Aakraman: The World Order is a team strategy game where YOU control an ENTIRE COUNTRY. Not a base, not a squad โ a whole nation with its economy, military, research, and alliances.
Key Features
Team Sizes: 1v1 up to 5v5 (5v5 is the main mode)
Match Length: 20 minutes to 2 hours (hard limit: 2 hours)
No Twitch Skills: Everything runs at 1 tick per second. Strategy matters, not reflexes.
Deterministic Simulation: Same seed + same actions = identical result
The Three Core Tensions (ALL AT ONCE)
BUILD YOUR ECONOMY โ Energy, materials, food, water, research
DEFEND YOUR BORDERS โ Enemies push from second one
CAPTURE CONTESTED ZONES โ Resource nodes between enemy borders
If you only build, you'll lose your border.
If you only fight, you'll run out of power.
If you ignore zones, you'll be behind on income within 5 minutes.
2. Getting Started
Play Modes
Mode
Description
Best For
Practice
Solo + bots, runs in your browser
Learning the game, trying strategies
Unranked
Real players, counts toward qualification
Practicing with real people, no rank risk
Ranked
Competitive ladder, affects MMR
Serious competitive play (requires qualification)
1First Time Playing
Click "Practice" on the main menu
Choose team size (start with 3v3)
Pick your nation name from the lists
Mark yourself ready
Planning room appears (60 seconds)
2In the Planning Room
Check your terrain profile (Maritime? Highland? Metropolitan?)
Choose your doctrine (Industrial/Research/Naval/Fortress/Logistics)
Look at team composition โ what does your team need?
Use team chat to coordinate
Note which contested zones are near you
3First 90 Seconds (CRITICAL)
A scout auto-spawns at your border
Build energy IMMEDIATELY (solar/wind/fission)
Send your scout to the nearest contested zone
Build 1-2 resource buildings based on your profile
Deploy 1-2 infantry to guard your scout
โ ๏ธ Most Important Rule: If you build NOTHING in the first 60 seconds, you'll hit shortages and lose. Energy always comes first!
3. The Map
How It Works
Procedurally Generated โ Same seed = same world
Hexagon Grid (pointy-top) โ 6 equal neighbors, no diagonal weirdness
One Continent divided into provinces (not tiles)
12 Biomes: ocean, shallows, beach, plains, grassland, forest, wetland, steppe, desert, hills, mountains, tundra
Key Concepts
Tiles vs Provinces
Tiles = the tiny hexes you see on the map
Provinces = groups of ~22 tiles, the REAL unit of ownership/supply/combat
Squads move province to province, NOT tile by tile
Guaranteed By Design
โ Every country borders at least ONE enemy
โ Every country borders at least ONE ally (except 1v1)
โ Between every enemy pair sits a Contested Zone with 2-4 resource nodes
โ Nearest contested node is reachable in under 60 seconds from spawn
Contested Zones โ THE HOOK
Between every pair of enemy countries sits a Contested Zone holding 2-4 resource nodes worth grabbing immediately.
Capture Progress: +2/tick when your squad is on the node, โ1/tick when empty
Building output reduction: ร0.5 or ร0 for 60-180 ticks
Forecasts โ THE HOOK
Base warning: 120 seconds (broadcast to ENTIRE ALLIANCE, not just victim)
Predictive Systems techs extend:
Tier I: 180 seconds (3 min)
Tier II: 240 seconds (4 min)
Tier III: 300 seconds (5 min)
Higher tiers reveal more:
Tier 1: "Something is coming"
Tier 3: Exact type, severity, affected region
Pre-Impact Aid โ THE SIGNATURE MOMENT
๐จ Aid arriving BEFORE impact grants 2ร Alliance Trust vs after!
This turns warnings into team scrambles:
Forecast issued (2-5 minutes before impact)
Victim hardens infrastructure, stockpiles
Allies pre-position aid convoys (to arrive BEFORE impact for double trust)
Impact hits
Post-impact aid still helps, but worth half the trust
โ ๏ธ Enemies see degraded signal โ at low intel: "some country has incoming event". At high intel: which one, and when. A distracted country is a target.
