Wiki
Inspired by classic RTS titles like Command & Conquer with a nod to famed board game Axis & Allies, Line War combines elements of 4X, wargame, and real-time tactics genres into a unique strategic experience for veterans and newcomers.
Line War's versatile control system allows players to quickly and intuitively issue commands by drawing lines across the battlefield to move units, form defensive lines, engage enemies and conquer territories. Configure your command lines to filter out certain units to flank your enemies, dig-in or feed distant frontlines.
💡 Quick Tip: How to Ping
- ⚡ ALT + G → Ping to your enemy (1v1)
- ⚡ ALT + G → Ping to allies (Teams)
- ⚡ CTRL + ALT + G → Ping to everyone

Table of Contents
Game Start Sequence
Learn more about the process to analyze and Select World the initial step that starts off every match.
Visual commands
This game has a never-before-seen approach that lets you focus on drawing commands and executing a strategy rather than managing individual units. Chain commands and execute orchestrated operations for coordinated attacks against your opponent. This command system sets Line War apart from other strategy games.
💡 Quick Tip: Keyboard Shortcuts
Build Producers
- Barracks F2 + Q
- Factory F2 + W
- Airport F2 + E
- Airstrip F2 + R
- Shipyard F2 + T
- Subpen F2 + Y
- Launchpad F2 + U

With the exception of the offline sandbox mode where you can play around as much as you want, Line War is currently a PvP multiplayer-only RTS game. This wiki will grow over time and act as the official manual for the game.
Units
This section describes the units found in Line War, where they are produced, and their properties such as health, speed, cost, energy consumption, weapons damage, and conquering efficiency. their stealth.
The Stealth column indicates whether a unit has a stealthy profile, i.e. even where the fog-of-war has cleared the unit may remain undetected by the enemy unless they have accumulated enough sight through multiple units or through recon units.
The Recon column indicates whether a unit has increased sight which may clear the fog-of-war and if the unit contributes to the sight so that stealthy units are more easily discovered.
A unit (u) is a measurement of distance in the game. For reference, the world map is approximately 200 units wide and 140 units tall.
Land Units - Stats
Unit | Produced By | Health | Speed (u/sec) |
Fatigue time (sec) |
Production | Upkeep | ||
---|---|---|---|---|---|---|---|---|
(HP) | (HP/cap) | normal | hasted | time to 50% HP | ||||
Infantry | Barracks | 90 | 5.00 | 0.41 | 0.53 | 123 | Cost: 18.0 cap Time: 36.0 s |
Cost: 1.3 cap/min Energy: 0.0 /min |
Commando | Barracks | 80 | 2.86 | 0.46 | 0.60 | 109 | Cost: 28.0 cap Time: 56.0 s |
Cost: 2.0 cap/min Energy: 0.0 /min |
Artillery | Factory | 80 | 2.22 | 0.33 | 0.43 | 109 | Cost: 36.0 cap Time: 51.4 s |
Cost: 2.5 cap/min Energy: 0.0 /min |
Tank | Factory | 210 | 4.04 | 0.60 | 0.78 | N/A | Cost: 52.0 cap Time: 74.3 s |
Cost: 3.6 cap/min Energy: 4.0 /min (hasted: 8.0 /min) Eff.: 9.0 (5.9) u/E |
SAM | Factory | 100 | 2.08 | 0.33 | 0.43 | 136 | Cost: 48.0 cap Time: 68.6 s |
Cost: 3.4 cap/min Energy: 0.0 /min |
Land Units - Damage Stats
Unit | Damage | Damage Efficiency | ||||
---|---|---|---|---|---|---|
Land | Sea | Air | Land | Sea | Air | |
Infantry | Rifle: 3.8 HP/s Range: 1.5 u |
Rifle: 2.9 HP/s Range: 1.5 u |
Rifle1: 3.0 HP/s Range: 1.8 u |
21.1% | 16.1% | 16.7%1 |
Commando | Rifle: 6.0 HP/s Range: 1.5 u |
Rifle: 4.8 HP/s Range: 1.5 u |
Rifle1: 3.0 HP/s Range: 1.7 u |
21.4% | 17.1% | 10.7%1 |
Artillery | Grenade: 3.4 HP/s Range: 5.0 u |
Grenade: 3.0 HP/s Range: 5.0 u |
Grenade1: 3.0 HP/s Range: 1.7 u |
9.4% | 8.3% | 8.3%1 |
Tank | Projectile: 7.8 HP/s Range: 1.5 u |
Projectile: 7.0 HP/s Range: 1.5 u |
Projectile1: 3.0 HP/s Range: 1.7 u |
15.0% | 13.5% | 5.8%1 |
SAM | Cannon: 3.0 HP/s Range: 2.0 u |
Cannon: 3.0 HP/s Range: 2.0 u |
Missile: 20.0 HP/hit Range: 9.0 u Rate: 1 round/4s Cannon1: 8.0 HP/s Range: 4.0 u |
6.25% | 6.25% | 10.4% 16.7%1 |
Land Units - Special Abilities
1) Except Bombers
Landunits receive a defensive bonus while entrenched in a defensive line:
This defensive bonus amounts to 30 % (so 1.43 times eff. HP) and is multiplicative to other defensive bonuses.
