← RUINS OF COMMANDFIELD MANUAL • ALPHA 0.5
KNOWLEDGE BASE

The field manual

This is the practical version of the rules: what a building actually does, why you would train a unit, what happens to loot, and which mistakes cost armies. The game is still in alpha, so this manual moves with the rules.

01

Campaign basics

Every province has its own troops, population and stockpile. Steel, Oil and Food are produced locally and stop accumulating when that province reaches its Warehouse capacity. Sending troops removes them from the province until they physically return.

Remember this

There is no invisible global army and no instant raid payout. If the formation is on the road, the troops and anything they are carrying are still on the road.

Neutral provinces are part of the same living campaign. Their local resources grow under the same production and Warehouse rules, while their buildings, garrisons and scout screens continue developing as the world gets older.

02

Movement and travel time

The slowest unit sets the pace for the whole formation. Mixing one artillery piece into a fast tank raid slows the entire force.

Light Tanks45 sec / sector
Medium Tanks55 sec / sector
Infantry / MG75 sec / sector
AT / Artillery95 sec / sector

Normal attack travel also includes a small fixed departure time. Recon missions use their own route timing: 35 seconds departure plus 58 seconds per sector. Occupation forces carrying an Occupation Officer are deliberately slower, with a minimum formation pace of 165 seconds per sector.

03

Combat: build a force for the job

Combat is not a single attack number. MG teams punish infantry-heavy formations. AT guns become much more valuable when armor appears. Light Tanks are now deliberately attack-oriented: fast and dangerous on offense, but less efficient when parked in defensive formations. Medium Tanks apply breakthrough pressure to infantry and MG lines. Artillery suppresses fortifications while the battle is happening, but is a poor frontline defensive unit.

Terrain helps the defender: Forest, Hills and especially Urban provinces are harder to crack. Bunkers multiply defensive power on top of terrain, so attacking a fortified city with only infantry is intentionally painful.

Artillery can permanently damage a Bunker

A serious bombardment can knock one or more levels off the target Bunker. A winning attack can cause up to three levels of damage in one battle. A failed but very heavy bombardment can still cause limited damage.

04

Unit roles

UnitCostPopTravel / sectorAttackDefenseGood atWatch out for
Rifle Infantry1 Steel + 4 Food175s1.01.15Cheap mass, raids, absorbing lossesMG fire, armor, fortified positions
MG Team5 Steel + 8 Food375s2.43.8Infantry-heavy armies, defensive linesArmor and AT-supported breakthroughs
Anti-Tank Gun12 Steel + 1 Oil + 10 Food495s3.24.0Light and medium armorInfantry mass, fast operations
Field Artillery15 Steel + 1 Oil + 11 Food595s4.03.4Bunkers and prepared positionsFast raids, direct defensive combat
Light Tank24 Steel + 9 Oil + 12 Food645s6.05.2Fast raids, offensive mobility, exposed soft targetsAT guns, static defensive duty
Medium Tank38 Steel + 16 Oil + 16 Food870s8.08.5Breakthroughs, infantry/MG lines, heavy haulingDedicated AT defenses
Recon Scout3 Steel + 7 Food258s recon——Intelligence, terrain/Bunker/garrison reconnaissanceEnemy scout screens; carries no loot
Occupation OfficerOfficer Commission0165s min.——Reducing Command Authority and capturing provincesDoes not add combat power; can be lost with a destroyed occupation force

Attack and Defense are read directly from the live combat balance for regular combat units. Matchup bonuses, combined-arms effects, terrain and Bunkers are applied on top. Recon Scouts and Occupation Officers deliberately show no normal Attack/Defense value because they use separate systems and do not contribute ordinary combat power.

Special personnel are not combat stat sticks

Recon Scouts only fight other Scouts during reconnaissance and carry zero loot. Occupation Officers travel with a combat formation but do not increase its battle strength; their job is to turn a successful attack into Command Authority damage and eventual conquest.

Why build tanks?

Because they turn resources and population into mobile combat power. Light Tanks are the fastest combat unit, carry far more raid loot than infantry and now lean more clearly toward offense than static defense. Medium Tanks are slower than Light Tanks but hit much harder and are specifically better at breaking infantry/MG defensive lines.

