πŸŒ™
NIGHT FALLS OVER THE PACIFIC
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OCEANWAR COMMAND SYSTEM v2.1
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⚓ OCEANWAR COMMAND CENTER v5.52.9
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OCEANWAR COMMAND CENTER ONLINE _
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Select how many AI opponents to generate immediately
Sets difficulty for all AI opponents in this game
Total islands on the map β€” minimum is always enough for all players
Total player limit for this game (human + AI combined)
Enter a custom name for your nation
Affiliation determines your starting assets (ships, aircraft, structures). Multiple players can share the same affiliation.
Determines which players can attack each other during the game
Only this victory condition will be checked during the game
Each player begins with this many controlled islands (if available)
Bonus resources added to every player's global stockpile (including AI)
πŸ‘₯ All Players Ready
πŸ‘₯ All Players Ready Days advance only after every player ends their day
⏱️ Timed Interval Days auto-advance on a timer, whether players are ready or not
⏱️πŸ‘₯ Timed or All Ready Timer runs as a deadline, but days advance early if all players end their day
πŸ• Fixed Time of Day Days advance once per real-world day at a chosen UTC hour
Estimated Day Frequency: Player Driven
Estimated Days Per Real Day: Varies

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GAME ADMINISTRATION TERMINAL v2.1

SYSTEM STATUS

0 ACTIVE_USERS
12 MAX_CAPACITY
12 FREE_SLOTS

CONFIGURATION PARAMETERS

VALID RANGE: 2-12
DISABLE REMOTE ACCESS

DEBUG OPERATIONS

INITIALIZE AND TEST MAP RENDERING
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πŸŽ–οΈ NAVAL RANKS

Earn points through victories, conquests, and strategic dominance to advance in rank.
βš“ ENLISTED RANKS
INSIGNIARANKABBRPOINTS
βš“Seaman RecruitSR0
βš“Seaman ApprenticeSA50
βš“SeamanSN150
πŸ”±Petty Officer 3rd ClassPO3350
πŸ”±Petty Officer 2nd ClassPO2600
πŸ”±Petty Officer 1st ClassPO11,000
⭐Chief Petty OfficerCPO1,600
⭐Senior Chief Petty OfficerSCPO2,500
⭐Master Chief Petty OfficerMCPO4,000
πŸŽ–οΈ WARRANT OFFICER RANKS
INSIGNIARANKABBRPOINTS
πŸŽ–οΈChief Warrant Officer 2CWO26,000
πŸŽ–οΈChief Warrant Officer 3CWO38,500
πŸŽ–οΈChief Warrant Officer 4CWO412,000
πŸŽ–οΈChief Warrant Officer 5CWO516,000
πŸ… OFFICER RANKS
INSIGNIARANKABBRPOINTS
πŸ…EnsignENS22,000
πŸ…Lieutenant Junior GradeLTJG30,000
πŸ…LieutenantLT42,000
πŸ…Lieutenant CommanderLCDR58,000
πŸ…CommanderCDR80,000
πŸ¦…CaptainCAPT110,000
⭐ FLAG OFFICER RANKS (Global Rankings Only)
INSIGNIARANKABBRPOINTS
⭐Rear Admiral Lower HalfRDML160,000
⭐⭐Rear AdmiralRADM240,000
⭐⭐⭐Vice AdmiralVADM360,000
⭐⭐⭐⭐AdmiralADM500,000
⭐⭐⭐⭐⭐Fleet AdmiralFADM750,000
πŸ† SPECIALTY AWARDS (Awarded by Admin)
INSIGNIAAWARDDESCRIPTION
✚Navy CrossExtraordinary heroism in combat
πŸŽ–οΈDistinguished ServiceExceptionally meritorious service
✦Silver StarGallantry in action
β˜…Bronze StarHeroic or meritorious achievement
πŸ’œPurple HeartWounded or killed in action
πŸŽ—οΈNavy CommendationMeritorious service or achievement
βš”οΈCombat Action RibbonActive participation in combat
🐬Submarine Warfare InsigniaQualified in submarine operations
πŸ‘‘Fleet CommanderCommands the largest fleet