There is an additional defensive bonus of 40 % against grenade type damage (which is coming from ships and artillery), which amounts to a total of 58 % reduction (2.38 times eff. HP).
Furthermore, rough terrain can give additional defensive bonuses: 10 % defensive bonus in mountain terrain leading (for entrenched units in mountain terrain) to an overall 37 % damage reduction (1.59 times eff. HP) vs. non-grenade type damage and to 62.2 % reduction (2.65 times eff. HP) vs. grenade-type damage.
Riflemen (infantry and commandos) in forests get a bonus of 20 % to both their defense and firepower.
Consequently, entrenched riflemen (infantry and commandos) in forests have an overall damage reduction of 44 % (1.79 times eff. HP) vs. non-grenade dmg and on top of that 40 % more reduction against grenade-type damage, thus having an overall reduction of 66.4 % (2.98 times eff. HP).
Space Control with entrenched units:
In addition to the defensive bonuses, land units receive a range bonus of 1.0 units. Thus entrenched infantry (surface range 2.5 units) can outrange attacking SAMs (2.0 units range) and can counterattack helicopters attacking with their cannon (both now have equal range of 2.7 units). Also with 2.5 range the second row of infantry in a defensive line can directly support the front row.
Landunits receive a speed penalty in rough terrain:
This speed penalty is relatively larger for tanks than for other land units. If the territory is captured all speed penalties are reduced to one third of the original value.
Terrain variety
Terrain | Unit Types | When territory is: | Further Modifiers: | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
not controlled | controlled | combat bonuses |
added stealth |
added building construction time |
|||||||||||
Relative Speed Penalty |
normal | hasted |
Relative Speed Penalty |
normal | hasted | ||||||||||
Absolute Speed |
Travel Efficiency |
Absolute Speed |
Travel Efficiency |
Absolute Speed |
Travel Efficiency |
Absolute Speed |
Travel Efficiency |
||||||||
Plain |
Non-Tank Units |
Infantry | N/A | 0.41 u/s | N/A | 0.53 u/s | 1.5 u/HP | N/A | 0.41 u/s | N/A | 0.53 u/s | 1.5 u/HP | N/A | N/A | N/A |
Commando | 0.46 u/s | 0.60 u/s | 1.6 u/HP | 0.46 u/s | 0.60 u/s | 1.6 u/HP | |||||||||
Artillery | 0.33 u/s | 0.43 u/s | 1.2 u/HP | 0.33 u/s | 0.43 u/s | 1.2 u/HP | |||||||||
SAM | |||||||||||||||
Tank | 0.60 u/s | 9 u/E | 0.78 u/s | 5.9 u/E | 0.60 u/s | 9 u/E | 0.78 u/s | 5.9 u/E | |||||||
Forest |
Non-Tank Units |
Infantry | 30% less | 0.29 u/s | N/A | 0.37 u/s | 1.0 u/HP | 10% less | 0.37 u/s | N/A | 0.48 u/s | 1.3 u/HP |
For riflemen (Inf and Coms) only: +20% defense and +20% attack |
very good concealment |
50% more time |
Commando | 0.32 u/s | 0.42 u/s | 1.1 u/HP | 0.41 u/s | 0.54 u/s | 1.5 u/HP | |||||||||
Artillery | 0.23 u/s | 0.30 u/s | 0.8 u/HP | 0.30 u/s | 0.39 u/s | 1.1 u/HP | N/A | ||||||||
