The Basics

Modified: 2013/08/16 00:36 by Kama - Categorized as: TEQ General

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The Basics
   The Servers
      Team Server
      Group Server
      Tournament Server
   The Units
   Discoveries
   The Territories
      Buildings
      Mixing and Linked Buildings
   Superstructures
   Specializing and Profiles
   The Public Market
   The Private Market
   The Government
   Attacks
      General
      Attack Types
      Units
      Attack Strength
      Seals
      Cruise Missiles

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The Basics

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The Servers

Right now, TEQ offers three diffrent servers: Team, Group and Tournament. Edit

Team Server

Work together in Teams of up to ten players to get the highest Teamscore. For your tag, land, networth and points are taken into account. The individual countrys are ranked by networth. Edit

Group Server

Similar to teamserver, but with a maximum of three players per group. On this server, cruisemissles and everything related to them has been removed. Turns are given out a little quicker then on teamserver. Edit

Tournament Server

This is the server for individual warfare. Take a topspot in your level to advance to the next one.

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The Units

The following military units are available:

Units Offense(Ground) Offense(Air) Defense(Ground) Defense(Air) Networth Special
Marines2.402.401.5
Fighters04042.5Plays no part in ground attack
Bombers9(4.5)1012.759 if air war won, 4.5 otherwise
Panzers60503.25
Heavy Lasers00301.25Defensive Unit only

SEALs
Carry out your SEAL operations and defend against incoming ones.

Missiles
Use missiles to destroy vital parts of your targets country. Use PDS missile installations and technology to defend against enemy missiles

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Discoveries

Discoveries can enhance the output of your buildings, strenghten your units or otherwise help your country. You will need more discoveries the more land you have, so you have to constantly keep buying them while you grow. The usage is linear: twice the land needs twice the discoveries. They are limited to a maximum bonus.
The possible spreads are:

  • Bread Baking - Begins at 100% and can be maximised to 200%
  • Mining - Begins at 100% and can be maximised to 200%
  • Computer Enhancement - Begins at 100% and can be maximised to 160%
  • Private Market Discount - Begins at 100% and can be lowered to 60%
  • Construction Speed - Begins at 100% and can be maximised to 1000%
  • Space Mirror - Begins at 100% and can be maximised to 160% for Beaches and 200% for Solar panels
  • Maintenance Costs - Begins at 100% and can be lowered to 65%
  • Tax Revenues - Begins at 100% and can be maximised to 200%
  • Military Production - Begins at 100% and can be maximised to 175% for Barrackers and 200% for War Factories
  • Urban - Begins at 100% and can be maximised to 200%

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The Territories

When you got unassigned land you can use it to construct buildings to certain types, these lead to specialist strategies. You will need Building Components to build. More land growth leads to more production


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Buildings

  • Bakeries: The produce bread to feed population and troops
  • Barracks: They produce Marines and SEALs
  • Beaches: They provide direct income
  • Cement Factories: They produce Building Components needed to construct buildings
  • Condominiums: They raise your population maximum
  • Iron Mines: They Produce Steel
  • Missile Installations: Used to protect your country against missile attacks
  • Science Facilities: Allow research of discoveries
  • Solar Panels: They provide direct income
  • Tax Offices: They raise your tax income
  • War Factories: They produce Fighters, bombers, Panzers, Heavy Lasers and Missiles

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Mixing and Linked Buildings

If use multiple types of buildings in your country that are not linked to each other you will suffer a production penalty.


These buildings are linked:
Bakeries and Barracks
Condominiums and Taxoffices
Beaches and SolarPanels


And there are two special cases:
Missile Installations are linked to all buildings and never cause production penalty. CementFactorys are linked to no building, but they themself never suffer from production penaltys.

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Superstructures

Deprecated; left in for continuity.

First of all, what are they? Well superstructures are extra structures that you 'buy/build', which increase your production by 1% for each one. This may not seem like alot, but when you figure the extra production over more than 1500 turns then it will add up nicely. And especially when you get more land, the superstructures will be even more effective. Consider that if you have 20,000 territories with 50 Superstructures, those buildings will produce the same as 30,000 territories with no Superstructures. So you can see the benefit they have.

