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Victory

Global Triumph · Help

Every world ends. A world ends when a player meets the world's victory condition or when the world's end time arrives (in Hourglass mode). This page covers the three victory modes, the world lifecycle, and the leaderboard.

Victory modes

Each world is configured at creation with one of three victory modes. The mode is listed on the world's info page and doesn't change during play.

Advantage

The first country to control 75% of occupied land wins.

  • "Occupied land" means sectors that any country currently controls — not the whole world map.
  • This mode rewards dominating a crowded world without needing to exterminate every last rival.
  • The check runs each cycle once at least 50% of the world's land is occupied by any country.

Advantage is the fastest of the three modes. A strong player can win mid-game without a total wipeout.

Domination

The first country to control 100% of occupied land wins. Every remaining country must be eliminated (zero territory) for Domination to trigger.

  • Slowest of the three modes — eliminating players takes sustained effort, especially with comeback mechanics (see Comeback).
  • Activated once the world is closed to new players or 50% of the land is occupied.

Domination mode turns every engagement into a total-war decision. Treaties still work, but ultimately you must finish every opponent.

Hourglass

Whichever country holds the most territory when the world's end cycle arrives, wins.

  • The end cycle is set at world creation.
  • If no country has triggered Advantage or Domination by the end cycle, the Hourglass timer decides.
  • Ideal for fixed-duration worlds — you know exactly when the game ends.

Hourglass rewards territorial momentum right up to the final cycle. A last-minute land grab can flip the result.

Victory progress

The Dashboard tab shows a victory-progress panel for your country and (depending on mode) your progress toward the winning threshold. You can see:

  • Your current territory percentage vs. the victory threshold.
  • The top contenders' territory percentages.
  • How many cycles remain (for Hourglass).

World lifecycle

Every world progresses through stages:

Setup

The world has been generated (map, terrain, resources, capitals placed) but not yet published. Players cannot enter. This is an admin-only stage.

Pre-start

The world is published with a scheduled start time. Players can:

  • Browse the full map with all modes and overlays.
  • Claim one of the pre-placed capitals to create a country.
  • Queue orders at their new base.

No cycles run during pre-start. When the scheduled start time arrives, cycle 1 runs and the world becomes Active.

Active

Cycles run on schedule, typically once per day. Players can:

  • Queue and revise orders between cycles.
  • Join and create countries (if any capitals are still available).
  • Play the game.

Closed

Manually closed by the world admin or reached automatically when all capitals are claimed. In Closed status, no new players can join. Existing players continue playing cycles until victory.

Ended

Victory has been declared (any of the three modes) or the admin has manually ended the world. In Ended status:

  • No more cycles run.
  • The world is read-only — you can browse the map, review the final state, and watch cycle replays.
  • The winner is recorded in the leaderboard.

Joining mid-game

A world in Active status may still have capitals available if fewer players have joined than there are capital positions. You can join an active world and claim an available capital. You'll start with the standard initial forces (Land Base + Construction Truck), and you'll see the world in its current state.

Joining mid-game is harder than joining at start — other players have had cycles to build up — but the comeback mechanics and heartland protection mean it's still winnable, especially if treaty space is available and the victory mode is Hourglass.

Leaderboards

The Global Triumph leaderboard tracks player performance across all worlds. You can view:

  • Per-world leaderboards: country rankings by territory, military strength, economy, within each active or ended world.
  • Global rankings: aggregate player stats across all the worlds you've played — wins, total territory held, cycles played.
  • Historical results: past world outcomes and winners.

Leaderboards are shown on the external public GT website rather than inside the game client. The game client focuses on the current world; the public site handles cross-world context.

Multiple worlds

You can join multiple worlds simultaneously. Each world has its own map, cycle schedule, and settings. Your country in World A is entirely separate from your country in World B — different color, different treasury, different treaties, different research.

Some players run parallel campaigns — an aggressive short world alongside a patient long world, say. Each uses different skills. The world browser lists every world you're active in.

World settings

When a world is created, its settings are fixed. Common settings:

  • Size tier: small (2K–5K sectors), standard (10K–20K), or large (30K–50K).
  • Land ratio: how much of the world is land vs. water.
  • Victory mode: Advantage / Domination / Hourglass.
  • Cycle timing: when the daily cycle runs and how long the order lock window is.
  • Combat randomness range: the per-roll min/max multipliers for attacker and defender damage (default attacker 0.7–1.1, defender 0.8–1.1).
  • Fog of war settings: visibility range, spy detection rates, intel expiration timing.
  • Other tunables: nuclear availability, starting treasury, etc.

The world's info page shows all its settings so you can pick worlds that suit your playstyle.

What victory means

  • For your country, it means winning the world.
  • Your country's status flips to "Victorious" and remains in the leaderboard permanently.
  • The world freezes — no more cycles run, but the map stays browsable as a record.

Victory is rare. Most worlds end with one winner and many losers. But playing for a strong finish — even second or third — builds your skill and your rank across all worlds.


Next: Cycle Report & Replay — reviewing what happened each cycle.