enemy headquarters and production buildings appear on the minimap for five seconds every 90 seconds.

Draws are real

Simultaneous elimination is a draw, decided from one simulation snapshot. A 90-minute safety limit also ends in a draw.

Surrender

Individual surrender eliminates only you. A team surrender needs every active teammate to agree.