Units and doctrine
You don’t have to fight alone. A military unit is a group of players with a shared treasury and a chosen allegiance, and it powers up week by week through its doctrine.
Founding and joining
Section titled “Founding and joining”- Founding costs 100 gold. Found a unit alone and you pay all of it, or open a draft and invite up to 5 co-founders: the commander pays a 20 gold premium and the other 80 gold is split evenly between the commander and the co-founders. With all 5 co-founders on board, the commander pays only the premium and each co-founder pays 16 gold.
- A unit belongs to one nation. It is based in its founder’s country of citizenship and only takes citizens of that country: co-founders, new members and applicants alike. This holds for mercenary units too. Your citizenship is what counts, not where you happen to be travelling.
- Up to 12 members. An open unit lets citizens join in one click. A closed unit takes applications, approved by the commander or one of the unit’s two captains. You can have 5 applications pending at once, and after a rejection you must wait 24 hours before applying to that same unit again.
- Allegiance is permanent. Nationalist or mercenary is chosen at founding and can’t be changed later.
Nationalist or mercenary
Section titled “Nationalist or mercenary”Every unit picks how it fights:
- Nationalist units serve their homeland’s wars. When their country’s President or Minister of Defense allocates food and ammunition from the national stockpile to a battle, only citizens in nationalist units can draw on it (up to a per-player cap, first come, first served, on their own country’s side). Like players without a unit, nationalists earn combat medal progress only in battles their country or its allies are fighting.
- Mercenary units fight for gold. A country’s President or Minister of Defense can post a bounty on a battle it is fighting: a pool of gold that pays a set rate, between 0.01 and 0.2 gold per 100 damage, to mercenary-unit fighters on that side, in the order the damage was dealt, until the pool runs out. Bounty gold is paid into the fighter’s unit treasury, not their own wallet, and any unspent gold goes back to the country. Mercenaries earn combat medal progress in any battle, but at 70% of the normal rate.
The shared treasury
Section titled “The shared treasury”Every unit has a treasury that fills automatically from its members’ activity: 5% of each member’s wage from shifts worked for an employer, 5% of every item sale a member makes on the market, and all mercenary bounty gold. Wage and market cuts arrive in the currency they were earned in, bounties in gold. Every payment is recorded in the unit ledger under the member who earned it, so a unit’s strength reflects the sustained effort of its members rather than any single player. For now the treasury only collects: there is no way to withdraw or spend from it.
Doctrine
Section titled “Doctrine”There are four doctrine tracks, each five tiers deep, and a unit can field three of them: Offensive and Defensive are open to every unit, Economy is for nationalist units only, and Mercenary is for mercenary units only. Tiers are paid for with the unit’s Service Records, which members earn by claiming their daily missions (3 SR for an easy mission, 6 for a medium, 12 for a hard). A member who claims all five of their daily missions adds 30 SR a day. The SR goes to the unit you’re in when you claim, and only the commander can spend it to promote a track.
Doctrine runs on a weekly cycle. Ranks are not permanent: every game week (Monday 00:00 UTC to the next Monday) the tracks reset to zero, the SR pool empties (unspent SR does not carry over), and the unit climbs again with the Service Records it earns that week. The bonuses below apply to every member for as long as the current week’s rank holds. Within the week they are cumulative: reaching a tier keeps everything below it.
The weekly numbers:
| Advance into tier | SR cost |
|---|---|
| 1 | 100 |
| 2 | 200 |
| 3 | 300 |
| 4 | 400 |
| 5 | 500 |
Maxing one track costs 1,500 SR for the week, and a unit can earn at most 2,000 SR per week (missions claimed after that pay no SR until the reset), so a focused, active unit can fully max one doctrine and still part-fund a second before the reset.
Offensive
Section titled “Offensive”Sharpens the unit’s teeth in battle.
| Tier | Bonus |
|---|---|
| 1 | +2% damage in the unit’s order-of-the-day battle |
| 2 | Order-of-the-day damage rises to +7% |
| 3 | +3% damage in every other battle |
| 4 | Order-of-the-day damage rises to +10%; +3% chance that an attack which lands refunds its energy |
| 5 | All-other-battle damage rises to +8% |
The order of the day is the battle the unit’s commander or a captain has pointed the unit at; either can change or clear it at any time. The order-of-the-day bonus and the all-battles bonus don’t stack: you get the higher order-of-the-day figure when you fight the unit’s called battle, and the all-battles figure everywhere else.
Defensive
Section titled “Defensive”Makes the unit’s gear last and its workshop pay off.
| Tier | Bonus |
|---|---|
| 1 | Equipment wears out 5% slower in battle |
| 2 | Repairs cost 5% fewer components |
| 3 | +5% components returned when you salvage |
| 4 | +3% chance to keep the higher roll on each crafted stat |
| 5 | Craft high-roll chance rises to +5% |
Economy
Section titled “Economy”Nationalist units only. Turns the unit’s activity into money and output.
| Tier | Bonus |
|---|---|
| 1 | +5% experience from battle hits |
| 2 | Your first 10 employee shifts each week pay no work tax or income tax |
| 3 | +5% gold from combat medals and achievements |
| 4 | Tax-free employee shifts rise to 20 a week |
| 5 | +5% production on the first of your own companies you work each day |
The tax-free shifts are counted per member, and the 5% unit cut is still taken from them.
Mercenary
Section titled “Mercenary”Mercenary units only. Pays off for chasing bounties.
| Tier | Bonus |
|---|---|
| 1 | +3% damage in battles where your side has a bounty with gold left in its pool |
| 2 | No effect yet: the damage contracts it refers to are not in the game |
| 3 | Work 3 of your own companies each day without paying the operating licence |
| 4 | Bounty damage rises to +5% |
| 5 | Licence-free companies rise to 5 a day |
The bounty damage bonus multiplies with the Offensive track’s damage bonus, and the licence-free companies are counted per member.
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