12. Naval Warfare
How It Works
Every coastal country has a rear sea lane (provides supply, connects to allies)
Landlocked countries have NO sea lane (genuine weakness)
Sea can NEVER be invaded โ no landings, ever
But convoys CAN be raided โ submarines/raiders cut imports
Win: +rank based on opponent average (more if they're higher ranked)
Loss: โrank based on opponent average (less if they're higher ranked)
Bots don't affect rank (practice mode only)
Matchmaking Algorithm
Rank Tolerance Widening:
Initial: ยฑ200 MMR
Widens: +10 MMR/second
Maximum: ยฑ1000 MMR (after 80 seconds)
Why? Ensures you get a match eventually, even during low-population times.
Solo vs Party Matchmaking
Queue Type
Behavior
Solo
Matched with other solo players or incomplete parties
Party (2-5)
Matched as unit. Party vs party preferred when available
Party System
1Creating a Party
Leader creates party (2-5 players)
Members join via invite link or party ID
All members must be qualified for ranked mode
2Party Queueing
Party queues as unit (cannot split across teams)
All members ready = auto-queue
If one member leaves queue, entire party leaves
3Party Matchmaking Priority
Party vs Party preferred: 3-stack vs 3-stack + solos
Fallback: Party + solos vs enemy party + solos
Never: Full party (5) vs all solos (unfair)
Rank Tiers (Informational)
Tier
MMR Range
Percentile
Bronze
0-1199
Bottom 25%
Silver
1200-1399
25-50%
Gold
1400-1599
50-75%
Platinum
1600-1799
75-90%
Diamond
1800-1999
90-97%
Master
2000+
Top 3%
โ Once qualified, rank is PERMANENT โ never resets unless you purchase a rank reset (monetization hook).
You can't smurf by resetting account; you must buy a rank reset.
20. Account System โ Profiles, Stats & Leaderboards
Creating Your Profile
1Authentication via Supabase
Email + OTP (One-Time Password) system
No password required (passwordless auth)
JWT token for session management
OTP valid for 60 seconds
2Profile Creation
Choose display name (shown to other players)
Starting rank: 1000 MMR (unqualified)
Stats initialized: 0 matches played, 0 wins
Profile Stats Tracked
Stat
Description
Display Name
Your in-game name (shown to other players)
MMR
Hidden rating (1000-2500+)
Rank Tier
Bronze/Silver/Gold/Platinum/Diamond/Master
Matches Played
Total matches (practice/unranked/ranked)
Matches Won
Total wins across all modes
Win Rate
wins / matches_played (percentage)
Quit Count
Total quits/disconnects
Quit Rate
quits / matches_played (percentage)
Qualification Status
Qualified / Not Qualified
Qualification Progress
Games played, wins (toward qualification)
Leaderboard
Top 100 players globally, ranked by MMR.
Updates: After every ranked match
Visibility: Public (no auth required to view)
Displays: Rank, Display Name, MMR, Wins, Matches
Ties: Broken by total wins, then by account age
โ ๏ธ Privacy: Your profile stats are public by default. This is intentional โ competitive games require transparency to prevent cheating and smurfing.
21. Strategy Tips
Economy
Energy first, always โ brownouts cripple EVERYTHING
Don't overbuild early โ you'll hit storage caps and waste overflow
Depots are universal โ each depot adds +100 to ALL resources
Military
Scouts for capture, infantry for combat, armour for breakthrough
Fortify intelligently โ bunkers on key chokepoints, not everywhere
Supply is king โ a well-supplied infantry beats a starved armour
Alliance
Help before disasters hit โ 2ร trust is HUGE
Coordinate tech unlocks โ don't all contribute to same tech
Transfer excess resources โ storage caps mean overflow is wasted
Naval (Coastal Countries)
1 escort protects your lane โ keeps supply flowing
1-2 raiders cripple enemy โ blockade cuts their supply by 40+ tons/tick
Balance based on team โ all landlocked allies? Escort priority.
Cyber
Production sabotage hurts most โ โ40% output cripples enemy economy
Supply disruption during push โ โ30% throughput starves frontline squads
Forecast jamming before disaster โ blinds enemy to incoming threat
Disaster Response
Pre-impact aid = 2ร trust โ worth scrambling for
Predictive Systems I/II/III โ ALWAYS prioritize in alliance tree
Harden infrastructure โ build redundancy BEFORE disasters hit
22. Common Mistakes to Avoid
Building without energy โ Brownout = everything stops
Ignoring contested zones โ Behind on income by 5 minutes
Overextending military โ Supply lines cut = squads starve
Not helping allies โ Trust decays, alliance tech stalls
Turtling โ Enemy captures all contested zones, economic lead becomes unstoppable
Spam-building everything โ Hit construction queue cap (5 max), wasted time