One world
The game has one single permanent, endless world. On sign-up you pick a free country; at any time you can take over an AI-led country with everything it built. If you do not log in for 10 turns in a row, your country becomes free again (logging in counts as activity). If your country is conquered, you pick another and carry on — your account, medals and reliability stay.
Player guide
You lead a real country with its 2026 army, economy and resources. The rest of the world is run by the AI. You can win by force, by economy or by diplomacy. A game can go on forever.
Time
- The game is turn-based. A daytime turn lasts 6 hours, while at night, between 00:00 and 07:00, there is a single turn. All your orders execute at the end of the turn.
- 1 game year = 1 real month. The in-game date follows real time, however long the turns are. Years are just scenery; a game can last for years.
- When you're done, press End turn. If every player does, the turn ends early.
- Each new turn brings a summary: battles, strikes, deliveries, breakthroughs, messages.
Budget
- Income: taxes. Every country has a normal tax level; you can move it up or down by up to 15 points. Higher taxes = more money, but slower GDP growth and lower approval, and far above normal stability drops too. Lower taxes = faster growth and happier people.
- Expenses: combat readiness (% of GDP; above 2% it adds defensive strength and factory capacity, but costs money and slows growth), research (% of the budget) and army upkeep (automatic, based on your units).
- Everything is set in Economy → Budget, where you see the balance per turn instantly.
- If the treasury goes negative, stability drops; with large debts the army demobilises.
- Auto-trade (Economy → Resources): at the end of the turn it buys what you lack and sells the surplus, keeping a 6-month reserve.
Economy and resources
- Five resources: grain (feeds soldiers), timber and steel (construction and weapons), oil (vehicles, aircraft, ships), rare earths (electronics, aircraft, missiles).
- In the Economy tab you build farms, logging camps, steel mills, oil wells, mines and arms factories. Exploration can find new oil and rare-earth deposits.
- Buy what you lack on the world market; sell your surplus or send it to other countries. Prices follow supply and demand.
- Without oil your army fights worse. Without grain, soldiers desert.
Army: production and purchases
- You start with your country's real army. Old models (T-55, MiG-21...) stay in service but can no longer be built.
- Army → Equip: arms factories set your production capacity per turn. You can build your country's models and domestic designs if you have the research level.
- No factories? Build your first one (expensive, takes long) or buy from producer countries — also in Equip, where each weapon shows both options and which is cheaper. You can sell from stock too.
- In wartime, front workshops make improvised weapons without factories: FPV drones, armed pickups, launchers, sea drones.
Research
- Six branches: land, air, navy, missiles & air defense, industry, economy. A branch level unlocks new models.
- Levels 1–10 follow real technology, from today's equipment to what armies are fielding in the coming years. Level 10 is the maximum.
Diplomacy
- An alliance is a defense pact: if someone attacks your ally, you automatically go to war with the aggressor.
- You can propose peace, impose arms embargoes and send public or private messages.
- AI countries defend very well and don't start wars (except in "Chaos" mode). Some may be cunning: they court you, lie and betray you.
War
- After declaring war, the attack panel appears on the enemy's country page. Ground troops need a shared border (yours, an ally's or a conquered territory's) or a fleet. Aircraft have limited range.
- Missiles and kamikaze drones strike from afar; air defense intercepts them. FPV drones only work on the front line; sea drones only against coastal countries.
- Every victory reduces the enemy's territory. At 0% the country is annexed and you get everything: cities, buildings (including their construction limit), stockpiles, treasury, oil and rare-metal deposits, constructions in progress, 25% of its remaining equipment, half of its nuclear warheads and a research boost where it was ahead of you.
- Emergency measures (wartime only): general mobilization, war economy, requisitions.
⚡ Power grid
Every country has gas, nuclear and renewable plants (its real energy mix). Demand comes from the civilian economy and from industry (arms factories, steel mills, mines). If generation does not cover demand, arms factories and mines slow down, blackouts hit stability and the economy grows more slowly. Gas plants burn oil; nuclear plants need Industry 5; wind/solar farms are cheap but small. Long-range missiles, the cyber grid attack and nuclear strikes damage the grid (it repairs 10% per turn). It is all in the Economy tab.
