This page is about game mechanics.
This page is about game mechanics. It contains information such as formulas, costs, & other miscellany. See Category:Mechanics for other pages on game mechanics. |
War is a game mechanic in which two nations’ militaries are pitted against each other. As nation leader, you have control over your nation’s military, and must decide what units to build, what battles to execute, and what your overall war strategy is. This manual covers the details of how war mechanics work, and provides insights into the different units, battles, and facets of war.
The War System[]
Resistance and Military Action Points[]
Wars are based on a system called Resistance. Each side starts the war with 100 resistance and resistance is reduced through every attack. The nation that reduces the opponent’s resistance to zero wins the war.
To perform Military Actions (see next section) that decrease the resistance of your opponent, you need Military Action Points (MAPs), while there are some military actions that do not require MAPs and do not affect resistance. Each nation starts with 6 MAPs upon declaration of war, unless the defending nation uses two specific War Policies: Blitzkrieg (if you use this policy, the nations that attack you start with 7 MAPs) or Fortress (both players start with 5 MAPs).
The only way to replenish MAPs is time: each turn, both sides get 1 more MAP. A new turn comes every 2 hours, meaning that, within 24 hours, both players get 12 new MAPs. The MAPs of a player though can only stuck up to 12: if a player has 12 unspent MAPs and a new turn comes, the MAPs will not increase further, giving a time advantage to the opponent. Wars can last for up to 60 turns (5 days).
Military Actions, Victory Types and Space Control[]
Military Actions: There are 9 military actions in total:
- 5 military actions (attacks) require MAPs and reduce your opponent’s resistance, should they be successful (Ground Battle, Airstrike, Naval Battle, Launch Missile and Nuclear Attack). To perform them, you must have the corresponding military units. How much the resistance of the opponent is reduced depends on the type of the attack and the type of victory.
- One military action requires MAPs and buffs your defensive capacity (Fortify).
- Espionage does not require MAPs and does not affect resistance.
- The Offer Peace action requires no MAPs and can be performed at any time. The opponent has to accept it for the war to come to an end in a peaceful way.
- At all times, you can see the Timeline of the war, presenting to you the war history.
- Each military action needs a different number of MAPs (from 0 to 12) to be executed.
Victory Types: Depending on various factors, your attacks may succeed or not. The level of success is represented by four Victory Types: Immense Triumph, Moderate Success, Pyrrhic Victory and Utter Failure. Depending on the level of success, each military action reduces more or less resistance. Utter failures do not reduce resistance.
Space Control: An Immense Triumph through a Ground Battle, Airstrike or Naval Battle will result in taking control of the corresponding space: ground, air, naval regions. There is also the option of fortifying your nation against all these attacks.
- Ground Control: Achieved after an Immense Triumph with a Ground Battle. Once a nation has Ground Control, every one of their subsequent ground attacks that is victory (not an Utter Failure) will result in that nation's tanks destroying a percentage of the opponents' aircraft. Opponents can break Ground Control by executing a ground attack that is victory (not an Utter Failure).
- Air Superiority: Achieved after an Immense Triumph with an Airstrike. The tanks of the opponents have only 50% of their power, until they execute an airstrike that is victory (not an Utter Failure).
- Blockade: Achieved after an Immense Triumph with a Naval Battle. Opponents cannot transfer cash/ resources from/into their nation, until they execute a naval battle that is victory (not an Utter Failure).
- Fortified: The aggressor will take 25% more casualties when attacking. It disappears if the fortified nation performs an offensive attack.
Starting a War[]
Aggressor/Defender[]
There are two sides to every war. When a nation declares war on another nation, they are deemed the aggressor because they initiated the conflict. The nation that has war declared on them is deemed the defender. Being an aggressor or a defender does not have any affect on the war or gameplay, however, a nation is limited to 5 offensive(aggressor) wars and 3 defensive(defender) wars. Note that the nation project "Pirate Economy" gives a nation an additional offensive war slot.
Declaring War[]
When you declare war on another nation, there is one factor that you can change. That factor is the war type.
War Types[]
There are three different types of war: ordinary, attrition, and raid.
- Ordinary: In an Ordinary war, you will do 50% of potential infrastructure damage and take 50% of potential loot. Defenders will be able to do 50% of potential infrastructure damage and take 50% of potential loot. You cannot change war type once war is declared.