βš“ GLOBAL RANKINGS

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βš“ OCEANWAR β€” FIELD MANUAL

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βš“ Command Manual
CLASSIFIED β€” AUTHORIZED PERSONNEL
  • πŸ“‹ Overview
  • πŸ—ΊοΈ Theater
  • πŸ—οΈ Installations
  • βš“ Arsenal
  • 🚒 Harbor Master
  • πŸ“Š Marketplace
  • πŸ“‘ Communications
  • πŸ† Scoreboard
  • βš™οΈ War Economy
  • βš”οΈ Combat
  • πŸ“‘ Detection
  • πŸŽ–οΈ Naval Ranks
  • πŸ“– Quick Reference
βš“

OceanWar Command Manual

Operational Handbook for Theater Commanders

RESTRICTED DISTRIBUTION β€” COMMAND AUTHORITY ONLY

πŸ—οΈ Build β†’ βš™οΈ Produce β†’ 🚒 Move β†’ βš”οΈ Attack β†’ 🏝️ Expand
πŸ“‹

Theater Briefing

β–Ό

Mission Objective

Commander, you have been deployed to a contested ocean theater. Your orders: secure strategic islands, establish industrial superiority, build fleets and air wings, and destroy all enemy forces.

Each operational cycle is called a Day. You issue all orders during the Day, then advance to the next. All operations β€” construction, movement, combat β€” resolve when the Day turns. Plan carefully; once orders are given, they cannot be recalled.

Operational Flow

Each Day follows a strict command cycle:

  1. Issue construction and upgrade orders at your Installations
  2. Allocate production of ships and aircraft at the Arsenal
  3. Deploy and maneuver fleets on the Theater map
  4. Trade resources at the Marketplace
  5. Coordinate with allies via Communications
  6. Click End Day to advance the turn

Game Modes

OceanWar supports several turn modes:

  • All Players Ready β€” The Day advances when every player ends their turn. The night screen shows how many commanders have turned in.
  • Interval β€” Days advance on a fixed timer regardless of player readiness.
  • Interval or Ready β€” Days advance on a timer, but advance early if all players finish.
  • Fixed Time β€” Days advance at a specific wall-clock time (e.g., daily at 0800 UTC).
Expand early to secure resource-producing islands. A slow start cannot be recovered from.
Balance economy and military. A fleet without fuel is a floating target.
πŸ—ΊοΈ

Theater

β–Ό

Purpose

The Theater is your operational map β€” a nautical chart of the entire ocean theater. From here you observe island positions, fleet movements, enemy contacts, and detection ranges. All strategic decisions begin with the map.

Page Elements

  • Interactive Map β€” Zoomable, pannable chart. Scroll to zoom; click and drag to pan.
  • Island Icons β€” Colored by ownership. Click an island to view its status, structures, garrison, and resources.
  • Fleet Markers β€” Arrow icons indicating fleet position and heading. Click to view composition and issue orders.
  • Detection Circles β€” Translucent rings showing radar and sonar coverage from your installations and ships.
  • Contact Markers β€” Red markers for detected enemy forces. Diamond markers (amber) for allied intelligence.

Map Controls

  • 🏠 Center on Home β€” Returns view to your home island
  • πŸ“‘ Toggle Radar β€” Show/hide radar detection range circles
  • 🎡 Toggle Sonar β€” Show/hide sonar detection range circles
  • Position Indicator β€” Current viewport coordinates displayed on the border frame

How It Works

The map updates in real-time as events occur. Islands you own are fully visible. Enemy territory is hidden by Fog of War unless within detection range of your radar, sonar, or fleet patrol areas.

Click an island to open its detail panel β€” from there you can manage structures, view garrison status, or dispatch fleets. Click a fleet marker to view its composition, current orders, and fuel status.

Fleet Operations

  • Fleet movement takes multiple Days depending on distance
  • Speed is limited by the slowest vessel in the fleet
  • All movement consumes Fuel
  • Fleets auto-engage enemy forces within 5 km range
  • Aircraft assigned to carriers operate from the fleet's position
Use radar toggle to identify blind spots in your detection network before the enemy exploits them.
A fleet out of position β€” or out of fuel β€” is already defeated. Always check fuel reserves before issuing movement orders.
πŸ—οΈ

Installations

β–Ό

Purpose

The Installations panel is your construction command center. Build, upgrade, and manage all structures across your islands. Every structure you build increases your industrial capacity, resource output, military capability, or defensive strength.

