Operational Handbook for Theater Commanders
RESTRICTED DISTRIBUTION β COMMAND AUTHORITY ONLY
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.
Each Day follows a strict command cycle:
OceanWar supports several turn modes:
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.
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.
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.
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 1β8 Days. Upgrades take 1β4 Days, increasing with level.
| Structure | Max Lvl | Function |
|---|---|---|
| Industrial Complex | 10 | Core IC production β powers all construction |
| Material Mine | 5 | Extracts raw materials |
| Steel Mill | 5 | Converts materials into steel |
| Fuel Refinery | 5 | Processes raw fuel reserves |
| Food Processing | 5 | Sustains population and growth |
| Electronics Factory | 5 | Produces advanced components |
| Rare Materials Site | 5 | Extracts strategic minerals |
| Supply Depot | 5 | Improves logistics capacity |
| Shipyard | 5 | Builds naval vessels β see Arsenal |
| Aviation Plant | 4 | Builds aircraft β see Arsenal |
| Airfield | 5 | Deploys and operates aircraft |
| Harbor | 5 | Fleet docking, trade, and resupply β see Harbor Master |
| Fortress | 5 | Coastal defense artillery and anti-air |
| Radar Installation | 5 | Extends detection range β see Detection |
| Naval Engineering Center | β | Produces colonization units (Forward Base Kits) |
| Radio Tower | β | Enables radio comms and signal intelligence |
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.
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.
| Class | Role | Build Time | IC Cost | Key Traits |
|---|---|---|---|---|
| Destroyer | Fast escort & ASW | 6β9 Days | 15 | High speed, best sonar, anti-submarine |
| Cruiser | Versatile warship | 11β18 Days | 35 | Balanced firepower and armor |
| Battleship | Heavy firepower | 24β36 Days | 80 | Massive HP and armor, slow |
| Carrier | Air power projection | 21β30 Days | 70 | Launches aircraft, low direct firepower |
| Submarine | Stealth raider | 9β13 Days | 25 | Hidden from radar, best sonar range |
| Support Ship | Fleet logistics | ~10 Days | 20 | Resupply and transport |
| Type | Role | Build Time | IC Cost | Key Traits |
|---|---|---|---|---|
| Fighter | Air superiority | ~1 Day | 8 | Best accuracy (55%), intercepts bombers |
| Dive Bomber | Precision strike | ~1β2 Days | 12 | 1.3Γ ship damage, good accuracy |
| Torpedo Bomber | Anti-ship specialist | ~1β2 Days | 15 | 1.5Γ ship damage, slower |
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.
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).
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.
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.
The Communications Center is your hub for diplomacy, intelligence, and operational records. Send messages, negotiate agreements, intercept enemy transmissions, and review your combat history.
| Channel | Function | Requirement |
|---|---|---|
| Courier / Diplomacy | Secure message delivery between players. Delivery takes multiple Days based on distance. | None |
| Radio Comms | Real-time messaging β instant delivery. | Radio Tower |
| Agreements | Negotiate Non-Aggression Pacts, Alliances, and Trade Agreements. | None |
| Intelligence | Intercepted enemy radio transmissions. | Radio Tower Lvl 2+ |
| Battle Log | Running record of all combat engagements. | None |
| Event History | Per-Day replay of all game events. | None |
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.
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.
Your score determines your naval rank. Ranks progress through four tiers β see Naval Ranks Reference for the full table.
Your war machine runs on eight resources, displayed in the resource bar at the top of the game screen:
| Resource | Icon | Source | Used For |
|---|---|---|---|
| Industrial Capacity | βοΈ | Industrial Complex | All construction, unit production, Marketplace purchases |
| Materials | π¦ | Material Mine | Building structures, unit production |
| Steel | π© | Steel Mill | Ship and structure construction |
| Fuel | β½ | Fuel Refinery | Fleet movement, aircraft operations |
| Components | π | Electronics Factory | Advanced construction, radar, electronics |
| Rare Materials | π | Rare Materials Site | Advanced tech and high-tier units |
| Food | π | Food Processing | Population sustenance, island growth |
| Supplies | π | Supply Depot | General logistics, maintenance |
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.
