Against people for points, against people without points, in an open lobby with eight — or alone against the AI. Same simulation, four ways in.
Ranked
Four sizes, each with its own rating: 1v1, 2v2, 3v3, 4v4. You start at 1200 points; a win earns some, a loss costs some — how much depends on the gap to your opponent. Match settings are fixed; nothing is negotiated here. Searching as a group, you still play your own faction.
| League | from rating |
|---|---|
| Rekrut | — |
| Bronze | 1000 |
| Silber | 1200 |
| Gold | 1400 |
| Platin | 1600 |
| Diamant | 1800 |
| Elite | 2000 |
Quick match
Same search, same fairness, same settings — just unrated. Meant for trying an unfamiliar faction without paying points for it. You still see your opponent's league and rating; they say something about them even when nothing is at stake.
Custom games
Up to eight players on one map — in teams, free-for-all, or several people on ONE faction: with "shared faction" they share one treasury, one base and one army. Empty slots are filled by AI. Everything about the match is adjustable here — 13 options, from the map through the fog to game speed. Whoever opens the lobby decides; whoever joins sees the choice beforehand.
When a match ends
The victory condition is chosen in the lobby. Under "standard" you are out when your last construction yard falls — unless an MCV you built yourself is still in the field and can unfold again. That MCV is not a gift: lose your yard unnoticed and you lose the match. "No yard" is the hard version, where even the MCV does not help; "total annihilation" is the long one, where you stay in as long as anything of yours lives. Beside it sits the second dial that shapes a match: research cost. It ranges from cheap to very expensive and affects only resources, never research time — which is the harder limit anyway, since a complete tree takes longer than a whole match.
Against the AI
Six levels, and they differ by no free resources — none of them gets any. They play the same game you do, only quicker to decide, larger in scope and, from a point on, with air force and experimentals. "Inactive" builds nothing and is there for practice; "Defensive" stays home.