☢ Nuclear weapons
The USA, Russia, China, France, the UK, India, Pakistan, Israel and North Korea start with small arsenals. Other countries can start a nuclear programme (Missiles 9, Industry 9, $20 bn, 36 turns) — the whole world finds out. Launching is hard on purpose:
- Nobody can launch in the first 60 turns of a world (non-proliferation treaty).
- You raise the alert step by step: DEFCON 3 → 2 → 1, each step lasts 3 turns and is visible on the map.
- The war with the target must have lasted at least 15 turns, the target must have attacked you in the last 5 turns, and you must have lost at least 30% of your territory. A non-nuclear country can only be hit if you hold under 30% of your territory.
- One launch every 30 turns, $10 bn, 30 turns in charge and confirmation with the country code; the order leaves at the end of the next turn and air defence can intercept up to 70%.
- Whoever is hit may retaliate for 3 turns without these conditions. The target loses a lot, neighbours get fallout, the whole world loses GDP, the aggressor pays dearly (stability, embargo, UN sanctions), and every strike is followed by a 15-turn world taboo.
The ✓/✗ list in the target country panel shows exactly what is still missing.
★ Premium
Premium gives no money or weapons: it gives a small economic edge (+5% monthly budget, double daily bonus, 4 active policies instead of 3) and an information edge (exact intel, the battle estimator’s exact numbers, +3 agents and 3 missions per turn, comparison with other countries), convenience (standing orders — attacks and production that repeat every turn on their own, leave mode, absence protection — 2× more missed turns before you lose your country, report archive) style (your own map colour, badge and title) and the premium track of the season pass.
Tips to start
- Check in Economy that your grain and oil output covers the army's consumption.
- Point research where you need it (industry for production, economy for resources).
- Ally with strong neighbors before you need them.
- Use air defense: without it, enemy missiles wreck your economy.
Medals and profile
Medals are earned once per account, in any game: first war, annexations, ranking places, doubled GDP, research level 5/8/10, alliances, 100 or 365 turns leading the same country, winning a game. They come in bronze (1 point), silver (2) and gold (3). You see them on your profile (the button with your name) and the best players appear in the Hall of fame on the games page. In the Overview, charts show how your country evolved turn by turn.
World Council (UN)
In the UN tab countries vote on resolutions: economic sanctions, a worldwide arms embargo, a ceasefire between two warring countries and international aid. Each country has one vote and voting lasts 2 turns. The USA, China, Russia, France and the United Kingdom have veto power. The world proposes resolutions by itself (aggressors, long wars, disasters, NEXUS), and you can propose one every 10 turns. Use the chat to gather votes!
Coalitions
In Diplomacy you can found a coalition (name + colour). The leader invites countries — players or AI — up to 8 members; all of them automatically become allies and share a coalition chat and a combined score. On the map, members' borders take the coalition colour. Anyone who attacks their partners is expelled at once, and the other members treat them as the aggressor.
Espionage
In the Espionage tab you recruit agents (with money; the maximum grows with GDP and economy research) and send them on missions resolved at the end of the turn: reconnaissance (exact data on a country for 3 turns), sabotage (destroys part of the equipment and delays construction), technology theft, destabilization (lowers stability) and interception (read the target's private messages). Agents kept at home do counter-intelligence. A failed mission loses agents and usually reveals who sent them: a betrayed ally breaks the alliance, your coalition expels you, the AI embargoes you. The AI spies too, especially the cunning one.
Why did I lose the battle?
Every battle report has a "Why?" button: see what each side's strength was made of (troops, air power after air defense, fuel, luck; defense, stability, AI fortifications, allies) and concrete tips for next time.
Reliability, suggestions and moderation
Every player has a reliability percentage (turns played on time; vacation counts as played; removal for inactivity lowers it), visible on the profile, in the lobby and in the ranking — pick your allies by it. From Settings or this guide you can send suggestions and report problems; in chat, the ⚑ flag next to a message reports it to the moderators, who can delete the message and suspend the author.
