STRATEGY / MULTIPLAYER ALPHA

EARTH THEATER

SECTOR COMMAND

Real-Time
World Conquest.

Command your forces, secure territories, and take the fight from land to sea.

World control to win
70%
LAND + NAVAL WARFAREONE WORLD. REAL-TIME COMMAND.Operation brief

THE OPERATION

SectorCMD is a browser RTS where local battles shape global control. Build your forces, take strategic buildings, and turn secured territories into the income that funds your next move.

TERRITORY

Take and hold ground.

Defeat the defenders, move your units in, and capture the buildings. Control every required building to claim the territory.

Territory control
ECONOMY

Build your war chest.

You earn Credits over time, with extra income from territories you control. Each occupied building can produce its own units.

The economy
WARFARE

Fight on land and sea.

Deploy Infantry, Medics, and Tanks on land. Use Transports to move forces across the water, backed by Destroyers and Battleships.

Explore the units

03 / THE FIELD MANUAL

Know the field.
Make your move.

The complete public rules, from your first Marine to world control. Choose a briefing below to explore the details.

01

FIELD MANUALHow to Play

Match Objective

Capture strategic buildings, secure whole territories, and use their income to build your forces. Reach 70% world control to win. On the current Earth map, this requires fully controlling 84 of 119 territories.

Starting a Match

Every human player and the dedicated AI starts with:

  • 4 CR in the treasury.
  • One owned Land Base with an attached Marine defender at 90/90 HP and 1 armor.
  • No mobile units. Purchase units to build your field army.

Your starting territory has two required buildings; owning your starting base alone does not secure its territory income. Other buildings begin with neutral Marine defenders and active building cannons. Four Marines cost your starting 4 CR and take 12 seconds to produce sequentially at one base, provided deployment is clear.

One dedicated playing AI joins by default and occupies its own spawn. Human arrivals receive separate starts and do not replace the AI.

Production

Production costs CR immediately and takes time. Costs and build times appear in the unit tables below.

BuildingUnits available
Land BaseMarine, Heavy Infantry, Medic, Tank
PortMarine, Water Transport, Destroyer, Battleship

Each owned, occupied building has an independent queue of up to 12 units, produced one at a time. Multiple buildings work simultaneously. With multiple compatible buildings selected, each new request goes to the eligible building with the shortest projected queue time, counting the current unit's remaining time and the waiting units' build times.

A completed unit waits if its exit is blocked or the player's 350-unit limit has been reached. It holds up the rest of that building's queue until it can deploy. Attached defenders and cargo count toward the unit limit.

Losing a building cancels its pending production and returns the paid CR to the previous owner, subject to the 250 CR treasury cap. A captor never inherits the enemy queue. If takeover and production completion coincide, takeover is resolved first.

Select buildings and right-click a destination to set their rally points. Units use the rally point in effect when they deploy and travel to a reachable destination appropriate to land or water movement. Combat units use Attack-Move; Water Transports use Move. Medics also use Attack-Move, stopping near fighting to support allies despite having no attack. Changing a rally point does not redirect units already deployed.

Neutral Faction

Buildings not assigned to a player at the start have attached neutral Marine defenders and active cannons. Neutrals defend their buildings but do not expand, earn CR, or produce units. Defeat their defenders and occupy their buildings using land units.

AI Opponent

One dedicated playing AI exists by default, separate from the neutral faction. It has its own reserved spawn and follows the same starting resources, economy, costs, production queues, and build times as humans. New human players do not take over its slot or possessions.

The AI opens by producing four Marines, expands on land, and can build Transports for port invasions and warships for combat support. It pays for these units normally.

Diplomacy / Truces

Truces are social declarations only. They do not make players mechanically friendly.

Truced players' units still automatically target and damage each other. Explicit attacks, building cannons, and building capture work as usual. A truce gives no shared control, shared vision, or combat protection.

An accepted declaration creates a global SYSTEM chat message naming both players. Ending a truce has a 10-second countdown, followed by a global system message. The countdown has no combat effect. The AI can accept a declaration and continue attacking normally.

02

RESOURCE COMMANDEconomy

Economy

There is one global economy tick every 60 seconds of match time, with payouts at 01:00, 02:00, and so on. Joining does not start a separate income clock. The displayed TICK begins at 1 and advances after each payout: the first payout changes it to 2.

Each living player receives:

4 CR base income + the CR values of all fully controlled territories.

A player remains living while any unit survives, including attached defenders and transported units. Losing every building does not remove base income while units survive. A player with no surviving units receives no income. Humans and the playing AI use the same income rules; connection status does not change them.

Each territory has a fixed CR value. On the current Earth map, that value equals its number of required strategic buildings, including ports:

Territory value per tickNumber of territories
1 CR63
2 CR47
3 CR9

These values total 184 CR across the map. Partial or split ownership gives no territory income. There are no extra nation or continent income requirements or bonuses.

