NC
HomeGuidesMechanics

Public KB

NationCraft Online knowledge base

The KB is the canonical editorial layer for public how-to and systems content. Use it when you want player-readable guidance; use the mechanics hub when you want config-backed system reference; use the calculators hub when you want to test a planning scenario.

Public guidesCategory introsMechanics-linked

Alliances & Diplomacy

Alliance bank, treaties, and coordination guides for players moving from solo setup into organized play.

Economy & Building

Explainers for infrastructure growth, build queues, cashflow, storage pressure, and production decisions that compound over time.

Getting Started

New-player guides focused on the first hour, the 2-hour tick cadence, and the progression systems that set your nation’s pace.

Market

Public reference material for order placement, fills, cancellation rules, and why storage or pricing pressure changes your next trade.

War

Combat entry points, declaration blocks, lock states, and the core declare-to-resolution loop as it actually plays out server-side.

Gameplay Systems Index

System Reference

Canonical values rendered from runtime config for alpha gameplay systems.

Resources

ResourceTradeableReference PriceUsed For
CashNo-Infrastructure, improvement, wonder, unit, and tech spending | Upkeep and market settlement currency
FoodYes50Population consumption each tick-month | Extractor output and some build/tech costs
EnergyYes60Industrial conversion input | Build and tech costs
OreYes100Primary construction and conversion input | Core requirement across most build and tech costs
OilYes120Converted into Energy/Fuel | Build and tech costs
UraniumYes600Strategic attacks and nuclear-related costs | Late-era build and tech costs
SteelYes200Industrial output and advanced build input | Mid/late-era tech and wonder costs
FuelYes220War attack and military upkeep resource | Industrial output from conversion chains
MunitionsYes260War attack and military upkeep resource | Industrial output from conversion chains
ElectronicsNo-Late-era tech and wonder costs | Not tradeable on the V1 market

Infrastructure

Population cap: 1,000 per infrastructure

Purchase chunk: 100

Cost curve: base 35,000, exponent 1.72, chunk multiplier 1

Build pacing ticks/chunk: fast 4, medium 8, slow 24, very slow 72

Improvement slot model (V1): base 4 + 1 slot/500 infra, era caps Settlement 16, State 32, Nation 56, Power 80, Legacy 110

Storage scaling: +38 per infra, +0.02 per pop

Income baseline: 220/infra/day gross, maintenance 28/infra/day

Improvements

AIR_DEFENSE_NETWORK

Air Defense Network

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1StateT1736100600,000Munitions 160, Oil 180, Ore 800, Steel 220520Damage reduction: 15% | Armor bonus: +3 | Defense buffer bonus: +2
2NationT22721501,600,000Munitions 350, Oil 350, Ore 1,700, Steel 6001,200Damage reduction: 25% | Armor bonus: +6 | Defense buffer bonus: +3
3PowerT34962003,800,000Munitions 700, Oil 650, Ore 3,000, Steel 1,2002,600Damage reduction: 35% | Armor bonus: +10 | Defense buffer bonus: +5

AIRBASE

Airbase

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT052460280,000Fuel 40, Munitions 80, Oil 80, Ore 500280Command cap bonus at this tier: +6
2StateT1248100820,000Fuel 100, Munitions 150, Oil 200, Ore 1,100, Steel 250720Command cap bonus at this tier: +12
3NationT22961502,200,000Fuel 220, Munitions 350, Oil 450, Ore 2,400, Steel 7001,900Command cap bonus at this tier: +18

ARMY_BASE

Army Base

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT042460260,000Food 200, Munitions 60, Ore 450260Command cap bonus at this tier: +10
2StateT1448100750,000Food 400, Fuel 60, Munitions 120, Ore 900, Steel 250650Command cap bonus at this tier: +20
3NationT24961502,000,000Food 900, Fuel 150, Munitions 250, Ore 2,000, Steel 7001,700Command cap bonus at this tier: +30

CIVIL_ADMINISTRATION

Civil Administration

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT031830200,000Food 100, Ore 300170Labor cap bonus: +10 | Labor start discount at this tier: 5%
2StateT203660600,000Food 200, Ore 800, Steel 150420Labor cap bonus: +20 | Labor start discount at this tier: 8%
3PowerT31721001,650,000Food 350, Munitions 120, Ore 1,600, Steel 3501,000Labor cap bonus: +30 | Labor start discount at this tier: 10%

