๐ŸŒ Aakraman: The World Order

Complete Guide โ€” Everything You Need to Know

โ† Back to Game

๐ŸŽซ Need Help? Submit a Support Ticket

Stuck? Found a bug? Have feedback? We're here to help!

๐Ÿ“ง Email: valan.dj@gmail.com

1. What Is This Game?

๐ŸŽฎ Core Concept

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

The Three Core Tensions (ALL AT ONCE)

  1. BUILD YOUR ECONOMY โ€” Energy, materials, food, water, research
  2. DEFEND YOUR BORDERS โ€” Enemies push from second one
  3. 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

  1. Click "Practice" on the main menu
  2. Choose team size (start with 3v3)
  3. Pick your nation name from the lists
  4. Mark yourself ready
  5. Planning room appears (60 seconds)

2In the Planning Room

  1. Check your terrain profile (Maritime? Highland? Metropolitan?)
  2. Choose your doctrine (Industrial/Research/Naval/Fortress/Logistics)
  3. Look at team composition โ€” what does your team need?
  4. Use team chat to coordinate
  5. Note which contested zones are near you

3First 90 Seconds (CRITICAL)

  1. A scout auto-spawns at your border
  2. Build energy IMMEDIATELY (solar/wind/fission)
  3. Send your scout to the nearest contested zone
  4. Build 1-2 resource buildings based on your profile
  5. Deploy 1-2 infantry to guard your scout
โš ๏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

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

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, โˆ’1/tick when empty
  • Capture Threshold: 30 progress (15 seconds uncontested)
  • Income: +3 resources/tick per node = 180/minute!

WHY THIS MATTERS: Holding nodes makes early combat ECONOMIC, not just destructive. A team that ignores zones is behind on income within 5 minutes.

4. Your Country โ€” Identity From The Land

๐Ÿ—บ๏ธ No Named Countries

There are NO real country names. Your country is a stretch of generated land, and what you're good at comes from the terrain you got.

The 7 Terrain Profiles

Profile Terrain World-Best At Bad At
Maritime Heavy coast, harbor Naval, ports, logistics Rare earths, oil
Highland Mountains, hills Mining, materials, armor Agriculture, water, chips
Riverlands Rivers, fertile ground Agriculture, food Chips, missiles
Interior Landlocked, dry, flat Oil, gas, missiles Naval, ports, water
Metropolitan Compact, connected Chips, AI, software Mining, oil, agriculture
Northern Tundra, cold coast Nuclear, space Agriculture, renewables
Delta Wetland, river mouth Water, ports, renewables Armor, mining, nuclear

Doctrine โ€” The Half YOU Choose

In the 60-second Planning Room, you pick a Doctrine on top of your terrain profile:

7 profiles ร— 5 doctrines = 35 possible combinations!

Team chat becomes: "You're coastal, go Naval doctrine. I'll cover chips."

Naming Your Country

You pick from curated lists:

Example: "Skarn Reach", "Talara Union", "Meridian Commonwealth"

It's a PICKER, never a text field (to avoid moderation requirements).

5. The 10 Resources

Every resource has: production, consumption, storage, and a visible painful shortage state.

Resource Made By Used By Shortage Effect
โšก Energy Power plants, renewables Almost everything Brownout: All production scaled down
๐Ÿ—๏ธ Materials Mines, quarries, steel mills Construction, units Construction halts
โš™๏ธ Components Component/robotics plants Advanced buildings, units Advanced construction halts
๐Ÿ’พ Chips Semiconductor fabs AI, drones, research, cyber Research & drone output collapse
๐ŸŒพ Food Farms, agri complexes Population Happiness falls โ†’ output falls
๐Ÿ’ง Water Wellfields, desalination Population, industry Agriculture & industry throttled
โ›ฝ Fuel Derricks, gas terminals Units, logistics Movement & supply drop
๐Ÿ’Ž Rare Earths Rare earth mines Chips, magnets Advanced production blocked
๐Ÿ”ฌ Research Campuses, labs, datacenters National & alliance tech Tech stalls
๐Ÿ’ฐ Credits Exchanges, trade Buying everything Nothing can be bought

Key Rules

  • Partial satisfaction scales linearly: 50% inputs = 50% output (no cliffs)
  • Storage is finite: Overflow is lost (trade with allies!)
  • Energy is virtual: Produced & consumed each tick, throttles everything

Starting Resources

Materials: 200 Food: 100 Water: 100 Fuel: 80 Credits: 150

You have about 60 seconds before first shortage if you build nothing!

