ARIDEXIA

Turn 9 · 2026-11-13

Handbook

Generated straight from the live rules engine, so it always matches what the turn processor actually does.

The three things your people need every turn

Every turn your population consumes food, water and electricity. Falling short costs happiness immediately, and happiness only recovers once all three are met.

NeedPer million people, per dayWhere it comes from
Food10
Water15
Electricity20

The single most common mistake: building Farms and expecting food. A Farm makes grain. Without a Food Processing Plant the grain just piles up while your people starve. The same trap catches Water Purification Plants with no Extraction Plant feeding them.

Happiness and your living-standards ceiling

Once your people are fed, watered and powered, happiness climbs each turn toward a ceiling set by how well you govern. It never rises above that ceiling, so pouring money into the army while healthcare rots will stall you.

Raises the ceilingLowers it
Healthcare, education, rule of law, housing districts, worker protections Crime, unemployment, civilian hardship, corruption

Economic systems

Separate from your government type. This decides how the state deals with its own industry.

SystemWhat it means
Marketprivate firms; dear materials, but purchases put money in wages
Mixedpart private, part state; muted in both directions
Commandstate-owned industry; cheap requisition, no wage effect, quiet resentment

The state always buys above the reference price and sells below it, so buying then selling back always loses money. Switching systems costs unrest and stalls industry for a turn.

Buildings and what they produce

BuildingOutput
Iron Mine 1.00Bproduces 50 iron/day
Coal Mine 1.00Bproduces 50 coal/day
Copper Mine 1.50Bproduces 30 copper/day
Gold Mine 2.00Bproduces 5 gold/day
REE Mine 3.00Bproduces 10 ree/day
Lead Mine 1.00Bproduces 40 lead/day
Uranium Mine 4.00Bproduces 2 uranium/day
Platinum Mine 3.00Bproduces 3 platinum/day
Crude Oil Well 2.50Bproduces 30 crude oil/day
Gas Well 2.00Bproduces 25 unrefined gas/day
Lumber Mill 600.0Mproduces 80 timber, 3 rubber/day
Farm 500.0Mproduces 300 grain/day
Ranch 750.0Mproduces 150 livestock/day
Water Extraction Plant 1.20Bproduces 600 water raw/day
Rubber Plantation 1.50Bproduces 30 rubber/day
Lithium Mine 2.00Bproduces 15 lithium/day
Oil Refinery 8.00Bproduces 15 oil/day — consumes 20 crude oil/day
Gas Processing Plant 6.00Bproduces 20 gas/day — consumes 25 unrefined gas/day
Food Processing Plant 2.00Bproduces 240 food/day — consumes 60 grain, 20 livestock/day
Steel Mill 10.00Bproduces 40 steel/day — consumes 60 iron, 30 coal/day
Semiconductor Fab 25.00Bproduces 5 semiconductors/day — consumes 10 copper, 5 ree, 3 lithium/day
Water Purification Plant 2.00Bproduces 540 water/day — consumes 200 water raw/day
Coal Power Plant 3.00Bproduces 300 electricity/day — consumes 20 coal/day
Nuclear Power Plant 15.00Bproduces 1500 electricity/day — consumes 1 uranium/day
Hydroelectric Dam 8.00Bproduces 450 electricity/day
Solar Farm 1.50Bproduces 150 electricity/day
Wind Farm 1.00Bproduces 120 electricity/day
Gas Power Plant 3.50Bproduces 360 electricity/day — consumes 15 gas/day
Wire Mill 2.00Bproduces 25 wire/day — consumes 15 copper/day

Battalions, not a single number

Your active-duty personnel are organised into real battalions, each with its own position, supply level, morale and orders. A battalion is raised with FORM_RAISE, drawing from your unassigned manpower pool -- it costs money and materiel, and it does not increase how many soldiers you have, only how many of them are organised and ready to fight.

TypeStats
Infantry Battalion800 men · moves 2/turn · attack ×1 / defence ×1.15 · needs 8 supply/turn · sealift cost 1 · 9.0M, 2 steel to raise
Motorised Battalion750 men · moves 4/turn · attack ×1.1 / defence ×1 · needs 12 supply/turn · sealift cost 1.5 · 24.0M, 8 steel, 1 rubber to raise
Mechanised Battalion700 men · moves 5/turn · attack ×1.3 / defence ×1.2 · needs 16 supply/turn · sealift cost 2.4 · 75.0M, 26 steel, 5 copper, 2 rubber to raise
Armoured Battalion550 men · moves 5/turn · attack ×1.6 / defence ×1.25 · needs 22 supply/turn · sealift cost 3.6 · 160.0M, 55 steel, 10 copper, 3 rubber to raise
Artillery Battalion500 men · moves 2/turn · attack ×1.45 / defence ×0.8 · needs 19 supply/turn · sealift cost 2.2 · 60.0M, 22 steel, 4 copper to raise
Airborne Battalion650 men · moves 3/turn · attack ×1.2 / defence ×0.95 · needs 11 supply/turn · sealift cost 0.8 · 32.0M, 5 steel to raise
Marine Battalion700 men · moves 3/turn · attack ×1.25 / defence ×1.05 · needs 13 supply/turn · sealift cost 1.1 · 40.0M, 9 steel to raise
Engineer Battalion600 men · moves 2/turn · attack ×0.7 / defence ×1.2 · needs 10 supply/turn · sealift cost 1.4 · 26.0M, 12 steel to raise
Garrison Regiment1200 men · moves 1/turn · attack ×0.55 / defence ×1.35 · needs 5 supply/turn · sealift cost 1.8 · 7.0M, 1 steel to raise

Supply

A battalion within 12 grids of one of your supply depots (or an ally's, if they have granted you basing rights) ends the turn fully resupplied. Push further than that and it starts running down: below 55% it is strained and starts losing morale, below 25% it is critical, and at 0% it starts bleeding men every turn until it either falls back into range or is destroyed. Roughly four turns out of supply is enough to break a battalion.

Moving your army

Terrain slows everyone down, and armour suffers worse than infantry does in swamp, jungle and mountains. Move a single battalion with FORM_MOVE, or issue one order to an entire field army at once with ARMY_MOVE -- large armies are automatically grouped into field armies of about 60 battalions each specifically so a nation like PUSDR is not forced to issue two thousand individual orders every turn.

Crossing water

Moving between landmasses needs sealift. Every coastal nation has a small free landing craft pool (deliberately slow, 3 grids/turn) -- for a real invasion, designate a unit in your unit database as a troop transport (mark it in its description, or give it a troop_lift stat) and it will carry more and move faster once you have enough of them. Lift is spent per turn, so a large amphibious operation has to be staged over several turns rather than moved all at once.

Keeping a large army manageable

Real combat and heavy losses leave behind understrength battalions. Use FORM_CONSOLIDATE to fold same-type battalions standing on the same grid back into full-strength units, FORM_SPLIT to detach part of a battalion, and FORM_DISBAND to return men to the manpower pool entirely. None of this changes how many soldiers you have -- it only changes how they are organised.

Submitting a turn

Open your nation from the home page, enter your passphrase, then either use the order builder in your briefing or paste raw JSON under Restricted features. Orders are stored the moment you submit and replace anything you sent earlier that turn.

Turns resolve automatically every evening. Anything you have not submitted by then simply does not happen, so send something even if it is small.