Units
Army, navy and air force with every value from the game data. Land units belong to a troop class that decides how terrain affects them.
As of version 0.2.0 What’s new?
Army 10
| Unit | Troop class | Attack | Defence | km/day | Cost | Build time | Upkeep | Requirement |
|---|---|---|---|---|---|---|---|---|
| InfantryInfantryArmy · InfantryAttack4Defence6Speed25 km/dayCost$160MBuild time120 daysUpkeep$300k/dayThe backbone of every army: cheap, strong in defence, needs little fuel. Good in forest, cities and jungle, weaker in open desert and steppe. | InfantryInfantryTroop classCrossing relief0%Unit types1Infantry: slight advantage in forest, cities and jungle, somewhat weaker in open desert and steppe. | 4 | 6 | 25 | $160M | 120 | $300k | none |
| Mechanised InfantryMechanised InfantryArmy · MechanisedAttack8Defence8Speed40 km/dayCost$880MBuild time180 daysUpkeep$1.6M/dayInfantry in armoured vehicles: faster and stronger in attack than foot troops, needs more fuel. Strong in open terrain, slower in forest, marsh and mountains. | MechanisedMechanisedTroop classCrossing relief0%Unit types3Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities. | 8 | 8 | 40 | $880M | 180 | $1.6M | Mechanised WarfareMechanised WarfareLand Forces · 1999Cost1,500 pointsPrerequisites0Allows raising mechanised infantry. |
| ArmourArmourArmy · ArmourAttack14Defence9Speed35 km/dayCost$1.8bnBuild time240 daysUpkeep$3.2M/dayArmour: the strongest attacking force on plains, steppe and desert. Clearly weaker and slower in forest, marsh, jungle, mountains and cities – there the terrain decides. | ArmourArmourTroop classCrossing relief0%Unit types1Armour: decisive on plains, steppe and desert; markedly weaker and slower in forest, marsh, jungle, mountains and cities. | 14 | 9 | 35 | $1.8bn | 240 | $3.2M | Composite-Armour TanksComposite-Armour TanksLand Forces · 1999Cost2,000 pointsPrerequisites1Allows raising armoured units. |
| ArtilleryArtilleryArmy · ArtilleryAttack12Defence3Speed25 km/dayCost$710MBuild time150 daysUpkeep$1.3M/dayArtillery adds firepower to an attack but defends itself poorly. Most effective with a clear field of fire on plains, steppe and desert. | ArtilleryArtilleryTroop classCrossing relief0%Unit types2Artillery and drones: strong with open fields of fire on plains, steppe and desert, weak in jungle, marsh and mountains. | 12 | 3 | 25 | $710M | 150 | $1.3M | none |
| Air DefenceAir DefenceArmy · SupportAttack2Defence6Speed30 km/dayCost$1.2bnBuild time210 daysUpkeep$2.2M/dayGround-based air defence: counts towards the air defence of its region and protects against air strikes and missiles. Hardly any attack value in ground combat. | SupportSupportTroop classCrossing relief0%Unit types2Air defence and coastal missiles: neutral in combat, slower in difficult terrain. | 2 | 6 | 30 | $1.2bn | 210 | $2.2M | Air Defence SystemsAir Defence SystemsLand Forces · 1999Cost2,000 pointsPrerequisites1Allows raising air defence units. |
| Marine BrigadeMarine BrigadeArmy · MarinesAttack7Defence6Speed30 km/dayCost$600MBuild time180 daysUpkeep$1.1M/dayMarines: trained for landings, suffer less from the landing penalty and bear only half of river and strait crossing penalties. Strong in marshes and on coasts. | MarinesMarinesTroop classCrossing relief50%Attack on the coast+10%Unit types1Marines: advantage in marshes and on the coast, suffer only half the river and strait crossing penalty. | 7 | 6 | 30 | $600M | 180 | $1.1M | Naval WarfareNaval WarfareNaval Forces · 1999Cost1,500 pointsPrerequisites1Allows raising marine brigades. |