Income uses ownership at the exact payout moment, not ownership at the start of the minute. Capturing the last required building immediately before a tick earns that territory's income on that tick. Losing a required building immediately before it removes that income. Captures, vacancies, and unit deaths occurring at the payout moment count before income is paid.

For example, a living player fully controls territories worth 2 CR and 3 CR:

Income sourceCR
Base income4
Territory income5
Total next tick9

With 247 CR already in the treasury, only 3 CR is added, because the maximum is 250 CR. The income projection shows the full earning rate; the amount actually received is limited by available treasury space. Income cannot raise the treasury above 250.

Maximum CR

Maximum treasury: 250 CR.

Income and production refunds cannot raise the treasury above this limit. Any amount beyond the available space is not credited.

03

EARTH THEATERTerritory Control

Earth contains 119 territories and 184 permanent strategic buildings: 147 Land Bases and 37 Ports.

A territory is fully controlled only when one player owns all its required strategic buildings, each with a living attached defender. All current Earth strategic buildings are required. Partial ownership, ownership split between players, or a remaining neutral or vacant building prevents full control. Merely having troops nearby does not establish control.

Land Bases produce land forces. Ports produce Marines and naval units and provide amphibious loading and landing areas. Individual owned, occupied buildings can produce units even before their whole territory is secured.

Buildings are permanent and have no destructible health pool. Fight their defenders to take them. Full territory ownership determines territory income and world control.

04

TAKEOVER PROTOCOLBuilding Capture

Building Defenders

Each occupied strategic building has exactly one attached defender, standing beside the structure. Marines, Heavy Infantry, Medics, and Tanks can defend buildings; naval units cannot.

Attached defenders remain stationary and cannot receive ordinary movement orders. They retain their normal weapon or healing ability. Attachment grants +1 armor to every eligible unit, plus +20 maximum HP to Marines, Heavy Infantry, and Medics. Tanks gain no maximum HP.

Attachment never heals. A Marine at 42/70 HP becomes 42/90 HP when attached. When released by replacement, its health is capped at its normal maximum; a Marine at 80/90 becomes 70/70.

To replace a defender, select an eligible friendly mobile unit, choose your building, and use Assign / Replace Defender. The replacement walks to the building while the current defender remains active. They exchange positions when there is enough room. A friendly replacement preserves production and the rally point.

Each occupied building also operates an independent 12mm Gauss Cannon: 8–12 damage, 1-second cooldown, and 6.75 range. It targets hostile land units only. Killing the defender disables the cannon and begins takeover; there is no capture circle, capture timer, or progress bar.

Building Capture

  1. The attached defender dies, leaving the building vacant and disabling its cannon.
  2. The closest eligible hostile land unit within 5 distance units of the defender's position, with a clear land approach, immediately becomes the new attached defender.
  3. Ownership transfers to that unit's player, and the cannon becomes active for the new owner.

Eligible units must be alive, mobile, and outside a Transport. Already attached defenders cannot capture another building. If no eligible hostile unit is present, the building stays vacant; an eligible land unit from any player may occupy it later. Naval units can kill defenders but cannot capture buildings or become defenders.

05

FORCE ROSTERUnits

Land Units

Ranges are effective in-game distance units; speeds are distance units per second. Cooldowns are seconds between attacks. Damage is per hit before armor: subtract the target's armor, with a minimum of 1 damage. A listed special damage range replaces normal damage against that target type; it is not an additional damage roll.

Full unit specifications · Scroll table horizontally to compare →

UnitCost (CR)HPArmorDamage / special damageCooldown (s)RangeSpeedBuild (s)Cargo slotsAttached max HP / armor
Marine17004–6; 3–5 vs Mechanical151.69923190 / 1
Heavy Infantry511027–12; 20–25 vs Mechanical1.56.251.699262130 / 3
Medic3751No attack—Healing: 8.251.69925195 / 2
Tank20200220–30; 35–45 vs Light2101.3984124200 / 3

Marines, Heavy Infantry, and Medics are Biological and Light. Tanks and all naval units are Mechanical. Every land unit in this table can capture and defend buildings.

Medic Rules

Medics automatically heal damaged Biological units belonging to the same player, including other Medics and attached Biological defenders, within 8.25 range and with a clear line of sight.

  • Each heal restores up to 9 HP, costs 1 Power, and has a 2-second cooldown.
  • Starting and maximum Power: 80.
  • Power regenerates slowly at 0.02 per second: 1 Power every 50 seconds, or 66 minutes 40 seconds from empty to full without spending it.
  • Healing cannot exceed the target's current maximum HP.
  • Medics cannot heal themselves, Mechanical units, buildings, enemies, or embarked cargo.
  • An embarked Medic cannot heal but continues regenerating Power.
  • An attached Medic can heal nearby eligible units; its building's cannon still fires independently.

