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The Map

Global Triumph · Help

The map is the heart of the game. Every action you take starts with clicking something on the map. This page explains what you're looking at.

Sectors

The world is divided into sectors — irregular, natural-looking provinces generated by Voronoi tessellation. A small world has roughly 2,000–5,000 sectors, a standard world 10,000–20,000, and a large world up to 50,000. Each sector has:

  • A terrain type: flatland, hills, mountains, forest, or water.
  • An elevation that affects movement cost to adjacent sectors.
  • A resource richness value.
  • Optionally: an owner (country), a name (required for capitals, optional for others), and any number of bases, structures, and units.
  • Optionally: a radiation level if the sector has been nuked.

Click any sector to open its popup with all available actions. Hover to see its details in the sidebar's Sector panel.

Map modes

Exactly one map mode is active at a time. The mode controls the base coloring of every sector.

Countries (default)

Each owned sector is filled with its country's color. Unowned land is a neutral tan. Borders between differently-owned neighbors are drawn in heavier lines.

Use this mode to see who controls what — front lines, contested zones, your own borders.

Terrain

Sectors are colored by terrain type — green for flatland, brown for hills, grey for mountains, dark green for forest, blue for water.

Use this mode when you're planning movement or picking where to build. Mountains and forest give defensive bonuses; flatland favors speed.

Economy

Sectors are colored by how they contribute to your income: heartland (auto-processed), within a Refinery radius, or unprocessed. Sectors you don't own show normally.

Use this mode to see which of your territories actually pay you and where to place the next Refinery. See Economy.

Supply Lines

Sectors where your units are stationed are tinted by upkeep tier: near a friendly base (cheap), moderate distance (more expensive), far from any base (expensive). Areas beyond your reach are uncolored.

Use this mode to see which of your forces are bleeding your treasury and whether you need a forward base. See Economy.

Overlays

Overlays are layered on top of the current map mode and can be freely combined. Each is toggled independently.

Resources

A heat map from pale (low richness) to saturated (high richness). Use this to find the resource-rich regions worth fighting over and to pick heartland expansions that actually pay off.

Elevation

A topographic gradient — low areas in green, mid elevations in brown, peaks in white. Combined with Terrain mode, this makes mountain ranges and valleys very legible.

Movement

Color-coded movement cost per sector — green (easy), yellow (moderate), red (difficult). Shows you natural corridors, chokepoints, and terrain that will cost you cycles to cross.

Radiation

Yellow intensity, brighter with higher radiation level. Sectors that have been nuked recently glow; decayed sectors fade. Also draws the radiation trefoil icon on each affected sector. See Nuclear Weapons.

Last Cycle Activity

Colored dot markers pin every sector where something happened during the previous cycle: green for territory you gained, red for territory you lost, orange for combat that didn't change ownership, magenta for warhead strikes. Toggle this on right after a cycle runs to see at a glance where the action was, then dive into the Report for the details.

Entities on the map

Bases, structures, and units render as icons at their sector's centroid, with each entity class occupying a fixed slot around the ring so they don't overlap.

  • Bases (Land, Sea, Air) are large, distinctive icons. The Land Base sits at the top of the ring.
  • Structures are smaller fixed-position icons. Refineries on the left, Defense Turrets on the right, Supply Depots / Bunkers / Surveillance Centers at the top in the Land Base slot (only one of those three or a Land Base can be on a sector at a time — see Structures). Enemy mines are hidden unless detected.
  • Units show with type-specific icons. Each unit has a horizontal health bar below its icon (10 segments for friendly units, 3 tiers for enemies) and, for your own units, a small skill number (1–9) in the top-right corner. For your own units standing on your own sector, a defense % label also appears next to the skill — that's the current held-since fortification bonus the unit will get if attacked this cycle. Enemy units show neither skill nor defense %.
  • Intel marker — a purple pin appears on any enemy Land Base your Spy has currently infiltrated. Click it to open a panel with the target's cash and active treaties. Sectors revealed by the infiltration are tinted purple for the duration of the reveal. See Intel.

Zoom matters. Zoomed all the way out, you'll see only aggregate markers per sector. Zoom in to see every base, structure, and unit individually.

Orders on the map

Queued orders draw directly on the map so you can see what will happen next cycle.

  • A movement order draws a line from the unit to each sector along its path. Perpetual orders show a small repeat marker.
  • A build order shows a translucent preview of the to-be-built base, structure, or unit.
  • A bridge build shows the planned bridge path and the segments being built per cycle.
  • A pending sell fades the entity icon to about 25% opacity.
  • A paradrop draws a flight path from the source air base to the target sector.

Cancel any order from the popup or from the Orders tab.

Visibility

Your view of the map depends on your fog of war:

  • Current sectors show real-time data — actual owners, units, bases, and structures.
  • Stale sectors (previously seen, intel expired) show the last-known snapshot with an orange halo outline and slightly dimmed fill. Units and bases shown may have moved or changed since.
  • Unknown sectors show only terrain/elevation (or are hidden entirely, depending on world settings).

See Intel & Fog of War for how to expand and refresh your vision.

  • Pan — click and drag anywhere on the map.
  • Zoom — mouse wheel, two-finger pinch on touchpads, the +/- keys, or double-click to zoom in.
  • Sector selection — click a sector to open its popup; click empty space to close it.

Performance

Even the largest worlds (50,000 sectors) render smoothly because the map uses WebGL. If performance degrades, close other heavy tabs or switch to a less busy map mode (Countries is the cheapest).


Next: The Cycle — how the daily game loop works.