Game Basics

### Zones and Income

The map is broken up into multiple zones. Zones can be captured by the player deploying Capture Trucks within a zones border. Once captured, the zones border will turn blue and will provide a passive income bonus to the player. Players must maintain a Capture Truck or a Command Tent within the borders of a zone to maintain control of that zone. If Factions are enabled, the various factions will compete for control of zones with you. Zones each have their own population, which will be decreased by the death or infection of civilians in the zone as well as the zones overall infection level. A player can control a zone that has infected present, but will receive less income the higher the infection level of that zone. Players should try to maintain control over as many zones as possible to increase their presence on the map and curb the infected's growth. This will also ensure the player keeps a steady flow of income.

The players primary source of income will initially be through the zones they control, however income can also be gained by eliminating infected. The stronger the infected killed, the higher the reward. The player can also upgrade Command Tents to increase the amount of income gained from a zone. If Advanced Civilians are enabled, the player will also receive an income bonus for each civilian garrisoned in a Civilian Hold.

### DNA Points and Doctrines

DNA Points are a resource that drops from killed infected, and can be used to purchase upgrades for your units. DNA points can only be collected by Scientists. Each DNA point that is picked up will also grant you XP towards your doctrine tree.

Each doctrine has its own unique set of units, buildings, and upgrades to choose from. Items further down the tree cost more points and are typically much more valuable. Players can choose to diversify their playstyle by spreading their points out between all doctrines, or focus one specific doctrine to unlock higher value upgrades earlier on.

### Groups

All units can be put into a group (CTRL + 1-0), allowing you to quickly select and give orders to multiple units. Units in a group will match the slowest units speed. In a group, infantry will always move in front of vehicles. Vehicles will always move in a single column, and do not follow group formations. You can remove units from groups by dragging their unit card out of the group UI.

#### Formations

You can change formations infantry units travel in from the unit menu. Different formations can be useful depending on your situation. Groups will obey formation orders until told otherwise.

### Lighting and Visibility

Every unit has a range of visibility, which can be obstructed by objects and darkness. Units will only attack things they can see (exception being units with an attack ground command like the mortar). Cepheus Protocol features a constant day/night cycle. Units have much more visibility in the day than at night, and a unit with no lights to support them at night will only be able to see enemies directly in front of them.

Lights allow units to see much farther at night. All units have personal lights available by default. Spotlights, a static directional light, can also be built by Engineers to illuminate a large area. Assault units can fire flares, which are extremely useful in lighting up large areas of the map for a length of time.

Units will not fire on an enemy just because they are visible to the player. Units have an effective range and must also have a clean line of sight on their target (no obstructions). Do not expect your units to be firing at an enemy just because they are tracking them with their laser sight. This is most notable with units on roofs, and with units garrisoned in the Sparrow.

### Health

Unit and building health is indicated by the green bar above a unit or structure. When health reaches zero, the unit or structure immediately dies (the exception being fences, which can be rebuilt after being destroyed). Infantry units can be healed by Medics, Medical Tents and Medical Facilities. Vehicles can be repaired by a Repair Atlas or Engineer. Engineers will seek out nearby injured friendly vehicles if they're idle. Engineers are the only units that can repair structures.

#### Medics

Infantry units can be healed by Medics, a Medical Tent, or Medical Facility. Medics will seek out and heal nearby injured friendlies if they're idle. Medics cannot heal themselves, but can be healed by other Medics. Medics have healing ‘stamina’ that determines how much health they can heal at that time. This is indicated by a blue bar underneath their health (only appears when healing a unit). The bar depletes as the Medic heals, and regens automatically when they are not.

### Infection

Infection is indicated by the red bar next to the unit's health. Infection can be caused by certain enemies and structures. An infected unit will become infected over time (the red bar will decrease). When the unit becomes infected, they turn and immediately become hostile towards the players units. Once a unit is infected, they must be treated at a Medical Facility before they turn. This is the only way to treat an infected unit.

Gas masks, purchasable at CERC HQ, provide a passive resistance to infection.

***Call ins***

moved to CERC airborne vehicles

## TL;DR

https://www.youtube.com/shorts/L8vR7HDMOxQ