Naval Units

All naval units are produced at Ports, move on water, and are ineligible to capture or defend buildings. Only Water Transports carry cargo. Damage, armor, range, speed, and cooldown use the same units as the land table.

Full unit specifications · Scroll table horizontally to compare →

UnitCost (CR)HPArmorDamage / special damageCooldown (s)RangeSpeedBuild (s)Cargo capacity
Water Transport31801No attack——4.968 slots
Destroyer101353Rocket: 8–13; 6–11 vs Biological. Machine gun: 12Rocket: 0.6; machine gun: 1Rocket: 6.25; machine gun: 152.800710None
Battleship30300245–55; 25–35 vs Biological2.211.251.550720None

Transport capacity is measured in slots, not unit count:

Cargo unitSlots used
Marine1
Medic1
Heavy Infantry2
Tank4

Eight Marines, two Tanks, or four Marines plus one Tank each fill a Transport. Cargo keeps its current health through loading and unloading. Cargo does not add Transport HP or armor, and loading or unloading does not heal the Transport. Embarked units cannot fight or receive independent orders. All cargo dies if its Transport is destroyed.

07

COMMAND REFERENCEControls

ActionControl and effect
SelectLeft-click your unit or building. Shift-click adds or removes it.
Box selectionLeft-drag to select your units; hold Shift to add to the selection.
Select nearby units of one typeDouble-click one of your units.
Move / contextual orderRight-click ground to move, a hostile unit to attack, or a friendly unit to follow. Right-clicking a hostile building targets its defender. Transport loading and docking use the same contextual control.
Attack-MovePress Q, then left-click a destination, or use the Attack Move button. Combat units engage enemies in range along their route and continue when contact clears.
StopX or Stop clears current orders and stops movement. Units can still fire at enemies in range.
HoldH or Hold clears orders and holds position while allowing fire at enemies in range.
Queue movement/combat ordersHold Shift while issuing the order.
Save a control groupCtrl+1–9 saves selected units and/or owned buildings. Ctrl+0 also works.
Recall a control groupPress its number. Double-tap the number to center the camera on the group.
Center selectionF.
Move the cameraWASD, screen-edge scrolling, or middle-mouse drag. Mouse wheel zooms.
Minimap cameraIn normal selection mode, left-click or drag to reposition the camera.
Minimap commandsRight-click to issue contextual orders to the selection. In Move or Attack-Move targeting mode, left-click also issues the chosen command; Attack-Move applies to right-click too.
Cancel targeting / clear selectionEscape.

Move and Follow orders prioritize travel and suppress weapon fire while active. Medics can still heal while moving. Land units travel on land and ships on water, with shared interaction areas at ports. Attached defenders and embarked cargo cannot receive ordinary independent movement orders.

The world is visible to all players; there is no fog of war.

08

WORLD CONTROLVictory Conditions

Win by reaching at least 70% world control. Control counts only fully secured territories.

On the current Earth map, all 119 territories have equal control weight:

World control = fully controlled territories ÷ 119 × 100%.

Territory CR values, geographic size, and individual building counts do not change this weight. Thus, 84 fully controlled territories are enough to win; 83 are not. Partial or contested territories contribute nothing. Victory is checked as control changes during play; there is no requirement to hold 70% until an income tick. Reaching 30% triggers a major-power announcement, not victory.

09

COMMAND CHECKLISTQuick Rules

  • Start with 4 CR, one Land Base, one attached Marine, and no mobile army.
  • Every 60 seconds, living players earn 4 CR + fully controlled territory income.
  • Treasury cannot exceed 250 CR.
  • Own every required building to control a territory; partial control pays nothing.
  • Kill the defender, then take over with a nearby eligible land unit. Attachment never heals.
  • Production costs CR immediately and takes time; each building has its own queue.
  • Transports carry 8 slots; load at your ports and unload at valid ports, including enemy ports.
  • Warships provide coastal fire support but cannot capture buildings.
  • Truces do not stop targeting, damage, or capture.
  • Reach 70% world control — 84 of Earth's 119 territories — to win.

BEFORE YOU DEPLOY

Command briefing.

A few things worth knowing before your first operation.

Where can I play SectorCMD?

The multiplayer alpha runs in your browser. Play at alpha.sectorcmd.com ↗

What do I start with?

You start with 4 CR, one Land Base with an attached Marine defender, and no mobile units. Purchase units to build your field army.

Do I need the whole territory to earn income?

Yes. Territory income requires all its required strategic buildings to be owned by you, each with a living attached defender. Partial or split ownership gives no territory income.

Do truces prevent combat?

No. Truces are social declarations only. Targeting, damage, building cannons, and capture continue as usual.

Can warships capture buildings?

No. Warships can defeat coastal defenders, but only eligible land units can capture buildings or become attached defenders.

SECTORCMD / ALPHA ACCESS

The next move is yours.

Build your forces. Secure your territory. Deploy to Earth.

Play Alpha