SAM | |||||||||||||||
Tank | 40% less | 0.36 u/s | 5.4 u/E | 0.47 u/s | 3.5 u/E | 13% less | 0.52 u/s | 7.8 u/E | 0.68 u/s | 5.1 u/E | |||||
Mountains |
Non-Tank Units |
Infantry | 50% less | 0.21 u/s | N/A | 0.27 u/s | 0.7 u/HP | 17% less | 0.34 u/s | N/A | 0.44 u/s | 1.2 u/HP |
for all land units: +10% defense |
good concealment |
50% more time |
Commando | 0.23 u/s | 0.30 u/s | 0.8 u/HP | 0.38 u/s | 0.50 u/s | 1.4 u/HP | |||||||||
Artillery | 0.17 u/s | 0.21 u/s | 0.6 u/HP | 0.28 u/s | 0.36 u/s | 1.0 u/HP | |||||||||
SAM | |||||||||||||||
Tank | 60% less | 0.24 u/s | 3.6 u/E | 0.31 u/s | 2.3 u/E | 20% less | 0.48 u/s | 7.2 u/E | 0.62 u/s | 4.7 u/E |
Air Units
Unit | Produced by | Health | Speed | Range | Production | Upkeep | Damage | Energy Eff. | Stealth | Recon | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
total | Eff. | normal | hasted | Surface (Land and Sea) | Air | normal | hasted | |||||||||||
(HP) | (HP/cap) | (u/sec) | (u) | Weapons | Dmg./trip | Eff. | Weapons | Dmg./trip | Eff. | u/E | ||||||||
Helicopter | Airport | 135 | 2.25 | 1.30 | 1.69 | 45 u |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 5.4 /min (hasted: 10.8 /min) |
Missile: 10.0 HP/hit Range: 4.5 u 4 rounds/trip Cannon: 8.0 HP/hit Range: 2.7 u 8 rounds/trip |
104 | 1.73 |
Missile: 12.0 HP/hit Range: 8.0 u 2 rounds/trip |
24 | 0.4 | 14.4 | 9.4 | No | No |
Interceptor | Airport | 150 | 2.5 | 2.50 | 3.25 | 60 u |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 5.4 /min (hasted: 10.8 /min) |
Cannon: 10.0 HP/hit Range: 3.5 u 6 rounds/trip u |
60 | 1.00 |
Missile: 18.0 HP/hit Range: 8.0 u 6 rounds/trip Cannon: 10.0 HP/hit Range: 3.5 u 6 rounds/trip |
168 | 2.80 | 27.8 | 18.1 | No | Yes |
Striker | Airport | 140 | 2.33 | 2.30 | 2.99 | 60 u |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 5.4 /min (hasted: 10.8 /min) |
Missile: 20.0 HP/hit Range: 7.5 u 4 rounds/trip Cannon: 10.0 HP/hit Range: 3.5 u 6 rounds/trip |
140 | 2.33 |
Cannon: 10.0 HP/hit Range: 3.0 6 rounds/trip u |
60 | 1.0 | 25.6 | 16.6 | No | No |
Bomber | Airport | 145 | 1.93 |
cruise: 2.35 bomb: 1.65 |
3.06 2.14 |
75 u |
Cost: 75 cap Time: 107.1 s |
Cost: 5.3 cap/min Energy: 6.8 /min (hasted: 13.6 /min) |
Bomb: 19.0 HP/hit Range: 4.0 u 12 rounds/trip |
228 | 3.04 | N/A | 20.7 | 13.5 | No | No | ||
Transport Jet | Airport | 135 | 2.25 | 1.70 | 2.21 | 75 u |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 5.4 /min (hasted: 10.8 /min) |
N/A | 18.9 | 12.3 | No | No | |||||
Rocket | Launch Pad | 230 | 0.46 | 4.00 | N/A |
Min: 20 u Max: 60 u |
Cost: 500 cap Time: 137 s |
Cost: 35 cap/min Energy: 50.0 /launch |
600 HP epicenter3 Blast Radius: 15 u |
0.4-1.2 | N/A | No4 | No |
2) Against riflemen (infantry and commandos) strikers and helicopters USED TO deal 15% less damage with their missiles only. This was removed in the recent version 37.0 (AI release).
