Military Overview
Your economy buys you a military, and your military is how you take and hold ground. Everything you build toward, structures, workers, resources, eventually points at one thing: an army strong enough to defend what is yours and threaten what is not. This page explains how the military fits together so the rest of the category makes sense.
The army model
Every unit in Realm Conquest is built from three choices. Pick a chassis, pick a weapon, pick an upgrade focus, and the combination defines that unit's stats and cost.
- Chassis is the body: Infantry, Vehicle, or Tank. The chassis sets how tough and expensive the unit is, how long it takes to train, and how much room it takes in a squad.
- Weapon is what it shoots: Concussive, Beam, or Explosive. Each weapon is strong against one chassis, average against another, and weak against the third, so weapon choice is really target choice.
- Upgrade focus is how the unit is tuned: Armor, Damage, or Range. Armor units soak hits, Damage units hit hard, Range units strike from further back and fire earlier in a battle.
Three chassis times three weapons times three upgrade focuses gives 27 distinct unit types. You will not build all of them. Strong play is choosing a handful that cover your plan and complement each other, then producing them in volume.
How military fits the loop
The military side of the game runs as a simple loop, and every milestone of your realm is just a faster, larger version of it.
- Recruit. Units are trained at your military structures for Metal, Oil, and Workers over a number of ticks. Bigger armies cost more per unit because of recruitment overhead, so growth is a deliberate investment, not a free upgrade.
- Group into squads. Loose units defend your colony but cannot leave it. To act on the map, units must be assigned to a squad. A squad has a position and a storage limit, and it is the unit of movement and combat.
- Move. Sending a squad takes travel time measured in ticks and burns Oil based on distance. Orders can be delayed, cancelled, or returned, and friendly destinations arrive faster than hostile ones.
- Fight. When a squad arrives at a hostile target, a battle resolves on that tick. Weapon matchups, upgrade focus, and unit experience all decide who walks away. Survivors gain experience and get stronger.
That loop, recruit then squad then move then fight, is the whole game in miniature. Master the pieces individually and you can run the whole thing under pressure.
See also
Read Unit Types for the full stat picture across chassis, weapons, and upgrades, see Recruitment for how units are trained and what overhead costs you, and learn how Squads turn loose units into a force that can move and fight.