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Cores are the native cities of a country. Core cities can be lost in battles, when the war is over: - Lost core cities lose “Core” status if not taken back in 4 months time. When lost, the city gets Flagged by the loosing country. If city is re-occupied in these 4 months by a country having Core on it, the timer resets. - If a city without “Core” status is conquered it takes 3 continuous months to become a “Core” City.
Core of original country in Capital is never lost.
Flagged are those cities that had been once a core but have been lost by signing a “Give up core” PT or if not taken back for 4 months time.
War Justification (WJ) Points of one country against another
Amount of Decrease and Increase is calculated every day, at midnight.
Decrease:
Increase:
DEFCON determines how hard soldiers can fight but also increases threat to other countries. Can be set by the President.
Setting DEFCON levels takes time: (original DEFCON lvl - new DEFCON lvl)*6 hours when decreasing (new DEFCON lvl - original DEFCON lvl)*4 for increasing
DEFCON level bonuses:
Has 4 levels that can be set by President.
Required WJ: 0
Effects:
Duration of CB: N/A
Required WJ: 50
Effects:
Duration of CB: N/A
Required WJ: 0 + special CB activated by attacking country Warned previously
Effects:
Duration of CB: 1 week
Required WJ: 50 + special CB activated by guaranteeing attacked country's independence
Effects:
Duration of CB: 1 month
Required WJ: 50 + special CB activated by dishonored alliance
Effects:
Duration of CB: 2 months
Required WJ: 0 + special CB activated by attacked country owning core cities of attacker
Effects:
Duration of CB: N/A
Required WJ: 100 + special CB activated at least 10 countries having 100 WJ on attacked nation
Effects:
Duration of CB: N/A
Required WJ: 20 + special CB activated by target country owning cores of non-existent country
Effects:
Duration of CB: N/A
Special war with newly formed country after successful aRW
Required WJ: N/A
Effects:
Speciality: after opening war cannot start attacks for (original country 3 days, newly formed country 2 days)
Options available for a PT:
Note: They become "Flagged" status.
(Note that conquering cities this way will result in other countries getting the according WJ)
(Note: Winner country gets an Alliance with released Country for free)
Rewards for conquest
Independent of chosen Peace Treaties, the following reward is received for every conquered City:
50% of conquest reward money goes to winner countries treasury 50% of conquest reward money goes to War Fund and will be distributed accordingly
Owned and occupied cities have a specific revolt risk that determines auto-Resistance Wars (aRW) starting. Revolt risk is newly calculated every day for each city. Resistance wars are started randomly between 10:00 - 20:00. Attack power for (auto-)resistance soldiers is always 100%.
Minimum revolt risk is 1%, maximum is 100% (except for Core). Base revolt risk on all cities is 1%. Core city maximum revolt risk is 5%.
Modifiers: - none-core: +5% - newly occupied (within 1 month): +10% - newly occupied (between 1-2 month): +5% - newly occupied (between 2-3 month): +2% - foreign core in city: +2%/core - foreign flag in city: +1%/flag - at war: +5% - own regions currently occupied by enemy: +1%/region for all regions
- native citizens (active, logged in in last 24 hours) in City: -1%/each hundred citizen - foreign (registration country) citizens with core on City (active, logged in in last 24 hours) in City: +0,25%/each hundred citizen
Possible auto-Resistance wars:
Core aRW Reason: Foreign core Type of aRW: - if foreign core country exists: Patriots - if non-existent: Nationalists
Effects if successful: - Patriots: Defection of City to foreign Country, - Nationalists: - Not Original Capital City: City becomes occupied - Original Capital City: Country will be released with Capital and all non-capital cities currently occupied by country (opening auto-war on new country with Freedom Fight CB) Points: 20
Flag aRW Reason: Foreign flagged city Type of aRW: - if foreign flagged country exists: Patriots - if non-existent: Nationalists
Effect if successful: - Patriots: Defection of City to foreign Country, getting core on City - Nationalists: getting core on City and Not Original Capital City: City becomes occupied Points: 5
Occupation aRW Reason: occupied City Type of aRW: Loyalist
Effect if successful: City becomes unoccupied Points: - if Core of owner Country: 25 - if flagged of owner Country: 15 - no core, no flag of owner: 10
Anti-tax aRW Reason: N/A Type of aRW: Anti-tax Effect if successful: reducing one type of tax randomly by 50% and cannot be changed until the beginning of next month Points: 1
Cost: 20 gold +total population in City*0,02 gold and does not need being at war. To start it player must be in the City. The City needs to have a foreign core to be able to start a resistance war. RW is started by paying the requested amount. In case more foreign cores are in the same City, starting player has to chose for which Country the RW should start.