3) The epicenter delivers maximum damage. The gradient of the target projection area indicates damage fall off. The rocket is the only unit that delivers splash damage. Entrenched units facing the blast (that is, the blast is not int their 120° rear sector) take less damage.
4) Airborne rockets are easier to spot than normal units/structures
Sea Units
Unit | Produced By | Health | Speed | Production | Upkeep | Damage | Conquer Efficiency | Energy Eff. | Stealth | Recon | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Total | Eff. | normal | hasted | Land | Sea | Air | normal | hasted | |||||||||||||
(HP) | (HP/cap) | (u/sec) | Weapons |
avg. (HP/s) |
Eff. | Weapons |
avg. (HP/s) |
Eff. | Weapons |
avg. (HP/s) |
Eff. | (u/E) | |||||||||
Submarine | Subpen | 135 | 2.25 | 0.65 | 0.85 |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 4.8 /min (hasted: 9.6 /min) |
Torpedo5: 25.0 HP/hit Range: 5.0 u Rate: 1 round/6s |
4.16 | 6.9% |
Torpedo5: 25.0 HP/hit Range: 5.0 u Rate: 1 round/6s |
4.16 | 6.9% | N/A |
Torpedo: 6.0 HP/s Efficiency: 10.0% |
8.1 | 5.3 | Yes | No | ||
Destroyer | Shipyard | 150 | 2.5 | 0.90 | 1.17 |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 4.8 /min (hasted: 9.6 /min) |
Grenade: 3.5 HP/s Range: 4.0 u |
3.5 | 5.8% |
Depthcharge6: 12.0 HP/hit Range: 4.0 Rate: 1 round/2s |
6.06 | 10.0%6 |
Cannon1: 5.0 HP/s Range: 2.1 u |
5.01 | 8.3%1 |
Grenade: 6.0 HP/s Efficiency: 10.0% |
11.3 | 7.3 | No | Yes |
Grenade: 3.5 HP/s Range: 4.0 u |
3.5 | 5.8% | |||||||||||||||||||
Missile Ship | Shipyard | 140 | 2.33 | 0.80 | 1.04 |
Cost: 60 cap Time: 85.7 s |
Cost: 4.2 cap/min Energy: 4.8 /min (hasted: 9.6 /min) |
Grenade: 3.0 HP/s Range: 4.0 u |
3.0 | 5.0% |
Grenade: 3.0 HP/s Range: 4.0 u |
3.0 | 5.0% |
Missile: 20.0 HP/hit Range: 9.0 u Rate: 1 round/4s Cannon1: 8.0 HP/s Range: 4.0 u |
5.0 9.01 |
8.3% 13.3%1 |
Grenade: 6.0 HP/s Efficiency: 10.0% |
10.0 | 6.5 | No | No |
Cruiser | Shipyard | 270 | 2.81 | 0.70 | 0.91 |
Cost: 96 cap Time: 137.1 s |
Cost: 6.7 cap/min Energy: 7.7 /min (hasted: 15.4 /min) |
Grenade: 6.0 HP/s Range: 5.0 u |
6.0 | 6.25% |
Grenade: 6.0 HP/s Range: 5.0 u |
6.0 | 6.25% |
Cannon1: 8.0 HP/s Range: 2.1 u |
8.01 | 8.3%1 |
Grenade: 10.0 HP/s Efficiency: 10.4% |
5.45 | 3.55 | No | No |
Aircraft Carrier | Shipyard | 300 | 3.33 | 0.60 | 0.78 |
Cost: 90 cap Time: 128.6 s |
Cost: 6.7 cap/min Energy: 7.7 /min (hasted: 15.4 /min) |
N/A | N/A |
Cannon1: 12.0 HP/s Range: 4.0 u |
12.01 | 13.3%1 |
Cannon: 3.0 HP/s Efficiency: 3.3% |
4.68 | 3.04 | No | No | ||||
Landing Craft | Shipyard | 110 | 2.29 | 0.80 | 1.04 |
Cost: 48 cap Time: 68.6 s |
Cost: 3.4 cap/min Energy: 3.8 /min (hasted: 7.6 /min) |
Cannon: 2.0 HP/s Range: 2.0 u |
2.0 | 4.2% |
Cannon: 2.0 HP/s Range: 2.0 u |
2.0 | 4.2% |
Cannon1: 3.0 HP/s Range: 2.0 u |
3.01 | 6.25%1 |
Cannon: 3.0 HP/s Efficiency: 6.25% |
12.6 | 8.2 | No | No |
Merchant Ship | Port | 120 | 2.5 | 0.60 | 0.78 |
Cost: 48 cap Time: 96.0 s |
Cost: 3.4 cap/min Energy: 0.0 /min |
N/A | N/A | N/A | N/A | No | No |
1) Except Bombers
5) Submarines can attack any sea unit, Shipyards, Subpens, Ports and Refineries at sea.