CIVIL_DEFENSE_SHELTERS

Civil Defense Shelters

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1NationT2848100900,000Food 500, Ore 1,200, Steel 250650Nuke unit-loss reduction: 25% | Nuke contamination magnitude reduction: 20% | Defense buffer bonus: +3
2PowerT38961502,200,000Food 900, Munitions 250, Ore 2,200, Steel 6501,500Nuke unit-loss reduction: 40% | Nuke contamination magnitude reduction: 35% | Defense buffer bonus: +5
3LegacyT501442005,000,000Food 1,600, Munitions 600, Ore 4,000, Steel 1,4003,200Nuke unit-loss reduction: 55% | Nuke contamination magnitude reduction: 50% | Defense buffer bonus: +8

COMMERCIAL_HUB

Commercial Hub

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT031830200,000Oil 80, Ore 350140Cash output per tick: 1200
2StateT203260520,000Oil 150, Ore 700, Steel 120320Cash output per tick: 3000
3NationT29601001,400,000Oil 300, Ore 1,500, Steel 350750Cash output per tick: 7500

ELECTRONICS_PLANT

Electronics Plant

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1Nationcombined_arms2060240,000Energy 80, Oil 150, Ore 500220Electronics output per tick: 4
2Powercombined_arms3660540,000Energy 150, Oil 300, Ore 1,050, Steel 200480Electronics output per tick: 10
3Legacycombined_arms721001,350,000Energy 350, Munitions 180, Oil 700, Ore 2,400, Steel 6501,050Electronics output per tick: 22

FARM

Farm

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT011430110,000Ore 26090Food output per tick: 24
2StateT112660280,000Oil 200, Ore 620200Food output per tick: 55
3NationT2148100850,000Fuel 120, Oil 500, Ore 1,400, Steel 240480Food output per tick: 120

FINANCIAL_CENTER

Financial Center

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1StateT203260520,000Oil 150, Ore 700, Steel 120320Market order slot bonus: +1
2NationT29601001,400,000Oil 300, Ore 1,500, Steel 350750Market order slot bonus: +2
3LegacyT43601001,400,000Oil 300, Ore 1,500, Steel 350750Market order slot bonus: +3

FORTIFICATIONS_GRID

Fortifications Grid

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT072060220,000Food 120, Ore 450180Damage reduction: 10% | Armor bonus: +2 | Defense buffer bonus: +2
2StateT0940100520,000Food 250, Ore 900, Steel 200420Damage reduction: 20% | Armor bonus: +4 | Defense buffer bonus: +3
3PowerT33801501,500,000Food 500, Munitions 200, Ore 2,000, Steel 6001,200Damage reduction: 30% | Armor bonus: +7 | Defense buffer bonus: +5

LOGISTICS_HUB

Logistics Hub

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT102060240,000Oil 120, Ore 450200Storage bonus: +5% | Upkeep reduction: 3% | Market fee reduction: 0.10%
2StateT183660540,000Oil 250, Ore 900, Steel 150420Storage bonus: +10% | Upkeep reduction: 6% | Market fee reduction: 0.20%
3PowerT40721001,550,000Fuel 180, Oil 450, Ore 1,900, Steel 450900Storage bonus: +15% | Upkeep reduction: 10% | Market fee reduction: 0.35%

MINE

Mine

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT011430110,000Ore 26090Ore output per tick: 18
2StateT112660280,000Oil 200, Ore 620200Ore output per tick: 42
3NationT2148100850,000Fuel 120, Oil 500, Ore 1,400, Steel 240480Ore output per tick: 90

MISSILE_COMMAND

Missile Command

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1StateT1636100750,000Fuel 120, Munitions 250, Oil 250, Ore 900, Steel 250650Missile stockpile cap at this tier: 5
2NationT27721501,800,000Fuel 250, Munitions 450, Oil 500, Ore 1,800, Steel 6001,400Missile stockpile cap at this tier: 8
3PowerT36962004,000,000Fuel 450, Munitions 800, Oil 900, Ore 3,200, Steel 1,2002,800Missile stockpile cap at this tier: 10

