Units
Six of them. Three are infantry, trained at a Barracks and housed by your Barracks and Training Yards. The other three are vehicles, which are not trained at all — they are assembled out of the first three. For now every unit is used for one thing: carrying resources home from deposits.
Costs and requirements
Tables scroll sideways on a narrow screen.
| Unit | Level | Made at | Costs | Time each |
|---|---|---|---|---|
| Infantry | 1 | Barracks | 50 gold | 30s |
| Scout | 2 | Barracks | 50 gold | 45s |
| Heavy Infantry | 4 | Barracks | 50 gold | 1m 30s |
| Recon Drone | 3 | Factory | 4 Scouts + 150 gold · 75 materials · 40 energy, for two | 1m |
| Light Tank | 5 | Factory | 4 Infantry + 200 gold · 100 materials · 50 energy | 3m |
| Battle Tank | 7 | Factory | 4 Heavy Infantry + 400 gold · 200 materials · 100 energy | 5m |
All three infantry types cost exactly 50 gold and nothing else, which makes them the only troops you can raise from mine income alone. What separates them is training time and what they carry, not price.
They are housed in a different pool, cancelled on different terms, and can be taken back apart. None of that fits on a page about troops — see vehicles. Note also that although the Recon Drone unlocks at level 3, every vehicle is assembled at a Factory, and a Factory needs level 4.
Statistics
| Unit | Health | Attack | Defence | Speed | Range | Carry |
|---|---|---|---|---|---|---|
| Infantry | 100 | 15 | 5 | 2 | 1 | 50 |
| Scout | 60 | 10 | 3 | 5 | 1 | 25 |
| Heavy Infantry | 200 | 30 | 15 | 1 | 1 | 80 |
| Recon Drone | 120 | 20 | 6 | 7.5 | 5 | 50 |
| Light Tank | 400 | 60 | 20 | 3 | 2 | 200 |
| Battle Tank | 800 | 120 | 60 | 1.5 | 3 | 320 |
Health, attack, defence and range are recorded for every unit and are raised by military research, but there is no battle system in the game yet — nothing attacks your base and you cannot attack anyone else's. Until that changes, the two numbers that matter are speed and carry.
Speed, in plain minutes
A party crosses one world tile in 30 seconds divided by its speed — and it moves at the pace of its slowest member, so one Heavy Infantry walking with a column of Light Tanks drags the whole party down to speed 1.
| Speed | Units | Per tile | 10 tiles out |
|---|---|---|---|
| 7.5 | Recon Drone | 4s | 40s |
| 5 | Scout | 6s | 1m |
| 3 | Light Tank | 10s | 1m 40s |
| 2 | Infantry | 15s | 2m 30s |
| 1.5 | Battle Tank | 20s | 3m 20s |
| 1 | Heavy Infantry | 30s | 5m |
Which unit should I actually build?
Housing is the constraint, not gold — you will hit your Training Yard cap long before you run out of money. So the question is how much does one housing place carry, traded against how long the trip takes.
| Unit | Carry per place | Per tile | Verdict |
|---|---|---|---|
| Battle Tank | 320 | 20s | Best haul in the game. Needs level 7 and four Heavy Infantry apiece. |
| Light Tank | 200 | 10s | The all-rounder, and the first conversion worth making. |
| Heavy Infantry | 80 | 30s | Cheap bulk, but forces speed 1. Mostly Battle Tank feedstock. |
| Recon Drone | 50 | 4s | Same load as an Infantry, at nearly four times the pace. Best on near deposits. |
| Infantry | 50 | 15s | Available immediately, 50 gold, decent pace. Your whole early game. |
| Scout | 25 | 6s | Half an Infantry's load for the same price. Build them to convert, not to send. |
- Never mix a slow unit into a fast party. One Heavy Infantry in a party of Light Tanks triples the travel time and adds 80 to the load.
- Early game: Infantry, and lots of them. 50 gold, speed 2, carries 50. Nothing else is available and nothing else needs to be.
- Once you have a Factory: convert. Four Infantry become one Light Tank that lifts the same 200 in one housing place at better than Infantry pace.
- The Scout is only worth building in fours. Sent as-is it is the worst hauler in the game; converted, it makes the fastest.
Training and housing
- There are two housing pools and they never mix. Infantry go in training space — 5 per Barracks and 15 per Training Yard at level 1, doubling with each upgrade. Vehicles go in vehicle bays — 5 per Factory and 15 per Motor Pool. A full Training Yard does not stop you building a tank, and an empty Motor Pool does not let you train more infantry. See training space and vehicles.
- Units in the queue count against the cap as soon as you order them, so you cannot queue past your limit and be surprised later.
- One batch at a time, per building. A Barracks takes one order and then queues; the row says BUSY with the wait on it. Build the second Barracks the cap allows, or rent a Field Barracks Tent — the offer appears on the blocked row itself.
- The MAX button never lies. Beside the quantity stepper it reads MAX 12, and that figure is already capped by what you can afford, what troops you have ready, and how much room is free in that unit's own pool. The largest single order is 99.
- Ordering is refused before you pay. If you are over your housing cap or short on resources, the order is rejected and costs you nothing — the row tells you which, with NO ROOM, NO BAY, NO TROOPS or CAN'T AFFORD.
- Cancelling a training order refunds half its cost. Cancelling a vehicle order does not — it returns the troops instead. See vehicles.
- New units are housed in the facility that made them, and you can move them afterwards. See training space.
- Units on an expedition still occupy their housing place and cannot be sent on a second run until they are home.