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Land Forces

Global Triumph · Help

Land is where most of the game happens. You take and hold territory with ground units, supported by Land Bases that serve as production hubs and supply anchors. This page covers the land order of battle.

Land Bases

Your Land Base is the backbone of your ground forces.

  • Cost: $2,500
  • Strength: 1,000
  • Armor: 5
  • Upkeep: $100/cycle
  • Where it can be built: any owned land sector, placed by a Construction Truck. Your capital always starts with one.

A Land Base:

  • Produces all land units.
  • Serves as the supply anchor for all your ground forces — units near a Land Base have cheap upkeep, units far from any pay more.
  • Heals nearby land units (units stationed at the Base that didn't move gain Health).

A damaged base can be repaired (see Repair orders). If you can't hold one, consider selling it for a 40% refund scaled by current strength, or scorched-earthing it so the enemy can't capture it intact.

Land units

Construction Truck

  • Cost: $12,500
  • Move range: 4, Attack: 30, Range: 4, Armor: 3, Upkeep: $50
  • Can build all bases and structures.

The truck is your builder. It lays:

  • Land Bases, Sea Bases, Air Bases.
  • Refineries, Defense Turrets.
  • Bridges across water (see below).

Trucks have modest combat stats — they can defend themselves, but they're expensive and usually worth more busy building than fighting.

Infantry

  • Cost: $500
  • Move: 6, Attack: 20, Range: 9, Armor: 1, Upkeep: $5
  • Research: always unlocked.

Cheap, fast, light. Infantry is the backbone of early land warfare — good enough on offense, decent on defense, easy to mass-produce. Build a lot of these.

Tank

  • Cost: $4,500
  • Move: 6, Attack: 90, Range: 9, Armor: 3, Upkeep: $40
  • Research: Land track, position 3.

Expensive, powerful, durable. Tanks break fortified defenses and win sustained engagements. Slow per dollar compared to infantry, but a single Tank can hold a mountain pass against several Infantry.

Jeep

  • Cost: $2,500
  • Move: 8, Attack: 40, Range: 12, Armor: 2, Upkeep: $20
  • Research: Land track, position 6.

The speed unit. High movement range for land-grabbing unclaimed sectors, raiding lightly defended rear areas, and repositioning fast. Underwhelming in direct combat against Tanks, but great for map control.

Medic

  • Cost: $4,000
  • Move: 5, Attack: 0, Armor: 1, Upkeep: $25
  • Heal radius: 1 sector. Doesn't fight.
  • Research: Land track, position 9.

A field-medical unit. Every cycle during Phase 5, a Medic heals every friendly Infantry within 1 hop (same sector or any adjacent sector) by +7 Health, capped at 70 Health. Above 70, only base healing (+35/cycle on a Land Base sector) can finish the job — Medics top up the wounded, base healing restores veterans to full.

Stacking is irrelevant: a single Infantry adjacent to two Medics still heals once (one bulk update per cycle). Spread your Medics for coverage, don't pile them on the same unit.

Medics have no attack power and armor 1 — they die to almost anything. Keep them behind your front line and screen them with combat units.

Mechanic

  • Cost: $4,000
  • Move: 5, Attack: 0, Armor: 1, Upkeep: $25
  • Repair radius: 1 sector. Doesn't fight.
  • Research: Land track, position 12.

The Medic's counterpart for everything that isn't Infantry. Every cycle during Phase 5, a Mechanic restores +7 Health (capped at 70) to every friendly non-Infantry land unit within 1 hop — Trucks, Jeeps, Tanks, Mine Layers, Rebels, Medics, Spies, and other Mechanics.

Same coverage rules as Medics: one heal per unit per cycle regardless of how many Mechanics are nearby. Together a Medic + Mechanic pair will field-repair every type of land unit in a column.

Like Medics, Mechanics are unarmed and lightly armored. Park them with the column, not at the tip of the advance.

Spy

  • Cost: $5,000
  • Move: 4, Reveal radius: 3, Armor: 0, Upkeep: $30
  • Zero attack power — doesn't fight.
  • Research: Land track, position 21.

Invisible to enemies. See Intel for full spy mechanics, including the new base-infiltration intel drop. Moves during Phase 1 (Intel), reveals sectors around itself, and is automatically detected by enemy units or turrets within 1 hop — turrets outright destroy a Spy that tries to enter their sector.

Mine Layer

  • Cost: $2,000
  • Move: 6, Attack: 30, Range: 8, Armor: 2, Upkeep: $20
  • Research: Land track, position 18.

Deploys Land Mines on sectors and can also sweep enemy mines. A mine triggers on any enemy unit entering the sector — it deals armor-scaled damage and stops the attacker's movement for that cycle, so even a Tank that survives the hit halts on the spot until next cycle. See Structures for the full damage table and tactics.

