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Tiles & Levels

Every tile carries three orthogonal properties: a Level that drives throughput and HP, a Type that drives identity and special effects, and a Rule that the player picks to determine what happens when units arrive.

The Three Axes

PropertySet byDrives
Level (1–6)Game statePer-type path budget, HP per pool, spawn count, stockpile cap
TypeMap RNG / conversionGeneric, Trap, Training, Nexus, biome specials
RulePlayer9-rule enum — see Tile Rules below

Tile Levels

Newly claimed tiles start at level 1. Home bases start the match at level 6.

First-Cut HP Curve v0.3 locked

Linear scaling. All numbers are first-pass — playtest will tune against actual unit DPS.

Tile levelNormal tile HP poolHome base HP pool
1100500
22001,000
33001,500
44002,000
55002,500
66003,000

Formula: tile_hp_at_level = 100 × level (normal) or 500 × level (home base — 5× normal).

Total HP grind from full level 6 to claimed:

The home base is intentionally a major accomplishment to claim. Eliminating a player should require a sustained, committed campaign, not a single rush.

Tile Types

The full Type catalog is intentionally deferred. Special types will be designed alongside biomes (regions of map with biome-restricted type pools) at a later milestone — see M9 / M23 on the roadmap.

Conversion

A Generic tile that has reached max level (6) can be converted into a level-1 special tile by spending resources. This is the route to acquiring specialized tiles you don't already have on the map.

Tile Rules

The player sets one rule per claimed tile, governing what happens when units arrive — and (for producer rules) what the tile spawns / generates on its own cadence:

RuleBehaviorSub-config
Pass-through Default on freshly-claimed Generic tiles. Tile is inert — no spawn, no production. Units relay along the matching unit-type path tree.
Spawn-Army Tile spawns Army units at level per 3s, walking the tile's Army path tree.
Spawn-Gather Tile spawns Gatherer units at level per 3s, walking the Gather path tree to ferry resources between producers and consumers.
Spawn-Engineer Tile spawns Engineer units at level per 3s, walking the Engineer path tree to deliver work-time to active projects.
Spawn-Defender Tile spawns Defender units at level per 3s. Defenders walk the Defender path tree slowly (0.1× speed) and station at the leaf.
Resource Producer No unit spawn. Tile passively generates a resource on its stockpile at a level-scaled rate. Gatherers transport. Which slot (R1 / R2 / R3 / R4)
Upgrade Consumes 7 units of level N of the configured unit type → emits 1 unit of level N+1. Cascades internally up to the tile's level cap. Units of other types pass through unconsumed; over-leveled inputs also pass through. Requires tile level ≥ 2. Which unit type to upgrade
Tower Maintains a pool of level Scouts (free regen, no resource cost gates respawn). Provides a 4-hex vision aura around the tile. Scouts are direct-control — no path tree.
Home Base Permanent compound rule, home base only. Passively generates all 4 resource slots at a low baseline rate AND spawns the configured unit type at level per 3s. Inherits Tower mechanics on top (1-Scout regen + 4-hex vision aura) for the starting Scout. Which unit type to spawn (faction default)

Default rule on freshly-claimed Generic tiles is Pass-through. Special tile types (Trap, Training, Nexus, biome specials like Ancient Grove or Brass Workshop) instead claim with a type-baked default rule + sub-config: e.g. an Ancient Grove claims as Resource Producer (R4 Essence), so capturing a special tile gives you a functional tile immediately, no engineer-project investment required. Each special tile type definition carries its own DefaultRule + DefaultRuleSubConfig.

Upgrade math implication flagged for playtest

A single level-6 unit requires 7^6 = 117,649 raw level-0 units fed somewhere into the network. Intentional if level-6 units are meant to be legendary endgame artifacts; if pacing testing shows it's too steep, candidate fixes:

Decision deferred to playtest.