- Attrition: In an Attrition war, you will do 100% of potential infrastructure damage and take 25% of potential loot. Defenders will be able to do 100% of potential infrastructure damage and take 50% of potential loot. You cannot change war type once war is declared.
- Raid: In a Raid war, you will do 25% of potential infrastructure damage and take 100% of potential loot. Defenders will be able to do 50% of potential infrastructure damage and take 100% of potential loot. You cannot change war type once war is declared.
War Reasons[]
When declaring war, there is a text box that lets you give a reason for declaring war. The reason has no affect on the gameplay or outcome of a war. Normally, there is already a reason auto-generated inside the text box. If you would like, you can change this message. Take note that this message is displayed publicly and should not contain anything that would give your account a moderation strike.
Auto-generated War Reasons[]
- *Pirate noises intensifies*
- A not-so-general dispute
- Active Raid, DM for war.
- All your base are belong to us
- Arrgh!
- Blood for the Blood God!
- Dead men taste like chicken.
- Do you feel lucky, punk?
- Get off my plane.
- Gib me all ur moneyz
- Hasta la vista, baby!
- I am the LAW!
- I will have vengeance.
- Luke... I am your father.
- Me too, thanks
- Nice Infra bro.
- Nice nation, it would be a shame if...
- Say hello to my little friend!
- Tech Raid, PM for peace.
- This, is, SPARTA!
- We don't like you
- We have come to liberate you
- We like taking candy from babies
- Welcome to Orbis.
- You brought this on yourself
- You're a disease, and I'm the cure.
Units[]
There are 7 military units: Soldiers, Tanks, Aircraft, Ships, Spies, Missiles, and Nuclear Weapons. Each unit has different build and upkeep costs, as well as different war functions.
Soldiers[]
Soldiers are the cheapest and most numerous war unit. Soldiers cost $5 each to train, and $1.25 and 0.0013 (1/750) food per day in peacetime as upkeep. During wars, this is increased to $1.88 and .002 (1/500) food per day. Soldiers are used in Ground Battles, and can be sent into battle with or without Munitions. When equipped with Munitions, each Soldier will use 0.0002 Munitions per battle. Equipping your Soldiers with Munitions increases their battle effectiveness by 75%.
Tanks[]
Tanks are complementary units to Soldiers. They cost $60 and 0.5 Steel to build, and $50 per day in peacetime upkeep.During war, this is increased to $75 per day. Tanks are used in Ground Battles, and each Tank requires 0.01 Gasoline and 0.01 Munitions per battle to operate. Tanks are hardier units than Soldiers, and will suffer fewer casualties in Ground Battles. A Tank is worth 40 unarmed Soldiers in combat value, or about 23 armed Soldiers.
Aircraft[]
Aircraft are flying military units that are used in air-to-air combat, as well as targeted bombing strikes. Aircraft cost 5 Aluminum and $4,000 to build, and $500 per day in peacetime upkeep. During war, this is increased to $750 per day. Aircraft are used in Airstrikes, and each Aircraft requires 0.25 Gasoline and 0.25 Munitions per battle to operate. Aircraft can only be destroyed by other Aircraft, Espionage operations, or by tanks when "ground Control" is achieved. Aircraft can be used to destroy enemy military units, enemy infrastructure, and enemy money reserves. Aircraft do not steal money when targeting money in airstrikes; they simply destroy it.
Ships[]
Ships (sometimes referred to as Naval Ships) are aquatic military units used in naval combat. Ships cost 30 Steel and $50,000 to build, and $3,755 per day in peacetime upkeep. This is increased to $5,062.50 during wars. Ships are used in Naval Battles, and each ship requires 2 Gasoline and 3 Munitions per battle to operate. Ships can Blockade opponents by achieving an Immense Triumph Naval Battle. Blockaded opponents cannot exchange money or resources with other nations or alliances.
Spies[]
Spies are covert Espionage units used to gather intelligence and sabotage enemy nations. Spies can be used without explicitly being at war with a target nation. Spies cost $50,000 to enlist, and $2,400 per day in upkeep. Espionage operations cost money to execute, and have a chance of being exposed and failing. Espionage actions do not require MAPs, but can only be used once a day (or twice a day with the Intelligence Agency).
