Broken FrontFIELD MANUAL

Resources

Seven resources, one shared pool, the same for every nation.

RESOURCESOURCESTARTING STOCK
MONEYProvinces — 3,000/h per country10,000
MANPOWERProvinces — 1,500/h per country5,000
RESEARCH POINTSCapital city, plus buildings500
STEEL2nd city1,000
OIL3rd city3,000
ADVANCED MATERIALS4th city500
ELECTRONICS5th city1,000

ONE POOL FOR EVERYTHING

Research, construction, unit production, missile and ammunition production and annexation all pay from the same stockpile, up front, in full. Time isn't shared — everything can run at once — but every resource spent on one is not spent on another. Every player starts with the same stock, whatever nation they pick.

PROVINCE INCOME

Every country earns the same 3,000 money and 1,500 manpower per hour from its provinces, split evenly across however many provinces it has at the start. A one-province nation and an 85-province one earn the same — but each of the big nation's provinces is worth far less on its own. A captured province keeps its value and pays it to the new owner. Terrain has no effect on income.

CITY OUTPUT

Every playable nation has five cities, ranked by size, and the rank fixes what each produces — not geography. Output = base × city level multiplier (L1 ×1.0, L2 ×1.5, L3 ×2.0). A destroyed city produces nothing.

RANKPRODUCESLVLBASEOUTPUT/H
1ST — CAPITALResearch Points350100
2NDSteel24060
3RDOil23552.5
4THAdvanced Materials22537.5
5THElectronics11515

THE RESEARCH-POINT TOP-UP

Three buildings add a flat Research Points bonus per level on top of city output: Research Laboratory 10 RP/h, Intelligence Center 5 RP/h and Weapons Development 8 RP/h per level. It updates the instant a building finishes or is destroyed.

MAINTENANCE

Every operational building costs 1% of its build price per resource, per day, billed pro rata with each hourly payout. If you can't afford a bill, it's skipped rather than partially charged — maintenance never pushes a stockpile negative. There's no unit upkeep and no passive resource decay.

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