| Coastal Missile BatteryCoastal Missile BatteryArmy · SupportAttack3Defence8Speed30 km/dayCost$660MBuild time240 daysUpkeep$1.2M/dayCoastal missiles: defend the coast and add to sea control in adjacent sea zones. | SupportSupportTroop classCrossing relief0%Unit types2Air defence and coastal missiles: neutral in combat, slower in difficult terrain. | 3 | 8 | 30 | $660M | 240 | $1.2M | Anti-Ship MissilesAnti-Ship MissilesNaval Forces · 1999Cost2,000 pointsPrerequisites2Allows raising coastal missile batteries for coastal defence. |
| Drone BattalionDrone BattalionArmy · ArtilleryAttack9Defence2Speed40 km/dayCost$490MBuild time120 daysUpkeep$900k/dayDrone battalion with loitering munitions: high firepower at low cost, hardly any defence. Fights in terrain like artillery. | ArtilleryArtilleryTroop classCrossing relief0%Unit types2Artillery and drones: strong with open fields of fire on plains, steppe and desert, weak in jungle, marsh and mountains. | 9 | 2 | 40 | $490M | 120 | $900k | Loitering MunitionLoitering MunitionLand Forces · 2015Cost4,500 pointsPrerequisites3Allows raising drone battalions. |
| Robotic BrigadeRobotic BrigadeArmy · MechanisedAttack16Defence10Speed45 km/dayCost$1.4bnBuild time300 daysUpkeep$2.5M/dayRobotic brigade: uncrewed combat vehicles with high firepower and few personnel. In terrain like mechanised forces. | MechanisedMechanisedTroop classCrossing relief0%Unit types3Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities. | 16 | 10 | 45 | $1.4bn | 300 | $2.5M | Robotic Combat VehiclesRobotic Combat VehiclesLand Forces · 2032Cost10,000 pointsPrerequisites2Speculative✓Allows robotic brigades and robotic arms production. |
| Autonomous BrigadeAutonomous BrigadeArmy · MechanisedAttack22Defence14Speed50 km/dayCost$1.6bnBuild time300 daysUpkeep$3M/dayAutonomous brigade: networked, largely self-directed formations – the strongest ground forces. In terrain like mechanised forces. | MechanisedMechanisedTroop classCrossing relief0%Unit types3Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities. | 22 | 14 | 50 | $1.6bn | 300 | $3M | Autonomous FormationsAutonomous FormationsLand Forces · 2050Cost22,000 pointsPrerequisites3Speculative✓Allows autonomous brigades with high combat power and few personnel. |
Air force 11
| Unit | Role | Values | Cost | Build time | Upkeep | Requirement |
|---|---|---|---|---|---|---|
| Attack Helicopter BrigadeAttack Helicopter BrigadeAir force · air_role.Cost$1.1bnBuild time270 daysUpkeep$2M/dayAttack helicopters: very fast and strong in attack but vulnerable in defence. No troop class – the terrain effects per class do not apply to them. | air_role. | $1.1bn | 270 | $2M | Attack HelicoptersAttack HelicoptersAir Forces · 1999Cost2,000 pointsPrerequisites1Allows raising attack helicopter brigades. | |
| Fighter WingFighter WingAir force · FighterAir combat12Ground attack6Naval strike3Cost$4.1bnBuild time365 daysUpkeep$2.8M/dayFighter wing: wins air superiority, intercepts enemy aircraft and can support ground forces. | Fighter | Air combat 12 · Ground attack 6 · Naval strike 3 | $4.1bn | 365 | $2.8M | Jet Combat AircraftJet Combat AircraftAir Forces · 1999Cost2,000 pointsPrerequisites1Allows raising fighter wings. |
| Carrier Air WingCarrier Air WingAir force · FighterAir combat9Ground attack5Naval strike6Cost$1.6bnBuild time365 daysUpkeep$1.1M/dayCarrier air wing: multi-role aircraft for carriers – air combat, naval targets and ground support. | Fighter | Air combat 9 · Ground attack 5 · Naval strike 6 | $1.6bn | 365 | $1.1M | Jet Combat AircraftJet Combat AircraftAir Forces · 1999Cost2,000 pointsPrerequisites1Allows raising fighter wings. |
