The quiet win condition
Supply convoys
Berliets are the economy. They haul supply and tech salvage to HQ, and every successful drop is resources in the bank, a heal for nearby friends, and a nudge to your tank line.
At a glance
- How much they carry
- ~140 supply or 12 tech per trip (+18% per Logistics level; roads add +12%)
- How you get paid
- Drive into the HQ apron — supply or tech deposit, a burst heal, and a faster next tank
- How they come back
- HQ rebuilds to 2; Hub rebuilds to 3 faster
- Dual gathering
- Supply is default; right-click an owned salvage yard for tech (falls back to supply if yard is depleted)
Supply and tech economy
Supply and tech are your economic lifeblood. You earn supply from Berliet deliveries, sonar buoys, node capture bounties (+60), and combat kills. Tech comes exclusively from Berliet salvage runs to salvage yards (12 base tech per run, capped at 150), funding your army upgrades. Trucks carry one crate or cache per trip; losing them stalls your tech and army production.
The loop — depot to HQ and back
Berliets sit at HQ until you own a land depot or salvage yard with ready cargo. They choose the closest ready target and avoid piling onto another truck's claim. They pull up beside the depot, load, and drive home. Touching the HQ apron deposits cargo plus bonuses for upgrades, a Hub, roads, and haul distance. Everyone nearby receives a burst heal, and your HQ's next tank arrives a bit sooner.
| Bonus | What it gives |
|---|---|
| Field Logistics upgrades | +18% more per level on the cargo |
| Logistics Hub | +20 flat supply bonus every delivery (supply only) |
| Road used | +12% bonus cargo if the route used paved road |
| Auto-gather | On by default; toggle per truck or right-click a yard to assign tech salvage |
| Long haul | +4 supply per tile of depot-to-HQ distance (supply only) |
| Convoy heal | +35 HP (+10 HP per Logistics level) burst heal to nearby allies |
| HQ clock nudge | Next tank arrives a little sooner |
When trucks get distracted
If a Quartermaster crate has landed, it still requires a manual order. When a depot crate is unavailable, Berliets wait or choose another ready owned depot. They can't fight, so an empty lane is an invitation.
- Berliets cost population like anything else — a full truck line can block a tank queue if you're capped.
- They're unarmed and never restock — they are the restock for everyone else.
Keeping the lane alive
A protected lane makes every upgrade better. Field Logistics and Hub only pay if the truck makes it home. That burst heal can even top up the escorts that just took a brush. If enemy tanks or flankers (Raiders or Sentries) menace the road, keep a Maus on it instead of throwing everything at their HQ — those units are tuned to hunt trucks.
Population and tempo
Two Berliets is the starting tempo — enough to keep one depot humming. Three with a Hub is a second shift: you can milk two depots or keep one running while the other truck is on the road. Four would be luxurious, but the island caps you at three for a reason.