One thing about superstructures is that they are a bit costly. You definately need to understand them and know what you are doing before you go off building them or you will end up stuck with no money and little production. The cost of a superstructure is fixed until you reach 5,000 territories, costing 4,000,000 steel and 400,000 Building Components each. For each territory you own past 5,000 territories, the costs increases an additional 400 steel and 40 Building Components. Many players build their superstructures right at 5,000 territories since this is the cheapest they will cost. This is recommended for new players because getting superstructures when you have more land takes more skill, since you will need more military to defend that land.

Not all strategies receive the same bonus from Superstructures. Here is a list of the maximum bonus for each strategy:

Beaches - 80% bonus, i.e. 80 Superstructures
Solar Panels - 60% bonus, i.e. 60 Superstructures
Science Facilities - 60% bonus, i.e. 60 Superstructures
All other strategies - 50% bonus, i.e. 50 Superstructures


Why the difference? Well some strategies do not produce as much relative to the other stragies without superstructures (beaches, solar panels, science facilities) and the extra superstructure bonus helps these strategies to compete better against other strategies.

Note here that you can build more superstructures than the max bonus for your strategy, but if you do you will not receive any extra bonus from the extra superstructures, unless of course you were to switch your strategy to one who can take advantage of the extra Superstructures. So 50 Superstructures for a Barracker produces the same as 60 Superstructures for a Barracker, but 60 Superstructures for Solar Panels produces more than 50 Superstructures for Solar Panels.

The way the production bonus is calculated is to simply multiply the regular production by the bonus % in decimal. So 50% bonus = 1.5 times normal production. 60% bonus (for solar or science facilities) = 1.6 times normal production.

Also, it's important to note that Beaches are not a very good strategy even with 80% extra production through having 80 Superstructures and it is recommended that you play Solar Panel Casher instead.


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Specializing and Profiles

Specializing is important for a few reasons. The first being that you receive a production penalty when you have buildings that are not linked together. Linked buidings are as follows:

Solar Panels and Beaches
Barracks and Bakeries
Tax Offices and Condominiums (no penalty, and actually should be built together evenly)
Cement Factories (no penalty) and any other building (they will still receive a penalty)
Missiles Installations (no penalty) and any other building (no penalty)


So to explain, think of this. Solar Panels produce a certain amount of income for each one you have. This is a 'base production'. If you mix solar panels with bakeries, which are not linked together, then that base production receives a penalty and your production drops. How much it drops depends on how mixed your territories are. If you have 500 solar panels and 500 bakeries, well your penalty on each will be pretty large. If you have 800 solar panels and 200 bakeries, it will be smaller on solar panels and larger for bakeries. So to sum it up, avoid mixing unlinked buildings as a rule of thumb. You simply can't compete with specialized countries if your mixed territories receive a production penalty for every turn you take.

That is just the first reason for specializing. The second is discoveries. You have the ability to boost your production for each building by accumulating discoveries which increase what that building produces each turn. Since these discoveries can be costly, you are better off focusing on just one type of discovery and one type of building. If you have 3 different types of buildings, then you will need to maximize three different types of discoveries to reach your maximum discovery bonus and this is simply way too costly and inefficient. The end result is that the player who built one type of building and bought one type of discoveries to max will be able to grow more while you're still trying to max your discoveries.

The third and final reason for specialization is the government profile. These are the attributes which affect various values and the implementation of formulas to your country. In Earth 2025, the equivalent is the government type. However in TEQ, the values can be adjusted to mold around your country. So you can completely customize your country to the type of strategy you wish to play. The situation with the profile is that you have a certain number of points to spend on 14 different categories. At default, they are all set to 100%. Since you understand specialization already, you know that 100% in all categories is not efficient, so you must change them to reflect the strategy you want to play. The catch is that if you increase one category, you must reduce another. And not every category is equal, as some categories require 3 points, others 2 points, and the final two cateogries require 1 point for each 1%. So to increase a category that is weighted by 3 points by 1%, you must lower a category that is weighted by 1 point by 3%. In this way, you must balance your profile. It only makes sense that if you have more than one building type, you will spend more of these valuable profile points in order to get the maximum profile bonus for each building, which will give you less points for the other profile categories. So sticking to one building type and maximizing the profile setting for that building will be most efficient. Here are all the profile categories explained.

