Getting Started
Global Triumph · HelpThis page walks you through your first few hours in Global Triumph — joining a world, picking a capital, creating your country, and queueing your first orders.
Picking a world
Each world is its own game, with its own map and its own set of players. From the world browser, you'll see the worlds currently open and their key stats:
- Name and size — small (2,000–5,000 sectors), standard (10,000–20,000), or large (30,000–50,000).
- Start time — when cycle 1 runs. Before that time, the world is in pre-start: you can join, browse, and claim a capital, but no orders run yet.
- Cycle number and status — active, closed to new players, or ended.
- Player count and the country colors already in use.
Click a world to enter it. If you don't have a country there yet, you'll open in browsing mode.
Browsing mode
Before you commit to a capital, take time to look around.
- Pan and zoom anywhere on the map.
- Switch between map modes (Countries, Terrain) and toggle overlays (Resources, Elevation, Movement) to see where the good land is. See The Map for what each mode shows.
- Click any sector to see its details in the sidebar: terrain, elevation, resource richness, ownership (if any), and any name it's been given.
- Pre-placed capital positions are marked on the map. Each capital shows a summary of its strategic profile — how resource-rich it is, how defensible, how mobile, and so on.
You can browse as long as you want. Coordinate with friends, evaluate trade-offs, and plan your opening moves.
Choosing a capital
Capitals are placed algorithmically to be roughly equivalent in overall strategic value, but they emphasize different strengths. Every capital shows a rating across five dimensions:
- Resources — How much raw material is in your early reach. High-resource capitals fund an early military buildup.
- Defensibility — How much nearby terrain (hills, mountains, chokepoints) favors defense. High-defensibility capitals are hard to storm.
- Mobility — How fast you can move within your local area. High-mobility capitals favor aggressive early expansion.
- Expansion potential — How many reachable land sectors are within striking distance. Prevents you from getting boxed into a tiny peninsula.
- Coast access — How close you are to water. Coastal capitals unlock naval options earlier.
No capital is perfect at everything. Pick the one that matches the strategy you want to play. A defensible mountain stronghold plays differently than a resource-rich coastal plain.
Creating your country
Click an available capital to open the country creation panel. You'll need:
- Country name — up to 64 characters. This is how other players see you.
- Capital name — the name of the sector you're claiming. It appears as a permanent label on the map at every zoom level — think of it as your landmark. Choose something memorable.
- Country color — the color used for your territory on the Countries map mode. Pick from the available palette; colors already in use by other players are disabled.
Confirm, and you're in. Your new country starts with:
- Your capital sector plus up to 5 adjacent unowned land sectors automatically claimed for you.
- A Land Base on the capital.
- A Construction Truck stationed on the capital.
- One Infantry on each adjacent sector you started with (up to 5).
- A starting treasury of 10,000 to build from.
Your first cycle
Your country exists but no cycles can run until the world's start time. Until then, you can still:
- Queue build orders at your base.
- Queue movement for your construction truck.
- Review your dashboard and plan.
When the world starts, cycle 1 runs and your queued orders resolve.
If you join a world that's already active, you'll see the current map state as it is — your capital is fresh, but other countries have been playing for cycles. Your fog of war reveals only what you can currently see.
What to queue first
There's no single "correct" opening, but some common first moves:
- Build Infantry at your base to grab nearby unowned land. Infantry is cheap, fast enough for land grabs, and decent on defense.
- Queue a move for your truck to an adjacent sector so you can build a second Land Base there next cycle — that extends your supply line and lets you build units farther out.
- Scout: queue Infantry moves into unknown sectors to expand your vision. Every sector your units occupy (or sit adjacent to) becomes current visibility.
- Save some money for cycle 2. Overspending on cycle 1 can leave you cash-starved during the first real military exchanges.
See Orders for all the ways to queue actions, Economy for how income and upkeep work, and Land Forces for unit details.
Expect to lose sometimes
Global Triumph is a long game. Worlds run for many cycles, and even lost territory isn't the end — the game has built-in comeback mechanics (see Comeback) that keep losing players in the fight. The goal of your first world is to learn the mechanics, understand how the cycle feels, and get a sense of how other players think. Future worlds will go better.
Next: Interface — a tour of the game client so you know where everything lives.