National policies
In the Policies tab you adopt doctrines with advantages and drawbacks: conscription or a professional army, defensive or offensive doctrine, free trade or protectionism, welfare state or austerity, research priority or arms exports, state propaganda or a strong secret service. At most 3 active, one per group; adopting costs 3 stability and locks the policy for 5 turns. Choose by situation: austerity + offensive doctrine before a war, welfare + free trade in peace. The AI has policies too (the cunning one: secret service).
Treaties
On a country's page you can propose a non-aggression pact (12 turns; whoever breaks it loses 10 stability and everyone finds out), a trade agreement (20 turns; economic growth for both and −10% on arms bought from each other) or, at war, peace with reparations (the loser pays 20% of its treasury). Every peace is followed by 6 automatic turns of non-aggression.
🏛 State: elections, refugees, tourism
- Elections every 24 turns. Your approval depends on stability, economy and war. Run a campaign beforehand and hold referendums (defense, reform, unity) to move public opinion. Losing an election costs stability.
- Refugees: wars push people into neighbouring countries. They cost money at first, then add workforce. Closing the border avoids the cost but lowers your image.
- Tourism and soft power: peace and stability bring income; invest in promotion. Influence fades if you do nothing.
- Special economic zones: build one (takes several turns) and it pays income every turn.
- Programs (swarm drones, integrated air defense, armor network, logistics, cyber defense): need research in the related branch, take 3 turns and give lasting bonuses in war.
🌐 Abroad: straits, embassies, tariffs, investments
- Straits (Hormuz, Suez, Bab-el-Mandeb, Malacca, Gibraltar, Bosphorus, Panama) are shown on the map. The country with the strongest fleet there can charge a toll or close it; closing hits world trade and costs upkeep.
- Embassies: your spies succeed more often and get caught less, but an embassy closes if war breaks out.
- Tariffs (max 15%) on goods sold by a country to you: you earn the share; trade-treaty partners are exempt.
- Investments: buy stakes in a country or the world fund for dividends; you can sell later, and a nationalization can wipe the stake.
- Satellites (recon, navigation, communications) last 30 turns and improve battle results or income; anti-satellite strikes are possible.
- Mercenaries (PMCs) give a quick boost but may cause scandals. UN peacekeepers you send to a conflict earn you a payout when it ends and limit losses of control.
- War history: the 📜 button next to a war in Diplomacy shows its timeline.
📲 Install the app
FRONT 2026 installs on Android, iPhone/iPad (Share → Add to Home Screen) and PC (browser install icon) and sends turn notifications. The public guide is at ghid.php.
💱 Also worth knowing
- Delivery contracts: from Diplomacy → Relations you set up fixed per-turn deliveries with other players; the fee and tariffs apply.
- Reconstruction: after a war you rebuild control and stability for a price.
- Coalition vault: members deposit money and resources; at war, members can withdraw 25% of each resource.
- Naval blockades cut a target's trade; they end if its fleet outmatches yours.
- Global events (energy crisis, famine, cyber storm, pandemic) last several turns; an emergency response protects you.
- Invite friends: your link pays both players when the friend finishes 5 tutorial steps.
🧭 Making it easy
- Beginner / Advanced: at first only the essential tabs show. Press + More at the end of the tab bar for the rest (the choice is remembered).
- Next step: the top card on My country gives you one clear thing to do, with a button that takes you there. More tips are folded below it.
- End-turn check: before you finish the turn you get a short list of things you may have forgotten. You can switch it off.
- While you were away: when you come back after several turns, a summary shows what happened.
- Search: press / (or the 🔍 button) to find a country, equipment, tab, term or guide answer.
- Glossary: underlined words (control, stability, tariff…) explain themselves when you tap them.
- Mobile: the map button above the panel shrinks or hides the map; the legend folds away.
- Demo: a two-minute tour without an account is on the start page; more guides are on the blog.
📱 Fast on your phone
The app downloads less data, keeps catalogs on your phone and only redraws the map when something changed. In the background it stops contacting the server to save battery. Settings → Lite mode removes animations and effects (it turns on by itself on modest phones or with data saver). For the best experience, install the app from your browser menu.