Possible Resistance wars: Core RW Reason: Foreign core Type of RW: - if foreign core country exists: Patriots - if non-existent: Nationalists
Effects if successful: - Patriots: Defection of City to foreign Country, - Nationalists: - Not Original Capital City: City becomes occupied - Original Capital City: Country will be released with Capital and all non-capital cities currently occupied by country (opening auto-war on new country with Freedom Fight CB)
Two countries can fight against each other only in one war Taxes are paid to occupier countries, but with original country tax rates. Occupied status means citizens living in that city are paying taxes to the occupier country, based on the laws of the occupied country as follows: To close a War a Peace Treaty (PT) is needed Initiator countries will be the War Leaders (WL) in the current war When a new country joins a war on any side, War Leadership will be recalculated, country with the most Cities becomes War Leader Upon closing war, the joined countries CB can be ‘used’ for the WL closing PT Any participant country can propose a PT with the enemy War Leader at any time in the War Countries that are not War Leaders can only negotiate a PT with enemy WL, PT between two non-War Leader countries is not possible In an individual PT between a WL country, and a non-WL country the CBs of the two involved countries are taken into consideration The War is closed when the two WL countries sign a peace treaty Annexation can only be demanded by a WL in a PT Capital City can only be conquered with Annexation In case all cities of a country become occupied, country has to accept a PT automatically offered by the enemy President no matter of it's content (Dictate) Once a Country is Annexed the former Capital raw material resources will switch to a random resource Once the Capital is freed it will switch back to Capital Resources Once a Country is Annexed citizens will keep their registration citizenship but will become the conqueror nations citizens Citizenship can only be revoked (=player can be deported) when registration Country is existent or Annexation happened at least 30 days ago Once a Country is freed the players may get their initial citizenship back Once a Country is Annexed all company owner of the former country will be offered to migrate their companies to the new country for a cost of company value/10 (paid to winner country's treasury)
Military ranks are obtained by fighting in battles and add to your damage but only in wars, arena or alien fighting damage is not influenced Each rank will raise damage output Changing citizenship will result of starting a new ranking count for the new country When changing citizenship old ranks will remain but inactive, if citizen returns to country citizenship where he obtained the ranks they will become active again
Enlisted ranks (raise damage output by 5% more for every level)
(Rank - From damage)
Private - 100 000 Private Second Class - 150 000 Private First Class - 240 000 Corporal - 408 000 Sergeant - 734 400 Staff Sergeant - 1 395 360 Sergeant First Class - 2 790 720 Warrant Officer - 5 860 512 Senior Warrant Officer - 12 893 126 Chief Warrant Officer - 30 000 000
Officer ranks (raise damage output by 10% more for every level)
Second Lieutenant - 100 000 000 First Lieutenant - 150 000 000 Captain - 240 000 000 Major - 408 000 000 Lieutenant Colonel - 734 400 000 Colonel - 1 395 360 000 Brigadier General - 2 790 720 000 Major General - 5 860 512 000 Lieutenant General - 12 893 126 000 Colonel General - 30 000 000 000
To attack a City a war must be started first, with a CB explained above Only those Cities can be attacked which are bordering owned or "occupied" Cities When in a War, Cities "occupied" by the enemy and belonging to a third country can be attacked too Every allied country fighting on the same side in the same war can attack an enemy City that they are bordering An enemy City can only be attacked by one country, cannot be attacked by more countries simultaneously
Costs of attacking a city is 20 gold+total population in City*0,05 gold Attacking own Core cities is free Attacking own flagged cities is half as normal
