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Player handbook

Organize and supply an attack

Choose an objective, gather eligible warriors, and keep the force able to eat and recover.

Before you start: Defend the colony, not just the frontlineJobs, priorities, flags, and areasTraining and upgrades
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Choose an attack you can sustain. A war flag requests warriors around a destination; the force still has to reach it, fight, eat, and recover. Start with one useful objective, then end the order when its purpose is complete.

Practice the complete loop

Use a local Custom game with two colonies on Standard rules. Set your opponent to the public Econo profile for this exercise. It does not produce warriors, but its hostile explorers and towers can still threaten your units. Keep your own starting save and another save before commitment.

The illustrated match uses a 128 × 128 Fingerprint map. Its red colony grows to eleven workers and seven warriors, with two inns, a school, barracks, and hospital. Those numbers describe this practice force; use readiness and supply to choose a force for your own map.

Your goal is to gather eligible warriors, reach an exposed enemy food service, observe the result, and return the force to home services. Destroying one structure is enough to learn the loop; you do not need to finish the whole match.

Build a force you can feed

  1. Keep meals working. Select your inn and inspect Food, Inside, and Working. Maintain wheat deliveries while producing the army. Add another reachable inn if one cannot serve the growing colony.
  2. Provide combat training. Build barracks with B → B. Allow warriors time away from other requests to train there. A hospital (B → H) provides healing; it does not replace an inn.
  3. Produce warriors. Select the swarm and increase the Warrior production weight. Keep enough workers for food and construction. These weights choose future births, rather than ordering existing globs to change role.
  4. Release growth when ready. Once the practice force exists, reduce the swarm’s Working request if you want to stop feeding production. Free those workers for food delivery and other useful work.
  5. Inspect actual units. Select a warrior and read health, food, and combat training. Building barracks alone is not evidence that every warrior has trained.
Swarm panel showing Working and Food, with Worker, Explorer, and Warrior production controls.

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Use the swarm’s production weights to add warriors while maintaining the workers that supply it.

In this colony, a selected warrior has 250/250 HP, 87% food, and displayed attack training at level 2. That is a better readiness check than counting seven warriors and assuming all are equally prepared.

Warrior panel showing full health, 87% food, Walk level 1, attack speed level 2, and attack strength 14.

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Inspect a real warrior before committing: 250/250 HP, 87% food, and displayed attack training at level 2.

The nearby inn has Food 8/10, four occupants, and two attached workers. The army is being gathered beside functioning services, so units can eat before leaving.

Inn panel showing 200/200 HP, Inside 4/4, Working 2/2, and Food 8/10.

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The nearby inn is serving four globs, with Food 8/10 and Working 2/2.

Movement matters too. Warriors without swimming training need a ground route. A racetrack can improve walking, and a swimming pool can teach swimming, but users need time to attend those services. Scout a route the current force can actually use.

Gather before committing

Open flags with F → W, then place a war flag at a safe gathering point near your services.

  1. Right-click to stop placement, then select the flag.
  2. Set a Working request that your army can support. Inspect the actual request rather than assuming every new flag starts with the same value.
  3. Check the minimum-level filter. Start with a filter your existing warriors satisfy.
  4. Choose a small enough radius to keep this gathering point useful.
  5. Resume and compare On the way, Here, and Working.

In the example, the flag requests six warriors. Five are already here; the sixth request is still unfilled. Meals, healing, training, and other assignments can delay a glob. Working 5/6 does not mean six warriors have assembled.

Red warriors around a selected war flag beside the school, swarm, inns, barracks, and hospital; flag shows Here 5 and Working 5/6.

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Five warriors have gathered beside home services against a request of six.
War flag panel with On the way 0, Here 5, Working 5/6, Range 4, and minimum level 1 selected.

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Read Here and Working separately: five are here, and five of the six requests are filled.

Leave some labor and defenses at home. An army assembled during collapsing food delivery can spend the march returning for meals instead of fighting.

Select a reachable objective

Scout the target area and name the intended change: remove an exposed inn, stop a dangerous tower, interrupt production, or clear a foothold near your base. Inspect the approach and opposing services before moving the order.

Here, an Econo inn is exposed beside its swarm. Selecting the inn confirms 200/200 HP before contact. The approach is ground the warriors can use; reaching it with a flying scout alone would not establish that.

Battle-area crop showing a selected cyan inn on the left, adjacent cyan swarm, red war flag above, and a red glob nearby.

