MECHANICS
Game Mechanics
10 chapters organized by system. Numeric examples are scoped to the v33 editorial data snapshot and cited source paths; later patches may differ. Start with Basics and Economy.
Basics: Spawn & Expansion
Spawn immunity, phase duration, early decision framework.
Economy: Gold, Trade & Population
Base gold income, city troops, trade ships, train revenue.
Military: Combat & Defense
Terrain modifiers, defense posts, population penalties, betrayal debuffs.
Structures: 6 Core Buildings
City / Port / Factory / DefensePost / SAM / Silo.
Units: Ships, Vehicles & Projectiles
Transport ships, warships, trade ships, trains, shells / SAM missiles.
Nuclear Weapons & SAM
AtomBomb / HydrogenBomb / MIRV and SAM interception networks.
Alliances & Betrayal
5-minute alliances, auto-embargo, betrayal debuffs 0.5×0.8.
Trains & Railways
v24 new mechanic: Factory → Train → City trade networks.
Trade System
Trade-ship scaling, distance revenue, and the embargo mercy timer.
Game Modes & Private Lobbies
Choose fair settings for friends, team practice, mechanics tests, or events.
A reliable reading order
1 · Establish the model
Read Basics and Economy first: ticks, troop cap, growth, and gold are inputs to almost every later decision.
2 · Trace cause and effect
Continue with Military, Structures, and Units. Separate exact source values from rounded timing estimates and tactical judgment.
3 · Test a scenario
Use Nukes, Alliances, Trade, and Trains to work through a concrete match state, then verify version-sensitive behavior in the current client.