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.
| Aircraft Type | Hit Chance | Ship Damage Multiplier |
|---|---|---|
| Fighter | 55% | 1.0Γ |
| Dive Bomber | 50% | 1.3Γ |
| Torpedo Bomber | 40% | 1.5Γ |
| Ship Type | AA Accuracy |
|---|---|
| Destroyer | 45% |
| Cruiser | 35% |
| Battleship | 30% |
| Carrier | 25% |
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.
| Ship Type | Tech 1 | Tech 2 | Tech 3 | Tech 4 |
|---|---|---|---|---|
| Carrier | 25 km | 40 km | 65 km | 90 km |
| Destroyer | 22 km | 38 km | 58 km | 85 km |
| Battleship | 20 km | 35 km | 55 km | 80 km |
| Cruiser | 18 km | 32 km | 50 km | 75 km |
| Submarine | No radar β relies on sonar | |||
| Ship Type | Tech 1 | Tech 2 | Tech 3 | Tech 4 |
|---|---|---|---|---|
| Submarine | 20 km | 30 km | 40 km | 55 km |
| Destroyer | 15 km | 25 km | 35 km | 50 km |
| Cruiser | 12 km | 20 km | 28 km | 38 km |
| Battleship | 10 km | 18 km | 25 km | 35 km |
| Carrier | 8 km | 15 km | 22 km | 30 km |
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.
Your cumulative score across all games determines your naval rank. Ranks are organized into four tiers.
| Rank | Abbreviation | Points Required |
|---|---|---|
| Seaman Recruit | SR | 0 |
| Seaman Apprentice | SA | 50 |
| Seaman | SN | 150 |
| Petty Officer 3rd Class | PO3 | 350 |
| Petty Officer 2nd Class | PO2 | 600 |
| Petty Officer 1st Class | PO1 | 1,000 |
| Chief Petty Officer | CPO | 1,600 |
| Senior Chief Petty Officer | SCPO | 2,500 |
| Master Chief Petty Officer | MCPO | 4,000 |
| Rank | Abbreviation | Points Required |
|---|---|---|
| Chief Warrant Officer 2 | CWO2 | 6,000 |
| Chief Warrant Officer 3 | CWO3 | 8,500 |
| Chief Warrant Officer 4 | CWO4 | 12,000 |
| Chief Warrant Officer 5 | CWO5 | 16,000 |
| Rank | Abbreviation | Points Required |
|---|---|---|
| Ensign | ENS | 22,000 |
| Lieutenant Junior Grade | LTJG | 30,000 |
| Lieutenant | LT | 42,000 |
| Lieutenant Commander | LCDR | 58,000 |
| Commander | CDR | 80,000 |
| Captain | CAPT | 110,000 |
| Rank | Abbreviation | Points Required |
|---|---|---|
| Rear Admiral (Lower Half) | RDML | 160,000 |
| Rear Admiral | RADM | 240,000 |
| Vice Admiral | VADM | 360,000 |
| Admiral | ADM | 500,000 |
| Fleet Admiral | FADM | 750,000 |
| Unit | IC | Materials | Fuel | Build Days |
|---|---|---|---|---|
| Destroyer | 15 | 20 | 8 | 6 |
| Cruiser | 35 | 45 | 18 | 11β13 |
| Battleship | 80 | 100 | 40 | 24β26 |
| Carrier | 70 | 85 | 35 | 21 |
| Submarine | 25 | 30 | 12 | 9 |
| Fighter | 8 | 12 | 4 | ~1 |
| Dive Bomber | 12 | 16 | 6 | ~1β2 |
| Torpedo Bomber | 15 | 20 | 8 | ~1β2 |
β OCEANWAR COMMAND MANUAL β RESTRICTED DISTRIBUTION
The battlefield favors the prepared.