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Commands

Commands start with /. Type /help in the client for the short list, and /q to quit. Most commands accept short aliases, shown in parentheses.

Command coverage is checked against the client, with fleet workflows tested through the API and an isolated PostgreSQL database.

Not installed yet?

curl -fsSL https://terminal.army/install.sh | sh

Then create an account and run tarmy.

Joint attacks and allied defense

  • /acs lists your joint attacks and invitations; /acs <id> shows the target, ships and arrival.
  • /acs create <fleet> turns your already-flying attack into an ACS group.
  • /acs invite <id> <username> invites another commander, even outside your alliance.
  • /acs join <id> cruiser=10 [speed=100] sends your own fleet to that group's target.
  • /hold g:s:p 2 cruiser=10 [moon] [speed=100] defends an alliance member for two hours.
  • /hold alone shows allied reinforcements heading to or holding at your own planets and moons. They are also on /fleet and the fleet screen, marked <+ under any incoming attack, and counted in the rail.
  • /recall <fleet> calls back your own outbound or holding fleet.

ACS allows 5 commanders and 16 fleets; a joining fleet may delay the remaining flight by at most 30%. All fleets fight together using their owners' technologies. Loot is divided by surviving free cargo space; each fleet flies home at its own original speed. Recalling the initiating fleet closes joining but leaves the other attacks flying. Defense lasts 0-32 hours, uses a fleet slot, and prepays holding fuel (no refund on recall). Defense is for the exact planet or moon, not both. Normal player protection and attack limits remain in force.

Example: /attack 1:20:8 cruiser=10, then /acs create 123, then /acs invite 7 friend. The invited commander runs /acs 7 and /acs join 7 cruiser=20. Use the actual fleet/group IDs printed by the client.

Reference conventions

<value> means a required argument. [value] means optional. Replace placeholders without their brackets. Command names and item keys stay English in every language. IDs come from the matching list. A list position, a queue ID, a fleet ID, and a planet code are different identifiers.

The generated inventory includes every alias from /help. The executable reference covers shell commands such as tarmy update. Shell flags do not work in the game's prompt.

Planet & economy

Command Description
/planet (/p, /overview) Show the current planet: resources, buildings, queue.
/planets List your planets, numbered, with their codes and coordinates.
/switch <n> Switch planet by number, code, or name.
/resources Resource buildings: mines, energy, storage, crawlers.
/facilities Facilities: robotics, shipyard, lab, nanite, silo, depot.
/upgrade <key> (/u) Queue a building upgrade, e.g. /upgrade metal_mine.
/demolish <key> (/teardown) Tear the top level of a building down to free its field, e.g. /demolish robotics_factory. Costs what that level cost, takes as long as building it, and uses a construction slot. /cancel takes it back for a full refund.
/queue Show the construction and shipyard lines together, plus research, ordered by finish.
/refresh Re-fetch the current planet.

Abandon a planet

The web, current terminal client, and Commander support this action. Run tarmy update --to latest if your client does not recognize it.

/abandon CODE previews a specific planet and the moon, resources, buildings, ships, defenses and queues you would lose. Only after reviewing it, enter /abandon CODE confirm. The preview expires after five minutes. There is no undo or refund. Use /planets to find a code. The web offers the same review from Planets via Abandon planet.

Your last planet is protected. A homeworld can be abandoned; your oldest remaining colony replaces it. Own flights and building construction on the planet or its moon must finish or be cancelled first. Other queues on those bodies are lost. See abandonment rules.

Research

Command Description
/research (/r) List your technology levels, or say so when you have none yet.
/research <key> Queue a technology from the current planet, e.g. /research energy.
/tree Show the research tree and prerequisites.

