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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.

Every unit picks how it fights:

  • Nationalist units serve their homeland’s wars. They fight on arms the state allocates to the front through its Ministry of Defense, drawing from the country’s supply rather than each member’s own ammo.
  • Mercenary units fight for gold. Instead of state supply, they cash per-battle bounties into the unit treasury and go wherever it pays. The trade-off: mercenaries earn combat medal progress at 70% of the normal rate.

A unit pools resources in a treasury that its members contribute to and the unit spends from. Contributions are tracked, so a unit’s strength reflects the sustained effort of its members rather than any single player. Nationalist supply and mercenary bounties both flow through here.

A unit advances along three doctrine tracks, each five tiers deep. Tiers are paid for with the unit’s Service Records, earned mainly from members completing daily missions.

Doctrine runs on a weekly cycle. Ranks are not permanent: every game week (Monday to Monday) the tracks reset to zero, and the unit climbs again with the Service Records it earns that week. The bonuses below apply 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 bank at most 2,000 SR per week, so a focused, active unit can fully max one doctrine and still part-fund a second before the reset.

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 a hit refunds its energy
5 All-other-battle damage rises to +8%

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.

Makes the unit’s gear last and its workshop pay off.

Tier Bonus
1 Equipment wears out 5% slower
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%

Turns the unit’s activity into money and output.

Tier Bonus
1 +5% experience from battle hits
2 10 work shifts a week are exempt from country taxes
3 +5% gold from medals and achievements
4 Tax-free work shifts rise to 20 a week
5 +5% production on the first company you work yourself each day