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The exposed cyan inn stands beside its swarm before contact. Choose a useful objective and inspect its current state.
Enemy Inn panel labelled Econo / 2 - Cyan, Level 1, HP 200/200.

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Selecting the enemy inn confirms its current health: 200/200 HP.

Previously seen buildings can become outdated information. Keep enough current vision to check the real target, rather than planning only around remembered silhouettes.

Send the force and watch the result

Move the gathering flag toward the objective. You can drag a visible flag. For a distant destination, another option is to remove the gathering flag, move the camera with the minimap, and place a new war flag near the objective. If you request destruction with D while paused, resume briefly and confirm the old flag disappears before committing the new request. Remove obsolete requests so they do not hold your intended attackers elsewhere.

Select the target flag, check its Working request again, and let the force travel. In this example the request reaches 6/6, with warriors still on the way. A full attachment count is not the same as arrival.

T toggles straight lines to unit targets. They help show which order a glob follows; they do not trace the walkable route through terrain. The clip uses those lines while the warriors close on the target.

Gameplay clip

Fifteen seconds of actual contact at normal game speed: warriors reach the inn and remove it and the adjacent swarm. White lines show unit targets.

The warriors destroy the exposed inn and the adjacent swarm. A war flag organizes an area of activity, rather than giving a direct command to attack only one selected structure. Watch what the force actually engages, and reassess when the useful objective is gone.

Same battle-area crop after contact: the cyan inn and swarm have disappeared, with red warriors near the flag and cyan survivors nearby.

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After contact, both the inn and its adjacent swarm are gone. Warriors remain near the attack flag.

If units arrive one at a time into strong resistance, pull the destination back toward a safer gathering area. Recheck food, health, training, and the route before increasing the request. Towers, opposing upgrades, fruit bonuses, terrain, and support change a fight; this result does not establish a universal army size.

Bring the force back to services

After success, remove or reduce the attack request. In the example, the attack flag is removed and a home gathering flag draws survivors back beside the two inns. At the first checkpoint, three are here against a request of six. The colony still has seven warriors, but that counter does not establish that every warrior is home.

Home war flag panel showing On the way 0, Here 3, Working 3/6, Range 4, and minimum level 1.

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Three warriors are back at the home gathering point. Here 3 and Working 3/6 do not mean the whole seven-warrior colony is assembled.

The home request is then removed to release the returning group for services. Recheck distant survivors rather than assuming they immediately stop every fight.

Do not assume a successful force is ready to fight again. A returning warrior here has 242/250 HP and only 30% food. It needs service time even though all seven warriors remain in the colony.

Returned warrior panel showing 242/250 HP, Food 30%, Walk level 1, attack training level 2 and an attack strength bonus of +5.

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A returning survivor has 242/250 HP and only 30% food. Successful attackers still need time at services.

The home inn continues serving meals: its stock reaches 10/10, with four occupants. Working 0/2 at this moment is consistent with a full store; it does not itself show a delivery failure. Keep workers available as stock is used.

Red colony after the attack with seven warriors in the top counter; selected inn shows Inside 4/4 and Food 10/10.

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Back at home, all seven warriors remain. The selected inn is serving four globs with a full food store.
Inn detail after the attack showing Inside 4/4, Working 0/2, Food 10/10, and Oranges 5/40.

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Inside 4/4 and Food 10/10 show meals continuing after the force returns. A full store can leave Working at 0/2.

A withdrawal still works through autonomous jobs and needs. It does not promise that every unit escapes immediately from a dangerous fight.

Diagnose the attack before repeating it

Scroll to compare all columns ↔

SymptomCheck firstUseful correction
Target flag stays understaffedOld flag requests, minimum level, and unit needsRelease an obsolete assignment or relax an unnecessarily strict filter
Working fills but Here remains lowTravel distance, ground route, and service tripsWait for arrival or move the destination onto a usable approach
Warriors repeatedly leave for foodInn access, stock, and the length of the return tripShorten the operation or establish supplied forward service before committing
Units arrive separately and loseGathering point, opposing support, and readinessWithdraw and regroup instead of continually adding replacements
The objective is gone but the force stays outRemaining flag requestsRemove the obsolete order and allow meals, healing, and training

A remote inn only helps after someone constructs it, supplies it, and can reach it safely. Before placing one, identify the builders, materials, wheat, and service route. Avoid expanding the attack’s labor demands faster than the home economy can support.

After a failed attack, use colony recovery to restore essential services. Read victory conditions before choosing a target intended to end the match.