Fleet & military

Command Description
/ships [build <key> <n>] (/ship, /s) List ships, or build them: /ships build small_cargo 5.
/defense [build <key> <n>] (/def) List or build defenses.
/fleet (/fleets) Show fleets in flight.
/trade Show public and visible alliance trade offers, oldest first.
/trade offer <given> <amount> <wanted> <amount> <max-hours> [alliance] List a trade and reserve its resources plus enough large cargo ships for either leg. Add alliance to restrict it to your current alliance. Example: /trade offer metal 300000 crystal 100000 4 alliance.
/trade search <given\|any> <wanted\|any> <max-hours\|any> <alliance\|public\|any> Search visible offers; results are nearest first and then oldest first. Example: /trade search metal crystal 4 alliance.
/trade accept <id> Accept an available offer from the current planet. If another player wins the race, the command reports that the offer is no longer available.
/trade cancel <id> Cancel your open offer and return its escrow and cargo ships.
/trade mine Show your own open offers.
/attack <g:s:p> ship=n [ally] (/atk) Send an attack fleet. A target in your own alliance is refused by name unless you add ally.
/colonize <g:s:p> (/colonise, /colony) Found a planet in an empty slot. Sends one colony ship automatically; add escort ships or m=, c=, d= cargo if you want them to land there too.
/transport <g:s:p> [moon] m=n c=n d=n (/tx) Transport resources. Add moon to deliver to the moon in that slot, your own planet's moon included.
/deploy <g:s:p> ship=n [moon] [m=n c=n d=n] (/station) Station ships, and any cargo they carry, at another of your planets or moons. Unlike a transport they stay there. Name the ships; add moon for the moon in that slot.
/espionage <g:s:p> (/spy) Send an espionage probe.
/cancel <n> Take a queued build back by the number /queue prints. Its cost comes back: all of it for a level, the unbuilt share for a batch. Everything behind it moves up.
/recycle <g:s:p> recycler=<n> (/harvest) Send recyclers to the debris field at those coordinates. The galaxy view shows each field, how many recyclers it takes, and how many you have; clicking it fills this in.
/missile <g:s:p> <n> [moon] [first=<defence>] (/ipm) Fire n interplanetary missiles from this planet's silo. Add moon to hit the moon in that slot. first=gauss_cannon names what to destroy first; without it the dearest emplacement goes first. A salvo takes no fleet slot, cannot be recalled, and the defender is not warned.
/moon Moon fields, phalanx range and jump gate status. Lists owned moons when a planet is selected.
/phalanx <g:s:p> From a moon with a sensor phalanx: visible fleets at that planet, with ships and arrival or return times. 5 000 deuterium a scan. Moons cannot be scanned.
/jump <moon> ship=n ... (/gate) From a moon with a jump gate: move ships to another of your moons instantly. Name the destination the way /switch does. No cargo goes through, and both gates rest for an hour.
/galaxy [g:s] (/g) View a system. With no argument, the one you are standing in.
/reports Combat, espionage and missile reports, newest first, each with a number.
/report <n> Open one: the battle in one line, both sides priced, what stood back up, what died in each round, and whether the raid paid. A scan shows every hull and emplacement counted, priced and weighed for attack, then what there is to take and what stands over it.

Resource trades

Use /trade to browse offers from other commanders. Use /trade search to filter by resource, travel time, or public/alliance scope. It sorts matching offers by travel time. /trade mine shows your open offers. The list shows up to 200 matches. Trade IDs in the list are the IDs for /trade accept and /trade cancel.

To sell, select an active planet and run /trade offer metal 1000 crystal 1000 24. This offers 1,000 metal for 1,000 crystal and allows a buyer up to 24 hours away. You need the metal and one Large Cargo ship before listing. While the offer is open, the game reserves the metal and ship. On acceptance, the ship delivers the metal and returns with crystal. The ship is available again only after return. A ship carries 25,000 resources. The game reserves enough ships for the larger of the two amounts. The resources must be different, positive, and within a 1:3 ratio. Each amount can be at most 2 billion, and the travel limit can be 1-720 hours.

Add alliance at the end to let only current members of your alliance see and accept the offer. You must cancel an open alliance offer before you leave the alliance or a leader removes you. The alliance cannot disband while such an offer is open.

To buy, select an active planet in the same universe and run /trade search metal crystal any public, then /trade accept <id>. Your planet must have the requested crystal and be within the seller's travel limit. Acceptance reserves your payment at once. The seller needs enough deuterium for the flight and a free fleet slot. A failed dispatch leaves your payment in place. The seller's cargo ship delivers the metal, loads your crystal, and returns it to the seller. The ship then becomes available again. Neither player can recall or cancel an accepted trade. Open offers can be cancelled with /trade cancel <id>. That returns the seller's reserved resource and ships.

Active trades hold account deletion and the involved planets' abandonment until the trade is cancelled or the fleet comes home. See trade mechanics for the full lifecycle.

Dark matter

Dark matter is the one thing here that is earned by being present rather than by waiting. An open session earns it by the minute, about 1.2 an hour, credited in fractions every ten minutes, for as long as your client (or an MCP commander) holds a session open. Close it and nothing accrues. There is nothing to build, deploy or collect: the balance is always current, and one unbroken session is paid for at most twelve hours.

Command Description
/mine (/mining, /dark) Your dark matter balance, whether a session is earning it right now, and what it buys.
/rush [queue id] Finish the next thing in this planet's queue now, at one dark matter a minute of remaining time, five at least. Only the first row of a line (construction, shipyard, or research) can be rushed.
/boost A quarter more output from this planet's mines for a day. 100 dark matter, one per planet at a time.
/rename <name> Give this planet a new name. Free; each world can be renamed once a day.

The balance sits in the resource bar, beside metal, crystal and deuterium.