Military Strength
Description: This profile setting adjusts the overall strength of your military units. If you have the maximum (130%), then 1m military units will fight like 1.3m military units. If you have the minimum (70%), then 1m military units will fight like 700k military units. During the neutral period, you can set this category to the minimum (70%) to free up points for more production-based profile categories. When you leave neutral, you will probably want to raise it to the maximum so that the military you have at that point will fight stronger. In a battle, your Military Strength is matched against your opponent's and their military units. So if you have a higher profile setting then they will need more military to win the attack. An important, yet overlooked, aspect of this category is that a difference in this profile setting between attacker and the attacked country will also lead to less units lost by the player with the higher profile setting.
Min-Max: 70%-130%
Weight: 3 points


Army Maintenance Costs
Description: This setting affects the amount of upkeep required each turn for both bread and euro. The lower the setting, the less you spend on each. The higher the setting, the more you spend. Fairly simple concept here. Since military is the main source of upkeep by far, this setting becomes more important as the reset progresses and you gain more military units.
Min-Max: 80%-120%
Weight: 3 points


Private Market
Description: This setting affects how much you pay for military units on your pvt market. The lower the setting, the less you pay for units. The higher the setting, the more you pay for units. If you aren't buying military from your pvt market, then you obviously don't need it. This would be the case for most military producers, who often set this to 120%. The standard for this setting in the beginning is 80%, as military is in demand and therefore usually relatively expensive after neutral.
Min-Max: 80%-120%
Weight: 3 points


Construction Speed
Description: This setting affects how quickly you can assign territories. It is used in conjunction with your Construction Speed to determine this number. During the beginning of the reset this is very important and should normally be set to 120% since you are building quickly. In the end of the reset when it is no longer beneficial to build more territories, it can be set lower.
Min-Max: 75%-120%
Weight: 3 points


Discovery Effectiveness
Description: This setting simply determines how effective are the discoveries that you own. This setting is usually 115%, as discoveries can be costly to purchase and the less you need the better. If you are a techer, you can have a lower setting later in the reset.
Min-Max: 80%-115%
Weight: 3 points


Factory Production
Description: This is a production-based setting for Barracks and War Factories. If you have either, you want this to be maxed at 125%. If you don't have any, you don't need it and it should be minimized to 75%.
Min-Max: 75%-125%
Weight: 2 points


Steel Production
Description: This is a production-based setting for Iron Mines. If you have iron mines, you want this to be maxed at 125%. If you don't have any, you don't need it and it should be minimized to 75%.
Min-Max: 75%-125%
Weight: 2 points


Population Capacity
Description: This setting affects the population amount in your country, and should be maxed at 115% if you are a Tax/Condo Casher. If you are not, you can still benefit from this category, although it works best when Urban discoveries are maxed.
Min-Max: 80%-115%
Weight: 2 points


Solar Enhancements
Description: This is a production-based setting for Beaches and Solar Panels. If you have either, you want this to be maxed at 115%. If you don't have any, you don't need it and it should be minimized to 80%.
Min-Max: 80%-115%
Weight: 2 points


Tax Income
Description: This setting affects the taxes collected in your country, and should be maxed at 115% if you are a Tax/Condo Casher. If you are not, you can still benefit from this category, although it works best when Tax Revenues discoveries are maxed.
Min-Max: 80%-115%
Weight: 2 points


Research Speed
Description: This is a production-based setting for Science Facilities. If you have Science Facilities, you want this to be maxed at 120%. If you don't have any, you don't need it and it should be minimized to 85%.
Min-Max: 85%-120%
Weight: 2 points


Bakery Production
Description: This is a production-based setting for Bakeries. If you have bakeries, you want this to be maxed at 125%. If you don't have any, you don't need it and it should be minimized to 75%.
Min-Max: 75%-125%
Weight: 2 points