6) Destroyer's depthcharge attack can only target Submarines.
Structures
Unit Production Structures
Building | Cost |
Health (HP) |
Build time [if terrain flat/rough] (seconds) |
Upkeep (cap/min) |
Costs from Production (cap/min on average) |
Overall Expenses (cap/min on average) |
Conquer Efficiency of Units produced |
Energy Usage of Units produced (energy/min) |
Additional Notes |
---|---|---|---|---|---|---|---|---|---|
Barracks | 220 | 250 | 48 / 72 | 9 | 30 | 39 | 13.9%-14.3% | 0 |
Production strength is proportional to build cost. 7 barracks cost/produce as much as 5 factories: building cost: 220 x 7 = 308 x 5 = 1540 (capital) 30 x 7 = 42 x 5 = 210 (cap/min) |
Factory | 308 | 350 | 67 / 100.5 | 12 | 42 | 54 | 11.9%-8.3%-6.3% |
0.0-4.2 (hasted: ~8.4) |
1 Refinery (+24 E/min) can supply about: 5 to 6 unhasted Tanks (-21 to -25.2 E/min) or 2 to 3 hasted ones (-16.8 to -25.2 E/min). |
Airport | 308 | 450 | 67 / 100.5 | 12 | 42 |
54 (75-79 when full)7 (33-37 when full and not producing)7 |
N/A |
5.4-6.8 (hasted: ~10.8-13.6) |
1 Refinery (+24 E/min) can supply about: 4 to 5 unhasted aircraft (-21.6 to 27 E/min) or 3 to 4 unhasted bombers (-20.4 to -27.2 E/min). |
Airstrip | 200 | 320 | 48 / 72 | 8 | N/A |
8 (29-33 when full)7 |
N/A | N/A |
stealthed cannot produce units |
Shipyard | 308 | 450 | 67 / 100.5 | 12 | 42 | 54 | 10.4%-10.0%-6.3% |
7.7-4.8-3.8 (hasted: ~15.4-9.6-7.6) |
1 Refinery (+24 E/min) can supply about: 3 unhasted cruisers/carriers (-23.1 E/min), 5 unhasted MS/destros. (-24 E/min) or 2 to 3 hasted ones (-19.2 to -28.8 E/min) and 6 unhasted transport boats or 3 hasted ones (-22.8 E/min). |
Subpen | 308 | 350 | 67 / 101.5 | 12 | 42 | 54 | 10.0% |
4.8 (hasted: 9.6) |
stealthed 1 Refinery (+24 E/min) can supply about: 5 unhasted submarines (-24 E/min) or 2 to 3 hasted ones (-19.2 to -28.8 E/min) |
Launchpad | 500 | 500 | 120 / 180 | 20 | 219 |
239 (55 when full)8 |
N/A | 40 per launch | stealthed |
7) a full airport/airstrip of 5 planes will cost additional 21 (25 with bombers) cap/min in Upkeep
8) a finished rocket costs 35 cap/min in Upkeep
Energy Production and Storage Structures
Building | Cost |
Health (HP) |
Build time [if terrain flat/rough] (seconds) |
Upkeep (cap/min) |
Energy Production (E/min) |
Energy Capacity |
Additonal Notes |
---|---|---|---|---|---|---|---|
Refinery | 264 | 300 | 58 / 87 | 11 | 25 | 25 |
"anti-stealthed" (still stealthed when built in forests or mountains) can only be build on special locations (energy wells) |
Power Plant | 264 | 300 | 58 / 87 | 11 | 10 | 25 | only 40% as efficient as a refinery, while same cost and upkeep |