05

Raids, loot and Bunkers

A raid never invents resources. The target can only lose what is actually in its local Steel, Oil and Food stockpiles.

  1. The province produces resources normally up to its Warehouse cap.
  2. The Bunker hides part of each local stockpile from raiders.
  3. Your surviving troops can only take from the unprotected amount.
  4. Their carrying capacity decides how much of that available amount fits.
  5. Loot arrives only when the surviving force returns home.

Each Bunker level hides 7.5% of each resource, up to 75% at Bunker Lv.10.

06

Recon Scouts and intelligence age

Recon Scouts cost 3 Steel + 7 Food each, use 2 population and require Barracks Lv.2. Selecting one or more Recon Scouts in Operations turns the formation into a reconnaissance mission. Regular troops may accompany the Scouts as an escort formation and return with the patrol. Scouts fight the opposing scout screen, carry no loot and use a route time of 35 seconds departure plus 58 seconds per sector.

Neutral provinces with Barracks Lv.2 or higher now maintain their own scout screens. Stronger neutral classes, higher Barracks levels and older worlds produce larger screens. Neutral scout losses recover gradually during the same 30-minute progression cycle as their normal garrison, so a successful scout battle creates a temporary intelligence opportunity rather than permanently removing reconnaissance resistance.

Full reconnaissance can reveal terrain, Bunker level and observed garrison composition. Partial reconnaissance provides terrain, Bunker and estimated garrison intelligence. A patrol that is repulsed but survives can still return basic terrain intelligence.

Intel is a snapshot, not live tracking

The command screen shows when the province was last scouted and a confidence label. After roughly six hours confidence begins dropping; after a full day the card is marked STALE.

07

The operation planner

The Operations planner is the shared formation builder for attacks and reconnaissance. Selecting regular combat troops issues an attack; adding Recon Scouts changes the order into a reconnaissance mission and may include regular troops as escort. Occupation Officers are selected directly in the same roster and enable occupation after a successful combat mission. The planner shows travel time, committed troop count, carrying capacity, intel confidence, known terrain and known Bunker level.

There is deliberately no exact win percentage. Recon can be old, battle variation exists and casualties change the force that survives to carry loot home.

08

Building progression

The settlement tree follows the actual construction gates used by the game. Command Center level opens the main branches, while Living Quarters independently determine whether your province has enough population to support the buildings and troops you want.

BUILDING ROADMAP

Settlement progression

The live tree is arranged from foundation to war economy. Deeper branches cross-connect, so rushing Command Center alone is not enough.

01
FOUNDATIONStart
02
EXPANSIONHQ 1–2
03
INFRASTRUCTUREHQ 2–3
04
WAR ECONOMYHQ 4–5
Command
START

Command Center

MAX 10

Core progression hub. Raises local production and opens the main settlement branches.

REQUIRESIndependent root
1Lv.1 basic expansion2Lv.2 industry + defense3Lv.3 oil industry4Lv.4 armor5Lv.5 strategic command6Lv.6–10 late-game gates
Logistics
HQ 1

Warehouse

MAX 10

Raises local stockpile capacity and supports larger construction, recruitment and trade cycles.

REQUIRESCommand Center Lv.1
1Lv.1 local storage2Lv.3 regional reserve3Lv.5 operational stockpile4Lv.8 strategic reserve5Lv.10 maximum storage
Logistics
HQ 2

Supply Depot

MAX 10

Physical logistics branch: World Market access, convoy throughput and movement speed.

REQUIRESCommand Center Lv.2Warehouse Lv.1
1Lv.1 market + 1 convoy2Lv.3 2 convoy slots3Lv.5 3 convoy slots4Lv.7 4 convoy slots5Lv.9 5 convoy slots
Military
HQ 4

Tank Factory

MAX 10

Deep military branch for mobile and heavy support forces. Requires manpower and industrial infrastructure.

REQUIRESCommand Center Lv.4Barracks Lv.2Steel Works Lv.2Oil Refinery Lv.1
1Lv.1 Light Tanks2Lv.2 Field Artillery3Lv.3 Medium Tanks4Lv.5 increased production throughput5Lv.10 maximum production output
Civil
START

Living Quarters

MAX 30

Population ceiling for buildings, home forces, queues and deployed support.

