Local
Battle the AI your way. Quick start or a full custom setup.
A room just for you and up to 11 AI opponents. Pick faction, general, AI difficulty, map, starting cash and rules. No account needed; it runs on our servers like every mode.
Base building, economy, generals, drones and weather: here is how a battle in Rise of Generals plays out.
Every player starts with a Command Center and $10,000 (the host can pick $5,000, $10,000 or $20,000). Builders put down buildings and stay to raise them; several builders share the work. Sell buildings for 85% of their cost.
Supply Docks on the map hold a limited amount. Harvesters shuttle supplies to your depot. Docks run dry, so expand to new ones before they do.
Nobody ever goes completely broke. Command Centers pay a small stipend, Oil Derricks pay $100 every 10 s, and each faction has its own late-game source. Money popups show where every dollar comes from.
Power plants feed the base. Use more than you make and production slows to half speed, defences go offline, the radar goes dark and superweapons stop charging.
Pick a faction and one of its three generals. Everything you destroy earns your general experience; each new level (up to 5) gives a promotion point to spend on powers.
Units that destroy enemies climb three ranks: Veteran, Elite and Heroic. Each rank hits harder and takes less damage, and Elite and Heroic units slowly repair themselves.
Drones need a relay in range and run on batteries. Jammers, lasers, microwave pulses and interceptors knock them down. Cages and active protection keep vehicles alive.
Spotters (Overwatch Sensor, Avenger, Tianyan Spotter Drone) mark enemies. Your long-range weapons hit marked targets tighter and reload faster.
Some units are hidden until detected by scouts, defences, Command Centers and some drones. A stealthy unit shows itself for a moment when it fires.
Basic infantry capture buildings in 12 seconds. The Liberation Front Hijacker takes over enemy vehicles. China's Hacker shuts buildings down and earns money when idle.
Infantry fire from houses (5 seats) and apartment blocks (10). The Battle Bus and Z-18 "Helix" carry infantry who fire out of them; the CH-90 Packhorse airlifts up to 7 anywhere.
One per faction. They charge for 4 to 4.5 minutes and every player sees the countdown. When an enemy superweapon is ready, the alarm sounds.
A full day passes in 20 minutes: dusk, a moonlit night and dawn. Rain or snow comes and goes, and snow settles on land and buildings. Purely visual: it does not change the rules.
Select any of your ground vehicles and press V to drive it and aim in third person. V or Esc gets you out. Hosts can switch this off.
Lose every building and your army is revealed, but your builders stay hidden for 4 minutes: time to slip away and put down a new Command Center.
Classic RTS mouse and keyboard with control groups, attack-move and formations. Full gamepad support with a virtual cursor and a radial command menu.
Every lobby game is recorded; watch any of them from the Replays tab, or watch live as an observer.
Before a match the host can switch off superweapons, drones, generals' powers, toxin weapons, the driver's seat, and dynamic weather and time.
Up to 12 seats per match, with alliances or free-for-all. Seats can be Open, Human, AI (Easy, Normal, Hard) or Closed.
Battle the AI your way. Quick start or a full custom setup.
A room just for you and up to 11 AI opponents. Pick faction, general, AI difficulty, map, starting cash and rules. No account needed; it runs on our servers like every mode.
Invite friends with a share code. Not listed publicly.
The room gets a 6-character share code, with an optional password. Needs a free account.
Browse public rooms and join a battle, or host your own.
The public room list, optional room passwords, observers welcome. Needs a free account.
The AI builds, harvests, expands to late-game income, captures tech buildings, garrisons, uses drones with relays, hijackers and battle buses, and attacks in growing waves (earlier and bigger on Hard).
| Map | Players | Size | Notes |
|---|---|---|---|
| Crossroads | 2 | 224 m | The standard 1v1 map: two bases, contested supply docks, a village in the middle |
| Twelve Peaks | 12 | 384 m | Twelve bases in a ring |