Page Elements

  • Island Sections β€” Structures are grouped by island. Each island displays its owned structures as cards.
  • Structure Cards β€” Each card shows the structure name, current level, production stats, and available actions.
  • Upgrade Button β€” Upgrade a structure to increase its output. Shows cost, time, and next-level bonuses.
  • Build New (+) Card β€” Click the "+" card on any island to build a new structure. Available options depend on island size and existing buildings.
  • Extraction Controls β€” Resource structures (mines, refineries) have extraction rate sliders for fine-tuning output.

How It Works

Select an island's "+" button to see what can be built. Each structure has resource costs and a build time measured in Days. Once started, construction cannot be cancelled, but existing production on the island continues uninterrupted.

Only one upgrade per island may be under construction at a time. New structures require 1–8 Days. Upgrades take 1–4 Days, increasing with level.

Structure Types

StructureMax LvlFunction
Industrial Complex10Core IC production β€” powers all construction
Material Mine5Extracts raw materials
Steel Mill5Converts materials into steel
Fuel Refinery5Processes raw fuel reserves
Food Processing5Sustains population and growth
Electronics Factory5Produces advanced components
Rare Materials Site5Extracts strategic minerals
Supply Depot5Improves logistics capacity
Shipyard5Builds naval vessels β€” see Arsenal
Aviation Plant4Builds aircraft β€” see Arsenal
Airfield5Deploys and operates aircraft
Harbor5Fleet docking, trade, and resupply β€” see Harbor Master
Fortress5Coastal defense artillery and anti-air
Radar Installation5Extends detection range β€” see Detection
Naval Engineering Centerβ€”Produces colonization units (Forward Base Kits)
Radio Towerβ€”Enables radio comms and signal intelligence

Strategy & Best Practices

  • Prioritize the Industrial Complex on every island β€” IC is the foundation of all construction.
  • Build resource structures matching each island's natural deposits for maximum output.
  • Place Shipyards on secure rear-line islands; they're expensive to rebuild.
  • Fortress + Radar on front-line islands creates a detection and defense perimeter.
Only one upgrade per island can run at a time. Stagger upgrades across islands to keep your entire economy improving.
Extraction rate controls let you throttle resource production β€” useful when storage is nearly full or you want to conserve deposits.
βš“

Arsenal

β–Ό

Purpose

The Arsenal is your war production interface. Queue naval vessels and aircraft for construction at your Shipyards and Aviation Plants. Every unit in your fleet was built here.

Page Elements

  • Island Build Sections β€” Each island with production facilities shows its available build options.
  • Build Categories β€” Ships (Shipyard) and Aircraft (Aviation Plant) are separated by production facility.
  • Build Queue β€” Active construction orders with progress indicators and estimated completion.
  • Build Log β€” Recent completions and production history.

How It Works

Select an island, choose a unit type, and commit resources. Production time varies by unit class and tech level. Units are completed at the end of their final build Day and appear at the producing island.

Production capacity is limited by your Shipyard and Aviation Plant levels. Higher-level facilities can build more advanced tech tiers and may produce faster.

Naval Units

ClassRoleBuild TimeIC CostKey Traits
DestroyerFast escort & ASW6–9 Days15High speed, best sonar, anti-submarine
CruiserVersatile warship11–18 Days35Balanced firepower and armor
BattleshipHeavy firepower24–36 Days80Massive HP and armor, slow
CarrierAir power projection21–30 Days70Launches aircraft, low direct firepower
SubmarineStealth raider9–13 Days25Hidden from radar, best sonar range
Support ShipFleet logistics~10 Days20Resupply and transport

Aircraft

TypeRoleBuild TimeIC CostKey Traits
FighterAir superiority~1 Day8Best accuracy (55%), intercepts bombers
Dive BomberPrecision strike~1–2 Days121.3Γ— ship damage, good accuracy
Torpedo BomberAnti-ship specialist~1–2 Days151.5Γ— ship damage, slower

