Generated straight from the live rules engine, so it always matches what the turn processor actually does.
Every turn your population consumes food, water and electricity. Falling short costs happiness immediately, and happiness only recovers once all three are met.
| Need | Per million people, per day | Where it comes from |
|---|---|---|
| Food | 10 | |
| Water | 15 | |
| Electricity | 20 |
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.
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 ceiling | Lowers it |
|---|---|
| Healthcare, education, rule of law, housing districts, worker protections | Crime, unemployment, civilian hardship, corruption |
Separate from your government type. This decides how the state deals with its own industry.
| System | What it means |
|---|---|
| Market | private firms; dear materials, but purchases put money in wages |
| Mixed | part private, part state; muted in both directions |
| Command | state-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.
| Building | Output |
|---|---|
| Iron Mine 1.00B | produces 50 iron/day |
| Coal Mine 1.00B | produces 50 coal/day |
| Copper Mine 1.50B | produces 30 copper/day |
| Gold Mine 2.00B | produces 5 gold/day |
| REE Mine 3.00B | produces 10 ree/day |
| Lead Mine 1.00B | produces 40 lead/day |
| Uranium Mine 4.00B | produces 2 uranium/day |
| Platinum Mine 3.00B | produces 3 platinum/day |
| Crude Oil Well 2.50B | produces 30 crude oil/day |
| Gas Well 2.00B | produces 25 unrefined gas/day |
| Lumber Mill 600.0M | produces 80 timber, 3 rubber/day |
| Farm 500.0M | produces 300 grain/day |
| Ranch 750.0M | produces 150 livestock/day |
| Water Extraction Plant 1.20B | produces 600 water raw/day |
| Rubber Plantation 1.50B | produces 30 rubber/day |
| Lithium Mine 2.00B | produces 15 lithium/day |
| Oil Refinery 8.00B | produces 15 oil/day — consumes 20 crude oil/day |
| Gas Processing Plant 6.00B | produces 20 gas/day — consumes 25 unrefined gas/day |
| Food Processing Plant 2.00B | produces 240 food/day — consumes 60 grain, 20 livestock/day |
| Steel Mill 10.00B | produces 40 steel/day — consumes 60 iron, 30 coal/day |
| Semiconductor Fab 25.00B | produces 5 semiconductors/day — consumes 10 copper, 5 ree, 3 lithium/day |
| Water Purification Plant 2.00B | produces 540 water/day — consumes 200 water raw/day |
| Coal Power Plant 3.00B | produces 300 electricity/day — consumes 20 coal/day |
| Nuclear Power Plant 15.00B | produces 1500 electricity/day — consumes 1 uranium/day |
| Hydroelectric Dam 8.00B | produces 450 electricity/day |
| Solar Farm 1.50B | produces 150 electricity/day |
| Wind Farm 1.00B | produces 120 electricity/day |
| Gas Power Plant 3.50B | produces 360 electricity/day — consumes 15 gas/day |
| Wire Mill 2.00B | produces 25 wire/day — consumes 15 copper/day |
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.
| Type | Stats |
|---|---|
| Infantry Battalion | 800 men · moves 2/turn · attack ×1 / defence ×1.15 · needs 8 supply/turn · sealift cost 1 · 9.0M, 2 steel to raise |
| Motorised Battalion | 750 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 Battalion | 700 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 Battalion | 550 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 Battalion | 500 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 Battalion | 650 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 Battalion | 700 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 Battalion | 600 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 Regiment | 1200 men · moves 1/turn · attack ×0.55 / defence ×1.35 · needs 5 supply/turn · sealift cost 1.8 · 7.0M, 1 steel to raise |
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.
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.
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.
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.
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.