Depot | 152 | 300 | 48 / 72 | 6.4 | N/A | 100 | must be connected to energy production buildings via pipelines to store energy |
Pipeline | 25 | N/A | instant | N/A | N/A | N/A |
Range: 45 u (like the range of a helicopter) Refineries and Powerplants can only have 2 pipelines connected to them. Depots can have 4 connections. |
Economy Structures
Building | Cost |
Health (HP) |
Build time (seconds) |
Capital Production |
Territory Equivalents |
Production Efficiency |
Break-even time (minutes) |
|||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
when prebuilt | flat terrain | rough terrain | (cap/min) | (1 min of prod./cost) | (cost/terr. eq.) | when prebuilt | flat terrain | rough terrain | ||||
Industry | 150 | 200 | 0 | 60 | 90 | 22 | 2.2 | 14.67 % | 68.2 | 6.82 | 7.82 | 8.32 |
Town | 300 | 400 | 0 | 150 | 225 | 45 | 4.5 | 15.00% | 66.7 | 6.67 | 9.17 | 10.42 |
Port | 250 | 300 | 0 | 120 | N/A | 38 | 3.8 | 15.20% | 65.8 | 6.58 | 8.58 | N/A |
Town + Port | 550 | 40010 | 0 | 270 | 345 | 83 | 8.3 | 15.09 % | 66.3 | 6.63 | 10.04 | 11.29 |
City |
450 (+60-202.5)9 |
900 | see below |
180 (+135)9 |
270 (+202.5)9 |
120 (75 more) |
12 (7.5 more) |
14.7%/ 12.8%/ 11.5%9 |
68.0/ 78.0/ 87.09 |
8.13/9.20 | 10.80 | 13.20 |
City + Former Town |
750 (+0-202.5)9 |
900 |
0 (+0)9 |
330 (+135)9 |
495 (+202.5)9 |
120 | 12 |
16.0%/ 14.4%/ 12.6%9 |
62.5/ 73.8/ 79.49 |
6.25 | 11.75 | 14.50 |
City + Former Town + 2 x Industry |
1050 (+20-202.5)9 |
900/200 |
20/30 (+15/22.5)9 |
330 (+135)9 |
495 (+202.5)9 |
164 | 16.4 |
15.3%/ 13.8%/ 13.1%9 |
65.2/ 72.3/ 76.49 |
6.65/6.77 | 10.70 | 12.84 |
City + Former Town + 3 x Industry |
1200 (+60-202.5)9 |
900/200 |
80/120 (+60/90)9 |
330 (+135)9 |
495 (+202.5)9 |
186 | 18.6 |
14.8%/ 13.9%/ 13.3%9 |
67.7/ 71.8/ 75.49 |
7.31/7.74 | 10.35 | 12.31 |
City + Former Town + 4 x Industry |
1350 (+105-202.5)9 |
900/200 |
140/210 (+105/157.5)9 |
330 (+135)9 |
495 (+202.5)9 |
208 | 20.8 |
14.3%/ 14.0%/ 13.4%9 |
70.0/ 71.4/ 74.69 |
7.84/8.51 | 10.09 | 11.88 |
City + Former Town + 5 x Industry |
1500 (+135-202.5)9 |
900/200 | N/A |
330 (+135)9 |
495 (+202.5)9 |
230 | 23 |
14.1%/ 13.5%9 |
71.1/ 74.09 |
N/A | 9.87 | 11.54 |
2 x (Town + Port) (Trade Route) |
1100 | 40010/300 | 50 | 270 | 345 | 166 | 16.6 | 15.09 % | 66.3 | 6.82 | 10.04 | 11.29 |
192 | 120 |
96 per ship per port. ~210 for all 411 |
~12012 | ~1212 | ~60%12 | ~1612 |
~5.5 mins after ports build (~after 3 ships unloaded) |
|||||
1292 | ~260 | ~480 | ~555 | ~28612 | ~28.612 | ~22%12 | ~4512 | ~6.9 | ~10.3 | ~11.5 |
9) plus hidden costs dependent on built-time, because the former town is not producing capital. See built
time rows for respective amounts of effective lost capital.