Rebel

  • Cost: $250
  • Move: 4, Attack: 15, Range: 6, Armor: 1, Upkeep: $0
  • Homeland defense bonus: +50% in sectors your country previously owned.
  • Only available when your country has dropped below ~50% of its peak territory.

Cheap, fierce defensive infantry for when you're losing. See Comeback.

Ground combat

Ground combat resolves automatically during Phase 4 (Movement) whenever a unit's path crosses or ends at an enemy-occupied sector. There's no separate "attack" order — moving is attacking.

Flow:

  1. You queue a move for your unit to a destination sector.
  2. The path is computed through the sector adjacency graph, accounting for terrain movement cost.
  3. During Phase 4, the unit moves sector-by-sector along its path up to its movement range.
  4. If it enters an enemy-occupied sector, combat resolves right there.
  5. Winners capture the sector (if they were the attacker) and continue if movement remains. Losers stop where they are.

See Combat for damage math, terrain bonuses, defender's advantage, and the 1-unit-per-sector stacking rule.

Movement mechanics

Each unit has a movement range in sectors (accounting for terrain cost). Flatland is cheap; hills, mountains, and forest cost more per sector. Elevation differences between adjacent sectors add to the cost — moving uphill is slower.

You can:

  • Set individual paths by selecting a unit and clicking a destination.
  • Set group objectives by selecting multiple units and designating a target area. Each unit auto-paths independently each cycle.
  • Flag a move as perpetual — the order re-queues every cycle until cancelled, useful for offensives and patrols.

If a movement path becomes invalid between cycles (the destination flipped to your control, a unit on the path is stuck, etc.), the order may be cancelled or paused automatically.

Supply lines and forward bases

Unit upkeep scales with distance from the nearest friendly base. Push a tank far from home and its upkeep climbs every cycle. The fix is a forward base — send a Construction Truck ahead to build another Land Base in newly captured territory, shortening the supply line.

A well-supplied army is nearly free to maintain. An overextended army bleeds you to bankruptcy. See Economy for the math.

Bridges

Bridges are construction-truck projects that create new land connections across water.

Building a bridge

  1. Position a Construction Truck on a land sector adjacent to water.
  2. Draw a path from the truck's sector across water to a destination land sector. Straight line or bezier curve — the curve lets you route around islands or along a strait.
  3. The system validates the path (must start and end on land, cross only water, stay within max length) and divides it into segments of roughly consistent length.
  4. Cost is $300 per segment, deducted as segments are built.
  5. Each cycle during Phase 4, the truck builds some segments (the rate is part of truck config). The truck is occupied until complete.

Using a bridge

  • A complete bridge has its segments inserted into the sector adjacency graph. Movement, combat, and pathfinding treat bridge segments like regular sectors.
  • Each segment costs 1 movement to cross (flat, like flatland). A 6-segment bridge requires 6 movement to traverse.
  • Bridges are usable by all countries — friend and foe alike. Deciding to build a bridge is also deciding to give the enemy a road.
  • Bridge segments are unowned neutral territory; they don't count toward anyone's territory total.

Wear and destruction

Bridge segments have their own strength, and they take damage from three sources:

  • Use — every unit that crosses a segment wears it down a small amount. A heavily-trafficked invasion route ages the bridge naturally over many cycles.
  • Air strikes and warhead radiation — segments are valid air targets and take radiation damage when nuked.
  • Warship bombardment — coastal segments within a Warship's fire range take hits each cycle the ship is in range.

A damaged segment also slows movement across it — a degraded bridge is still a bridge, but it's not the express lane it was when new. Destroying any one segment severs the bridge at that point; units on the wrong side are stranded or must find another route.

Bridges can be repaired by Construction Trucks.

Research

Bridges are on the Infrastructure research track. They require that track's capability position to be unlocked.

Airlift by Helicopter

A Helicopter (an air unit — see Air Forces) can ferry one of your land units between two of your owned sectors, which is effectively long-range ground mobility. Use it to redeploy a veteran tank across your empire in one cycle without the cross-country march.

Tactics

  • Mass cheap Infantry early, Tank up mid-game. Early expansion is about volume, not quality.
  • Keep your Construction Truck busy. Forward bases, new Refineries, repair duty — a Truck sitting idle is a waste of cost and upkeep.
  • Don't engage Tanks with Infantry in open ground unless you have numbers advantage. Tanks win stand-up fights.
  • Use Jeeps for flanks and raids. They're bad at head-on assaults but great at grabbing unclaimed sectors behind enemy lines.
  • Build Turrets near forward Land Bases — they gain defensive value against enemy air strikes and detect enemy Spies.
  • Mine your borders once you have Mine Layers — enemies can't see the mines, and a well-placed minefield deters attacks.

Next: Sea Forces — taking the fight to the water.