6. Buildings โ€” ~50 Types

Building Groups

โšก Energy & Grid

Solar field, wind array, fission plant, fusion plant, geothermal tap, grid substation, battery farm, transmission hub

โ›๏ธ Extraction

Open pit mine, rare earth mine, oil derrick, gas terminal, water wellfield, desalination plant, quarry

๐Ÿญ Industry

Steel mill, materials plant, component factory, robotics plant, precision works, shipyard, aircraft plant, munitions plant, drone factory, semiconductor fab, battery plant, chemical plant

๐ŸŒพ Food & Water

Hydroponic tower, agri complex, food processing plant, cold storage

๐Ÿ”ฌ Research

Research campus, AI datacenter, biotech lab, materials lab, space center, cyber range

๐Ÿ›๏ธ Civil

Housing block, medical center, university, admin center, finance exchange, media center

๐Ÿ“ฆ Logistics

Logistics depot, rail yard, port terminal, airfield, pipeline station, orbital uplink

๐Ÿš€ Defence-Industrial

Missile silo, air defence battery, radar station, command bunker

Key Mechanics

  • Tiers are real dependencies: A tier-2 fab requires a tier-2 materials plant elsewhere
  • Construction queue: Max 5 buildings at once (forces prioritization)
  • Cancel refund: 50% of build cost (lets you pivot during crisis)
  • Build times: 15-60 ticks (15 seconds to 1 minute)
โš ๏ธ Energy First Rule: Always build energy production BEFORE anything else. A brownout cripples your entire economy!

7. Combat & Borders

The 3 Squad Types

Type Strength Move Speed Cost Role
๐Ÿ” Scout 30 8 ticks/province (fast) 30 mat, 15 credits Capture nodes, vision
๐Ÿช– Infantry 60 12 ticks/province (medium) 50 mat, 30 credits Workhorse combat
๐Ÿ›ก๏ธ Armour 100 16 ticks/province (slow) 80 mat, 20 fuel, 50 credits Heavy hammer

Max 8 squads per country โ€” forces quality over quantity

Auto-spawn: 1 scout spawns at Planningโ†’Live transition near your closest contested zone

How Combat Works

When opposing squads share a province:

Damage per tick = 10 ร— (your_strength / enemy_strength)

Effective Strength = base_strength ร— supply_factor ร— terrain_factor ร— fortification_factor

Fortifications

Add 0.5ร— their strength to defense:

Terrain Bonuses

Example:

Scout (30 str) vs Scout (30 str) = 3-tick fight to death.

BUT if defender has a bunker (40 ร— 0.5 = +20 defense), they become nearly invincible!

8. Supply Lines โ€” Logistics Win Wars

Supply flows from sources (capital, ports) to squads through provinces.

An enemy who out-produces you but can't move supplies SHOULD LOSE.

Supply Sources

Supply Consumption (per tick)

Distance Decay

Supply throughput reduces by 0.95ร— per province from source:

What Happens When Undersupplied

  • Combat effectiveness: 0% supply = 20% strength (linear interpolation)
  • Attrition: Below 50% supply, squads lose 1-2 str/tick
  • A starved scout (30 str) dies in ~15 ticks

How to Win With Supply:

  1. Cut enemy supply lines (attack their rear provinces)
  2. Enemy fights at 20% effectiveness
  3. Attrition kills isolated squads over ~15-50 ticks
  4. You win without losing a single direct engagement!

