Drag to pan · scroll to zoom · click your buildings to manage them
ARMS LOGISTICA
WARS AREN'T WON BY TACTICS. THEY'RE WON BY FACTORIES.
ALPHA TEST · expect bugs, rough edges and balance changes
Four giant factions are at war over the continent. You make the weapons. Mine steel, build factories, run supply lines, research new arms, and choose who you sell to. Just remember: whoever you arm, their enemies remember.
Be the richest company when the war ends (net worth: cash plus what your buildings and stock are worth). The war ends when time runs out or one alliance wipes out the other.
Make things
Steel works go on iron ore (grey rocks), oil wells on oil fields (black pools), chemical plants on salt flats (white crystals).
A factory turns materials into one kind of weapon. Pick its product, upgrade it for more output.
Research labs (and your HQ, slowly) earn research points for new weapons and better logistics.
Every building has upkeep. Go below -$3,000 and you're bankrupt.
Move things
Click a building, then Ship to… and click where it goes: another of your buildings (materials to a factory) or a faction's city (to sell weapons).
Convoys travel by road and sea. Crossing land owned by a faction that dislikes you, or a battlefield, risks a raid. Research Railways, Armed escorts and Air cargo.
Pick your customers
Selling to a faction makes it like you, its allies a little too, and its enemies hate you.
You can't build within a few tiles of a border where a battle is going on; the rest of the province is fine.
Factions that turn wary won't let you build on their land. Hostile ones raid your convoys.
To win a faction back, keep shipping weapons to its cities: wary factions pay 60% of the price, hostile ones 25%, but every delivery rebuilds trust faster than a normal sale. A faction never raids a convoy that's bringing it weapons.
If a hostile faction captures a province, it seizes your buildings there. They're gone for good.
Weapons you sell really go to the front: arm a faction well and it starts winning. Prices rise where fighting is hot.
Factions post contracts with bonus pay. Fail one and they'll be angry.
The black market
Politics (public): incite a war between two factions (war fever: higher prices and fatter contracts for 3 minutes), broker a ceasefire, lobby a faction, or smear a rival with one.
Dirty work (anonymous): blow up a rival's building in an "industrial accident" (the tile is then free to grab), stir up a strike, or hijack every convoy they have on the road.
Hire security to guard a building: it foils the next accident or strike and stops one seizure.
Every job makes that job dearer for everyone, rivals included, and prices cool off over time.
Controls
Drag to pan, scroll or pinch to zoom. H find your HQ · Esc cancel · Space pause (solo) · 1–5 tabs