WIKI / GUIDE

Combat

The armor triangle decides who wins a fight; stances and positioning decide whether the fight ever happens on your terms.

Reading the armor math

Every weapon deals its base damage times a multiplier against the target's armor class — Infantry, Light, Heavy, or Structure. The units table prints the multipliers; the short version is the classic triangle: Marines shred infantry, Rocket Troopers crack armor, Tanks trample both infantry and light vehicles. A mixed force with the right counters beats a bigger pure one.

Stances

Two rules apply in every stance: units prefer enemy units over buildings — a building fight yields the moment a real threat walks in — and everything returns fire when a defense shoots it, including at the turret that fired. Plain-move orders stay deaf; attack-move is how you advance ready to fight.

Defenses

The air war

Vision wins fights

Scouts exist to die informed. Radar widens your eyes and warns you of attacks on other worlds; the recon satellite removes fog over a whole world permanently. Fights you can see coming are fights you chose.

Late game: superweapons

Once Long Nines and Blackouts enter play, spread your base, keep an Aegis Umbrella funded over what matters, and read the superweapons reference — every program there has a counter printed next to it.

REFERENCE GENERATED FROM LIVE GAME DATA — BALANCE v51 · 2026-07-28 · NUMBERS UPDATE WITH EVERY RELEASE