REQUIRESIndependent root
1Lv.1 starter capacity2Lv.5 early army growth3Lv.10 regional force4Lv.20 major hub5Lv.30 maximum population
Military
HQ 1

Barracks

MAX 10

Primary manpower branch for Rifle Infantry, MG Teams, Anti-Tank Guns and Recon Scouts.

REQUIRESCommand Center Lv.1Living Quarters Lv.1
1Lv.1 Rifle Infantry2Lv.2 MG Teams + Recon Scouts3Lv.3 Anti-Tank Guns4Lv.5 faster queues5Lv.9–10 late infantry production
Defense
HQ 2

Bunker

MAX 10

Static defense branch. Improves defensive power and protects local resources from raids.

REQUIRESCommand Center Lv.2Barracks Lv.1
1Lv.1 local fortification2Lv.3 hardened defense3Lv.5 fortified hub4Lv.8 fortress5Lv.10 maximum raid protection
Strategic
HQ 5

War Office

MAX 10

Occupation command, Officer Commissions, commander slots and conquest administration.

REQUIRESCommand Center Lv.5
1Lv.1 occupation command2Lv.3 commission discount3Lv.5 second command slot4Lv.7 deeper discount5Lv.8 third command slot6Lv.10 maximum administration
Civil
START

Farm

MAX 30

Food production branch. Can continue growing long after Command Center reaches max level.

REQUIRESIndependent root
1Lv.1 survival economy2Lv.5 standing army support3Lv.10 war economy4Lv.20 major food hub5Lv.30 maximum output
Industry
HQ 2

Steel Works

MAX 30

Steel production backbone for buildings, support weapons and armored production.

REQUIRESCommand Center Lv.2
1Lv.1 industrial base2Lv.5 military production3Lv.10 heavy construction4Lv.20 war industry5Lv.30 maximum steel output
Industry
HQ 3

Oil Refinery

MAX 30

Oil production required for mobile warfare, armor and higher-tempo logistics.

REQUIRESCommand Center Lv.3Steel Works Lv.1
1Lv.1 basic fuel supply2Lv.5 armored support3Lv.10 mechanized economy4Lv.20 strategic fuel hub5Lv.30 maximum oil output
Strategic
HQ 5

Alliance Centre

MAX 10

Alliance founding and scaling member capacity for organized regional warfare.

REQUIRESCommand Center Lv.5
1Lv.1 found alliance2Lv.3 expanded roster3Lv.5 regional coalition4Lv.8 major alliance5Lv.10 maximum member cap
CONNECTED PROGRESSION

Tank Factory requires Barracks, Steel Works and Oil Refinery. Supply Depot requires Warehouse. Your province therefore develops as a network instead of a straight HQ rush.

LONG-TERM GROWTH

Farm, Steel Works, Oil Refinery and Living Quarters continue to Lv.30 even after Command Center reaches Lv.10. Their approved province artwork scales across the full progression.

WORLD MAP PROGRESSION

Your province grows on the theater map

The world map uses total Province Points from normal building development. Crossing a threshold automatically swaps the settlement tile.

World map settlement tier 1TIER 1
0–2,999 pts

Small settlement

The smallest village tile. Early building levels add points while the world-map silhouette stays modest.

World map settlement tier 2TIER 2
3,000–7,999 pts

Developed settlement

At 3,000 province points the world-map art upgrades automatically into a visibly denser settlement.

World map settlement tier 3TIER 3
8,000–14,999 pts

Major town

At 8,000 points the province becomes a major regional settlement on the theater map.

World map settlement tier 4TIER 4
15,000+ pts

Strategic city

At 15,000 points the province uses the largest current settlement artwork.

Visual progression:The settlement tier itself does not add combat power. The buildings that earned the Province Points provide the actual economy, population, logistics and defense effects.

What the buildings actually do

Command Center increases total local Steel, Oil and Food production by 8% per level. Living Quarters set population capacity. Farm, Steel Works and Oil Refinery each progress to Lv.30 and add their resource production before the Command Center multiplier. Warehouse sets the hard local storage cap. Barracks trains Rifle Infantry (Lv.1), MG Teams and Recon Scouts (Lv.2), and Anti-Tank Guns (Lv.3). Tank Factory produces Light Tanks (Lv.1), Field Artillery (Lv.2) and Medium Tanks (Lv.3). Barracks and Tank Factory accelerate their own training and gain extra production queues at higher levels.

