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United States

The lower 48, from one against one to a five-way free-for-all, with the Mississippi down the middle.

The lower 48, from the Pacific to the Atlantic. In team games the West faces the East across the Great Plains and the Mississippi. In a free-for-all, three, four or five powers start around the rim and fight over the middle of the country.

The United States at the start of a 3v3: the West in blues and purple, the East in red, orange and pink, the neutral middle in gray
The United States at the start of a 3v3: the West in blues and purple, the East in red, orange and pink, the neutral middle in gray

At a glance#

  • 79 provinces: 53 plains, 9 forest, 12 mountain and 5 urban.
  • 20 cities, 5 of them capitals: Los Angeles, Denver, Dallas, Chicago and New York.
  • Modes: 1v1, 2v2, 3v3, Free-for-all (3), Free-for-all (4) and Free-for-all (5). This is the map with the most ways to play.
  • Rivers: the Mississippi, Missouri, Ohio, Columbia and Colorado run along 25 province borders.

Team games: West against East#

In every team game, the West holds the Pacific, the Rockies and western Texas, and the East holds the Great Lakes, the East Coast and the Deep South. Between them, Dallas, Houston, the Plains, Missouri and the Ohio and Tennessee valleys start neutral.

3v3

SideHome cities (capitals in bold)Starting units
West: the Pacific coastSan Francisco4 infantry, 1 armor
West: the Mountain WestDenver, Salt Lake City7 infantry, 2 armor, 1 artillery, 1 plane
West: the SouthwestSan Antonio, Los Angeles, Phoenix11 infantry, 3 armor, 1 artillery, 1 plane
East: the Great LakesChicago, Detroit, Minneapolis13 infantry, 4 armor, 1 artillery, 1 plane
East: the East CoastWashington, New York7 infantry, 2 armor, 1 artillery, 1 plane
East: the SoutheastAtlanta6 infantry, 2 armor

The 3v3 seats aren't equal inside a team. The Pacific coast and the Southeast each start with one city and no capital, while the Great Lakes and the Southwest start rich. The small seats are best used to guard a flank and feed their partners.

2v2

SideHome cities (capitals in bold)Starting units
West: the Mountain WestDenver, Salt Lake City9 infantry, 3 armor, 1 artillery, 1 plane
West: the Pacific and the SouthwestSan Francisco, San Antonio, Los Angeles, Phoenix13 infantry, 3 armor, 1 artillery, 1 plane
East: the Great LakesChicago, Detroit, Minneapolis13 infantry, 4 armor, 1 artillery, 1 plane
East: the East Coast and the SouthWashington, New York, Atlanta11 infantry, 3 armor, 1 artillery, 1 plane

1v1

SideHome cities (capitals in bold)Starting units
WestSan Francisco, San Antonio, Denver, Los Angeles, Phoenix, Salt Lake City20 infantry, 5 armor, 2 artillery, 2 planes
EastWashington, Chicago, Detroit, Minneapolis, New York, Atlanta20 infantry, 5 armor, 2 artillery, 2 planes

The neutral middle

In team games, eight cities start neutral. In a 3v3 they are: Dallas (5 infantry), Houston (5 infantry), Omaha (7 infantry), Kansas City (5 infantry), St. Louis (5 infantry), Louisville (5 infantry), Memphis (5 infantry), Nashville (5 infantry).

  • Texas and Omaha usually go West: Dallas and Houston border the West's Texas provinces, and Omaha borders Denver's Front Range.
  • Louisville, Nashville and Memphis are the East's, along the Ohio and Tennessee valleys.
  • Kansas City and St. Louis are the real fight, at either end of Missouri. In our bot test games, St. Louis leans East and Kansas City leans West, and neither is safe.

Free-for-all#

In a free-for-all every player is on their own, with team chat off. A many-sided battle and a knocked-out player work as explained in Free-for-all.

