Skirmish, maps and AI
The ten curated maps, the random generator, match options, and the three AI personalities.
Skirmish is a free match against up to three AI opponents on a curated or generated map. Sandbox is the same screen with the options pushed to the extremes.
Options
| Option | Values |
|---|---|
| Opponents | 0 to 3 AI factions, each with its own difficulty |
| Starting metal | 300, 600, 1,200, 2,500 |
| Fog of war | On or off |
| Unit cap | 50, 100, 200 |
| Map | Ten curated maps or a random map in small, medium or large |
Curated maps
| Map | Character |
|---|---|
| Greenfield | Open ground, the classic first match |
| Twin Bays | Two coasts, one land bridge |
| Archipelago | Islands; navy and transports decide it |
| Rift Valley | A long valley with flanking ridges |
| Burnout Highway | Fast road lanes reward early map control and rapid flanking |
| Black Marsh | Mud and marsh punish heavy columns; dry routes and waterways become lifelines |
| Frostline | A frozen front with three contested passes and long-range firing lanes |
| Shattered City | A tight street grid built for ambushes, artillery angles and block-by-block fights |
| Caldera Crown | Four-way conflict around an impassable lava ring and a rich central prize |
| Leviathan Strait | Isolated homelands and resource islets force fleet control, transport raids and coastal bombardment |
Random maps
The generator produces a fresh map from a seed in three sizes. Every generated map passes the same connectivity check as the curated ones: spawns share a landmass on ground maps, naval maps keep one ocean, and every deposit is reachable. Seeds are shown in the setup screen, so a good map can be replayed.
AI personalities
All three difficulties share one brain: they take a census of what they own, hand engineers a task list (extractors by distance, power headroom, factories, navy when the enemy is overseas, radar, turrets toward the enemy), pick production by weight against the enemy composition they have seen, scout, rally to defend, and launch attack waves that grow over time. Difficulty tunes economy multipliers, wave pacing, tech timing and unit caps.
| Personality | Style |
|---|---|
| Relaxed | A calm opponent that attacks rarely and skips air and navy |
| Standard | A balanced opponent for most players |
| Veteran | Aggressive, expands fast, counters your army |
The AI plays by the rules you do: it uses the same orders, pays the same prices, and only reacts to units it has actually spotted, so hiding your composition from its scouts is a real tactic.