Army · Marines
Marine Brigade
Marines: 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.
As of version 0.2.0 What’s new?
Values
- Attack
- 7
- Defence
- 6
- Speed
- 30 km/day
- Troop class
- 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.
- Cost
- $600M
- Build time
- 180 days
- Upkeep
- $1.1M/day
- Manpower
- 4,000
- Requirement
- Naval WarfareNaval WarfareNaval Forces · 1999Cost1,500 pointsPrerequisites1Allows raising marine brigades.
Equipment per unit
- Arms and EquipmentArms and EquipmentMilitary GoodsBase price$700kProduced in (buildings)1Used by (buildings)0Arms and equipment: the gear for recruiting and reinforcing all forces. 25
- VehiclesVehiclesHigh TechnologyBase price$800kProduced in (buildings)1Used by (buildings)0End product of the vehicle industry. 20
- FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 1.5
- MunitionsMunitionsMilitary GoodsBase price$150kProduced in (buildings)1Used by (buildings)0Munitions: troops and missile units use them in action. 1.2
Terrain
Factors on attack (T_A, without coastal bonus) and defence (T_D, including the terrain’s defence bonus), movement cost and marching speed.
| Terrain | Attack | Defence | Movement cost | km/day |
|---|---|---|---|---|
| PlainsPlainsTerrainMovement cost×1Defence bonus±0%Frontage12 unitsClose air support×1.15Attrition without supply1%/dayOpen ground: fast movement, a wide front, no defence bonus. Armour, mechanised forces and artillery are at their strongest here, and close air support is amplified. | ×1 | ×1 | ×1 | 30 |
| FarmlandFarmlandTerrainMovement cost×1Defence bonus±0%Frontage10.8 unitsClose air support×1.1Attrition without supply0.8%/dayDeveloped open land: fast movement, a slightly narrower front than plains, low attrition. Armour, mechanised forces and artillery keep their edge. | ×1 | ×1 | ×1 | 30 |
| ForestForestTerrainMovement cost×1.5Defence bonus+25%Frontage8.4 unitsClose air support×0.7Attrition without supply1.2%/dayForest slows movement, narrows the front and shields the defender. Infantry and light forces fight better, armour and artillery worse; close air support is dampened. | ×1 | ×1.3 | ×1.5 | 20 |
| HillsHillsTerrainMovement cost×1.5Defence bonus+30%Frontage9 unitsClose air support×0.9Attrition without supply1.2%/dayHills shield the defender and narrow the front a little. Light forces are strong, armour and mechanised forces weaker and slower. | ×1 | ×1.3 | ×1.5 | 20 |
| MountainsMountainsTerrainMovement cost×2.5Defence bonus+60%Frontage4.8 unitsClose air support×0.7Attrition without supply2%/dayMountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it. | ×0.95 | ×1.6 | ×2.5 | 12 |
| DesertDesertTerrainMovement cost×1.4Defence bonus±0%Frontage14.4 unitsClose air support×1.25Attrition without supply3%/dayDesert: the widest front and the strongest air effect, but high attrition without supply. Armour and artillery have the edge, infantry is somewhat weaker. | ×0.95 | ×1 | ×1.4 | 21.4 |
| SteppeSteppeTerrainMovement cost×1.1Defence bonus±0%Frontage13.2 unitsClose air support×1.2Attrition without supply1.4%/dayWide open grassland: a broad front, strong air effect, little cover. Armour and artillery have the edge, infantry is slightly disadvantaged. | ×1 | ×1 | ×1.1 | 27.3 |
| MarshMarshTerrainMovement cost×2Defence bonus+20%Frontage6 unitsClose air support×0.8Attrition without supply2%/dayMarsh: very slow with a narrow front. Marines have the edge here, armour and mechanised forces barely advance. | ×1.25 | ×1.35 | ×1.4 | 21.4 |
| TundraTundraTerrainMovement cost×1.6Defence bonus+10%Frontage9.6 unitsClose air support×0.9Attrition without supply2.5%/dayTundra: slow, a somewhat narrower front and high attrition without supply. Light forces cope best. | ×1 | ×1.1 | ×1.6 | 18.8 |
| UrbanUrbanTerrainMovement cost×1.3Defence bonus+40%Frontage6 unitsClose air support×0.6Attrition without supply0.5%/dayUrban area: a high defence bonus, a narrow front, close air support strongly dampened. Infantry, light forces and marines defend stubbornly, armour is at a disadvantage. | ×1.1 | ×1.5 | ×1.3 | 23.1 |
| JungleJungleTerrainMovement cost×2Defence bonus+35%Frontage5.4 unitsClose air support×0.5Attrition without supply2.8%/dayJungle: very slow, a very narrow front, high attrition without supply and little effect from the air. Light forces and marines have the edge, heavy formations are at a clear disadvantage. | ×1.15 | ×1.45 | ×1.7 | 17.6 |