Strategy & Best Practices

  • Destroyers are cheap and fast β€” ideal for early screening and submarine hunting.
  • Carriers require aircraft to be effective. Pair carrier production with fighter/bomber output.
  • Battleships are devastating but slow and expensive. Don't build them without an escort fleet.
  • Higher tech levels unlock stronger variants with better stats at increased cost and time.
Build aircraft early β€” they're cheap, fast to produce, and provide both reconnaissance and striking power.
Check your resource stockpile before queuing expensive units. A cancelled build wastes the resources already committed.
🚒

Harbor Master

β–Ό

Purpose

The Harbor is your island's naval gateway. Fleets dock here for resupply, repairs, and staging. Harbor level determines your island's naval capacity, trade capability, and defensive posture.

Page Elements

  • Docked Fleets β€” Ships currently stationed at this harbor.
  • Harbor Defense Toggle β€” Activate/deactivate fleet-based harbor defense.
  • Air Defense Toggle β€” Activate/deactivate aircraft-based island defense.
  • Supply Status β€” Fuel and supply reserves available for fleet operations.

How It Works

Ships produced at a Shipyard appear at the associated island's Harbor. From here, you can organize them into fleets, assign movement orders, and manage their readiness.

Harbor Defense, when active, directs docked ships to engage incoming enemies. Air Defense assigns airfield-based aircraft to intercept hostile aircraft and provide Combat Air Patrol (CAP).

Fleet Management

  • Create named fleets and assign ships from the harbor
  • Assign aircraft to carriers within fleets
  • Issue movement orders β€” fleets travel at the speed of the slowest vessel
  • Monitor fuel levels β€” fleets consume fuel every Day while moving
  • Fleets auto-engage enemy forces within 5 km

Strategy & Best Practices

  • Always keep Harbor Defense active on front-line islands.
  • Upgrade Harbors to increase the number of ships that can dock simultaneously.
  • Station a reserve fleet at a central harbor for rapid response to threats.
A fleet's speed is limited by its slowest ship. Don't mix battleships with destroyers unless you want to move at battleship speed.
Activate both Harbor Defense and Air Defense on critical islands for layered protection against surprise attacks.
πŸ“Š

Marketplace

β–Ό

Purpose

The Marketplace is a player-to-player trading exchange where you can buy and sell resources using Industrial Capacity (IC) as currency. Surplus steel? Sell it. Short on fuel? Buy it. Supply and demand set the prices.

Page Elements

  • Resource Tabs β€” Switch between Materials, Steel, Fuel, Food, Components, Rare Materials, and Supplies.
  • Sell Order Book β€” Lists all active sell orders: quantity, price per unit, total cost, and a Buy button.
  • Create Sell Order β€” Post your own sell order with quantity and price.
  • Your Active Orders β€” Manage or cancel your outstanding sell orders.
  • Pending Deliveries β€” Resources you've purchased arriving next Day.
  • Trade History β€” Record of all completed transactions.
  • IC Balance β€” Your current Industrial Capacity, displayed in the status bar.

How It Works

Sellers list resources at a price (in IC per unit). Buyers browse the order book and purchase at listed prices. A 3% commission is deducted from the seller's proceeds.

Purchased resources are delivered at the start of the next Day β€” they are not immediately available. Plan your purchases one Day ahead of when you need them.

Strategy & Best Practices

  • Sell surplus resources early in the game when demand is highest.
  • Buy fuel before launching major fleet operations β€” running dry mid-ocean is fatal.
  • Watch reference prices to identify good deals and avoid overpaying.
  • The Marketplace only works between players in the same game. No cross-game trading.
Purchased resources arrive next Day. Buy what you need one Day before you need it.
IC is both your construction currency and your trading currency. Don't spend it all on the Marketplace if you have units queued in the Arsenal.
πŸ“‘

Communications Center

β–Ό

Purpose

The Communications Center is your hub for diplomacy, intelligence, and operational records. Send messages, negotiate agreements, intercept enemy transmissions, and review your combat history.