9. Research โ€” National Tech Tree

20 Research Nodes in 4 Branches

  1. Production โ€” Better yields, cheaper structures
  2. Military โ€” Unit upgrades, faster deployment
  3. Infrastructure โ€” Higher tiers, storage expansion
  4. Advanced โ€” Late-game breakthroughs

Research Output Formula

Base: 1.0 research/tick

  • + Education scaling (0.5ร— at edu=0, 2ร— at edu=100)
  • + Research buildings (+15% each)
  • + Doctrine bonus (Research doctrine: +30%)

Example:

With edu=100, 5 research buildings, Research doctrine:

1.0 ร— 2.0 ร— (1 + 5ร—0.15) ร— 1.3 = 4.55 research/tick

A 300-cost node takes 67-200 seconds depending on investment.

Research Costs Vary By Profile

10. Alliance Technology โ€” THE SIGNATURE SYSTEM

๐Ÿ’ก Core Concept

Individual countries research ordinary things.
Alliances research IMPOSSIBLE things.

How It Works

Example Alliance Techs

Tech Needs Contributions From
Orbital Defence Grid Space + missiles + AI
Quantum Mesh Network Semiconductors + software + cyber
Autonomous Logistics Corps Robotics + logistics + AI
Continental Medical Net Medicine + biotech + software
Climate Shield Renewables + materials + water

Alliance Trust (0-100)

Starts at 50

Gains from:

  • +1 per contribution tick
  • +2 per resource transfer arrival

Decays from:

  • โˆ’0.2/tick per ally shortage (when NO aid is in flight)

Resource Transfers

Victory Condition

๐Ÿ† Alliance Domination: Complete all 27 alliance techs โ†’ instant win

11. Disasters & Forecasting โ€” THE SIGNATURE MOMENT

20 Disaster Types

Flood, earthquake, wildfire, drought, storm surge, heatwave, grid collapse, cascading blackout, cyber attack, data breach, market crash, supply shock, fuel crisis, disease outbreak, crop blight, water contamination, satellite loss, port explosion, infrastructure failure, civil unrest.

How They Work

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

๐Ÿšจ Aid arriving BEFORE impact grants 2ร— Alliance Trust vs after!

This turns warnings into team scrambles:

  1. Forecast issued (2-5 minutes before impact)
  2. Victim hardens infrastructure, stockpiles
  3. Allies pre-position aid convoys (to arrive BEFORE impact for double trust)
  4. Impact hits
  5. Post-impact aid still helps, but worth half the trust

โš ๏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.

13. Cyber Warfare

Attack Types

  1. Production Sabotage โ€” โˆ’40% output (floor 30%)
  2. Supply Disruption โ€” โˆ’30% throughput (floor 50%)
  3. Forecast Jamming โ€” degrades tier by up to 2 levels

Costs & Duration

  • Cost: 50 chips + 30 components
  • Duration: 180 ticks (3 minutes)
  • Stacking: Multiple attacks stack with diminishing returns (1st full, 2nd half, 3rd third)

Cyber attacks systems, not units. You're attacking production lines, logistics networks, intelligence feeds.

When to Use Cyber

14. Victory Conditions

Primary: Territorial

๐Ÿ† Capture 75% of total provinces (not just 50% โ€” requires actual dominance)

Secondary Victories (All Viable)

Type Condition
Alliance Domination Complete all 27 alliance techs
Economic 50k production score + 2ร— lead over enemy
Scientific 80 research nodes completed across team (4 full trees)
Diplomatic Max Alliance Trust (100) sustained for 1200 ticks (20 min)

Anti-Stalemate

  • After 90 minutes: capture thresholds gradually ease
  • Hard ceiling: 2 hours โ†’ TIME_LIMIT victory (team with most provinces wins)

