This page explains how cities produce troops, how stacks grow and cap out, and how cities change hands. These are the core mechanics of your economy and army.
The game advances in ticks — four per second. Each city you own produces 1 troop per tick, automatically, with no orders needed. Four ticks per second means an untouched city grows at a steady 4 troops per second until it saturates.
A city cell holds at most 30 troops. Once it reaches 30, production stops for that tick — no overflow, no waste beyond the cap. A saturated city resumes producing the moment troops march away and free up room.
Open (non-city) land cells hold at most 30 troops as well, so a big stack arriving in a small cell simply fills it to the cap.
Troops are not just fighters:
Cities change hands through occupation, not destruction:
Because elimination requires losing all troops AND all cities (see Objective), your cities are your lifeline: even a single recaptured city puts you back in production.
A typical opening: let your starting cities build up, lay pipes toward the middle of the board, and stream fresh troops forward while keeping your home cells topped up. Production is free — forgetting to spend it is the only waste.