Comeback Mechanics
Global Triumph · HelpGlobal Triumph actively protects losing players from being eliminated. A country that falls behind has tools to slow the advance, deny the attacker easy gains, and fight back harder from a smaller position. This page covers those tools.
Your protected heartland
Every country's heartland — the closest ~5% of the world's land sectors to your capital — auto-processes resources without infrastructure. No Refineries needed.
This means:
- As long as you hold your capital, you have a base income from your core territory.
- An enemy can destroy every one of your frontier Refineries and you still have the heartland economy intact.
- The only way to strangle your economy is to take your capital or a large chunk of your core — both require serious sustained effort.
The heartland is the floor of your economy. Even after losing every frontier, a disciplined country can keep funding a military from its core.
Rebels
When your territory drops below ~50% of its peak — the largest size your country ever held — Rebels start spawning automatically each cycle. You don't queue or pay for them, and they aren't on the build menu.
- Move range: 4, Attack: 15, Range: 6, Armor: 1.
- Upkeep: $0 — rebels fight for free.
- Homeland bonus: +50% combat power when defending a sector your country owns within ~12 land-hops of your capital.
How they spawn
At the end of each cycle, every country's territory-to-peak ratio is checked. The further below 50% you are, the more rebels appear that cycle:
| Territory vs. peak | Rebels spawned per cycle |
|---|---|
| Below 50% | 2 |
| Below 40% | 4 |
| Below 30% | 7 |
| Below 20% | 10 |
| Below 10% | 14 |
They spawn into eligible sectors — currently owned by your country, within ~12 hops of your capital, with no friendly land units already there. Once you recover above 50% of peak, no new rebels spawn. Existing rebels remain on the map.
Why Rebels matter
- Free reinforcements during your worst cycles. The deeper you fall, the more arrive. No income, no orders, no decisions required.
- Homeland bonus on the ground that matters. Their +50% defense covers your capital region — exactly the area an attacker has to cross to finish you off.
- They make elimination expensive. An aggressor pushing for total wipeout has to grind through waves of locally-boosted defenders that cost you nothing. It's often cheaper for them to accept a treaty than to keep pushing.
Using Rebels well
- They're a defensive shell, not a wall. A single rebel won't stop an advance — an attacker can kill it and keep moving in the same phase. What rebels do is force the attacker to spend power on every sector instead of strolling through.
- Stack them where it counts. Multiple rebels in the same defended sector — especially with the homeland bonus — can break an attack outright. Concentrate them on the sectors blocking the path to your capital.
- You can move them, but the bonus stays home. Rebels obey normal movement rules, but their +50% only applies inside your capital region. Marching them into enemy territory strips the bonus and leaves you with weak infantry.
- Don't disband them when you recover. Spawning stops above 50% of peak, but the rebels you have keep their upkeep-free status forever.
Scorched earth
Before the movement phase runs, you can mark your own structures for scorched earth — they're destroyed rather than risk being captured. No refund (unlike Sell), but the enemy gets nothing either.
Eligible for scorched earth:
- Your own Refineries.
- Your own Defense Turrets.
- Your own bases (Land, Sea, Air).
Not eligible:
- Mines — already hidden one-shots, no additional scorched-earth needed.
- Units — units aren't captured, they're killed. No scorched earth needed.
- Bridges — once built, bridges are neutral. You can't scorched-earth a bridge, but you can attack segments to sever it.
When to scorched earth
- Falling back from a Refinery. If the enemy will capture a Refinery next cycle, destroying it denies them a cycle of frontier income.
- Abandoning a forward base. Surrendering a base intact gives the enemy a supply line forward — scorched-earth denies that.
- Preventing a chain of captures. A captured Land Base lets the enemy build locally, extending their reach. Destroying it first slows the advance significantly.
When NOT to scorched earth
- If you might retake the sector soon. Scorched-earth is irreversible within the cycle. If your counterattack will succeed, holding infrastructure is better.
- If the enemy can't hold it either. If the enemy will capture and immediately lose the sector (say, to a mutual opponent), destruction just burns your value.
- Early game. Scorched earth is a defensive tool. If you still have the initiative, focus on retaking rather than denying.
Capital recovery
A lost capital is not permanent. If an enemy captures your capital:
- Your income is halved while they hold it.
- But they can only hold it with military force — it's not a permanent transfer.
- Retaking your capital restores full income.
Defending your capital is high priority, but if it falls, retaking it is doable — especially with Rebels and homeland bonus. Don't give up a game just because your capital changes hands.
Treaties and losing players
Treaties are a lifeline when you're behind. A well-timed treaty proposal to an aggressive neighbor can freeze your front line for 10–20 cycles while you recover. See Diplomacy.
Attackers will sometimes accept treaties with losing players because:
- Rebels + scorched earth make final elimination expensive.
- The aggressor may have other fronts that need attention.
- A treaty frees them to attack a different neighbor.
Selling damaged infrastructure
If you can't hold a Refinery or Turret and scorched earth doesn't fit the situation, selling gives you a partial refund (40% × current strength/100). Especially useful for:
- Damaged Refineries that are about to be destroyed — sell them for something rather than losing them for nothing.
- Sea or Air Bases being isolated by enemy advances — sell a partial refund before you lose it.
Running out of money
If your treasury runs negative for 3 consecutive cycles, morale collapses:
- Build orders fail in Phase 5 for any unit/base/structure you can't afford — the order is marked failed but doesn't refund anything you'd already lost to upkeep.
- Every one of your units loses 10% of its current health that cycle, and any unit dropped to 1 HP or below is destroyed outright.
- The bleed continues every additional cycle you stay in deficit, so a long deficit empties your armies fast.
To recover: sell infrastructure, sell expensive units, scorched-earth what you can't hold, and focus on your heartland income. Don't push offensives while your economy is collapsing.
Strategic summary
- Your capital and heartland are the safety floor. Defend them relentlessly.
- Rebels are your losing-player advantage. You don't build them — they spawn automatically once your territory drops below 50% of peak. Use them aggressively.
- Scorched earth denies the attacker. When retreat is inevitable, burn what you can't keep.
- Treaties work in your favor when losing. Attackers often prefer a freeze over a drawn-out extermination.
- A comeback is always possible. The game is designed so that 20% territory doesn't mean 0% chance.
Next: Victory — how worlds end.