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The Premise
Commanders of Chaos is a persistent, browser-based war game. You command a single Force in a shared world of other players and AI-driven bot forces. Build an army, keep it fed, gain intel on adversaries, and conduct operations against them. There are no turns to wait for — attacks resolve immediately.
Command Points (CP)
Command Points are the single currency of the game. Everything you buy — units, defenses, supplies, ammunition, intelligence — costs CP. You earn CP in two ways:
- Daily income. Every day your force is paid at least 1,000 CP, enough to rebuild, reinforce or launch a big attack. Very large armies can earn more, with diminishing returns.
- Winning attacks. Victory pays a 1,000-3,000 CP bounty plus the full value of the enemy units you destroy, so fighting pays better than waiting for payday.
Building Your Force
- Units (Ground, Air, Support) are your offense. Buy them in Requisitions and organise them into Elements of up to 10 units — the groups you actually send into battle.
- Defensive units stay home and absorb damage when you are attacked. They cannot join attacks.
- Defense items (passive and active) boost your defense when you are hit. They wear down with use, and active items consume supplies when triggered.
Elements & Attrition
An Element is a squad of up to 10 offensive units. Elements are the only thing you can send into an attack — units sitting loose in your pool stay home. Form them in the Armory, give each a designation (Alpha-1, Bravo-4…), and pick which ones to send from Operations. Soldiers get tired, so two rules keep wars from becoming endless:
- Committed for a week. Once formed, an Element must serve for 7 days before you can disband it and return its units to the pool. Think before you build. (An Element wiped out in battle is gone, of course.)
- Rest between battles. After attacking, an Element needs 6 hours to recover before it can fight again. Resting Elements show a “Resting until…” badge in Operations and can't be selected.
In practice: you can't hammer one target with the same squad over and over. Run several Elements and rotate them, or accept a slower tempo.
Supplies & Ammunition
- Supplies pay your daily upkeep. Every unit eats. If you run short, units desert — the bigger the shortfall, the more you lose.
- Ammunition is spent each time you attack. No ammo, no offensive.
- Keep an eye on the resource bar at the top of every page. It shows how many days of supplies you have left.
Intelligence
Enemy strength is a secret. Spend CP on Intel to learn about a target: the more you invest, the higher your intel level and the more of their forces you can see. Intel is never complete, and it decays — reports fade over about four weeks which lower your intelligence on a specific force. Attacking a force also yields a small amount of intel.
Combat
- Pick a target in Operations, choose which Elements to send, and launch. Elements need time to rest after attacks, this is emulated in this game via a 6 hour cooldown.
- Your attack hits the defender's defensive units first, then their remaining forces, with defense items adding a bonus.
- A random 'fog-of-war' is applied, so even good odds are not a sure thing.
- Both sides take casualties. The winner loses fewer units; the winner of an attack also earns CP.
- A full battle report is filed for both sides under Reports.
How It's Meant To Be Played
- This game is not meant to be played for hours straight. Check in regularly: income arrives daily, and bots attack and acquire units themselves.
- Balance offense, defense and logistics — a huge army you can't feed is a problem.
- Scout before you strike. Attacking blind is risky; attacking against forces you spend intel on is a better idea.
- Don't ignore your own defenses. Any commander can attack you at any time.