Orders
Global Triumph · HelpEvery action in Global Triumph is an order — a queued command that resolves during the next cycle. You can add, edit, and cancel orders freely until the cycle locks. This page covers every order type and how to use them.
The Orders tab
The Orders tab (in the top menu bar) shows every order you've queued, grouped by the cycle phase they'll run in. For each order you see:
- Its type and target.
- The cost (if any) — funds deducted when the order resolves.
- Cancel button.
- Priority / reorder handles (for reordering within a phase, if applicable).
You can also manage orders directly on the map: click the entity or sector involved and use the popup buttons.
Order types
Build orders
Queue the creation of a new base, unit, or structure.
- Build Unit — at a base that can produce the unit type. Select type and quantity (1–15 per order), then pick a destination from the eligible sectors highlighted around the base (owned land for land units, nearby water for sea units; air units stay at the base or carrying vessel). Cost = unit cost × quantity. Each new unit is created with full Health and Skill 1. Occupied sectors are valid targets — attacks resolve before production, so the occupant may move out by the time the build runs. If the destination is still at the stacking cap, the new land unit spills over to the nearest owned land sector with an open slot, only as far as the terrain allows — easy ground reaches farther, rough or mountainous terrain barely lets units spill over at all. If no slot is found, the order fails — but cost is only deducted as each unit is actually placed, so unfilled units cost you nothing.
- Build Base — Construction Truck only. Land Base on any owned land sector near the truck; Sea Base on owned coastal land (adjacent to water); Air Base on owned land.
- Build Structure — on your owned land. Refineries on any land sector, Defense Turrets on any land sector. Mines (when available) placed by their respective mine-layer units.
- Build Bridge — Construction Truck adjacent to water. Draw a path to a destination land sector. Cost scales with segment count; truck is occupied for multiple cycles.
Builds resolve in Phase 5 (Production). Costs are deducted as each order resolves — if you queue more than you can afford, later orders in the queue may fail from insufficient funds. The dashboard's "build cost" section projects total queued build spend.
Movement orders (land units)
Select a unit, then click a destination sector. The system computes the shortest path through the adjacency graph, accounting for terrain movement costs. The path traces sector-by-sector on the map.
If the path crosses or terminates at enemy-occupied sectors, combat happens automatically during Phase 4. There is no separate "attack" order for land units — moving into an enemy is the attack.
Options on a movement order:
- Perpetual — the order re-queues every cycle until you cancel it. Useful for long pushes or patrols.
- Cancel — removed before the cycle locks.
Group movement: select multiple units and set a shared objective area. Each unit auto-paths independently toward the objective each cycle.
Attack Sector (air)
Select a target sector, then pick a source air base and an air unit to dispatch. Air attacks resolve in Phase 2.
Each air attack order sends one unit from a specific base to a specific target. Multiple units can hit the same target — just queue multiple orders from different bases or of different types. Rules:
- One order per
(source base, target sector, unit type)triple per cycle. Two jets from base A to target X in the same cycle is not allowed; one jet from A and another from B both hitting X is fine; jet + missile from A both hitting X is fine. - Jets and Helicopters return to base if they survive interception and the target's defense. Missiles, Warheads, and Paratroopers are consumed.
Attack Unit (air)
A variant of Attack Sector that lets you lock onto a specific enemy unit within a sector — useful when a sector has multiple enemies and you want to pick off a specific target (like a valuable fresh tank). Same rules as Attack Sector.
Sea attack / bombardment
Warships move along water paths (Phase 3). Within their fire range of enemy coastal targets, they bombard automatically. Transports move with their cargo; Submarines hunt surface ships and can attack enemy sea units stealthily.
Paradrop (air)
Select an air base, a target sector, and a paratrooper stockpile. The paratrooper flies to the target during Phase 2 and, if it survives interception, becomes an Infantry unit on the ground as of Phase 5. Paratroopers are consumed whether they survive or not (they don't return to base).
Intel orders
- Spy plane mission — select a source air base and a target area. The plane flies, faces interception, and reveals a wide radius on arrival. Returns to base if it survives.
- Spy movement — move a Spy unit along a path. Spies count as units, so they expand your normal vision wherever they travel. Beware: enemy units or turrets within 1 hop of a passing Spy passively detect it, and turrets capture infiltrating Spies outright.
There's no dedicated "counter-intel" order — keep units and turrets near sensitive sectors and they'll detect (or kill) enemy Spies automatically.
Repair
Restore the strength of a damaged base or structure. Costs proportional to the amount repaired. Resolves in Phase 5.
Sell
Remove one of your own units, bases, or structures in exchange for a partial refund to your treasury. The icon fades to 25% opacity while a sell is pending. Sell resolves in Phase 5.
Rates:
- Units: 50% refund, scaled by current health.
- Structures and bases: 40% refund, scaled by current strength.
- Mines cannot be sold.
- Air bases can only be sold when they hold no units.
Diplomatic orders
- Propose treaty — send a fixed-duration non-aggression proposal to another country.
- Accept / decline — on incoming proposals.
- Propose renewal — offer to renew a treaty before it expires.
Diplomacy has its own tab (see Diplomacy).
Scorched earth
Mark your own structures for destruction before the enemy captures them. Runs before Phase 4. Destroyed structures yield no refund — this is denial, not sale.
Batch operations
To queue the same build order across many sectors at once, hold the multi-select modifier and click each target sector, then use the popup. This is especially handy for:
- Queuing Infantry builds at every Land Base in a region.
- Queuing Refineries across several frontier sectors.
Priority and ordering
Within a single cycle phase, each country's orders resolve in the order you queued them (with any manual reordering you've applied). The Orders tab lets you reorder orders inside a phase — useful if, say, you want a specific movement to happen before another so the later unit can follow the captured corridor.
Common gotchas
- Orders you queue now resolve during the next cycle, not this cycle. There is no way to act "now."
- Newly built units can't move the cycle they're built. They defend normally if attacked.
- Failed orders don't charge you. Build costs are deducted per unit as each one is actually placed, so a build that can't find space simply doesn't take your money — but you don't get a retry this cycle.
- Movement into contested sectors is automatically combat. You don't need to flag anything.
- Perpetual movement doesn't reset. If the path becomes invalid (say, your destination is now under friendly control), the order stops re-queueing.
- If the lock passes, you cannot revise. Plan to queue orders well before the lock window.
Next: Economy — what pays for all this.