Command Center is capped at Lv.10. Living Quarters, Farm, Steel Works and Oil Refinery are the long progression buildings and reach Lv.30. Warehouse, Barracks, Supply Depot, Bunker and Tank Factory reach Lv.10.

Bunker gives +18% defensive power per level and hides 7.5% of each local resource per level from raids, up to 75%. Artillery can permanently destroy Bunker levels.

Supply Depot and convoys

World Market access requires Supply Depot Lv.1 in the province using the market. The Depot also controls outbound convoy capacity and convoy speed. Lv.1–2 provides 1 simultaneous outbound convoy, Lv.3–4 provides 2, Lv.5–6 provides 3, Lv.7–8 provides 4 and Lv.9–10 provides 5. Each Depot level adds 10% convoy speed. Internal resource transfers and accepted market trades use the same physical outbound convoy slots.

An open market offer does not reserve a convoy slot. The slot is needed when another commander accepts the trade and the resources actually leave both provinces.

Special command buildings

War Office unlocks Officer Commissions and occupation command. It provides 1 commander slot from Lv.1, 2 from Lv.5 and 3 from Lv.8. Commission resource cost becomes 10% cheaper at Lv.3, 15% at Lv.5, 20% at Lv.7 and 25% at Lv.10.

Alliance Centre unlocks alliance founding at Lv.1. Every level raises the founder alliance's member capacity: 10 members at Lv.1, then +5 for every additional level, reaching 55 at Lv.10.

Upgrade gates now follow readable branches instead of unrelated formulas: basic economy can run ahead of HQ, military/logistics track close to HQ, Oil Refinery sits one step behind and Tank Factory is the deepest branch.

09

Raiding is not conquering

A normal victory does not hand you the province. Without an Occupation Officer, a winning force raids the target and comes home. An Occupation Officer lets successful attacks damage Command Authority. Reduce that authority to zero to capture the province.

Occupation Officer

An Officer contributes no normal Attack or Defense. The formation still has to win the battle using its actual combat troops. On a successful attack, the Officer enables Command Authority damage. Occupation formations move at a minimum of 165 seconds per sector, and an Officer is lost if the occupation force is completely destroyed.

FIELD NOTES

Latest gameplay changes

Field Manual synchronized

The building roadmap now includes all 12 live province buildings and their approved artwork. Resource production buildings show their current Lv.30 progression, Tank Factory correctly lists Field Artillery at Lv.2, and the Operations documentation now reflects integrated Recon Scouts, escorted recon and selectable Occupation Officers.

Occupation Officer joins the formation

The Raid/Conquest selector has been removed. Occupation Officers are now selected directly in the attack force roster; their presence determines whether a successful attack can proceed into occupation.

Village Command — cinematic redesign

The enemy village window has been rebuilt as a larger military command screen. A persistent player dossier now includes commander points, campaign rank and alliance strength, while Operations and battlefield Dossier occupy a dedicated operational workspace.

Village Command 2.0

The map village interaction has been rebuilt as an operations console with dedicated Operations and Dossier stations. Target identification, intelligence and reconnaissance now share one compact military UI instead of the previous card-and-tab dashboard layout.

Tactical overlay reset

Village command has been reduced to a smaller tactical overlay. Intel no longer embeds the full commander profile; it now presents only actionable target facts, known garrison and a compact commander reference.

Attack Command polish

The village attack board now uses explicit Raid and Conquest mission modes, denser force rows and a flatter mission summary. Desktop proportions have been reduced again and the visible internal scrollbar removed so the primary combat decision remains on one screen.

Compact Attack Board

The enemy village attack flow has been rebuilt around a fixed command panel. Unit deployment uses compact rows with quick-select controls, secondary estimates have been collapsed to mission essentials, and the final raid or conquest order remains visible while configuring the force.

Village Command rebuilt

The map village interface now uses progressive disclosure: Attack, Recon and Intel each have a dedicated compact view. The window is viewport-bounded, duplicated target data has been removed, and commander details no longer compete with the primary military action.