🏆 Seasons and the season pass
Every real month is one game year and one season. The Season tab shows who has grown their score the most since the start of the month; the top 3 get a month of Premium and the Champion frame, and enter the Hall of champions. The season pass collects XP from everything you do (turns played, victories, buildings, research, annexations) and has 20 levels with money, frames and titles; the ★ column is for Premium. There you also pick your frame, title and (with Premium) a motto.
📓 Commander’s journal
In your first 7 days you get one goal per day in My country: build, research, buy, diplomacy, spying, first attack, allies. Each pays money; day 7 brings double money and the “Recruit” frame.
❄️ Seasons, weather and supply
- Winter slows ground offensives in northern countries (−15%, −25% in the far north). Spring and autumn mud in Eastern Europe (−12%), the South Asian monsoon (−15%, aircraft too) and desert heat (−8%) also count. The season is shown next to the date at the top.
- Supply lines: beyond 1000 km from your nearest base, an offensive burns more and more oil and food (up to 3×). Without food it loses strength; a naval blockade against you cuts sea supply (−15%). The battle estimator shows all of this.
📣 Public opinion
Victories lift morale; defeats and lost cities lower it. Morale feeds into approval (State tab). Above 70% you gain stability and attacks are a little stronger; below 30% stability drops every turn. Press censorship adds +6 approval but slows research by 10%.
📣 Share and invite
After an annexation you get a victory report (square image) you can share. From the Season tab you can make a timelapse video of how the map changed. Links carry your invite code: friends who join automatically get a non-aggression pact with you and an invitation to your coalition.
⚔ Coalition weekend
Every Saturday and Sunday coalitions compete: the one that grows its total score the most by Sunday midnight wins. All its members get money and 200 XP for the season pass. The live ranking is in the Season tab.
🗺 Live map and new tabs
The Live map page (link at the bottom of the start page) shows anyone, without an account, the game world: who leads which country, the wars and the news. Resources are bought and sold in Economy → Resources, weapons are bought in Army → Equip, and Government combines Policies, People, Projects and Abroad — pick the section with the buttons at the top.
🎉 Holidays
On your national day (real date) your country gets +5 stability, money in the treasury, higher morale and 50 XP; everyone sees the news. On New Year, Christmas and Easter (Western and Orthodox) every country gets +2 stability, and XP and the daily bonus are doubled all day.
🧭 Navigation
The game has 6 areas, with sub-tabs at the top: Country; Economy (Budget, Resources, Buildings, Research); Army (Units, Equip, Orders); Diplomacy (Relations, UN, Spying); Government (Policies, People, Projects, Abroad); World (Reports, Messages, Ranking, Season). Each area remembers the last sub-tab you opened.
🪖 The army, by role (1.19)
Units groups your army by role: Land, Air, Naval, Missiles & drones, Air defence. Each shows how many units you have, their value, upkeep and what share of your army’s strength they are. If you have no ground forces or no air defence at all, you get a warning.
Equip merges Production and the Arms market: for each weapon you see whether you can build it (price, resources, turns) and who you can buy it from (price, delivery). The cheaper option is marked. Filter by role, by what you can afford, or search by name.
Orders has a 3-step attack plan: 1) pick the target among countries you are at war with; 2) pick your forces — Everything that reaches, Land only, Air + land or Manual (only units that can actually get there are shown); 3) check the odds and launch. The odds bar (Weak / Even / Good / Crushing) is free for everyone; Premium also shows the exact numbers.
🤝 Diplomacy (1.20)
Relations is a list of countries: neighbours, allies, enemies, treaty partners and players. Each shows the relation, treaties (and how many turns they last), embargoes and blockades. Tap a country to see the actions: alliance, pact, trade deal, aid, embargo, war, spying or message. At the top, To do shows incoming proposals and treaties about to expire.
Expiring treaties: 2 turns before, you get a warning and can send a renewal proposal (the Renew button).