MUNITIONS_FACTORY

Munitions Factory

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1Nationcombined_arms2060240,000Energy 80, Oil 150, Ore 500220Munitions output per tick: 5
2Powercombined_arms3660540,000Energy 150, Oil 300, Ore 1,050, Steel 200480Munitions output per tick: 12
3Legacycombined_arms721001,350,000Energy 350, Munitions 180, Oil 700, Ore 2,400, Steel 6501,050Munitions output per tick: 28

NAVAL_DEFENSE_COASTAL

Naval Defense Coastal

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT062060230,000Oil 120, Ore 480190Damage reduction: 10% | Armor bonus: +2 | Defense buffer bonus: +2 | Blockade penalty reduction: 15%
2StateT1340100560,000Oil 250, Ore 1,000, Steel 200430Damage reduction: 20% | Armor bonus: +4 | Defense buffer bonus: +3 | Blockade penalty reduction: 25%
3PowerT33801501,600,000Munitions 160, Oil 450, Ore 2,200, Steel 6501,250Damage reduction: 30% | Armor bonus: +7 | Defense buffer bonus: +5 | Blockade penalty reduction: 35%

NAVAL_YARD

Naval Yard

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT062460300,000Fuel 60, Munitions 60, Oil 120, Ore 550300Command cap bonus at this tier: +6
2StateT1348100900,000Fuel 150, Munitions 180, Oil 280, Ore 1,300, Steel 250800Command cap bonus at this tier: +12
3NationT23961502,400,000Fuel 300, Munitions 380, Oil 600, Ore 2,800, Steel 8002,100Command cap bonus at this tier: +18

OIL_WELL

Oil Well

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT011430110,000Ore 26090Oil output per tick: 16
2StateT112660280,000Oil 200, Ore 620200Oil output per tick: 38
3NationT2148100850,000Fuel 120, Oil 500, Ore 1,400, Steel 240480Oil output per tick: 80

POWER_PLANT

Power Plant

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT021830180,000Oil 200, Ore 400140Converts 10 Oil -> 18 Energy per tick
2StateT113260520,000Oil 350, Ore 900, Steel 120320Converts 20 Oil -> 42 Energy per tick
3NationT21601001,400,000Munitions 150, Oil 700, Ore 1,800, Steel 400720Converts 36 Oil -> 96 Energy per tick

REFINERY

Refinery

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1Statelogistics_statecraft2060240,000Energy 80, Oil 150, Ore 500220Fuel output per tick: 6
2NationT113660540,000Energy 150, Oil 300, Ore 1,050, Steel 200480Fuel output per tick: 14
3PowerT21721001,350,000Energy 350, Munitions 180, Oil 700, Ore 2,400, Steel 6501,050Fuel output per tick: 32

SF_COMMAND

Special Forces Command

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT082460260,000Fuel 40, Munitions 80, Oil 120, Ore 400260Command cap bonus at this tier: +8
2StateT1548100780,000Fuel 90, Munitions 150, Oil 250, Ore 900, Steel 200680Command cap bonus at this tier: +16
3NationT25961502,100,000Fuel 200, Munitions 350, Oil 550, Ore 2,000, Steel 6001,800Command cap bonus at this tier: +24

STEEL_MILL

Steel Mill

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1Statelogistics_statecraft2060240,000Energy 80, Oil 150, Ore 500220Steel output per tick: 8
2NationT113660540,000Energy 150, Oil 300, Ore 1,050, Steel 200480Steel output per tick: 18
3PowerT21721001,350,000Energy 350, Munitions 180, Oil 700, Ore 2,400, Steel 6501,050Steel output per tick: 40

UNIVERSITY_COMPLEX

University Complex

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1SettlementT092460260,000Energy 100, Oil 120, Ore 400210No direct per-tier runtime modifier in current implementation (used for progression gating).
2StateT1948100750,000Energy 200, Oil 250, Ore 900, Steel 150520No direct per-tier runtime modifier in current implementation (used for progression gating).
3NationT30961502,200,000Energy 450, Munitions 200, Oil 600, Ore 2,000, Steel 5001,300No direct per-tier runtime modifier in current implementation (used for progression gating).