Tactical Command UI

The map village command interface now uses a focused target dossier, compact intelligence picture, integrated reconnaissance controls and a dedicated field-operation board. Commander information has been condensed so force selection, tactical assessment and issuing the final order remain the primary actions.

Theater Command interface redesign

Selecting a village opens a redesigned, responsive command workspace. Military intelligence and reconnaissance are separated from the operation planner, with a clearer deployment roster, travel and logistics estimates, tactical warnings and explicit raid or conquest orders. Owned-village garrison, production and support controls remain available.

AI attacks: 15,000-point threshold

AI commanders can target human-controlled provinces only when their owner has more than 15,000 combined village points. At or below 15,000, AI-initiated attacks are disabled. Eligible players may be raided or attacked for conquest when AI strategy and available military strength permit it. AI commanders can still fight each other regardless of this threshold.

Fair AI economy

AI commanders now pay for buildings and units through the same construction and recruitment queues as human players. Building requirements, resource costs, population limits and production time apply to AI. War Office and Alliance Centre upgrades can no longer be granted instantly. New AI commanders begin with one province; existing Campaign #001 territory and armies remain intact.

Military production and recruitment

Field Artillery is now produced at Tank Factory Lv.2 alongside Light Tanks (Lv.1) and Medium Tanks (Lv.3). Barracks trains Rifle Infantry, MG Teams, Anti-Tank Guns and Recon Scouts. Existing artillery orders remain in the queue. Recruitment panels now show unit roles and compact production summaries.

Field Orders and command windows

The seven-order tutorial now requires explicit objective completion and keeps the current screen open when dismissed. Headquarters, Barracks and Tank Factory command windows use more compact layouts.

First Command tutorial

New commanders now receive a seven-order guided introduction covering province command, Headquarters expansion, industry, recruitment, theater navigation and intelligence. SHOW ME actions open the relevant province building or command screen directly.

Field supply packages

Tutorial rewards are issued as claimable supply packages instead of being forced directly into local stockpiles. New commanders begin with full resource storage and can claim earned packages when they have room for the supplies.

Starting province progression adjusted

New starting provinces no longer begin with Steel Works or Refinery already constructed, allowing the industry tutorial and early building progression to play as intended.

World Theater interface update

The campaign map now uses more of the available command screen, shows basic province information on hover, identifies province commanders correctly and improves ownership and alliance control visibility.

Province building command windows

Building management now opens as a floating command panel so the live province settlement remains visible behind the interface.

Neutral scout screens

Neutral provinces with Barracks Lv.2+ now rebuild Recon Scout screens based on province class, Barracks level and world age. Scout losses recover gradually rather than instantly.

Special personnel added to Unit Roles

Recon Scouts and Occupation Officers now appear alongside the regular units in the Field Manual. Their separate recon and conquest mechanics are clearly distinguished from ordinary Attack and Defense combat stats.

Combat role balance pass

Light Tanks now have 6.0 base Attack and 5.2 Defense, reinforcing their offensive mobility role. Artillery remains 4.0 Attack but drops to 3.4 Defense so its value comes from bunker suppression, breach and bombardment rather than frontline staying power. The Field Manual reads these values from the live combat constants to prevent documentation drift.

Unit combat values documented

The Unit Roles table now shows the live base Attack and Defense value for every regular combat unit, with a note explaining that matchup, combined-arms, terrain and Bunker modifiers are applied on top.

Building perk and logistics pass

Command Centers now boost total local production, building upgrade gates were simplified, Supply Depots unlock the World Market and provide physical convoy slots, War Offices reduce commission costs at higher levels, and Alliance Centres now determine real member capacity.

Living neutral world

Neutral settlements continue developing buildings according to province class, world age and individual growth tempo. Their evolving Barracks, Factory and Bunker levels feed directly into the garrison they rebuild.

Intel confidence and tactical planner

Enemy province cards show intelligence age and confidence. The operation planner shows travel time, carry capacity and tactical warnings instead of an exact combat power ratio.

Combined-arms pass

Medium Tanks gained breakthrough pressure, Light Tanks became more exposed to AT, artillery suppresses fortifications, and Bunkers can lose levels in combat.