Missile Accuracy (not available in Group Server)
Description: This profile setting is part of the formula that determines how likely your missiles are to strike an opponent with the warhead you select. The other part of the formula is determined by your discovery % for Missile Accuracy. If you are not lobbing missiles, you don't need this and should set it to the minimum, 80%. If you are lobbing missiles, you need at least 134% profile and maxed Missile Accuracy discoveries to be 100% accurate. Alternatively you could have 150% profile and 66.67% discoveries, or any combination of profile and discoveries where profile (in decimal) and discoveries (in decimal) multiplied gives 100% or more.
Min-Max: 80%-150%
Weight: 1 point


SEALS Strength
Description: This setting affects how well your SEALS work against your opponents SEALS. If you have a high SEALS Strength setting, you have more likelihood of succeeding SEAL operations if you have a decent amount of SEALS in relation to your opponent. There is a random factor involved in SEAL operations, so this category is really most important in the Fight Server and those who make a living off of SEALing. This is usually one of the first categories to be minimized if I need more profile points (Missile Accuracy being the first to be lowered).
Min-Max: 70%-140%
Weight: 1 point


This may seem a bit complicated and alot of information, but the profile will become much easier to understand with experience, and it will become second nature to set. Since it is such an important aspect of your country and you are limited in how many changes you can make (3 in team server, 4 in group server, 5 in fight server), make sure that your profile is set correctly for each stage of the game.


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The Public Market

The Public Market is where players sell the goods they produced and buy everything else needed for their country from other players. Since you are specializing, you need to buy the goods you do not produce from other players who are specializing in the other strategies. This system allows for all players to get what they need with the least personal investment and the highest possible efficiency and profit.

Public Market access is allowed through market tickets. You will have 1 hour once you begin a market ticket (by simply accessing the market - click on any of the Buy/Sell links) in order to complete any transactions. Once the hour has finished, the ticket will expire and will not be available for another 10 hours. You get 3 total market tickets, so if you play at different times of the day or you login and check the market often, you should be able to access the market without any trouble.

Selling and purchasing on the public market is very straight forward. You select what you want to buy and click buy, or you enter the number of goods and selling price beside what you want to sell and click Sell. It is good to know the minimum and maximum prices of the goods and discoveries, and they are as follows:

Unit/Good Min-Max
Marines 180-720
Fighters 240-960
Bombers 330-1320
Panzers 360-1440
Lasers 120-480
SEALS 250-1000
Missiles 2,000,000-50,000,000
Steel 12-100
Bread 5-100
Building Components 49-200
All Discoveries 500-40000


All goods purchased are transacted immediately. When goods are sold to the public market, they must be in transit for a period of time, based on the particular server. The transit times are approximate and will vary slightly due to a random factor. They are as follows:

Individual (Fight) Server: 3-4 hours
Group Server: 4-5 hours
Team Server: 5-6 hours


The public market is ordered based on lowest price shown. So players are always shown the lowest priced batch of each good and can only purchase those, until they are gone and the next lowest priced batch is shown. When a player purchases some goods, the money is automatically placed into the selling player's bank (on the government screen). Once the bank is full at 2 billion, the extra money goes to the 'Onhand' amount and is not safe from attacks. All goods sold on the public market are charged a 5% Market Tax that is automatically taken when the goods are purchased. We think these market taxes go to a secret fund for the Game Coordinators, but noone is for sure where exactly it ends up

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The Private Market

The private market is where you purchase units or goods that are produced within your own country, but that are not directly produced through your structures. In other words, this is your own little public market, with some limitations. First things first, your pvt market does not have all of the units and goods in TEQ. Here are the units/goods on your pvt market along with their minimum and maximum prices:

Unit/Good Min-Max
Marines 190-570
Fighters 253-760
Bombers 348-1045
Panzers 380-1140
Heavy Lasers 127-380
Territories Depends on how many territories you have, 1873-Unlimited
Building Components 100 (does not change)


The prices of the military units (Marines, Fighters, Bombers, Panzers, and Lasers) will vary based on your profile setting for Pvt Market Costs as well as how much your Pvt Market Discount discovery % is. For the absolutely minimum priced units you will need your profile set to 80% Pvt Market Costs and have your PMD discoveries maxed at 40.00%. This will be explained later, so don't worry if it does not make sense yet.

