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AZURE+VERDANTCRIMSON+OCHRE
Drag to pan · scroll to zoom · click your buildings to manage them

LOBBY

Share the code or copy the invite link. Empty seats are run by the computer.

War lasts

HOW TO PLAY

Goal

Be the richest company when the war ends (net worth: cash plus what your buildings and stock are worth). The war ends when time runs out or one alliance wipes out the other.

The loop

  • Dig raw materials, ship them to factories, ship the weapons to faction cities, get paid.
  • Every building has upkeep. Go below -$3,000 and you're bankrupt.
  • Generals in each faction's colours walk on with requests (contracts, food shortages, new rebellions). Take a contract right from the speech bubble, or dismiss them.
  • The map is split into many small provinces: the front lines move a little at a time as factions win and lose battles.

Controls

Drag to pan (or the arrow keys), scroll or pinch to zoom. Click your buildings to manage them, cities and provinces to see who holds them. Every key can be changed in the Hotkeys tab.

Raw materials

  • Steel works go on iron ore (grey rocks), oil wells on oil fields (black pools), chemical plants on salt flats (white crystals).
  • Electronics works (after research) turn steel and chemicals into electronics.

Factories

  • A factory builds one kind of weapon; its icon shows on the map. The product list shows what each weapon needs and sells for.
  • Upgrade a factory (up to size 3) for much more output. Assembly lines and Automation speed every factory up.
  • An orange blink means a building is stuck: out of materials, storage full, or on strike. The BUILD tab lists them under NEEDS ATTENTION.

Research labs

Your HQ researches slowly; labs earn research points much faster.

Supply routes

  • Click a building, then Ship to… and click where it goes: another of your buildings (materials to a factory, chemicals to a farm) or a faction's city (weapons and food).
  • A route keeps running until you remove it. Convoys wait a few seconds to fill up.
  • Warehouses store more and make good hubs.

Raids

  • Crossing land owned by a faction that dislikes you, or a battlefield, risks a raid. A faction never raids a convoy that's bringing it goods.
  • Railways carry 3x and move faster, Armed escorts halve raids, Air cargo flies straight and is rarely raided.

Farms

  • A farm is a farmhouse with fields on the 8 tiles around it. Nothing else can be built on its fields.
  • The land matters: grassland grows best, hills about half, forest a third, desert barely; sea and mountains not at all. The preview shows how fertile a spot is before you build.
  • Fields are coloured by how well they grow: lush green and gold when healthy, straw, then dry brown.

Soil

  • The soil wears out over a few minutes and the farm grows less and less (down to a fifth).
  • Ship chemicals to the farm: it spreads them on the fields as needed, each load restoring a tenth of the soil. Irrigation slows the wear; Fertilizer chemistry doubles what each load restores.

Selling food

  • Ship food straight to any faction city. Armies eat; their home farms only grow about half of what they need.
  • The emptier a faction's granaries, the more it pays. Hungry troops recover more slowly and fight worse, so feeding a faction helps it win.
  • Feeding an army pleases it, and its enemies mind much less than when you sell it guns.

Pick your customers

  • Selling to a faction makes it like you, its allies a little too, and its enemies hate you.
  • Wary factions won't let you build on their land. Hostile ones raid your convoys, and seize your buildings if they capture the province.
  • To win a faction back, keep shipping to its cities: wary factions pay 60%, hostile ones 25%, but trust comes back faster.
  • You can't build within a few tiles of a border where a battle is going on.

How the war is decided

  • Weapons you sell really go to the front. A faction's strength depends on how much it has, how good it is (a stockpile of tanks and jets beats a mountain of rifles) and whether its troops are fed.
  • Prices rise where more of a faction's provinces are on the front, and fall when its depots are full of that weapon. War fever adds 35%.
  • Factions post contracts with bonus pay. Fail one and they'll be angry.
  • Research Military intelligence to see each faction's stockpile, food, equipment quality and a breakdown of its prices (FACTIONS tab).

What to research

  • Weapons: small arms, artillery, armor and aircraft lines, three tiers each. Better weapons sell for far more.
  • Industry: electronics, assembly lines and automation.
  • Extraction: deep drills, pressure pumps and catalysts (+40% each for steel, oil and chemicals), then heavy machinery (+30% for every mine, well, plant and farm).
  • Farming: tractors, irrigation, fertilizer chemistry.
  • Logistics: railways, armed escorts, air cargo, silos (double storage everywhere).
  • Intelligence: see the factions' stockpiles and why prices move.

The black market

  • Politics (public): incite a war (war fever: higher prices and fatter contracts for 3 minutes), broker a ceasefire, lobby a faction, or smear a rival with one.
  • Dirty work (anonymous): blow up a rival's building in an "industrial accident", stir up a strike, or hijack every convoy they have on the road.
  • Bandit outpost (anonymous): pick a spot on a rival's supply route. For 75 seconds every other rival convoy passing within 2 tiles is robbed, and the cargo goes to your HQ. Everyone sees the camp; nobody knows whose it is. Air cargo flies over it and armed escorts fight off half the robberies.
  • Hire security to guard a building: it foils the next accident or strike and stops one seizure.
  • Every job makes that job dearer for everyone, rivals included; prices cool off over time.

Rebellions

  • When one faction swallows too much of the map, unrest builds (see RIVALS) and its far-flung or freshly conquered provinces rise up as a Liberation Front. An alliance that conquers everything early faces one last great uprising.
  • You can also incite a rebellion from the black market. The rebels start out trusting whoever paid for it.
  • Rebels make almost no weapons or food of their own and pay a premium. Keep them supplied and they grow; starve them and they're crushed. Their old masters will hate you for it.

Hotkeys

Click a key, then press the new one. Taking a key from another action swaps them. Saved in this browser.

ARMISTICE