Supply wins wars — an OpenTTD-inspired logistics RTS
Add to your home screen: tap the Share icon, then "Add to Home Screen".
Operation
Commanders (you + AI)
Every commander is a separate side — no alliances. A bigger map gives everyone more room to spread out.
Choose your civ
AI difficulty
Map
Customize map generation
Hills1.0x
Water1.0x
Forests1.0x
Towns1.0x
0x removes that feature from generated maps entirely; 2x roughly doubles its density. Ore/uranium placement always stays at the balanced default regardless of these sliders.
Unit cap per team
1,000
Base is 1,000. Reaching a high cap still needs enough Habitat Blocks/Mega Habitats built to actually fill it — this only raises the ceiling. Very high caps can slow the game down on weaker hardware.
Terrain texture pack (optional)
Sharing & multiplayer: the whole game is this one file — publish the artifact and anyone with the link plays instantly. Live online matches need a relay server, so for now the other commanders are AI: they mine, haul supply, fortify and attack for real.
Drag select · Shift+click add · Dbl-click all of type · Right-click contextual order ·
Shift+right-click queue waypoints · A attack-move · S stop · H hold ·
Tab cycle subgroup · Q W E R T Y U I O P G B command grid · Ctrl 0-9 set group, tap twice to jump ·
. idle harvester · F3 army · V patrol · F stance · N formation · C alarm · Space last alert · Del disband Arrows/edge scroll/Middle-drag pan · Z/X rotate · Wheel zoom ·
P pause · +/- speed · F1 help · Esc cancel
High Scores
Stored on this device only. Each mode is scored against its own objective — Horde rewards waves survived, King of the Hill rewards actual hold time, elimination modes reward kills and enemy bases destroyed.
Multiplayer (up to 4 players)
Direct peer-to-peer — a lobby server just handles matchmaking (listing open games, connecting you automatically), it never sees your match itself and doesn't run any of it. Guests play by the same rules as the host: real fog of war, building, and unit control — a few actions (research, trade, demolish, etc.) are host-only for now.
Mode
Total players (including you)
Lobby (so other players can find and join automatically)
Match settings:
Open lobbies
Connecting to lobby server…
No lobby server involved — you trade one short code per guest yourselves (chat, Discord, wherever). Use this if the lobby server is ever unreachable, or you'd just rather not list the game.
Mode
Total players (including you)
Match settings:
1. Paste the code your host sent you:
2. Copy this and send it back to your host:
⛁ 0⛒ 0goods🪵 0☢ 0👥 0/0I⚡ 0/0⚑ 0units00:00
Build
⟳
Rotate your device to landscape for a much better view of the map
HILL CONTROL
Step 1/6
Field manual
Supply is the game. Combat units burn ammunition with every shot. Inside the glowing ring of an HQ or Supply Depot they rearm automatically; outside it they need Supply Trucks (auto-haul is on by default) or they fight at 35% damage. Push depots forward as your front advances.
Roads snowball you. Pave with the Road tool: vehicles move ~80% faster on them, and any production building touching a road builds 30% quicker. Refineries stockpile goods; Cargo Trucks haul goods to a Trade Terminal and get paid more the further they carry them, and more again for every extra Terminal you own.
Four ages. Advance at your HQ to unlock buildings and units — War Factory and Trade Hub in the
Frontier Age, Airfield and AA in the Industrial Age, heavy armour, siege, gunships and Commandos in the Atomic Age.
Population is capped by your HQ plus Habitat Blocks.
The map is not empty. Neutral Trade Outposts and Ruined Vaults can be captured with an
Engineer — vaults pay a steady trickle, outposts anchor trade routes. Marauder Camps keep spawning raiders until you
level them, and drop a large salvage bounty when you do. Prowlers roam the wilds.
Trade is real income. Build a Trade Hub, then Trade Convoys that shuttle to the furthest outpost
or second hub you own — the payout scales with route length, so long routes are worth defending. The Hub also runs a
commodity desk for buying and selling timber and goods at a price your own volume moves.
Aircraft ignore terrain and can only be shot by Stinger Teams, Flak Tracks and AA Batteries.
Garrison infantry inside towers and HQs for a big rate-of-fire boost; C sounds the alarm and pulls everyone inside.
V sets a patrol route and F cycles stance (aggressive / defensive / stand ground / passive).
Attack groups aren't stuck in one line. With 2+ combat units selected, pick a formation —
Line (multi-rank abreast), Box, Wedge, Column or Ring — from the selection panel or by pressing N. It's used for
every move and attack-move order until you change it again.
On phone/tablet: one-finger drag pans the map — tap a unit or building to select it, tap the
ground with something selected to move/attack there. To box-select a group, tap Select in the top bar first, then
drag once — or tap Select All to grab every combat unit you own instantly, no dragging needed. Hide HUD
(bottom-right) tucks every panel away so you can see the whole map; the Cmd / Build / Map buttons next to it hide
the command panel, build menu and minimap one at a time instead. Tap any of them again to bring it back. Selecting a
building shows a Deselect button — tapping empty ground never launches anything by itself. A Nuclear Silo needs
Launch Strike tapped first, then the target, then a confirmation — plain taps around the map are always safe.
Two resources. Ore becomes credits; forest becomes timber, which walls, turrets,
depots, the Workshop, every upgrade and the Heavy Hauler all need. Right-click a harvester onto ore or onto trees to
lock it to that resource, or use the Auto / Ore only / Timber only buttons. A Heavy Hauler (War Factory, needs a
Workshop) carries five times what a harvester does.
The Workshop researches Ballistics, Plating, Optics, Logistics and Autoloaders.
Upgrades are permanent, team-wide, and retrofit units you already built. The AI researches too — expect its army to
outclass yours if you skip them.
Harvesters mine ore and bank credits at a Refinery (or your HQ, at a lower rate). Power plants keep production fast and turrets online — run a surplus. Engineers repair vehicles & buildings and speed up construction; Medics heal infantry; veterans (chevrons) hit ~12% harder per rank. Walls and turrets stop hordes; artillery outranges turrets. Production buildings can auto-repeat their queue.