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Units

There are four military unit types: infantry, tanks, missiles, and jets. They are produced in factories or crafted at home, then spent as troops in war.

Units consume a fixed recipe of resources plus Levcoins:

Unit Iron Coal Oil Water Lithium Uranium Levcoins
Infantry 350 175 - 175 - - 250
Tank 875 525 350 175 - - 750
Missile 525 350 525 - 350 175 1250
Jet 700 350 700 - 175 - 1000

Military output per shift is (2 × level + floor(level / 5)) × 2: 44 units at level 10, 220 at level 50. Worker stats do not change this output. Each factory level reduces recipe costs by 1%, up to 50% at level 50. Inputs and wages come from the company warehouse; all units return there. Home production uses personal storage, pays the full recipe and produces exactly the requested quantity.

These are base outputs. Company tier adds 5% for a company or 10% for a public company, rounded to whole units. Personal stats, badges, loyalty and regional bonuses do not affect military output.

All unit types use the same damage formula: there are no per-unit attack or health stats. What makes them different is:

  1. Cost: the recipe above.
  2. Terrain: each troop type is strong or weak on different terrain.

Each troop you commit adds +1% to that attack’s damage, so bigger pushes hit harder. The number you can commit per attack is capped by your coordination (coordination ÷ 20, +1 per 5 levels above 1): sending more than the cap has no effect.

Damage is modified by terrain, by troop type (percent modifier):

Terrain Tanks Jets Infantry Missiles
Forest −15 −10 +20 −5
Desert +3 +3 +5 +2
Hills +10 +15 +10 +15
Jungle −10 −20 +5 −20
Swamp −15 +10 −5 +10
Mountains +20 +20 −15 +5
Plains +20 +20 +10 +20
Urban +15 −15 +15 −20

Pick your troop type to match where you’re fighting: infantry dominate forests, armor and air power excel on plains and in mountains, and jungles punish almost everything except infantry.