You can also sell units/goods on the pvt market. They are as follows:

Unit/Good Min Sell-Max Sell
Marines 100-?
Fighters 133-?
Bombers 183-?
Panzers 200-?
Heavy Lasers 67-?
SEALS 139-?
Steel 12 (does not change)


Selling on the Pvt Market is not used often, because almost 100% of the time the public market price is higher than the sell price on the pvt market. However, players who start with the steelie startup will usually sell their steel produced on the pvt market for 12 because it is not in demand on the public market at that time.

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The Government

Every country has a government, and yours is no different. The great thing about TEQ though, is that you do not have to choose a cookie cutter government, but instead you can mold your country to fit the strategy that you want to play. There are still important guidelines that you want to follow instead of setting random things of course, but the flexibility makes government style unique in TEQ. The profile, which is linked at the bottom of the Government screen, is where you will have access to adjust the 14 profile settings that will affect different types of productions and settings for your country. I will cover that in depth later.

The important thing is to become a little familiar with this screen, because this will be the screen that you visit to make any changes to Military Production Settings (if you are a Military Producer i.e. War Factory or Barracker), Tax Rate, Investments, Profiles, and lastly transferring money between the bank and your onhand. The Investments will be covered later because they are not important at this stage.

Tax Rate in TEQ can be set from 1% to 80%, but most players use a tax rate somewhere between 45-50% and find that this has the best balance between income and expenses. The tax rate setting is one factor that affects how much population your country can store, so the lower the tax rate the higher the population, but the higher the bread expenses you will pay and vice versa. If you set your tax rate between 45-50% then you will be all set and can leave it there the whole month if you'd like.

As I mentioned in Public Market, your sales will be deposited into the 'Bank'. Any money in the bank will earn a small amount of interest for every turn you use. It will be necessary to remove money out of the bank (which sends it to onhand) during the early stages of your country so that you can spend it within your country, and this is simply done by placing the amount you want to remove and clicking withdraw. Likewise, you can take any money you have onhand and deposit it into the bank by entering the amount and clicking 'Deposit'. Your bank will only hold 2 billion and then any sales or extra money/interest will simply go to your onhand income amount, which is available to be spent as you wish.

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Attacks

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General

In order to get larger and more powerful you need more territories. You can steal territories from other players if your army is powerful enough to beat them. You can send out 4 different types of units. 2 of them are air units and 2 of them are ground units. You have to figure out yourself how many of which units you need to send to beat your opponent. You can use the help of your SEALS to find out what your opponent's army looks like by doing a Bribe Military Staff SEAL op.

You can also just harm your opponent by sending Missiles. You won't earn anything from that but they could do a lot of devastating "preparation" before you start your military operations. You can plan Attacks and Missiles in the future, using the preparation time.

When you do a regular attack there will first be an Air Battle, the attacking fighters and bombers will try to overwhelm the defending fighters. If successful then the remaining bombers will do their evil job in the Ground Battle. If the defending air forces win the Air Battle then the attacking bombers will participate in the Ground Battle but their strength will be lower than if you had won the Air Battle. The bigger the loss in the air, the lousier will your bombers participate in the Ground Battle (Note: You can still win the Ground Battle if you lost the Air Battle). After the Air Battle the Ground Battle will take place. If successful, the attacker will be rewarded with a part of the defender's territories and resources.

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Attack Types

Regular Attack - A successful Regular Attack (also called LG, landgrab or grab) will gain you territories and resources from the opposition.

As all attacks, it can be planned in the future if you fill in a certain amount of preparation hours (the attack will first prepare for the amount of hours you filled in, your forces are in transit and won't be there to defend you in case of an attack so the preparation hours are taken BEFORE the attack actually will be done). The longer you plan an attack, the better they will fight, they will also capture a bigger part of someone's territories and resources.

Hitting bigger opponents (in networth) will give you relatively far higher gains than hitting smaller ones. If you hit a huge country and are able to win the battle then you can take up to twice the amount of gains you'd have had if it would have been a hit on a country of your size. This goes the other way around too, so if you hit a very tiny country this might lead to 50% lower returns than if you had attacked a country with the same networth.