Communication Channels

ChannelFunctionRequirement
Courier / DiplomacySecure message delivery between players. Delivery takes multiple Days based on distance.None
Radio CommsReal-time messaging β€” instant delivery.Radio Tower
AgreementsNegotiate Non-Aggression Pacts, Alliances, and Trade Agreements.None
IntelligenceIntercepted enemy radio transmissions.Radio Tower Lvl 2+
Battle LogRunning record of all combat engagements.None
Event HistoryPer-Day replay of all game events.None

How It Works

Courier messages travel between islands and take time based on distance β€” they simulate physical dispatch. Radio messages are instant but require a Radio Tower and can be intercepted by enemies with Radio Tower Level 2+.

Diplomatic Agreements are binding gameplay contracts. An Alliance shares intelligence markers on the map (amber diamonds). A Non-Aggression Pact prevents accidental engagement.

Strategy & Best Practices

  • Build a Radio Tower early for instant communication with allies.
  • Upgrade to Radio Tower Level 2 to intercept enemy radio traffic β€” free intelligence.
  • Use the Battle Log after each Day to review combat outcomes and adjust strategy.
  • Event History provides a per-Day timeline β€” invaluable for tracking enemy movements.
Radio messages can be intercepted. Don't broadcast sensitive attack plans β€” use Courier for classified operations.
Form Alliances to share map intelligence. Amber diamond markers from allies give you detection beyond your own radar range.
πŸ†

Scoreboard

β–Ό

Purpose

The Scoreboard tracks your standing against other commanders in the current game and across all games globally. Monitor rankings, earn naval ranks, and compete for specialty awards.

Page Elements

  • Current Game Tab β€” Rankings among players in your current game. Shows scores, nation names, and turn submission status.
  • Global Rankings Tab β€” Cumulative scores across all games for every player on the server.
  • Turn Status Dots β€” Green (ready) or gray (waiting) indicators showing which players have ended their Day.
  • Specialty Awards β€” Decorations earned for achievements (Navy Cross, Distinguished Service, Silver Star, etc.).

Naval Ranks

Your score determines your naval rank. Ranks progress through four tiers β€” see Naval Ranks Reference for the full table.

  • Enlisted β€” Seaman Recruit through Master Chief Petty Officer (0 – 4,000 pts)
  • Warrant Officer β€” CWO2 through CWO5 (6,000 – 16,000 pts)
  • Officer β€” Ensign through Captain (22,000 – 110,000 pts)
  • Flag Officer β€” Rear Admiral through Fleet Admiral (160,000 – 750,000 pts)
Turn status dots update in real-time. Use them to see if your allies and opponents have submitted their Day.
βš™οΈ

War Economy

β–Ό

Resources

Your war machine runs on eight resources, displayed in the resource bar at the top of the game screen:

ResourceIconSourceUsed For
Industrial Capacityβš™οΈIndustrial ComplexAll construction, unit production, Marketplace purchases
MaterialsπŸ“¦Material MineBuilding structures, unit production
SteelπŸ”©Steel MillShip and structure construction
Fuelβ›½Fuel RefineryFleet movement, aircraft operations
ComponentsπŸ”ŒElectronics FactoryAdvanced construction, radar, electronics
Rare MaterialsπŸ’ŽRare Materials SiteAdvanced tech and high-tier units
Food🍞Food ProcessingPopulation sustenance, island growth
SuppliesπŸŽ’Supply DepotGeneral logistics, maintenance

Production Cycle

Resources are produced at the end of each Day based on your active extraction structures and their levels. Each island produces independently β€” resource income is the sum of all your islands' output.

Resources are tied to individual islands for production, but your overall IC pool is shared across your entire empire for spending.

Strategy & Best Practices

  • IC is your most critical resource β€” upgrade Industrial Complexes first.
  • Fuel is consumed constantly by active fleets. Maintain a surplus at all times.
  • Rare Materials become critical for high-tech units. Secure islands with rare deposits early.
  • Use the Marketplace to trade surplus resources for what you lack.
A commander without resources is a commander without options. Never let any critical resource hit zero.
βš”οΈ

Combat

β–Ό

How Combat Works

Combat occurs when opposing forces meet or enter operational range (5 km). All engagements resolve at the end of the Day. Results are reported in the Battle Log and as combat dispatches in the newspaper.