URANIUM_FACILITY

Uranium Facility

TierEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
1StateT192660280,000Oil 200, Ore 620200Uranium output per tick: 9
2NationT2148100850,000Fuel 120, Oil 500, Ore 1,400, Steel 240480Uranium output per tick: 20
3PowerT2648100850,000Fuel 120, Oil 500, Ore 1,400, Steel 240480Uranium output per tick: 20

Wonders

WonderEraTechTicksLaborCashResource CostUpkeep/tickExact Effects
W01_MONUMENT_OF_UNITY · Monument of UnitySettlementT03361501,200,000Food 1,500, Oil 300, Ore 800800incomeMultBps: 2% | resourceProductionMultBps: 2%
W02_GRAND_EXCHANGE · Grand ExchangeStateT20842006,000,000Energy 1,000, Oil 1,200, Ore 4,000, Steel 8003,000marketFeeMultiplierBps: 75% | marketOrderSlotBonus: 8
W03_NATIONAL_RESEARCH_INSTITUTE · National Research InstituteStateT19842006,000,000Energy 1,200, Munitions 200, Oil 1,000, Ore 3,500, Steel 9003,000techCostReductionBps: 5% | techQueueDepthBonus: 1 | techSpeedBonusBps: 5%
W04_TRANSCONTINENTAL_RAIL_GRID · Transcontinental Rail GridStateT18962007,000,000Fuel 400, Oil 1,500, Ore 5,000, Steel 1,0003,500improvementBuildTicksMultiplierBps: 95% | infraBuildTicksMultiplierBps: 90% | storageMultBpsBonus: 1000
W05_NUCLEAR_PROGRAM · Nuclear ProgramNationT26, T2712020018,000,000Energy 2,500, Munitions 900, Oil 2,400, Ore 8,000, Steel 2,000, Uranium 6006,000No direct numeric modifier (unlock/build-gate wonder).
W06_STRATEGIC_RESERVE_AUTHORITY · Strategic Reserve AuthorityNationT4012020015,000,000Fuel 1,200, Munitions 800, Oil 2,500, Ore 9,000, Steel 3,0005,500industrialConversionFuelMunitionsOutputBps: 105% | warResourceStorageCapBonusBps: 25%
W07_STRATEGIC_ARMS_COMPLEX · Strategic Arms ComplexNationT24, T4012020016,000,000Energy 2,200, Fuel 1,000, Munitions 1,200, Oil 2,000, Ore 8,000, Steel 2,8005,800militaryTrainingResourceCostMultiplierBps: 95% | militaryTrainingTimeMultiplierBps: 90%
W08_SPACE_SURVEILLANCE_NETWORK · Space Surveillance NetworkNationT3012020014,000,000Energy 2,000, Munitions 600, Oil 2,000, Ore 6,500, Steel 1,8005,200No direct numeric modifier (unlock/build-gate wonder).
W09_INTEGRATED_DEFENSE_INITIATIVE · Integrated Defense InitiativePowerT33, T3414420028,000,000Energy 4,000, Munitions 2,200, Oil 3,800, Ore 12,000, Steel 6,0009,000defensiveCeilingMultiplierBps: 110%
W10_NATIONAL_CONSTRUCTION_CORPS · National Construction CorpsPowerT3218020032,000,000Energy 4,500, Fuel 2,500, Munitions 1,200, Oil 4,500, Ore 14,000, Steel 6,50010,000builderSpeedBonusBps: 5% | extraBuilderSlot: 1
W11_LEGACY_ARCHIVE · Legacy ArchiveLegacyT5036020060,000,000Energy 6,500, Fuel 4,000, Munitions 3,000, Oil 6,000, Ore 20,000, Steel 9,000, Uranium 2,00018,000contaminationDurationReductionBps: 20% | incomeMultBps: 3% | resourceProductionMultBps: 3%