15. Match Timeline

Time What's Happening
Lobby Slots fill, players ready up
โˆ’60s Team planning room: who takes which zone, who researches what, choose doctrine
0:00โ€“1:30 First construction, first squads out, first contested node contact, border pressure begins
1:30โ€“10:00 Skirmish & economy race, first disasters, first forecasts, first alliance contributions
10:00โ€“40:00 Economies mature, real armies form, alliance techs start landing, supply lines matter
40:00โ€“90:00 Full war, sieges, disasters at high severity
90:00+ Anti-stalemate easing begins, capture thresholds fall
120:00 Hard ceiling (TIME_LIMIT)

16. Game Controls

Camera Controls

Action Mouse/Keyboard Touch
Pan Click and drag / Arrow keys One finger drag
Zoom Mouse wheel / +/โˆ’ keys Pinch
Select Click province/unit Tap province/unit

Player Actions (Intents)

Lobby & Planning

Economy

Military

Research

Alliance

Naval

Cyber

17. Multiplayer & Ranking

Qualification (Before Ranked)

Must complete ONE of:

  • 10 games, 80% win rate (8-2 or better)
  • 20 games, 50% win rate (10-10 or better)

Fail? Reset to 0, retry.

Initial MMR Assignment

BASE (1000) + (winrate ร— 800) - (games ร— 10)

Examples:

  • Qualify 8-2 (10 games, 80% WR): 1000 + 640 - 100 = 1540 MMR
  • Qualify 10-10 (20 games, 50% WR): 1000 + 400 - 200 = 1200 MMR

Fast qualification rewards higher starting MMR.

ELO System

Matchmaking

Party System

17. Bot System โ€” Practice Mode AI

โš ๏ธ IMPORTANT: Bots NEVER appear in ranked matches.

Bots only exist for Practice mode, solo play, and automated testing.

Bots NEVER cheat โ€” they get the same resources, vision, and rules as humans. Difficulty comes from BEHAVIOR only.

Bot Personalities (Based on Terrain Profile)

Profile Personality Behavior
Maritime / Metropolitan Economic Prioritizes building economy, trades frequently, defensive military
Highland / Interior Aggressive Early military, contests zones aggressively, attacks enemy borders
Northern Defensive Heavy fortifications, defensive squads, reactive playstyle
Riverlands / Delta Balanced Mix of economy and military, adapts to situation

Difficulty Levels

Easy Bots

Medium Bots

Hard Bots

Bot Chat

Bots send short contextual team chat messages:

Silence makes a bot match feel dead, so bots communicate to maintain immersion.

18. Quitting & Reconnect โ€” What Happens When You Leave

โš ๏ธ CRITICAL: Quitting Hurts Your Team

A quit MUST hurt the quitter and reshape the match for everyone else. Quit rate is tracked per account.

What Happens When You Disconnect or Quit

1Immediate Rank Penalty

Your account receives an immediate rank penalty the moment you disconnect or quit.

  • Penalty severity depends on match phase (worse if you quit during LIVE)
  • Quit rate is tracked per account and factored into matchmaking
  • Frequent quitters are matched with other frequent quitters

2Country Enters SILENT State

Your country continues operating, but with severe limitations:

  • Production: Continues at decaying rate (starts at 100%, drops to 50% over 120 ticks)
  • No new decisions: Construction queue stops, no new squads, no research progress
  • Defenses don't adapt: Existing fortifications stay, but no new ones
  • Research halts: No progress on national or alliance tech
  • Visible to team: Player status shows "SILENT" in amber

3Reconnect Window: 120 Seconds

You have 120 seconds (2 minutes) to rejoin.

  • Full control restored immediately on rejoin
  • Small residual penalty remains on your account
  • Team sees "Player reconnected" message
  • Grace period countdown visible to team

4After 120 Seconds: Country DEFEATED

If you don't rejoin within 120 seconds:

  • Country marked DEFEATED (red cross on map)
  • Territory becomes claimable by others
  • Rank penalty increases significantly

Territory Absorption Rules

Allies Can Absorb (Slower)

Enemies Can Conquer (Faster)

Stale Match Cleanup

Matches automatically clean up when abandoned:

โš ๏ธ Quit Rate Tracking

Your quit rate is tracked per account:

  • Quit rate = quits / total matches
  • High quit rate (>20%) flags your account
  • Flagged accounts matched with other frequent quitters
  • May be excluded from competitive queues

Don't quit! If you must leave, do it in lobby, not during LIVE.

