Credits Economy, Fleet
Earn it in the air. Spend it on the ground.
Turn on Credits Economy on /build and your coalition shares one bank. Every kill and every tasking score adds to it, and anyone on the team can spend it on artillery, reinforcements and AI air support.
How to buy
- Open F10 → Other → Fox3 Economy → Bank balance to see what the coalition has.
- Pick an item under Buy. The order stays open for 2 minutes.
- Place an F10 map mark where you want it. The order goes there, and only then are credits taken. If it can't be placed you get a message and nothing is charged.
- Changed your mind? Cancel open order.
What credits buy
Artillery firebase, 300: a four gun howitzer battery at your mark. Then place a map mark with the text fire on a target and every battery in range shoots a 12 round mission. Range about 18 km (11 km for WWII guns), one mission per battery per minute.
Armor platoon 150, Mech infantry 120, Air defense section 100: era correct units with their own air defense. They spawn at the friendly base nearest your mark and drive to it.
AI CAS flight, 400: an armed pair that attacks the enemy ground units closest to your mark. If there are no enemy ground units within 8 km of the mark, the order is refused and you keep your credits.
AI CAP flight, 350: an armed fighter pair that orbits your mark and engages enemy aircraft. Not offered in WWII.
CTLD crates: with CTLD Logistics on, each crate costs 50 credits (75 for SAM, radar and JTAC crates).
How credits are earned
- Player kills: ground unit 10, aircraft 25, ship 40, structure 15. AI kills don't pay.
- Dynamic Tasking scores pay their points straight into the bank.
- The coalition starts each mission with 300 credits.
Keeping the shared bank fair
- Every item has a cooldown and a limit on how many can be alive at once.
- Ground orders have to be on land within 60 km of a friendly base. Air support can go up to 150 km out.
- With Persistent mode on, the bank survives server restarts. Bought units don't.