When a WAR is started, in the first 24 hours only the country who started it can initiate an attack on a City After one side is victorious in a battle it takes the initiative and can start an attack in the current war while the defeated country can't 24 hours after war opening, the attacked country can initiate an attack too in case it has initiative There are 3 types of outcome in a battle for a City: victory/defeat, heavy victory/defeat, devastating victory/defeat The time duration of the initiative is based on the victory/defeat type: normal is 1 day, heavy 3 days, devastating 5 days Initiative is calculated newly after each battle finished When a country is attacked at the same time by 3 or more countries on it's cities it cannot start an attack When a City is attacked where a resistance war is already ongoing, attacker country joins the forces of the resistance and does not count into the war as a separate battle When a Resistance War is started in a city that is already under attack, resistant war fighters join the troops of the attacker country in their battle, no separate resistance war is started When winning a battle for a foreign City, it becomes "occupied" status
Battles are fought on the actual map of the attacked city Battles are fought on a grid consisting of hundred squares aligned 10*10 Every square has wall with a minimum "health" of 10000 and maximum of City citizens number multiplied by 1000 Square health can only be attacked when there is no enemy soldier in the actual square. In case there are enemy soldiers they have to be defeated first to be able to attack the wall Fights against other players do cost only 1 stamina regardless how many stamina is consumed in the actual fight Fights against the “Wall” do cost normal stamina, one for every hit Attackers start on the right side of the map, defenders on the left side Travelling between squares takes 1 minute/square and only owned squares or squares neighboured by owned squares are accessible After a square is conquered it regains its full "health" When a soldier is defeated he will be offered the option to rejoin the battle or to leave it When rejoining the battle soldier start on the starting squares (right for attacker, left for defender)
Battle duration is at least 24 hours (except when it is retreated) Battles can be retreated in the first 12 hours of the battle and count as normal defeat After 12 hours ongoing battles cannot be retreated When the conquered squares owned by attackers are less than 40% of the total squares after the 24 hours end it will be considered a victory for the defending side When the conquered squares owned by attackers are between 40% and 60% of the total squares after the 24 hours end the battle will continue until it goes either over 60% or under 40% When the conquered squares owned by attackers are over 60% of the total squares after the 24 hours end (or in extra time) it will be considered a victory for the attacker side and City will become occupied Victory has three different scales: over 60%: victory; over 75%: heavy victory; over 90%: devastating victory
In case of victory in "occupied" cities by the enemy and belonging to a third country it loses the "occupied" tag (or become occupied by winner if at war with third country too) Fighting a battle on a third countries occupied city does count as a normal battle in the War Occupied cities can only be attacked if being at War with occupier
Travelling to battles:
To fight in a battle players have to be in the City where the battle is fought Battles are accessible by either travelling there or using Teleport Gates Allied teleport gates are usable in case a country agreement is active Teleport gates can be obtained from the game through president initiative (but government decision) and are paid by the country: price - 100 gold Placing cost for a Teleport Gate in the Capital is 60 gold When a city is conquered, Teleport Gate is demolished In cities with demolished teleport gates it costs only 25% of the original costs to repair the teleport gate Players who use Teleport Gates can only travel back with teleport to the original City, from where he left
50 % of the costs of opening a War/Battle go to Game Fund 50 % of the costs of opening a War/Battle go to War/Battle Fund
After the War/Battle is finished the War/Battle Fund is distributed between the TOP 10 Fighters of the winning side as follows (losers get nothing): Place 1: 28% Place 2: 18% Place 3: 12% Place 4: 9% Place 5: 8% Place 6: 7% Place 7: 6% Place 8: 5% Place 9: 4% Place 10: 3%
Each side of the War/Battle can be motivated. This is done by donating gold to a separate War/Battle Fund. Donation can be done by countries or individuals.
Separate Fund distribution is as follows:
- Winning side separate Fund is added fully to War/Battle Fund and distributed according to the rules
- Losing side separate Fund is distributed as follows: 10% is added to War/Battle Fund 10% is added to Game Fund 80% is sent back to the country which received the donation