# SectorCMD Game Rules

## 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.

## 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 tick | Number of territories |
| ------------------------ | --------------------: |
| 1 CR                     |                    63 |
| 2 CR                     |                    47 |
| 3 CR                     |                     9 |

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 source    |    CR |
| ---------------- | ----: |
| Base income      |     4 |
| Territory income |     5 |
| Total next tick  | **9** |

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.

## Territories and Buildings

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.

## 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**.

## Production

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

| Building  | Units available                                |
| --------- | ---------------------------------------------- |
| Land Base | Marine, Heavy Infantry, Medic, Tank            |
| Port      | Marine, 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.

## Unit Commands

| Action                             | Control and effect                                                                                                                                                                                         |
| ---------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Select                             | Left-click your unit or building. Shift-click adds or removes it.                                                                                                                                          |
| Box selection                      | Left-drag to select your units; hold Shift to add to the selection.                                                                                                                                        |
| Select nearby units of one type    | Double-click one of your units.                                                                                                                                                                            |
| Move / contextual order            | Right-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-Move                        | Press **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.                                        |
| Stop                               | **X** or Stop clears current orders and stops movement. Units can still fire at enemies in range.                                                                                                          |
| Hold                               | **H** or Hold clears orders and holds position while allowing fire at enemies in range.                                                                                                                    |
| Queue movement/combat orders       | Hold **Shift** while issuing the order.                                                                                                                                                                    |
| Save a control group               | **Ctrl+1–9** saves selected units and/or owned buildings. **Ctrl+0** also works.                                                                                                                           |
| Recall a control group             | Press its number. Double-tap the number to center the camera on the group.                                                                                                                                 |
| Center selection                   | **F**.                                                                                                                                                                                                     |
| Move the camera                    | **WASD**, screen-edge scrolling, or middle-mouse drag. Mouse wheel zooms.                                                                                                                                  |
| Minimap camera                     | In normal selection mode, left-click or drag to reposition the camera.                                                                                                                                     |
| Minimap commands                   | Right-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 selection | **Escape**.                                                                                                                                                                                                |

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**.

## 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.

| Unit           | Cost (CR) |  HP | Armor | Damage / special damage   | Cooldown (s) |         Range |  Speed | Build (s) | Cargo slots | Attached max HP / armor |
| -------------- | --------: | --: | ----: | ------------------------- | -----------: | ------------: | -----: | --------: | ----------: | ----------------------- |
| Marine         |         1 |  70 |     0 | 4–6; 3–5 vs Mechanical    |            1 |             5 | 1.6992 |         3 |           1 | 90 / 1                  |
| Heavy Infantry |         5 | 110 |     2 | 7–12; 20–25 vs Mechanical |          1.5 |          6.25 | 1.6992 |         6 |           2 | 130 / 3                 |
| Medic          |         3 |  75 |     1 | No attack                 |            — | Healing: 8.25 | 1.6992 |         5 |           1 | 95 / 2                  |
| Tank           |        20 | 200 |     2 | 20–30; 35–45 vs Light     |            2 |            10 | 1.3984 |        12 |           4 | 200 / 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.

| Unit            | Cost (CR) |  HP | Armor | Damage / special damage                           | Cooldown (s)                | Range                         |  Speed | Build (s) | Cargo capacity |
| --------------- | --------: | --: | ----: | ------------------------------------------------- | --------------------------- | ----------------------------- | -----: | --------: | -------------- |
| Water Transport |         3 | 180 |     1 | No attack                                         | —                           | —                             |    4.9 |         6 | 8 slots        |
| Destroyer       |        10 | 135 |     3 | Rocket: 8–13; 6–11 vs Biological. Machine gun: 12 | Rocket: 0.6; machine gun: 1 | Rocket: 6.25; machine gun: 15 | 2.8007 |        10 | None           |
| Battleship      |        30 | 300 |     2 | 45–55; 25–35 vs Biological                        | 2.2                         | 11.25                         | 1.5507 |        20 | None           |

Transport capacity is measured in **slots**, not unit count:

| Cargo unit     | Slots used |
| -------------- | ---------: |
| Marine         |          1 |
| Medic          |          1 |
| Heavy Infantry |          2 |
| Tank           |          4 |

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.**

## Ports and Amphibious Operations

Ports have shared shallow-water areas where land troops and ships can meet. The building itself blocks movement; the shared area provides access between land and water.

To embark, select your mobile land troops and right-click your Transport at a **port you own**. Troops walk to the craft. Boarding requires both to be in the same shared port area, within **6 distance units**, with a clear approach and enough cargo slots. Attached defenders cannot board. Moving the Transport away from the port area cancels pending loading.

Select a Transport and right-click a port to approach its docking area. Use **Unload All** while the craft is in a valid shared port area. Unloading is allowed at **friendly, neutral, and hostile ports**, provided reachable land positions are available. If landing space is blocked, units that cannot deploy remain aboard.

There is **no arbitrary beach landing or open-sea loading/unloading**. Landing troops must fight and capture destination buildings under the normal defender and takeover rules; arriving by sea does not grant ownership.

## Naval Combat

Destroyers have **two independent weapons**. Each rocket attack fires **one rocket** and deals damage once. The machine gun deals exactly **12 damage before armor**. Both weapons can fire when their own targets, ranges, and cooldowns permit. Destroyers normally stop at their longer machine-gun range during attack movement, so rockets engage only closer targets.

Battleships fire one heavy shot per attack. Both warships support Attack and Attack-Move orders and can engage hostile land or naval units across the shoreline when in range with a clear line of fire. This allows coastal fire support against attached defenders. Building cannons target land units and do not fire on ships.

Removing a defender with naval fire leaves the building vacant unless an eligible land unit can take over. Ships never become defenders or capture buildings.

## 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.

## 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.

## World Control and Victory

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.

## 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.

## Quick Rules Summary

- 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**.
