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RECO.GAMES / MANUAL

Manual.

Real Command is a real-time strategy game on the flat world map. It runs in your browser, it runs in real time, and it keeps running after you close the tab. This manual explains the rules behind it.

Concept artwork of a coastal Real Command outpost, with forests, roads, radar and a harbour.
Concept artwork of the game world: coast, pine forest, roads, radar station and harbour. Not a screenshot — the model renders in this manual, by contrast, are the game’s own models.

The world

One world for everyone. Land and water come from Natural Earth data in cells of 0.05 degrees — about 5.6 kilometres. You land wherever you like, as long as there is land and nobody else is too close.

Map size
40,075 × 20,037 km
Projection
Plate carrée, flat
Simulation
10 times per second
Saved
every 30 seconds
Starting funds
12,000 credits
Platform
browser, no download

Four rules decide everything

01

Real time means real time.

A main battle tank takes ten minutes in the factory — not ten tanks in two seconds. Vehicles drive in km/h, a strike fighter covers 900 km/h, a flight across the Atlantic takes hours. Planning buys you time; rushing spends it.

02

The world runs without you.

The server keeps simulating when nobody is watching. Factories produce, extractors drive, cities grow, enemies march. There are no turns, no saves, no undo — only the state you find next time.

03

You only see what your sensors see.

The map tells you nothing. Foreign bases have to be scouted, by sight or by radar. Moving the camera reveals nothing. What you have seen stays on the map in grey as the last known state until a sensor confirms it again.

04

Everything goes through one interface.

Every click in the browser is the same command a program can send. There is a documented REST API, a situation report written for machines, and ready-made AI commanders. Play it yourself — or have an AI build your base.

Three factions

Every faction builds the same core: command centre, power plant, refinery, barracks, factory. The difference is in the exclusive units — and therefore in what you are better at than everyone else.

Aurora Alliance

We hold the sky.

Air superiority and rocket artillery. Exclusive: interceptor, rocket artillery.

  • Rocket artillery
  • Interceptor

Meridian Pact

Steel does not break.

Heavy armour and submarines. Exclusive: heavy tank, submarine.

  • Heavy tank
  • Submarine

Kestrel Syndicate

See far, hit far.

Long range and navy. Exclusive: sniper, SAM launcher, cruiser, coastal battery.

  • Sniper
  • SAM launcher
  • Cruiser
  • Coastal battery

Reconnaissance in two channels

Reconnaissance is the heart of the game. It runs through two separate channels that deliver different things.

Sight

Optical sight identifies an object completely: owner, type, condition. It reaches only as far as the sight radius of your own objects and it ends abruptly. Aircraft are seen 2.6 times as far, because they stand in the sky.

Radar

Radar reports position and rough class, nothing else — and it reaches far. A target is detected when the distance is below the observer’s radar range times the target’s signature. Large targets are picked up early, a submerged submarine almost never.

detected when distance ≤ radar range (observer) × signature (target)

A radar tower with a 25 km base range detects

  • Strike fighter45 km× 1.80
  • Destroyer35 km× 1.40
  • Main battle tank25 km× 1
  • Rifleman7.5 km× 0.30
  • Submarine2 km× 0.08

Radar gives you a position. To learn who stands there and what they are building, you have to look: with a scout, a drone or an aircraft.

Defeat, return and law

Defeat is not the end.

A player with no buildings and no crawler loses the remainder and may land again — with landing protection. The layout of your base is saved before the loss and restored at a free location: the same building types in the same arrangement. Cash, units and stock are gone.

The bank survives.

The bank is a global account without interest. Deposited credits survive defeat and conquest — the only thing that does. Set something aside before a risky offensive.

Conquest.

An engineer who enters a foreign command centre takes everything: remaining buildings, units, goods, residents and cash. Only the bank deposit stays with the loser. It costs 20 reputation, and 30 more against an ally.

Alliances and court.

Alliances grant construction rights and keep members out of automatic target selection. Anyone who has been conquered may file a case — for civilian seizure or breach of alliance. Three neutral alliances decide; two guilty votes convict. A conviction costs 30 reputation and the mark “war criminal”.

API-first, AI-first

The web client is only a view. Underneath sits a documented interface that can do everything you can: land, build, produce, command, scout, trade. It is deliberately open to programs.

REST and OpenAPI

All endpoints under /api/v1, with interactive documentation and a situation report that returns economy, power, base, army, production, threats and hints in one response.

MCP for Claude

An MCP server makes the game usable from Claude Code and Claude Desktop. “Build my base, power and economy first, then defence” is enough.

Autopilot and commanders

A rule-based autopilot without an LLM, a Claude commander using tool use, and a commander for OpenAI-compatible endpoints all ship with the game. They all use the same public API.

Whoever holds a token plays as that player. The token is the identity — never share it.