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Control Europe Guide

Military units and combat

Quick answer

Infantry is cheap and spammable, tanks beat infantry at 20 times the price, artillery deletes infantry but dies to anything it cannot keep away, and only planes, artillery and missiles can damage a battleship. Attacking a city from two directions at once captures it far faster.

Control Europe has eight unit types, and only three spawn the moment the match starts — the rest sit behind technology research, which is why the first ten minutes are about money and cities rather than tanks. Where a figure is not published, this page says so instead of guessing.

The eight unit types

UnitSpawn costDaily upkeepManpowerSpawn timeCounters / countered by
Infantry500,000 per 5,000 men50,0005,000 per 5,000 men15 secondsCheap line infantry; beaten by tanks and deleted by artillery
Tanks10,000,000 per 100 tanks300,00010,000 per 100 tanks60 secondsBeats infantry; costs 20x infantry, 6x upkeep, 2x manpower
Battleships3,500,000,000 for the smallest division3,450,000225,000Not publishedOnly planes, artillery and missiles can damage it
PlanesNot publishedNot publishedNot publishedNot publishedOutperforms artillery; damages battleships; needs an airport
Anti AircraftNot publishedNot publishedNot publishedNot publishedResearch-gated; no published cost figures
Missile LauncherSame as tanks300,000500 per missileNot publishedBombs cities; can hit your own troops by mistake
Artillery100,000 per gun15,0005,000 per gunNot publishedShreds infantry, but not built for a frontal fight
Aircraft Carriers525,000,0004,500,000200,000120 secondsLongest range and a mobile airport; countered by battleships

Infantry, tanks and battleships spawn immediately. The other five require technology first, and research gets more expensive the bigger your country is — San Marino researches far cheaper than the United States, the core trade-off of playing small.

Two map rules shape what you can build: airports exist only in capitals, which planes require, and ports are required for ships.

Infantry, tanks and battleships

These three are your opening kit: every country on the Europe map starts with 30,000 infantry, so your first war needs orders rather than production.

Infantry

Infantry is the unit you build in bulk, and spawning is a fixed 15 seconds — the fastest way in the game to turn cash into bodies on the map.

An infantry division caps at 9.99M manpower. Infantry holds ground, but an occupied city cannot spawn units: what you send forward is all you have until you are back in your own territory.

Tanks

Tanks are the blunt upgrade: 20x the money, 6x the upkeep and 2x the manpower of an infantry batch for a much stronger unit, and a 60 second spawn — four times the wait. A tank division caps at 100M manpower, though the interface displays it as 1m.

Battleships

The battleship is the most expensive unit in the game: the smallest division costs 3,500,000,000 money — the entry point, not a full fleet.

Battleship upkeep panel in Control Europe

What makes it worth that: only planes, artillery and missiles can damage a battleship, and it can shell the coast — every tank and infantry stack bounces off it. The counter-play is not a bigger army but one of those three unit types.

The five units behind technology

Planes

Planes are expensive but stronger than artillery, with two documented jobs: they press down city defence — the blue bar on a fortified city — and they are one of the three things that can damage a battleship. They need an airport, and airports exist only in capitals. No cost figure is published.

Anti Aircraft and Missile Launchers

Anti Aircraft is research-gated with no published cost figures in the wiki tables. The Missile Launcher, by contrast, spawns for the same as tanks, and each missile costs 10,000,000 money plus 500 manpower to fire. Missiles bombard cities — the third counter to a battleship — and they can damage your own troops.

Artillery

Artillery unit in Control Europe

Artillery is the bargain of the roster: 100,000 per gun and 15,000 a day, with a ceiling of 50,000 guns per division.

The catch is positional: artillery is not suited to frontal combat. With a small infantry screen in front of it, a modest artillery force eats through a much larger army.

Aircraft Carriers

Aircraft carrier at sea in Control Europe

Carriers arrived on 2026-04-03 and sit at the end of the naval line: they require navy technology level 3. One division costs 525,000,000 money and takes 120 seconds to build — at 4,500,000 a day, the highest upkeep of any single unit here.

It buys the longest range in the game and a mobile airport, but a carrier is countered by battleships — so a carrier fleet still needs something else on screen.

Counter chart: what beats what

SituationWhat happens
Tanks run into infantryTanks win, at 20x the money, 6x the upkeep and 2x the manpower
Artillery meets infantry head-onArtillery is out of its element
Artillery sits behind a small infantry screenThe screen holds while the artillery deletes a much larger force
Planes meet artilleryPlanes cost more but are the stronger of the two
Anything without planes, artillery or missiles hits a battleshipNothing happens — only those three units can damage it
Battleship meets aircraft carrierThe carrier is countered
Artillery under full city defenceAttacking forces under 1M get wiped out
Missiles fired into your own linesFriendly fire; missiles can damage your own troops
Planes over a fortified cityCity defence (the blue bar) gets pressed down

Flanking, siege speed and army size

If two or more ground units attack the same enemy from different directions at the same time, that enemy takes severe damage — the flanking bonus, and the reason splitting a stack before an attack beats feeding it in piece by piece.

Siege speed follows the same logic: capture speed equals troop count plus technology plus multi-direction encirclement — surrounding from several sides is the multiplier most players leave on the table.

Army size is bounded by manpower rather than money: everyone starts with 60,000 manpower, the cap is 2% of your population and daily gain runs about +0.014% of population, so a large standing army is paid for one day at a time — a better argument against overbuilding than any cost table.