Social

Command Description
/msg <user> <text> (/message) Send a player message.
/messages, /inbox Who you are talking to, one row each, and one row for the server with its newest notice and how many are unread.
/messages #server Everything the server has sent, oldest first, with the day where it changes: quests paid, fleets home, attacks, moons formed, missile strikes. Opening it marks them read.
/messages <user> That conversation in full, oldest first.
/alliance List, create, apply, accept an invitation, or leave. See alliance roles and HQ.
/ally Open your current alliance's private channel. Messages arrive live and opening it clears its unread count.
/ally <text> Send a message to every current member of your alliance.
/leaderboard (/rank, /lb) Global rankings.

Help & meta

Command Description
/quest, /quests Your quest ladder, eighty-five rungs from the first mine to the Deathstar: what is next, what each rung pays, and what it has already paid. Nothing is claimed: a finished rung is paid the next time the board is read, and a note lands in your inbox. A completely blocked reward waits for room. A partial payout discards the excess. See quest rules.
/codex [key] (/info) What every building, tech, ship and defence is, then its cost, requirements and numbers.
/help (/h) Command reference.
/version (/ver) Your client version, the server's, and whether they agree.
/changelog [version] (/changes, /whatsnew) What each release changed, newest first, with a mark on the one you are running. /changelog all lists every release on one line each; /changelog v0.6.0 shows a single release. The same list is at terminal.army/changelog.
/settings (/config, /prefs) Who you are signed in as, your language and your colour theme.
/settings lang <code> (/lang, /language) Change the language: en, de, es, tr, ru.
/settings theme <name> (/theme) Change the colour theme: ion, ember, mono, paper.
/clear Clear the console pane.
/logout Log out, delete the saved session key, and quit.
/q (/quit, /exit) Quit.

Both settings are remembered per server, so the choice survives a restart and a logout.

Starting tarmy also checks your version against the server's and updates itself when you are behind. tarmy --no-update, or TARMY_NO_UPDATE=1, skips that check; see Update.

Coordinates & arguments

Coordinates are written galaxy:system:position, e.g. 2:88:4. Fleet composition uses key=count, and cargo uses m=, c=, d=:

/attack 2:88:4 light_fighter=20 cruiser=5
/colonize 2:88:8
/transport 3:41:8 large_cargo=10 m=100000 c=50000
/missile 2:88:4 12 first=plasma_turret
/jump 2 cruiser=30 battleship=4

/galaxy takes a system rather than a planet, so it wants two numbers, not three, and they are separated by a colon:

/galaxy 2:88

Item keys are the lowercase names you see in /codex, such as metal_mine, solar_plant, small_cargo or energy. /codex <key> describes any one of them.

Ready to play?

The commands above only mean something once you have an empire. terminal.army is where you get one.

Command prerequisites, costs, and recovery

Commands Preconditions and cost Result and recovery
/planet, /planets, /switch, /refresh Your signed-in empire. No purchase Read or select a world. Re-read after a disconnect
/resources, /facilities, /ships, /defense, /research, /tree, /codex without an order Read access Catalog and current affordability. Economy explains locks
/upgrade, /ships build, /defense build, /research KEY Completed prerequisites, local resources, free queue capacity Pays now, completes later. /queue then /cancel ID where allowed
/demolish (/teardown) Completed eligible level, local resources, free construction slot Demolition rules. Cancellation before completion refunds the full cost
/queue, /cancel, /rush Your queue ID. Rush also needs dark matter Queue timing, refund, and rush rules
/attack, /transport, /deploy, /espionage, /colonize, /recycle, /hold, /acs Ships, slot, fuel, correct target, mission gates Dispatch, arrival, and recall. A lost response requires a state check
/galaxy, /phalanx, /moon, /jump, /missile Body and range rules. Galaxy and phalanx can spend deuterium Map and moon/missile rules
/trade mutations Local stock, Large Cargo, visibility and travel rules Escrow, dispatch, delivery, and cancellation
/reports, /report, /fleet, /leaderboard Own reports/fleets or public rank Read results. Reports describe past state, rankings can lag
/msg, /messages, /alliance, /ally Membership/ownership, recipient, role, message budget Alliance and message rules. Sent messages reach other players
/quest, /mine, /boost, /rename Reward room, qualifying presence, currency or cooldown as applicable Rewards, costs, and limits
/abandon Fresh preview, exact planet code, confirmation, all guards passed Permanent loss and ruins. No undo
/settings, /version, /changelog, /help, /clear, /q, /logout Client session as applicable Settings and session effects. Clear affects the display only

/planet 2 also selects a world. /switch accepts its displayed number, permanent code, or name. /galaxy g:s uses two coordinates. /report ID, /cancel ID, and /recall ID use the identifiers printed by their respective lists.

Alliance examples

/alliance create ORBIT Orbit Explorers
/alliance
/alliance join 7
/ally Hello everyone
/alliance leave 7

Use your actual alliance ID. The first line creates name Orbit and description Explorers. The leader uses web HQ to invite or approve. The member's join command accepts an invitation or submits an application. Leaving as the last leader disbands the alliance.