Docs  /  Gameplay  /  Match Flow

Match Flow

Match start, win condition, eliminated-player spoils, defensive comeback bonus, and fog of war — the rules that shape a match's arc from T=0 to victory screen.

Match Setup

Player count
1–24. Any mix of human and AI; configurable per slot.
Teams
1–12 teams of 1–12 players (any combo summing to ≤24). Free-for-all default.
Loadout
Choose 1 leader, 1 army (faction), plus cosmetics (post-MVP).
AI
Up to 23 opponents. Difficulty tiers TBD; AI complexity scales with development phase.

Starting State (Match T=0)

When a match begins, each player owns just their home base at level 6, placed by map gen at a spread perimeter tile. The starting unit pool and default paths are faction-specific — each army definition carries a StartingUnitBundle that determines what's already on the home base when the match begins.

Starting tile

Starting unit bundle (faction-set)

Pre-spawned on the home base at T=0, drawn from the faction's StartingUnitBundle:

Default paths

Match-start sequence

  1. Army units in the bundle walk outward via the default paths and claim the adjacent 6 hexes (units consumed in the claim per M0 mechanics).
  2. Gather / Engineer / Defender units sit on the home base until the player draws their respective path trees.
  3. The starting Scout is under direct control — the player commands it to recon any direction to plan expansion.
  4. The home base trickles resources into its stockpile, gating subsequent unit production.

The opening literally teaches the game: watch your army claim adjacent tiles, then go configure those tiles + draw the supply-chain paths to put your idle workers to work.

Leader spawn window

The leader does not spawn at T=0. It becomes available at T = 2 minutes, at which point the player picks any owned tile as the new home base via the one-time relocation swap (Home Base rule, stockpile, and starting properties move with the swap; both tiles' paths reset).

The first two minutes are a planning phase

No leader, no incursions yet possible. The player's job is to claim the starting ring with the default Army paths, configure tile rules on the captured tiles, draw Gather and Engineer paths to put the idle workers to work, scout with the starting Scout, and pick a forward base location for the T=2:00 relocation.

All starting defaults are editable immediately

Players can change the home base's default Army paths and weights from T=0, draw any of the other 3 path trees, queue an engineer project to swap the home base's DefaultHomeBaseProducesType sub-config (the rule itself is permanent; the unit-type knob is not), and command the starting Scout. Defaults are defaults, not locks.

Win Condition

Last home base standing.

Eliminated Player's Tiles — Dormant State

When a player is eliminated (home base destroyed), all their tiles enter Dormant state. Type, level, rule, sub-config, and stockpile are preserved — in-flight units, garrisons, paths, and tile self-defense are removed. Surviving players race to occupy dormant tiles via an occupation timer rather than a claim-HP grind. See Combat & Units for the full dormant capture sequence.

Late-game pacing stays dynamic — eliminated player territory becomes a contested battleground where surviving players race to claim or hold valuable preserved tiles. Decay forces eventual reversion if everyone ignores it.

Defensive Bonus (Comeback Mechanic)

The fewer tiles a player holds, the stronger their defensive bonus on remaining tiles. Cornered players defend harder, creating tension in finishing off a near-eliminated opponent and discouraging snowball steamrolls.

Fog of War & Replication

Visibility — six sources

SourceRange
Owned tiles1-hex radius around each
Home base4-hex aura
Tower-rule tiles4-hex aura (home-base equivalent)
Leader auraper leader kit (default 3-hex)
Scouts1-hex around the Scout's current tile
Army paths1-hex around any Army-path tile (logistics paths don't reveal)

Enemy units in any of those visibility windows are visible. Lost tiles re-fog, hiding what was previously visible there.

Gather, Engineer, and Defender path-tile vision is intentionally absent — logistics paths covering the whole map shouldn't trivialize fog. Tactical recon stays tied to combat presence, scouts, towers, and the leader.

Strategic implication

Players cannot see enemy paths or enemy tile rules. They can only infer enemy strategy from observed unit movement within their visibility window. Information warfare is a real layer.

Replication architecture

Networking model (dedicated servers vs. host-as-server) TBD.