| Bomber WingBomber WingAir force · BomberAir combat1Ground attack4Naval strike4Cost$3.7bnBuild time540 daysUpkeep$2.5M/dayBomber wing: long range, strikes industry and infrastructure and so lowers the enemy's output. | Bomber | Air combat 1 · Ground attack 4 · Naval strike 4 | $3.7bn | 540 | $2.5M | Jet Combat AircraftJet Combat AircraftAir Forces · 1999Cost2,000 pointsPrerequisites1Allows raising fighter wings. |
| Maritime Patrol SquadronMaritime Patrol SquadronAir force · Maritime PatrolNaval strike4Anti-submarine8Range (km)2,500Cost$730MBuild time365 daysUpkeep$500k/dayMaritime patrol aircraft: hunt submarines, watch sea areas and protect convoys. | Maritime Patrol | Naval strike 4 · Anti-submarine 8 · Range (km) 2,500 | $730M | 365 | $500k | Naval WarfareNaval WarfareNaval Forces · 1999Cost1,500 pointsPrerequisites1Allows raising marine brigades. |
| Airborne Early Warning SquadronAirborne Early Warning SquadronAir force · Early WarningRange (km)1,500Cost$660MBuild time365 daysUpkeep$450k/dayEarly-warning squadron: flying radar stations that improve detection; unarmed. | Early Warning | Range (km) 1,500 | $660M | 365 | $450k | ElectronicsElectronicsElectronics and AI · 1999Cost2,000 pointsPrerequisites0Allows building electronics factories. |
| Tanker SquadronTanker SquadronAir force · TankerRange (km)3,000Cost$660MBuild time365 daysUpkeep$450k/dayTanker squadron: extends the range of other air wings by air-to-air refuelling. | Tanker | Range (km) 3,000 | $660M | 365 | $450k | Jet Combat AircraftJet Combat AircraftAir Forces · 1999Cost2,000 pointsPrerequisites1Allows raising fighter wings. |
| Armed Drone SquadronArmed Drone SquadronAir force · DroneAir combat1Ground attack6Naval strike2Cost$1bnBuild time180 daysUpkeep$700k/dayCombat drone squadron: cheap, long range, good against ground targets. Suffers higher losses but costs little. | Drone | Air combat 1 · Ground attack 6 · Naval strike 2 | $1bn | 180 | $700k | Armed DronesArmed DronesAir Forces · 2002Cost2,800 pointsPrerequisites2Allows raising armed drone squadrons. |
| Loyal Wingman SquadronLoyal Wingman SquadronAir force · DroneAir combat10Ground attack6Naval strike4Cost$2.2bnBuild time240 daysUpkeep$1.5M/dayLoyal wingman squadron: uncrewed escort aircraft that reinforce crewed fighters in air combat and against ground targets. | Drone | Air combat 10 · Ground attack 6 · Naval strike 4 | $2.2bn | 240 | $1.5M | Loyal WingmanLoyal WingmanAir Forces · 2030Cost10,000 pointsPrerequisites3Speculative✓Allows squadrons of uncrewed wingman aircraft. |
| Cruise Missile BrigadeCruise Missile BrigadeAir force · Stand-off WeaponGround attack3Naval strike6Strategic attack8Cost$1.3bnBuild time270 daysUpkeep$900k/dayCruise missiles: stand-off weapons against industry, infrastructure and ships; every strike uses munitions. | Stand-off Weapon | Ground attack 3 · Naval strike 6 · Strategic attack 8 | $1.3bn | 270 | $900k | Satellite NavigationSatellite NavigationSpace · 1999Cost1,500 pointsPrerequisites1Satellite navigation raises the output of transport hubs by 3%. |
| Ballistic Missile BrigadeBallistic Missile BrigadeAir force · Stand-off WeaponGround attack4Naval strike2Strategic attack10Cost$1.5bnBuild time365 daysUpkeep$1M/dayMissile brigade: ballistic stand-off weapons that are hard to intercept; strike industry and infrastructure and use munitions. | Stand-off Weapon | Ground attack 4 · Naval strike 2 · Strategic attack 10 | $1.5bn | 365 | $1M | Launch VehiclesLaunch VehiclesSpace · 1999Cost3,000 pointsPrerequisites1Allows building space centres that provide research. |