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- On the login page, click New Player to open the character creation form.
- After creating your player.
- Change your password with
password <new password> - Read this manual in full
- For in-game help, type
helpat any time.
Step 1 — Build Labs
Start with 3 labs (the maximum you can build initially). Check what's available to build under REPORT TECHNOLOGY.
build lab
Step 2 — Educate Scientists
You need 100 scientists per lab. If you have multiple labs, you can educate them all in one command.
educate 100
Step 3 — Allocate Research
Check REPORT RESEARCH for available topics. Combat Training is recommended for new players — it can be completed in one shot with 3 labs.
allocate 100 combat training
You're now set. Wait for the next Housekeeping cycle and continue reading this manual.
A new player starts with the following:
| Resource | Starting Value |
|---|---|
| Money | $15,000 |
| Land | 1,100 acres |
| Farmers | 1,000 |
| Scientists | 0 |
| Favour | -50 (due to anarchy) |
| Element | Description |
|---|---|
| Money | General currency used for construction and wages. |
| Land | Required to build structures. |
| Farmers | General population. They breed each Housekeeping and produce taxes. |
| Scientists | Educated farmers. Their sole purpose is research. |
| Structures | Buildable once prerequisite research is complete. See REPORT TECH. |
| Units | Anything that isn't a structure — military units (jeeps, tanks), troops (soldiers, marines), and non-military units such as luxuries. Produced by factories. |
Movement Points are required for certain commands. Use help to see the MP cost of any specific command. MP are allocated every Housekeeping.
"The dust settles for a brief moment... Taxes collected and wages paid, a month has passed."
Housekeeping occurs every 2 hours and represents one in-game month. The following events occur in order:
- Farmers are taxed
- Farmers reproduce
- Scientists research
- Factories produce
- Troops are paid
- Movement Points allocated
View your current favour with REPORT GENERAL. Favour affects production, research, and taxes.
Positive Effects (increases favour):
- Tax rate below 7%
- Hiring farmers
- Educating farmers
- Successfully defending against an attack
- Winning an attack
- Attacking a nation significantly larger in land mass (see
ADVISE)
Negative Effects (decreases favour):
- Tax rate above 7%
- Firing workers or scientists
- Losing a war
- Attacking a nation with significantly less land (see
ADVISE)
Total population cannot exceed your total land — farmers will begin to die from overcrowding if it does. Check your total population with REPORT GENERAL.
Reports provide full information on your nation. All report commands can be shortened as shown:
| Full Command | Short Form | Description |
|---|---|---|
REPORT GENERAL |
r g |
General nation overview |
REPORT INDUSTRY |
r i |
Factory and worker report |
REPORT RESEARCH |
r r |
Research tree and allocation |
REPORT LAND |
r l |
Structures and buildings |
REPORT SPACE |
r s |
Space units |
REPORT TECH |
r t |
Technology report |
REPORT UNITS |
r u |
Military and unit report |
REPORT MARKET |
r m |
Items and units for sale |
Once research on a topic is complete, you may be able to build a structure. Use REPORT TECH to see what's available. The leftmost name in the technology table is the exact name used with the BUILD command.
BUILD Lab
You must have available land and sufficient money to construct. Structures appear in REPORT LAND once built.
You can demolish structures at any time with BULLDOZE, but will only receive half the construction cost back in raw materials:
BULLDOZE Lab
Every factory requires workers to operate. There is 1 worker per acre of land the factory occupies.
hire 500 jeep factory
Research is the cornerstone of Doomsday. Three elements are required:
Scientists perform research every Housekeeping. Educate farmers into scientists using:
educate 100
Note: Once educated, scientists do not reproduce and do not produce taxes.
You must build a lab before educating scientists. Each lab holds 1 scientist per acre. You can only educate as many scientists as your labs can accommodate.
With a lab built and scientists educated, allocate your research team to specific topics:
allocate 100 combat training
You can split allocation across multiple topics, as long as the total does not exceed 100%:
allocate 50 TOPIC1
allocate 50 TOPIC2
Once a topic reaches 100% knowledge, any sub-topics below it will automatically branch out. Check progress with REPORT RESEARCH.
explore
Sends out explorers to find new land without risking your military. Success is not guaranteed.
list
Lists the 10 players nearest to your nation's standing. Useful for identifying targets and gauging who is within range. Use ADVISE before attacking to avoid unnecessary favour losses.
advise <player>
Tells you whether a player is within your political grasp. Attacking a player outside your grasp will result in a favour penalty.
establish
Changes your government to a Dictatorship and updates your favour from -50 to its appropriate value based on your actions.
⚠️ You cannot attack or launch without establishing. This action cannot be undone.
Once Combat Training research is complete, you can train soldiers from your farmer pool. Soldiers require a monthly salary.
train 10 soldier
Stronger units can be produced by building factories and hiring workers. These are more powerful but take longer to accumulate.
attack <player>
Declares war on another nation. Your military fights until one side reaches their surrender threshold, or both sides withdraw if no victor emerges.
If you win, you receive from the target:
- Land
- Farmers
- Scientists
- Money
The amount gained depends on the target's surrender level. Winning against nations within your political grasp gains favour; winning against weaker nations causes a significant favour drop.
Example combat log:
In a ground force attack, Dictator shabbs of NoCountry has declared war on
Dictator Pumpernickle of PumpernickleLand.
The forces of Dictator Pumpernickle hold their defense.
The war has ended.
surrender <percentage>
Sets the percentage of your resources you risk losing in combat. This can only be changed once per Housekeeping.
| Setting | Notes |
|---|---|
| 10% | Very low risk, but leaves you vulnerable to being chipped away at repeatedly |
| 35% | Recommended — provides adequate defense against most enemies |
| 100% | Extremely dangerous — a single loss could leave you with almost nothing |
Choose wisely. Your surrender percentage is how much land, farmers, scientists, and units you may lose in a defeat.
To pursue a space victory (or prevent one), you must first research Astrophysics:
allocate 100 astrophysics
⚠️ Do not enter this research path without a large science team — the sub-topics are very costly.
Starwars Missiles are your primary defense against enemy shuttles. It is recommended to research these before the shuttle, as they are less costly and can keep the game alive longer.
Prerequisites: Astrophysics research
Research:
allocate 100 starwars missile
Build & Staff:
build starwars missile factory
hire 2500 starwars missile factory
Usage:
Check the space report for active shuttle IDs:
REPORT SPACE
.----+-------------+---------+--------+---------+-------------.
| ID | Owner | Unit | Target | Stats | Range |
----+-------------+---------+--------+---------+-------------
| 38 | CrazySpence | Shuttle | | (0,900) | 1.74 AU (3%)|
'----+-------------+---------+--------+---------+-------------'
Launch a missile at the target shuttle using the ID:
launch 38 starwars missile
Note: Each missile has only a small chance of destroying a shuttle. Launch several simultaneously for better odds.
Launching a shuttle and reaching the 50 AU victory point wins the game. Surviving long enough to get there is the challenge.
Prerequisites: Astrophysics research
Research:
allocate 100 shuttle
This research takes a very long time. A large science team is strongly recommended.
Build & Staff:
build shuttle factory
hire 15000 shuttle factory
Launch:
launch shuttle
Once launched, your shuttle will travel toward the victory point while opponents attempt to destroy it with Starwars Missiles.
Example destruction event:
In an immense explosion, Dictator DowaDiddy's Starwars Missile (1112) collides with
Dictator Pumpernickle's Shuttle (1104). Little more than scattered pieces of the Shuttle remain.
Good luck — you'll need it.