Getting started
Pick a country on first sign-in. Your base coordinates are set automatically. You start with a stockpile of gold, diamonds, and oil, plus a starter army.
The world map is your primary view. Click any commander or bandit pin to open its profile and (if eligible) launch an attack. The right rail holds the daily case, missions, treasury, store, and so on. The left rail holds chat, leaderboard, history, and settings.
Combat & travel
Combat is asynchronous. You assemble a force, queue an attack, and the troops travel for a real-time duration before fighting.
Forces & HP
Every unit has three combat stats: attack, defense, HP. Non-soldier units (weapons, tanks, aircraft) require crew — soldiers who ride along — and the crew adds to the unit's effective stats.
soldier hp_effective = u.hp (no crew)
weapon hp_effective = u.hp + crew × 1
tank hp_effective = u.hp + crew × 1
airplane hp_effective = u.hp + crew × 1
A side's total HP is just the sum across what they bring:
side_hp = Σ ( qty × hp_effective )
Same formula for attack and defense. There is no hidden multiplier.
Attacker vs defender
The attacker commits the exact units they send — that's the snapshot that fights, no more, no less. Anything they keep at base stays out of the combat.
The defender uses every unit currently stationed at their base. So a small raid against a stockpiled base will face their full garrison.
This is intentional — it rewards stockpiling defense and discourages overcommit on offense. If a target's power band is far above yours you'll see a warning; launching anyway is allowed but rarely wise.
Travel time & distance
Distances are real-world great-circle kilometres (haversine). The map draws the actual flight curve, so Russia → Alaska arcs over the pole rather than slicing through Europe.
Each unit kind has a base speed (seconds per 100 km). The slowest unit you send caps the whole force:
soldier ~60 s/100 km (foot/march)
weapon ~60 s/100 km
tank ~120 s/100 km (slowest)
airplane ~3 s/100 km (fastest)
Mixing tanks and aircraft means your aircraft slow down to tank speed. Pure aircraft strikes are blistering fast but expensive in oil.
Total travel time =
distance_km × seconds_per_100km / 100, rounded.Oil cost
Distance burns oil. Each unit kind has its own oil consumption per 100 km, scaled by tier:
soldier ≈ 0.01 oil / 100 km (effectively free)
weapon tier-scaled, light
tank heavy fuel sink (T1 ≈ 0.45, T10 ≈ 1.8 / 100 km)
airplane in between (T1 ≈ 0.25, T10 ≈ 1.15 / 100 km)
Oil is consumed up-front when you queue. Refunded if the attack is cancelled before fighting (e.g., target deletes account).
Speed up
Spend diamonds while an attack is in flight to shave time off its ETA. The exchange rate is fixed; speed-ups don't change the troops' actual speed — they shorten the wait directly.
If you speed up a parent attack while a counter is mid-flight, the counter's meeting point and time are recomputed. If you speed up enough that the attack arrives before the counter could meet it, the counter is automatically cancelled and the defender gets their troops + oil refunded.
Counter-attacks (intercept)
When an enemy attack is en route to your base, you can send your own forces to meet them in the field instead of letting them reach your base.
The intercept point is computed from both sides' speeds:
How interception works
1. The persistent threat banner (top-left of the map) lists every incoming attack with a live countdown and a ⚔ COUNTER button. 2. Click COUNTER → unit picker opens. Choose the units to send. 3. The preview shows the meeting time and the kilometres your force will travel. 4. Hit launch — your troops fly out, the enemy continues toward your base. 5. At the meeting point the two forces fight. Combat result decides what happens next:
Defender wins: the enemy attack is cancelled. Your surviving troops return home. Defender gets XP for the fight.
Attacker wins: their surviving troops continue toward your base with reduced numbers. Defender's entire counter force is wiped.
Draw: both sides take losses. If any attacker survivors remain they continue to your base with the surviving force.
Reinforcements
You can send additional waves at the same enemy attack. All waves on the same parent attack fight together at the original meeting point — they combine into one force for the engagement.
A late wave only succeeds if its slowest unit can actually reach the meeting point in time. If not, launch is rejected at queue time.
Speed matters
Aircraft (3 s/100 km) intercept much closer to the attacker's origin than soldiers (60 s/100 km). With aircraft you meet the enemy near their territory; with soldiers you meet much closer to your own base. Both work, but the closer to your base the meeting point is, the more vulnerable you are if the intercept fails.
Economy
Three currencies; each plays a different role.
Currencies
Gold — the workhorse. Earned from buildings + bandit drops + winning PvP. Spent on units, building upgrades, oil packs.
Oil — the fuel for combat. Burned to launch and intercept. Earned via oil derricks and gold-priced shop packs.
Diamonds — premium currency. Earned slowly from achievements + bandit boss drops, or bought with real money. Spent on speed-ups, mission rerolls, and boosters.
Buildings & production
Four buildings produce passive income:
gold mine → gold / hour
oil derrick → oil / hour
barracks → soldiers / hour
HQ → multiplier on the others
Each upgrade increases per-hour rate. Upgrading the HQ raises a flat percentage on all production. Premium adds a further +10%, and a matching booster stacks on top of that.
Production is capped at building capacity until you collect.
Boosters
Timed +50% buffs to a single resource line: XP, gold, oil, or soldier. Three durations (1 h / 4 h / 24 h) priced in diamonds with the longer durations cheaper per hour.
Buying the same booster type while one is active extends the time — percentages don't stack. Premium adds +10% on top of any booster's rate.
Missions & daily case
Missions are short-form goals (e.g. "send 50 tanks", "win 3 PvP", "upgrade a building twice"). Up to 3 active at once (4 with premium). Completing one rewards gold/XP/diamonds; a fresh mission rolls in.
Reroll any mission for 100 💎, capped at 25 per day. Premium players get 5 free rerolls per day before paying.
Daily case is the CSGO-style spinner. One claim per UTC day (or every 8 h with premium). Streak grows by claiming on consecutive days; rewards scale with streak up to a +50% multiplier at day 7+.
Map & lens
The lens toggle (top-left of the map) switches between:
Personal — only fights involving you, your country, or attacks on / by people in your country. Quiet, focused on what matters to you.
World — every active battle in the world. Fights you're not personally involved in are dimmed and clustered by country pair so the map doesn't overflow with hundreds of orbs.
Graphics level (Low / Medium / High) gates the day-night terminator, country labels, topo pattern, and other heavy effects. Drop to Low on slow phones.
Common questions
How is HP calculated?
Sum of (qty × hp_effective) per side. See Combat → Forces & HP.
Why does my small raid lose against a defender with much more HP?
Because attackers commit only what they send, while defenders fight with their entire base inventory. See Combat → Attacker vs defender.
What happens if I get attacked while offline?
The attack still resolves at its ETA. You'll see the result in the History modal next time you log in. Set up an interceptor before going offline if you want a chance to defend actively.
Why does my counter sometimes get cancelled?
The original attacker sped up enough that their attack would arrive before your counter could meet it. Your troops + oil are refunded automatically.
Can I attack anyone?
No — power band check (target must be 0.5×–2× your power) + same-country restriction. The attack composer shows you whether the target is eligible.
Does premium auto-renew?
No. Each purchase is fixed-duration; buy again to extend.