Combat Types

  • Naval Battle β€” Fleet-on-fleet engagement. Ship firepower, armor, and composition determine the outcome.
  • Air Strike β€” Aircraft attack enemy fleets or islands. Dive bombers and torpedo bombers specialize in ship damage.
  • Fortress Bombardment β€” Coastal artillery engages hostile ships within range. Higher fortress levels increase defense power.
  • Island Siege β€” When enemy forces assault your island, morale declines. At zero morale, the island is captured.
  • Anti-Air Defense β€” Ships and installations fire on incoming aircraft. Destroyers have the best AA accuracy (45%).
  • Combat Air Patrol (CAP) β€” Fighters on patrol automatically intercept enemy aircraft approaching your forces.

Air Combat Accuracy

Aircraft TypeHit ChanceShip Damage Multiplier
Fighter55%1.0Γ—
Dive Bomber50%1.3Γ—
Torpedo Bomber40%1.5Γ—

Anti-Air Defense by Ship Type

Ship TypeAA Accuracy
Destroyer45%
Cruiser35%
Battleship30%
Carrier25%

Strategy & Best Practices

  • Fleet composition matters more than raw numbers. Destroyers provide AA screening for your capital ships.
  • Carriers are force multipliers but defenseless alone. Always escort them.
  • Torpedo bombers deal the most ship damage but are slow and vulnerable β€” cover them with fighters.
  • Fortresses provide free defense β€” always build them on exposed islands.
Superiority is determined by composition, positioning, and preparation β€” not numbers alone.
Review the Battle Log after every Day. It reveals enemy fleet composition, which informs your counter-strategy.
πŸ“‘

Detection & Reconnaissance

β–Ό

How Detection Works

The ocean conceals as much as it reveals. All enemy forces remain hidden behind the Fog of War until detected by your radar, sonar, or patrol forces. Intelligence wins wars before they are fought.

Detection Sources

  • Radar Installations β€” Island-based radar extends detection range up to 200 km at Level 5.
  • Ship Radar β€” Every ship has built-in radar that scales with tech level. Destroyers and carriers have the best shipboard radar.
  • Sonar β€” Detects submarines and underwater threats. Destroyers have superior sonar (15–50 km). Submarines themselves have excellent sonar (20–55 km) but zero radar.
  • Allied Intelligence β€” Alliances share contact data. Ally detections appear as amber diamond markers on your map.
  • Signal Intelligence β€” Radio Tower Level 2+ intercepts enemy radio traffic, revealing operational details.

Radar Ranges by Ship Type

Ship TypeTech 1Tech 2Tech 3Tech 4
Carrier25 km40 km65 km90 km
Destroyer22 km38 km58 km85 km
Battleship20 km35 km55 km80 km
Cruiser18 km32 km50 km75 km
SubmarineNo radar β€” relies on sonar

Sonar Ranges by Ship Type

Ship TypeTech 1Tech 2Tech 3Tech 4
Submarine20 km30 km40 km55 km
Destroyer15 km25 km35 km50 km
Cruiser12 km20 km28 km38 km
Battleship10 km18 km25 km35 km
Carrier8 km15 km22 km30 km

Contact Memory

When you detect an enemy, a contact marker is placed on your map. Even if the enemy moves out of detection range, the last known position remains visible for a time. Use this to track enemy patrol routes and predict intentions.

Submarines are invisible to radar. You need destroyers with sonar to hunt them. Always include destroyers in your patrol fleets.
Radar Installations on elevated island positions extend your detection network dramatically. Build them on forward islands facing enemy territory.
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Naval Ranks

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Rank Progression

Your cumulative score across all games determines your naval rank. Ranks are organized into four tiers.