19. Multiplayer & Ranking โ€” Complete System

15 Separate Matchmaking Queues

Team Size Practice Unranked Ranked
1v1 โœ… Solo + bots โœ… Counts for qualification โœ… Affects MMR
2v2 โœ… Solo + bots โœ… Counts for qualification โœ… Affects MMR
3v3 โœ… Solo + bots โœ… Counts for qualification โœ… Affects MMR
4v4 โœ… Solo + bots โœ… Counts for qualification โœ… Affects MMR
5v5 โœ… Solo + bots โœ… Counts for qualification โœ… Affects MMR

Qualification System (Before Ranked)

You MUST qualify before playing Ranked matches.

Complete ONE of these paths:

  • 10 games, 80% win rate (8-2 or better)
  • 20 games, 50% win rate (10-10 or better)

Fail? Reset to 0, retry.

Initial MMR Assignment

BASE (1000) + (winrate ร— 800) - (games ร— 10)

Examples:

  • Qualify 8-2 (10 games, 80% WR): 1000 + 640 - 100 = 1540 MMR
  • Qualify 10-10 (20 games, 50% WR): 1000 + 400 - 200 = 1200 MMR
  • Qualify 9-1 (10 games, 90% WR): 1000 + 720 - 100 = 1620 MMR

Fast qualification rewards higher starting MMR.

ELO System

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%

โœ… 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.

โš ๏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€” โˆ’40% output cripples enemy economy
  • Supply disruption during push โ€” โˆ’30% 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

  1. Building without energy โ†’ Brownout = everything stops
  2. Ignoring contested zones โ†’ Behind on income by 5 minutes
  3. Overextending military โ†’ Supply lines cut = squads starve
  4. Not helping allies โ†’ Trust decays, alliance tech stalls
  5. Turtling โ†’ Enemy captures all contested zones, economic lead becomes unstoppable
  6. Spam-building everything โ†’ Hit construction queue cap (5 max), wasted time
  7. Ignoring naval (if coastal) โ†’ Enemy blockades you, โˆ’40 supply/tick
  8. Missing pre-impact aid โ†’ Half the trust, ally feels abandoned
  9. No research buildings โ†’ Research output stays at 1.0/tick forever
  10. Fighting without supply โ†’ 0% supply = 20% combat strength = certain death

23. Troubleshooting โ€” Common Issues & Fixes

Connection Issues

โŒ "Cannot connect to server"

Possible Causes:

  • Server is down (check status page)
  • Your internet connection is unstable
  • Firewall blocking WebSocket connections

Solutions:

  1. Check your internet connection
  2. Try refreshing the page (Ctrl+F5 or Cmd+Shift+R)
  3. Check firewall settings (allow wss://aakraman-live.valan-dj.workers.dev)
  4. Try Practice mode (works offline)
  5. Submit support ticket if persists

โŒ "Reconnecting command link"

What it means: Lost connection to server, attempting to reconnect.

What to do:

  • Wait 10-30 seconds for automatic reconnect
  • Don't close the page โ€” your state is preserved
  • If exceeds 120 seconds, your country enters SILENT

Gameplay Issues

โŒ "Intent rejected" messages

Common Reasons:

  • INSUFFICIENT_RESOURCES: You don't have enough materials/fuel/credits
  • QUEUE_FULL: Construction queue at max (5 buildings)
  • SQUAD_LIMIT_REACHED: Max 8 squads per country
  • NOT_ADJACENT: Can only move squads to adjacent provinces
  • WRONG_PHASE: Action not allowed in current phase

Solution: Check the rejection reason in attention rail (bottom-left)

โŒ Buildings not producing

Check these:

  1. Energy brownout? All production scales with energy satisfaction
  2. Missing inputs? Buildings need input resources (e.g., steel mill needs materials)
  3. Disaster active? Disasters reduce building output ร—0.5 or ร—0 for 60-180 ticks
  4. Cyber attack? Production sabotage reduces output by โˆ’40%

โŒ Squads dying without combat

Supply attrition!