10) If the town is destroyed, then the port is destroyed as well.
11) Construction of the second set of merchant ships will be delayed during first unloading (mooring time
40 secs)
12) Estimated average value. It may vary depending on length of the trade route and jams at the
ports.
Aditional notes
Industry
After prebuilt capital is spend: eco structure with lowest break even time
Town
"anti-stealthed" (still stealthed when built in forests or
mountains)
When build with prebuilt capital: eco structure with 2nd lowest break even time
Port
"anti-stealthed"
Most efficient eco structure (but also most risky
one10)
Town + Port
When build with prebuilt capital: eco structure combination with lowest break even time (in 1v1).
City
"anti-stealthed" (still stealthed when built in forests or
mountains)
While the city is under construction, the former town is not producing capital.
Most inefficient
eco structure, but also quite hard to kill once finished.
City + Former Town
A completely prebuild town plus city has even less break-even time
then prebuild town plus port,
but is only possible in team games and only if 0 or 1 industries belong to player
with the city
and all other relevant industries are prebuild by his teammate(s).
City + Former Town + 2-5 x Industry
The overall efficiency and break even time is slightly better than for
the city in isolation.
If a player wants to prebuild a city (usually very risky), the less industries he
has to prebuild the more efficient it is.
If not prebuild, the efficiency slightly increases with the number
of industries. Cities on rough terrain (forest or mountains) are less efficient due to the longer buildtime, but
benefit from the added stealth.
For simplicity all industry sites and city are considered to be on the same
terrain type (flat or rough) for the calculation of the break-even times
2 x (Town + Port) (Trade Route)
Just the structures without the cost of merchant ships and income of the trade route
Merchant Ships
Just the merchant ships (usually 4 needed per trade route, depending on its length)
Overall Trade Route
Overall trade route. Most efficient eco "structure", but also very vulnerable.
Old table for buildings (Break even times for eco structures are incorrect there):
Strategies
Long-term Tips for Studying the Game
Use Sandbox to test every unit under multiple conditions from tiny battles to larger battles. The reason is to find small hidden gems like: 2 infantry actually take out 1 unprotected artillery in the open field without losing a single infantry. The same is the case for infantry vs SAM.
Both situations are very profitable, but completely different stories at a larger scale of course. Another interesting thing is to test all potential starting builds against each other on multiple types of maps.
Tips for the First Minutes of the Game
- If one of your opponent's zones are directly linked to 2 or more zones of you, without any backup nearby, make sure to attack with 8 vs 4 infantry (or better 12 vs 4). Kill them with overwhelming force and grab the zone (-12 income for your opponent and +12 income for you as well as an advantage in infantry numbers).
- Immediately make your buildings in the first 10 seconds. The quicker you build them the more you will be ahead in production.
- If you don't know what to do on a land map, but you expect your opponent to be somewhat close: build 3 factories first (with 1000 instant build budget) and some barracks followed by an oil refinery ASAP.
- If you don't know what to do on water maps it is usually a good idea to make an airfield with some strikers and a shipyard with 1 troopship and missileships.
- Usually don't start with tanks on water maps, they can not be shipped in troopships, unless you own a zone at the other side of the water.
- Always start conquering as soon as possible with your starting infantry.
Economy Denial
If you conquer enemy territories, destroy economic structures such as cities, towns, industries and disrupt trade routes you can begin to starve your enemy of capital needed for the upkeep production of new units and construction of structures
As your enemy's economy struggles it may give you a window to grow stronger and invade