Missiles[]
Missiles are single-use ballistic units used to destroy enemy infrastructure and improvements. Missiles cost 100 Aluminum, 75 Gasoline, 75 Munitions, and $150,000 to build, along with the Missile Launch Pad project. They do not require money or resources to use. Missiles cost $21,000 per day in peacetime upkeep. This is increased to $31,500 during wars. Missiles can be launched at an enemy city of choice, and have a chance to destroy any enemy improvement except enemy power plants.
Nuclear Weapons[]
Nuclear Weapons are single-use ballistic units used to destroy enemy infrastructure, improvements, and create nuclear fallout in the targeted enemy city. Nuclear Weapons cost 750 Aluminum, 500 Gasoline, 250 Uranium, and $1,750,000 to build, along with the Nuclear Research Facility project. They do not require money or resources to use. Nuclear Weapons cost $35,000 per day in peacetime upkeep. This is increased to a whopping $52,500 per day during wars. Nuclear Weapons can be launched at an enemy city of choice, and can destroy 2 enemy improvements, including enemy power plants. Nuclear Weapons increase radiation in the continent it was detonated in by 5 Roentgen, and in the world by 1 Roentgen. Radiation increases disease and decreases food production. After 100 in-game turns, all radiation from the Nuclear Weapon dissipates.
Unit Cost Table[]
Unit | Build Cost ($) | Build Cost (Steel) | Build Cost (Aluminum) | Build Cost (Gasoline) | Build Cost (Munitions) | Build Cost (Uranium) | Peacetime Upkeep Cost ($) | Peacetime Upkeep Cost (Food) | Wartime Upkeep Cost ($) | Wartime Upkeep Cost (Food) |
---|---|---|---|---|---|---|---|---|---|---|
Soldier | $5.00 | 0 | 0 | 0 | 0 | 0 | $1.25 | 0.0013 | $1.88 | 0.002 |
Tank | $60.00 | 0.5 | 0 | 0 | 0 | 0 | $50.00 | 0 | $75.00 | 0 |
Aircraft | $4,000.00 | 0 | 5 | 0 | 0 | 0 | $500.00 | 0 | $750.00 | 0 |
Ship | $50,000.00 | 30 | 0 | 0 | 0 | 0 | $3,750.00 | 0 | $5,625.00 | 0 |
Spy | $50,000.00 | 0 | 0 | 0 | 0 | 0 | $2,400.00 | 0 | $2,400.00 | 0 |
Missile | $150,000.00 | 0 | 100 | 75 | 75 | 0 | $21,000.00 | 0 | $31,500.00 | 0 |
Nuclear Weapon | $1,750,000.00 | 0 | 750 | 500 | 0 | 250 | $35,000.00 | 0 | $52,500.00 | 0 |
Attacks[]
There are multiple attack types, many of which operate similarly. We'll cover each attack type further in-depth here.
Ground Battle[]
Ground Battles are a land-based attack in which Soldiers and Tanks are used. The attacking nation sends a specified amount of its Soldiers and Tanks against all of the defending nation's Soldiers and Tanks. The attacker may choose to arm his Soldiers with Munitions, increasing their army value by 75%. The defender's Soldiers will be armed automatically, assuming they have the Munitions to arm them.
Army Value[]
Each ground force has an army value, calculated by the following formula:
Unarmed Soldiers * 1 + Armed Soldiers * 1.75 + Tanks * 40
Rolls[]
Each ground force does a series of three rolls, between 40% of their army value and 100% of their army value. Each roll is compared to the opponent's roll, and the following table applies:
Victory Type | Rolls Won |
---|---|
Immense Triumph | 3/3 |
Moderate Success | 2/3 |
Pyrrhic Victory | 1/3 |
Utter Failure | 0/3 |
Each roll is also divided by a constant that adds to each sides' casualties.
Outcome[]
The outcome of the battle is dependent on the success of the attacker in the series of 3 rolls. An amount of money looted, and an amount of infrastructure is destroyed in the defender's highest infrastructure city, both of which are a higher value the better the victory type. If the victory type is an Immense Triumph, the attacker has a 10% chance of destroying an improvement in one of the defender's cities. War Policies also affect loot, infrastructure damage and the chance to destroy an improvement.
If the attacker has an Immense Triumph victory type, they also take Ground Control and nullify and Ground Control the defender has in any of their wars. If the victory type is anything other than an Utter Failure, the attacker will nullify any Ground Control the defender has against the attacker in their war.