rules
Each owned cell +1 per tick. A cell holds one permanent route to a neighbour and
ships ceil(half) along it every tick — so it drains to ~1 and then forwards its own production forever.
Routes chain: a line of cells is a conveyor, one tick of latency per hop.
Empty cells: your units pool there — no losses, just a slow tick toward
5 + cells you own. Rival piles cancel out; the survivor keeps besieging.
Owned cells defend at 2:1 — the garrison kills two per one it loses, so you must arrive with
more than twice the defenders to take anything. Short of that the whole wave dies and only dents them.
A cell under fire produces nothing, so a sustained 2/tick against an unreinforced
garrison grinds it down — you win with throughput, not stacks. Trickle in 1/tick and you
kill nobody at all: you are just feeding them. A cell that is shipping is nearly empty, so
attacking cells cannot defend.
Click your cell then a neighbour to lay a route. Click it again to cut it.
Shift-click a cell to funnel every adjacent cell of yours into it.
Enter tick · Esc deselect · R reset