Enlisted Ranks

RankAbbreviationPoints Required
Seaman RecruitSR0
Seaman ApprenticeSA50
SeamanSN150
Petty Officer 3rd ClassPO3350
Petty Officer 2nd ClassPO2600
Petty Officer 1st ClassPO11,000
Chief Petty OfficerCPO1,600
Senior Chief Petty OfficerSCPO2,500
Master Chief Petty OfficerMCPO4,000

Warrant Officer Ranks

RankAbbreviationPoints Required
Chief Warrant Officer 2CWO26,000
Chief Warrant Officer 3CWO38,500
Chief Warrant Officer 4CWO412,000
Chief Warrant Officer 5CWO516,000

Officer Ranks

RankAbbreviationPoints Required
EnsignENS22,000
Lieutenant Junior GradeLTJG30,000
LieutenantLT42,000
Lieutenant CommanderLCDR58,000
CommanderCDR80,000
CaptainCAPT110,000

Flag Officer Ranks

RankAbbreviationPoints Required
Rear Admiral (Lower Half)RDML160,000
Rear AdmiralRADM240,000
Vice AdmiralVADM360,000
AdmiralADM500,000
Fleet AdmiralFADM750,000
Your naval rank is global β€” it carries across all games. Every point earned in any game counts toward your next promotion.
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Quick Reference

β–Ό

Keyboard & Controls

  • Scroll wheel β€” Zoom in/out on the map
  • Click + drag β€” Pan the map
  • Click island β€” Open island detail panel
  • Click fleet β€” Open fleet management panel

End of Day Resolution Order

  1. Resources are produced
  2. Construction progresses
  3. Units are completed
  4. Marketplace deliveries arrive
  5. Fleets advance along their routes
  6. Combat is resolved
  7. Siege effects are applied

Unit Build Costs (Tech 1)

UnitICMaterialsFuelBuild Days
Destroyer152086
Cruiser35451811–13
Battleship801004024–26
Carrier70853521
Submarine2530129
Fighter8124~1
Dive Bomber12166~1–2
Torpedo Bomber15208~1–2

Commander's Checklist (Every Day)

  • ☐ Check resource levels β€” any shortages?
  • ☐ Review build queues β€” any idle Shipyards or Aviation Plants?
  • ☐ Check the map β€” any new contacts or incursions?
  • ☐ Review fleet fuel levels β€” any fleets running low?
  • ☐ Check the Marketplace β€” good deals or surplus to sell?
  • ☐ Read the Battle Log β€” what happened last Day?
  • ☐ Issue new movement orders if needed
  • ☐ End Day when ready
Bookmark this checklist. A disciplined commander who reviews every Day will outperform one who reacts to crises.

βš“ OCEANWAR COMMAND MANUAL β€” RESTRICTED DISTRIBUTION

The battlefield favors the prepared.

GAME --
Game Name Day 1 ⏱
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πŸ›οΈ GOVERNMENT IN EXILE β€” Capital Lost
OCEANWAR COMMAND TERMINAL READY _
AI Day Processing
0/0 AI days completed
Processing AI decisions...
LAST PLAYER FOR THIS DAY
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Current Total:
Last Day Gain:
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VIEWPORT --- , ---

Recent National Resources

Global Marketplace

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Communications Center

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No courier messages received yet.

Courier messages are secure and delivered based on distance. Available to all players.
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No courier messages sent yet.

⚠️ You must build a Radio Tower to use radio communications.
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No radio messages received.

Build a Radio Tower to communicate in real time with other players in range.
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No radio messages sent.

Pending Proposals 0

No pending proposals.

Active Agreements

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No intercepted transmissions.

Build a Radio Tower (Tech 2+) and enable monitoring to intercept enemy communications.
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No battles recorded yet.

Combat reports from fortress engagements and naval battles will appear here.
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Select a day to view historical events.

Browse through past days to see what happened.
βœ‰οΈ Issue Dispatch
πŸ“» Radio Transmission
🀝 Propose Agreement

Your Radio Towers

No Radio Towers built yet.
βš“ Naval Command
View Details

Combat Results

Arsenal Construction

Select a unit to see combat stats…

πŸ› REPORT A BUG

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Build New Structure

Structure Name

Cost to Build
Your Resources
Structure Stats
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Island Name
Fleet Name
Anchor secured
Location: (0, 0) Status: Idle
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Ships

Aircraft

Air Wings at Island
Harbor Fleets at Island