Five players

SideHome cities (capitals in bold)Starting units
The PacificSan Francisco, Los Angeles6 infantry, 1 armor, 1 artillery, 1 plane
The Mountain WestDenver, Phoenix, Salt Lake City13 infantry, 4 armor, 1 artillery, 1 plane
TexasSan Antonio, Dallas, Houston11 infantry, 3 armor, 1 artillery, 1 plane
The Great LakesChicago, Detroit, Minneapolis13 infantry, 4 armor, 1 artillery, 1 plane
The East CoastWashington, New York5 infantry, 1 armor, 1 artillery, 1 plane

Neutral cities: Omaha (5 infantry), Kansas City (5 infantry), St. Louis (5 infantry), Memphis (5 infantry), Nashville (5 infantry), Atlanta (5 infantry), Louisville (5 infantry).

At the start, three pairs of powers share a border: the Pacific and the Mountain West, the Mountain West and Texas, and the Great Lakes and the East Coast. Everything else is neutral ground. The Great Lakes sits closest to the neutral cities and usually takes the most of them. In our bot test games, though, it's also the power most often knocked out first: its capital is a short march from the East Coast. The corners, the Pacific and the East Coast, are the safest places to build.

Four players

SideHome cities (capitals in bold)Starting units
The North-WestSan Francisco, Salt Lake City10 infantry, 3 armor
The South-WestDenver, Los Angeles, Phoenix14 infantry, 5 armor, 2 artillery, 2 planes
The SouthSan Antonio, Dallas, Houston, Atlanta19 infantry, 6 armor, 1 artillery, 1 plane
The North-EastChicago, Detroit, New York12 infantry, 4 armor, 2 artillery, 2 planes

Neutral cities: Minneapolis (5 infantry), Washington (5 infantry), Omaha (5 infantry), Kansas City (5 infantry), St. Louis (5 infantry), Louisville (5 infantry), Memphis (5 infantry), Nashville (5 infantry).

Four powers start round the rim with nobody in the middle. The two western powers meet on turn one and tend to wear each other down, while the South and the North-East grow.

Three players

SideHome cities (capitals in bold)Starting units
The WestSan Francisco, Los Angeles, Phoenix, Salt Lake City13 infantry, 3 armor, 1 artillery, 1 plane
The SouthSan Antonio, Dallas, Houston, Atlanta19 infantry, 6 armor, 1 artillery, 1 plane
The North-EastWashington, Chicago, Detroit, Minneapolis, New York18 infantry, 5 armor, 2 artillery, 2 planes

Neutral cities: Denver (5 infantry), Omaha (5 infantry), Kansas City (5 infantry), St. Louis (5 infantry), Louisville (5 infantry), Memphis (5 infantry), Nashville (5 infantry).

Terrain and rivers#

  • The Rockies and the Sierra Nevada wall off the West. Utah, the Western Slope, Wyoming, western Montana, North Idaho, the Sierra Nevada and the Great Basin are mountain. A stack that enters one stops for the turn, and armor attacks into them at ×0.5.
  • The Mississippi splits the middle. It runs along the borders from Minnesota down to Louisiana. The Missouri joins it past Kansas City, and the Ohio runs along Kentucky's northern border.
  • The Appalachians shield the East Coast. West Virginia, East Tennessee, the Blue Ridge and Western Pennsylvania are mountain.
  • The Great Plains are wide open. Kansas, Nebraska, the Dakotas and Oklahoma are plains, where armor moves fast.
  • The five capitals are urban, and defend at +50%.

Tips#

  • Take your side of the middle quickly. The cities near you fall in a few turns. Then put everything into Kansas City and St. Louis.
  • Come at the middle from the open side. Kansas City is behind the Missouri from Kansas and Nebraska, but open from Iowa and the Ozarks. St. Louis is behind the Mississippi from Illinois, but open from Iowa. Iowa is the key to both.
  • In a free-for-all, don't empty your home. Neighbours raid empty cities. Keep a garrison in your capital, even when your armies are far away.
  • Two at war help the third. In a free-for-all, a long fight with one neighbour hands the game to someone else.

About the map#

Provinces merge counties into regions sized for play, so they don't follow state lines exactly. To keep the sides even, some big cities aren't cities in the game: Seattle, Boston, Miami and New Orleans are countryside. The Cascades are played as forest, and the desert as plains. Alaska, Hawaii and the territories aren't on the map. County data is from Natural Earth (public domain).