Tech Tree

NodeEraPrereqsMin TicksLabor StartCashResource CostUnlock FeaturesExact Effects
foundations · Foundational AdministrationSettlement-30---Army Base, Commercial Hub, Farm, Ground Attack, Mine, Oil Well, Power Plant-
T01 · Basic InfrastructureSettlement-3060150,000Food 80, Ore 200Farm T1, Mine T1, Oil Well T1-
T02 · Basic IndustrySettlementT013060170,000Oil 120, Ore 250Power Plant T1-
T03 · Basic CommerceSettlementT013060150,000Food 60, Ore 200Civil Administration T1, Commercial Hub T1-
T04 · Basic Military OrganizationSettlementT013060160,000Food 120, Munitions 40, Ore 250Air Attack, Army Base T1, Ground Attack, Naval Attack-
T05 · Basic AirframesSettlementT023060170,000Fuel 20, Munitions 40, Oil 80, Ore 260Air Attack, Airbase T1-
T06 · Coastal PatrolSettlementT023060170,000Fuel 20, Oil 90, Ore 280, Steel 40Naval Attack, Naval Defense Coastal T1, Naval Yard T1-
T07 · Basic FortificationSettlementT013060160,000Food 100, Ore 300Fortifications Grid T1-
T08 · Recon DoctrineSettlementT043060160,000Munitions 50, Oil 80, Ore 220Special Forces Attack, Special Forces Command T1-
T09 · Civil Engineering ISettlementT013060180,000Oil 90, Ore 320Fortifications Grid T2, University Complex T1-
T10 · Market FoundationsSettlementT033060160,000Oil 50, Ore 200Logistics Hub T1-
air_doctrine · Air DoctrineStatelogistics_statecraft84---Air Attack, Airbase-
logistics_statecraft · Logistics StatecraftStatefoundations84---Refinery, Refinery T1, Steel Mill, Steel Mill T1Storage multiplier +5%
T11 · Industrialization IStateT02, T0984100900,000Energy 250, Oil 350, Ore 900, Steel 120Farm T2, Mine T2, Oil Well T2, Power Plant T2, Refinery T2, Steel Mill T2-
T12 · Aviation Doctrine IStateT0584100850,000Energy 180, Fuel 80, Oil 260, Ore 700, Steel 120Air Attack, Airbase T2-
T13 · Naval Doctrine IStateT0684100850,000Energy 200, Fuel 90, Oil 300, Ore 800, Steel 150Naval Attack, Naval Defense Coastal T2, Naval Yard T2-
T14 · Armor & Mechanization IStateT04, T1184100900,000Energy 200, Fuel 60, Munitions 120, Oil 250, Ore 900, Steel 180Army Base T2-
T15 · Counterintelligence IStateT08, T1084100800,000Energy 160, Munitions 150, Oil 220, Ore 600, Steel 160Special Forces Attack, Special Forces Command T2-
T16 · Missile Engineering IStateT11841001,200,000Energy 250, Fuel 150, Munitions 300, Oil 300, Ore 900, Steel 250Missile Attack, Missile Command T1-
T17 · Air Defense IStateT09, T12841001,000,000Energy 250, Munitions 250, Oil 250, Ore 800, Steel 250Air Defense Network T1-
T18 · Logistics & Supply IStateT10, T1184100850,000Energy 220, Fuel 80, Oil 250, Ore 750, Steel 150Logistics Hub T2-
T19 · Research Methods IStateT09, T1084100900,000Energy 300, Oil 220, Ore 700, Steel 180University Complex T2, Uranium Facility T1-
T20 · Trade Law IStateT03, T1084100850,000Energy 200, Oil 200, Ore 600, Steel 120Civil Administration T2, Commercial Hub T2, Financial Center T1-
combined_arms · Combined Arms IntegrationNationair_doctrine, naval_projection168---Electronics Plant, Electronics Plant T1, Electronics Plant T2, Electronics Plant T3, Fortifications Grid, Munitions Factory, Munitions Factory T1, Munitions Factory T2, Munitions Factory T3, University ComplexProduction yield bonus +3% | Defensive war slots +1
market_automation · Market AutomationNationcombined_arms168---Market Fee Reduction IMarket fee reduction 0.0050
naval_projection · Naval ProjectionNationlogistics_statecraft168---Naval Attack, Naval Yard-
special_operations · Special OperationsNationair_doctrine, naval_projection168---Special Forces AttackOffensive war slots +1
T21 · Industrialization IINationT111681503,500,000Energy 900, Fuel 300, Oil 900, Ore 2,600, Steel 800Farm T3, Mine T3, Oil Well T3, Power Plant T3, Refinery T3, Steel Mill T3, Uranium Facility T2-
T22 · Aviation Doctrine IINationT121681503,200,000Energy 800, Fuel 450, Munitions 250, Oil 800, Ore 2,200, Steel 700Air Attack, Air Defense Network T2, Airbase T3-
T23 · Naval Doctrine IINationT131681503,200,000Energy 850, Fuel 500, Munitions 200, Oil 900, Ore 2,400, Steel 750Naval Attack, Naval Yard T3-