Squads below 50% supply satisfaction lose 1-2 strength/tick.

Solution:

  • Check supply overlay (see if squad is undersupplied)
  • Build ports (coastal) or logistics depots
  • Retreat squads closer to capital
  • Cut enemy supply lines to turn tables

Performance Issues

โŒ Low frame rate / lag

Solutions:

  1. Enable "Reduce motion" in accessibility settings (bottom-right)
  2. Close other browser tabs
  3. Try Canvas renderer instead of WebGL (automatic fallback)
  4. Lower browser zoom level to 100%
  5. Clear browser cache

Audio Issues

โŒ No sound

Check these:

  1. Click "Enable audio" button (audio dock, top-right)
  2. Check master volume in audio mixer
  3. Ensure browser didn't mute the tab
  4. Audio requires user gesture (click anywhere first)

Account Issues

โŒ "Cannot login"

Check these:

  • Email correct? Check for typos
  • OTP code expired? Request new one (valid 60 seconds)
  • Check spam folder for OTP email
  • Try different email provider (some block automated emails)

Still Stuck?

๐ŸŽซ Submit a Support Ticket

If none of these solutions work, please submit a ticket with:

  • What you were doing when the issue occurred
  • Error message (if any)
  • Browser & OS version
  • Screenshot (if possible)

24. Technical Details โ€” How It Works

Architecture

Deterministic Simulation Engine

  • 1 tick = 1 second real time
  • Same seed + same intents = identical result (perfect replays)
  • 5 RNG streams: world, economy, combat, disaster, bots (separate cursors)
  • State fingerprint: hashState() produces short code to detect desyncs

Network Stack

Component Technology Purpose
Frontend Vite + PixiJS Client rendering
Backend Cloudflare Worker HTTP API + WebSocket server
Match Rooms Durable Objects 1 per active match (stateful)
Matchmaking Durable Object Queue management
Database Cloudflare D1 Match persistence
Auth & Profiles Supabase Authentication, leaderboard

Performance

WebSocket Protocol

Client โ†’ Server

  • HELLO โ€” Initial connection (token, matchId, contractVersion)
  • INTENT โ€” Batched player actions (intents array)
  • PING โ€” Heartbeat (client clock)
  • RESYNC โ€” Request full snapshot after gap

Server โ†’ Client

  • WELCOME โ€” Connection confirmed (includes world)
  • TICK โ€” 1Hz broadcast (state, events, hash)
  • SNAPSHOT โ€” Full state (every 30s, or on RESYNC)
  • PONG โ€” Heartbeat response
  • ERROR โ€” Error message (code + message)

State Version

Current: v13

State version bumps when GameState shape changes. Incompatible versions rejected at connection.

URLs

Service URL
Client (Pages) https://aakraman-world-order.pages.dev
Server (Worker) https://aakraman-live.valan-dj.workers.dev
WebSocket wss://aakraman-live.valan-dj.workers.dev/ws
Supabase https://cysoffqxorgqvwcsjmfo.supabase.co

Open Source

Repository: https://github.com/PsYcGoD/aakraman-world-order

License: MIT (check repo for details)

25. Quick Reference โ€” Numbers That Matter

Starting Resources

Materials: 200 Food: 100 Water: 100 Fuel: 80 Credits: 150 Population: 1000 Education: 50 Happiness: 80

Squad Stats

Type Str Move Cost Supply/tick
Scout 30 8t 30m/15c 1
Infantry 60 12t 50m/30c 3
Armour 100 16t 80m/20f/50c 5

Fortification Stats

Type Str Cost Build Time
Watchtower 10 20m 15t
Barricade 20 35m 15t
Bunker 40 60m 15t
Turret 30 50m 15t
Minefield 25 40m 15t

Supply Stats

Naval Stats

Disaster Stats

Victory Thresholds