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OF Intel

MECHANICS · 05

Units: Ships, Vehicles & Projectiles

Non-building, non-nuclear mobile units. Ships and trains determine map 'flow', projectiles determine instant firepower.

Name Category Cost / Formula HP Damage Build Upgrade Role / Notes
Transport Ship
Ships / Vehicles
Free
Free (consumes initiator's troops)
Naval landing vehicle, spawned from ports or coasts.
  • Affected by isWaterNukes / isPortsDisabled
  • Warships prioritize attacking transport ships
Warship
Ships / Vehicles
250,000
min(1,000,000, (n+1) × 250,000), n = existing warships
1,000 250 50t
Naval control unit; fires Shells against enemy ships/coasts.
  • Auto-retreats at HP ≤ 750
  • Since v24: prioritizes transport ships and cools down immediately on hit
Shell
Projectiles
Free
Auto-generated by warships/defense posts
250
Solid projectile fired by warships and defense posts.
  • Hits can be intercepted by obstacles
SAM Missile
Projectiles
Free
Free, gated by SAM cooldown
Auto-launched by SAM Launchers to intercept nukes.
  • Default speed 12 tiles/tick
  • Intercepts only AtomBomb and HydrogenBomb; MIRV warheads immune
Trade Ship
Ships / Vehicles
Free
Free, spawned probabilistically
Auto-shuttles between ports to generate gold.
  • v24 global cap 150 ships
  • Captured ships transfer to the captor; destroyed ships are lost
Train
Ships / Vehicles
Free
Free (auto-generated by factories)
Land trade vehicle: shuttles gold between cities and factories.
  • Speed 2 tiles/tick
  • Vehicle spacing 2 tiles
  • v24 experimental: available in single-player and private lobbies

TransportShip — Landing Craft

Warship — Naval Firepower

TradeShip — Economic Flow

Train — v24's Gold Carrier

Shell / SAMMissile — Projectiles

Unit Interactions Summary

Warship > Transport; Transport > Coastal defenders; SAM > AtomBomb/HydrogenBomb; MIRV > All SAM; Train ≥ TradeShip (at maturity).