Per-type upgrade interactions

The Upgrade rule's WhichUnitType sub-config determines which transiting stack the tile consumes. Per-type behavior:

Unit typeBehavior on configured Upgrade tile
ArmyStandard 7-to-1 consume-and-upgrade.
GatherCargo from the 7 inputs combines into the upgraded gatherer, capped at the new level's per-resource capacity. Excess drops as a loose pile on the tile.
EngineerConsumed at the upgrade-engineer tile en route; downstream projects wait for the upgraded engineer to reach them.
ScoutConsumed only on the forward leg; round-trippers that survive aren't upgrade-immune by accident.
DefenderWalks through the upgrade-defender tile despite 0.1× speed; player must route the defender path through it.

Units already at-or-above the tile's level cap pass through unconsumed — no destruction-for-nothing on overlevel input. If an Upgrade tile is de-leveled to L1 by combat, its Rule auto-reverts to Pass-through (any level-gated rule does); to resume, re-level the tile to ≥ L2 and re-set the rule via engineer project.

Tower Rule Details

Tower is the only path of entry for Scouts. Mechanics distinct from the Spawn-X family:

ConceptRule
Scout poollevel Scouts maintained per Tower (L1=1, L6=6).
Spawn costFree — no resource gate on initial spawn or respawn.
Respawn delayTower respawns dead Scouts after a delay (~10s placeholder).
Vision aura4-hex vision aura around the Tower tile (home-base equivalent).
Scout controlPlayer commands Scouts via click-to-move. No path tree. Scouts sit idle at last commanded tile (or at the Tower if uncommanded).
On Tower captureExisting Scouts remain alive under the previous owner until killed. New owner's Tower starts fresh respawn pool up to level.

The home base inherits Tower mechanics on top of the Home Base rule — maintaining its 1 starting Scout for free, regardless of which unit type the Home Base rule is set to spawn.

Per-Tile Stockpile

Every owned tile carries its own per-resource stockpile. Resources live on the tile, not in a global player pool — the localized economy is what makes supply lines a real verb instead of an accounting detail.

Engineer Projects

"Big" tile actions — rule swaps, level-ups, type conversions — are engineer projects. Two gates must both close for a project to complete:

  1. Materials gate (pay-upfront): resources are reserved from the tile's stockpile when the project is queued. If the stockpile lacks them, the project blocks until gatherers deliver enough — engineers do no work in the meantime ("no materials, no work").
  2. Work-seconds gate: a project specifies a work duration in seconds (e.g. 120s). Each engineer arriving at the tile stops for the per-tile stop-duration (e.g. 10s) and contributes level × stop-duration × (0.8 + level × 0.2) engineer-seconds. Stack 12 L1 engineers at 10s each and you collect 120 engineer-seconds in 10s wall-clock.

Queue depth is one project per tile for now — wait or cancel before queuing another. Cancellation refunds the materials but loses the accumulated work-seconds (the friction cost of indecision).

Rule-swap cost tiers

Tile stateCost to set / change rule
Newly-claimed Generic, first rule set after claim Free — one-time per claim event (covers the (Rule, sub-config) tuple).
Generic, subsequent changes Standard engineer project (resources from tile stockpile + engineer time).
Special tile (Trap / Training / Nexus / biome special) Premium engineer project — higher resource and time cost. Reflects scarcity and commitment-weight of special tiles.

Recapture resets the free-change option (each fresh claim event gets one). Stockpile and per-type path trees are preserved across rule swaps; only in-progress sub-state (mid-cascade counts, mid-cycle spawn) is discarded as the destructive cost of the swap.

Tile HP Regen

Tile Destruction Walkthrough

The end-to-end sequence when an attacker reaches a defending tile:

  1. Combat begins, ticking 3 rounds/sec at the tile.
  2. Damage applies to the current-level HP pool only.
  3. If defending units are present, incoming damage splits between defenders and the tile — more defenders means less damage to the tile (a structural reason to garrison).
  4. When a level's HP pool reaches 0, the tile drops one level and a fresh HP pool begins for the new level.
  5. When the tile reaches level 0, the attacker claims it.
  6. If the attacker dies first, accumulated tile damage persists until regen kicks in.
Read next: Paths & Flow covers how tiles connect and route units through the network, or Combat & Units for the damage-side of this same process.