Negotiated peace: when proposing peace you choose the terms — no reparations, they pay you 10/20/30% of their treasury, or you pay them, plus a 6- or 12-turn non-aggression pact afterwards. The losing side accepts more easily; the more you ask, the harder it gets.
Spying takes 3 steps: pick the target, pick the mission (you see an estimated chance: high / medium / low; with active recon on that country you see the exact percentage), then follow the results of your recent missions.
🏛 Government (1.21)
The Government area has 4 sub-tabs: Policies (doctrines), People (approval, elections, referendum, refugees, opinion), Projects (national programmes, special economic zones, international image, satellites) and Abroad (straits, investments, mercenaries, peacekeepers). At the top of each page, the Government agenda shows elections, approval, free policy slots and what is under construction.
Policies: each card also shows the concrete effect for your country (e.g. ≈ −$12M per turn to the budget) and how much stability you lose by adopting it. If the group already has a policy, the Switch button replaces it directly (once its lock turns have passed).
Approval is broken down into parts — stability, taxes, debt, trade deals, campaign, refugees, image, morale — each with what you can do. 3 turns before elections, you get a warning if approval is below 45%.
Embassies and tariffs moved to Diplomacy → Relations: open or change them right from each country.
🗺 Country, World and UN (1.22)
Country now has 3 blocks: at the top What to do now (proposals, UN votes, offers, the government decision, the daily bonus, the journal and the advisor's tip), in the middle the state of the country (treasury, balance per turn, GDP, stability, territory, army — with arrows vs last turn) and at the bottom More, folded (emergency measures, military power, history, guide, leave mode, invitations).
Reports are grouped by turn (latest open) and can be filtered: War, Economy, Diplomacy, Spying, Government, World; “Only what concerns me” hides world news.
Ranking: at the top you see your place (among players, among all countries and your coalition's) and how many points separate you from the place ahead; filters are Players, Coalitions and All countries.
UN: each resolution says what happens if it passes, whether it affects you, an ally or an enemy, how your allies voted and how the vote would end if it closed now.
💱 Resource trading (1.23)
The players’ exchange was removed because it was hard to understand. Resources are now bought and sold in one place: Economy → Resources, on the world market (you buy 5% above the price and sell 5% below). Auto-trade can do it for you every turn. With other players you can make delivery contracts from Diplomacy → Relations, and reconstruction is now in Country → Emergency measures.
⚔ More realistic wars (1.24)
Landings (attacking with no shared border, from the sea) are hard: ground troops fight at half strength and lose twice as much. Large countries fall more slowly — territory lost per turn is divided by the country's size (Belgium ≈ 0.8, Ukraine ≈ 1.4, Russia or China 2.5). Resistance: if you occupy more than 30% of a country you are still at war with, you lose 1–3% of your ground troops every turn. Distance: from 1,500 km away from your bases strength drops, and beyond ~5,000 km it is halved.
🗺 Regions (1.26)
When you annex a country it becomes your region: on the map it takes your colour and is shown as “Region of X”, and its population is added to your country. A new region starts at 30% loyalty and gains 10% per turn; until it reaches 100% it gives only part of its recruits and taxes. The list of regions with their loyalty is on the Country tab.
⚠ Attacks heading your way (1.27)
Attacks are ordered during the turn and hit at its end, so you see them coming: the top bar shows “⚠ N attacks”, and Country → What to do now shows who is coming and how strong the attack looks. With a successful recon (Spying) or a recon satellite you see the actual units.
Until the turn ends you can respond: Full alert (money, −1 stability; defence ×1.15 this turn), Trenches (steel and wood; defence ×1.10 for 3 turns), Call your allies (each ally who sends support adds 15% of their defence, if within 6,000 km), Offer peace or Strike first. The attacker sees in Orders whether you prepared. When an ally calls you, a “Send support” button appears on your Country page.
🔥 Timed crises (1.27)
Every now and then, while players are online, a crisis breaks out somewhere (drifting tanker, defecting general, earthquake, scientist seeking asylum, urgent food contract). It stays open for 15–30 minutes, with a timer in the top bar. The first to respond and pay the cost takes the reward — sometimes an AI country beats you to it.