T24 · Armor & Mechanization IINationT141681503,300,000Energy 850, Fuel 300, Munitions 400, Oil 700, Ore 2,500, Steel 900Army Base T3-
T25 · Special Operations IINationT151681503,000,000Energy 700, Fuel 300, Munitions 600, Oil 700, Ore 1,800, Steel 650Special Forces Attack, Special Forces Command T3-
T26 · Nuclear PhysicsNationT19, T211681504,000,000Energy 1,200, Oil 600, Ore 1,800, Steel 700, Uranium 200Uranium Facility T3-
T27 · Delivery Systems INationT161681503,800,000Energy 900, Fuel 450, Munitions 800, Oil 700, Ore 2,000, Steel 800Missile Attack, Missile Command T2, Nuke Attack-
T28 · Civil Defense INationT211681502,800,000Energy 700, Munitions 300, Oil 600, Ore 1,800, Steel 600Civil Defense Shelters T1-
T29 · Economic Policy INationT201681503,000,000Energy 800, Oil 500, Ore 1,500, Steel 500Commercial Hub T3, Financial Center T2-
T30 · Strategic Intelligence INationT15, T191681503,200,000Energy 700, Munitions 350, Oil 600, Ore 1,600, Steel 450University Complex T3-
atomic_theory · Atomic TheoryPowercombined_arms, special_operations252---Missile Attack, Missile CommandProduction yield bonus +2% | Offensive war slots +1
nuclear_command · Nuclear CommandPoweratomic_theory252---Civil Defense Shelters, Nuke AttackStorage multiplier +8%
T31 · Civil Engineering IIPowerT09, T212522009,000,000Energy 1,600, Fuel 700, Oil 1,600, Ore 5,000, Steel 1,600Civil Administration T3-
T32 · Strategic ConstructionPowerT3125220010,000,000Energy 1,600, Fuel 800, Munitions 400, Oil 1,500, Ore 5,200, Steel 1,500--
T33 · Integrated Defense SystemsPowerT17, T2325220010,000,000Energy 1,500, Munitions 700, Oil 1,400, Ore 4,500, Steel 1,800Fortifications Grid T3, Naval Defense Coastal T3-
T34 · Advanced Missile DefensePowerT3325220011,000,000Energy 1,500, Fuel 500, Munitions 1,000, Oil 1,200, Ore 4,200, Steel 2,000Air Defense Network T3-
T35 · Carrier DoctrinePowerT232522009,500,000Energy 1,300, Fuel 700, Munitions 500, Oil 1,200, Ore 3,800, Steel 1,600--
T36 · Precision Strike SystemsPowerT2725220012,000,000Energy 1,600, Fuel 800, Munitions 1,500, Oil 1,600, Ore 4,500, Steel 2,200Missile Attack, Missile Command T3-
T37 · Special Operations IIIPowerT2525220010,000,000Energy 1,400, Fuel 700, Munitions 1,500, Oil 1,300, Ore 3,000, Steel 1,200--
T38 · Nuclear Safety ProtocolsPowerT2625220012,000,000Energy 1,600, Munitions 800, Oil 800, Ore 2,600, Steel 1,100, Uranium 900Civil Defense Shelters T2, Nuke Attack-
T39 · Market Deepening IIPowerT292522009,500,000Energy 1,200, Oil 900, Ore 2,500, Steel 900--
T40 · War Economy IPowerT18, T2125220011,000,000Energy 1,500, Fuel 1,300, Munitions 900, Oil 1,400, Ore 4,500, Steel 1,500Logistics Hub T3-
systems_mastery · Systems MasteryLegacymarket_automation, nuclear_command420---Market Fee Reduction IIStorage multiplier +10% | Market fee reduction 0.0075 | Production yield bonus +3%
T41 · Legacy InfrastructureLegacyT3142020025,000,000Energy 3,000, Fuel 1,500, Munitions 900, Oil 2,500, Ore 9,000, Steel 3,000--
T42 · Legacy IndustryLegacyT4042020027,000,000Energy 3,200, Fuel 2,200, Munitions 1,200, Oil 3,200, Ore 10,000, Steel 3,400--
T43 · Legacy CommerceLegacyT3942020024,000,000Energy 2,600, Oil 2,200, Ore 6,500, Steel 1,800Financial Center T3-
T44 · Legacy DefenseLegacyT3442020028,000,000Energy 2,800, Munitions 1,400, Oil 2,500, Ore 8,000, Steel 3,200--
T45 · Strategic Arms LimitationLegacyT3842020030,000,000Energy 2,400, Oil 1,600, Ore 5,000, Steel 2,000, Uranium 1,500--
T46 · Cyber DefenseLegacyT3742020026,000,000Energy 2,400, Munitions 1,800, Oil 2,000, Ore 6,500, Steel 1,800--
T47 · Naval SupremacyLegacyT3542020028,000,000Energy 2,800, Fuel 2,200, Munitions 900, Oil 2,600, Ore 8,000, Steel 2,800--
T48 · Air SupremacyLegacyT22, T3442020028,000,000Energy 2,800, Fuel 2,400, Munitions 1,200, Oil 2,400, Ore 7,500, Steel 2,400--
T49 · Ground SupremacyLegacyT2442020028,000,000Energy 2,800, Fuel 1,200, Munitions 1,400, Oil 2,200, Ore 9,000, Steel 3,200--
T50 · National ResilienceLegacyT38, T41, T4442020032,000,000Energy 3,000, Munitions 2,000, Oil 2,400, Ore 7,000, Steel 2,500, Uranium 1,200Civil Defense Shelters T3-

