Eight unit types are documented. Infantry, tanks, and battleships can be spawned at the start of a match. Planes, anti-aircraft, missile launchers, artillery, and aircraft carriers wait on research. Research costs more in a larger country.
An older military article listed seven units and called battleships the only navy unit. Aircraft carriers, added 3 April 2026, are the eighth. Where a later comparison left a number unpublished, the table says so.
Costs
| Unit | Spawn cost | Daily upkeep | Manpower | Spawn time | Available |
|---|---|---|---|---|---|
| Infantry | 500,000 per 5,000 | 50,000 | 5,000 per 5,000 | 15 seconds | Immediately |
| Tanks | 10,000,000 per 100 | 300,000 | 10,000 per 100 | 60 seconds | Immediately |
| Battleships | 3,500,000,000 for the smallest division | 3,450,000 | 225,000 | Not published | Immediately, needs a port |
| Planes | 125,000,000 for the smallest division in the last published breakdown | 200,000 in that breakdown | 20,000 in that breakdown | Not published | Research, capital airport |
| Anti-aircraft | Not published | Not published | Not published | Not published | Research |
| Missile launcher | Same as tanks, 10,000,000 | 300,000 | 500 per missile fired, plus the launcher's own spawn cost | Not published | Research |
| Artillery | 100,000 per gun | 15,000 | 5,000 per gun | Not published | Research |
| Aircraft carrier | 525,000,000 | 4,500,000 | 200,000 | 120 seconds | Navy technology level 3, needs a port |
Plane figures come from the military article. A later side-by-side left plane costs blank. Do not treat 125 million as a tooltip you have re-read today.
A missile shot is extra: 10,000,000 money and 500 manpower each, and it can hit your own units. Artillery divisions hold up to 50,000 guns. Infantry divisions cap at 9.99 million manpower. Tank divisions cap at 100 million manpower, displayed as 1m.
What beats what
| Situation | Result |
|---|---|
| Tanks meet infantry | Tanks win, at the cost ratio above |
| Artillery meets infantry head-on | Artillery is out of position and vulnerable |
| Artillery sits behind a small infantry screen | The screen holds and the guns delete a much larger force |
| Planes meet artillery | Planes are the stronger of the two |
| A unit other than planes, artillery, or missiles hits a battleship | No damage |
| A battleship meets a carrier | The carrier is countered |
| Attackers under 1 million hit defense X with artillery | The attack is documented as getting wiped out |
| Missiles fired into your own line | Friendly damage, including to your own launcher |
| Planes over a fortified city | The blue defense bar is pressed down |
| Two or more ground divisions hit one enemy from different directions | That enemy takes severe damage |
Only infantry and tanks both attack and defend in direct combat and occupy cities. Planes, battleships, and missile launchers deal damage but do not take cities by themselves. Anti-aircraft is the ground unit that can attack planes. Siege speed is troop count plus technology plus attacking from more than one side.
Spamming huge stacks is also a performance problem. The military notes warn that excessive troops cause lag and can draw reports.
Where you are allowed to build
- Planes need an airport, and airports exist only on capitals.
- Battleships and carriers need a port.
- No unit spawns from an occupied city.
- Modern Europe starts every country with 30,000 infantry. Several historical Europe maps do not. Check maps.
Full entries for each unit are in the unit catalog. An editorial sort of these roles is on the tier list.