🎯 Coalition war plan (1.28)
The coalition leader picks a common target in Diplomacy → Coalition: a country at least one member is at war with. Members get a coalition chat message and a notification, and the target shows in Country → What to do now and in the attack planner (🎯). If at least 2 members attack the target in the same turn, each attack gets +15% strength (synchronised offensive). “Rally the coalition” sends the call again, once per turn.
🔨 Live auctions (1.28)
Every now and then a 30–60 minute auction opens: a lot of modern weapons (surplus sold by the producing country) or extraction sites for oil or rare metals. Everyone sees the bids; AI countries bid too. Your bid is held while you are on top and returned at once if someone outbids you. A bid in the last 2 minutes extends the auction by 2 minutes. Won weapons arrive next turn; extraction sites are added immediately.
🎖 Generals (1.29)
In Army → Units you appoint generals (3, or 4 with Premium). Each has a speciality: Blitz (land attack +10%), Siege (territory +20%), Aviator (air +15%), Admiral (fleet +15%, easier landings), Logistician (supply +15%) or Defender (kept home: national defence +10%). In the attack planner you choose who leads the attack. Battles give experience and rank (up to Field Marshal, +2% strength per rank), but a general can be wounded (out for 2 turns) or fall — especially in defeats.
📡 Radio intercepts (1.29)
In Spying you can intercept a country’s message once per turn (twice with Premium). You have 150 seconds and 6 tries to guess a 4-digit code with different digits: after each try the digits are coloured — green = right place, yellow = in the code but elsewhere, grey = not in the code. Crack it and you get exact intel on the country for 2 turns and learn whom it plans to attack this very turn.
🏭 Produce / 🛒 Buy (1.29)
In Army, weapons you build in your own factories and weapons you buy from other countries now have separate pages. If a weapon is cheaper the other way, a hint links you there.
🏙 City front (1.30)
In the attack planner you can choose a target city (any city not yet taken, except the capital, which falls last). The chosen city becomes next in line; if you hit clearly (force ratio of at least 1.3), the concentrated force takes it this very turn. A big city (over 1 million people) falling also lowers the defender’s stability. On the map (from medium zoom) you see the front: occupied areas around fallen cities in the occupier’s colour and the front line marked ⚔ — hover it for details.
🔔 Choose your notifications (1.31)
In Settings, once notifications are on, choose what reaches your phone: turn, attacks, allies and coalition, auctions, diplomacy and trade. Nuclear alerts always come through.
📅 Weekly operations (1.32)
Every week (Monday to Sunday) you get 4 objectives on the Country page, for example: solve crises, win an auction, crack codes, join a coalition offensive, take a target city, prepare your defence, promote a general. Each completed objective gives money and season-pass XP; all 4 give an extra bonus.
🏆 New rankings (1.32)
In World → Ranking you now also have the top generals, the top auction winners and the fastest crisis solvers (last 30 days). AI countries compete too.
🏳 Country in 3 pages (1.33)
The Country page now has three pages: ⚡ Now (only urgent things: attacks, crises, auctions, decisions, requests), 🎯 Goals (daily bonus, weekly operations, journal, season pass, turn agenda) and 🏳 My country (figures, regions, emergency measures, history). A dot shows where something needs you.
🔨 Player auctions (1.33)
In Army → 🔨 Auctions you see every open auction (system and player lots) and can put up valuable equipment from your stock yourself (generation T6 or newer, lot worth at least $500M): choose the lot, quantity, starting price and duration (30, 60 or 120 minutes). The lot leaves your stock now; if nobody bids, you get it back. You receive the final price minus a 5% fee. You can have at most 2 open lots; you can’t bid on your own lot or withdraw it after the first bid.
🕶 Black market (1.33.4)
The normal market (Army → Buy) and direct sales between countries cover T1–T5 equipment only. Modern equipment, T6–T9, comes two ways: you build it yourself (if you have the technology) or you win it at 🔨 Auctions — the black market, with system and player lots, where embargoes don't apply. Top generations (T8–T9) show up more rarely.