Command / Labor

Command max: base 240 + 20 per era

Command regen: 14 per tick

Command cap bonuses per tier: Army Base +10, Airbase +6, Naval Yard +6, SF Command +8; total capped at +60

Labor max: base 200 + 10 per era

Labor regen: 17 per tick; daily bonus 10%

Civil Administration labor cap bonus: +10 per tier

Labor start costs: infra 30, improvement 30, wonder 100, tech 60, military default 1

Military labor by unit: Infantry 1, Tanks 6, Aircraft 12, Naval 14, SpecialForces 8, Missile 12, Nuke 23

Military Units

UnitCash CostBuild TicksLabor StartCash Upkeep / monthFuel Upkeep / monthMunitions Upkeep / month
Infantry45114.320.030.05
Tanks1,200263240.80.65
Aircraft300,00031239,6001.41.05
Naval1,100,000414270,0002.21.1
SpecialForces6,000381200.350.45
Missile180,000812000
Nuke1,200,0001823000

Operations

Attack TypeMin EraMin UnitsTech (Any)Readiness CostResistance DamageResource Cost
INFRA_STRIKESettlementInfantry 100foundations, T04, T14, T24, T49146Fuel 110, Munitions 160
AIR_SUPPRESSIONSettlementAircraft 10air_doctrine, T04, T05, T12, T22, T48124Fuel 170, Munitions 220
NAVAL_BLOCKADESettlementNaval 1naval_projection, T04, T06, T13, T23, T47123Fuel 90, Munitions 80
LOGISTICS_RAIDSettlementSpecialForces 20special_operations, T08, T15, T25, T37185Fuel 140, Munitions 140
SABOTAGEStateSpecialForces 30special_operations, T08, T15, T25, T37207Fuel 80, Munitions 120
MISSILENationMissile 1-2210Fuel 60, Munitions 90, Uranium 2
NUKENationNuke 1-3516Fuel 120, Munitions 180, Uranium 5

Spy Operations

SCOUT: 10 AP | SABOTAGE: 15 AP

First Hour

New nation onboarding

Start Here

Follow this short path if you are still learning the 2-hour tick loop, daily flows, and early economy decisions.

  1. Step 1

    Getting started: what should I do in my first hour?

    A first-hour checklist to set up your nation, avoid common blockers, and understand what each tick changed.

  2. Step 2

    What is a "tick" and why does everything happen on ticks?

    A clear model for tick timing, immediate actions versus at-tick processing, and how to plan around cadence.

  3. Step 3

    How do I read the Outcomes / Activity feed?

    Learn what appears in Outcomes, how filters narrow noise, and how Explain cards answer why a result happened.

  4. Step 4

    Why did my cash change this tick? (income + upkeep)

    Understand major income and upkeep drivers and how to read the per-tick cash breakdown in Explain.

Operational Documentation

Knowledge Base

Search guides by keyword, filter by category, and open detailed articles with related follow-up reading.

Articles 17Categories 5

Showing 17 of 17 articles.