Iron/Frontier

Supply wins wars — an OpenTTD-inspired logistics RTS
Operation
Choose your civ
AI difficulty
Map
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 · 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
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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).

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.

Victory