Every offensive unit has a special attack, is successful, these special attacks destroy a certain part of your opponent's country.

* Demolition Squad - Marine-only attack, this attack can only be stopped by defending Marines. If successful then the marines will steal a certain percentage of the defender's food and destroy some construction technology when razing through the lands.


* Blitzkrieg - Panzer-only attack, this attack can only be stopped by defending Panzers. If successful then the Panzers will capture some steel and lower total production in all area's for the next 5 turns because of their ruthless driving through the country. Successful blitzkriegs also destroy 10% of the superstructures your opponent has


* Bombing Raid - Bomber-only attack, this attack can only be stopped by defending Heavy Lasers. If successful then you will lay a certain amount of enemy territories to ashes.


* Dogfight - Fighter-only attack, this attack can only be stopped by defending Fighters. If your Fighters defeat the enemy Fighters in the air then your Fighters will use their machine guns on the enemy population and marines.

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Units

* Marines - Marines are made by barracks, they are fairly cheap on the private market and are able to attack and defend. Their relative strength is 2.4 offense and 2.4 defense.

* Panzers - Panzers are made by war factories, they are the most expensive unit in the game but they are very good at attacking as well as defending. Their relative offensive strength is 6, their defensive strength is 5.

* Heavy Lasers - Heavy Lasers are made by war factories, they are the best defending unit for their price, their only purpose is defending you from attacking foes, their relative defensive strength is 3.

* Bombers - Bombers are made by war factories, they are offensive-only units, their only purpose is to attack enemies. They are the best offensive unit for their money with a devastating 9 offensive strength in the Ground Battles and 1 offensive strength in the Air Battles. Note: all bomber regular attacks are not possible, every attack should at least consist of 25% attacking ground forces.

* Fighters - Fighters are made by war factories, they are the KINGS of the air. Though they cannot participate in the real Ground Battle (an all fighter attack will NEVER win) they are able to shoot a lot of bombers down before they are able to bomb your defenses. They are also able to destroy enemy fighters. When attacking with bombers it is advised to send some fighters too. Without the assistance of fighters your bombers will be sitting ducks for the fighters of the enemy. They have a relative offensive and defensive air strength of 4.

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Attack Strength

There are several factors that determine who wins a battle:

* Units - Obviously, the amount of units you and your opponent have is important.

* Morale - Morale has influence on every unit you have. If your morale is low, your army can lose up to 50% of it's normal strength. The only way to increase your morale is to play turns without doing attacks. Morale decreases when you do attacks.

* Infrastructure - Infrastructure determines the effectiveness of your mobile ground units. Marines and Panzers are less effective when there's bad infrastructure in your country. If it's low, you can lose another 50% strength for these units. Infrastructure decreases when you lose incoming attacks.

* Profile setting - With the Profile setting "Military Strength" you can increase or decrease the effectiveness of your army. If you don't expect to send or receive a lot of attacks, you can put it lower. If you plan to attack a lot, you should put it high.

* Discoveries - Computer enhancement discoveries improve the strength of your military units in battle up to 60%.

* Random Factor - In every attack, there's a random factor of up to 25%, which increases the strength of the defender. So in order to make sure you win an attack, you should always send more units than your opponent has.

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Seals

A very important part of your army is the secret service, which provides you with the latest information about other countries and is able to harm your opponent where it hurts most. Not all your SEALS will succeed, in fact, a portion might die attempting missions. The success rate of your SEALS depends on the size of you and your enemy and of course of the size of the amount of SEALS you and your opponent have. The bigger you are the more SEALS you need to be effective, this goes the other way around as well, if you are small and have a large amount of SEALS then you will be successful in most cases. The effect of your SEALS is based upon the amount of the targeted area your enemy has. You yourself have to own a certain amount of the targeted area however to prevent small 100% SEAL countries from ripping big ones apart.

You can send SEALS on one of the following missions:

* Spy on Military Operations - With this operation you will be able to see which operations your opponent has planned in the future.

* Sabotage Military Operations - If you know your opponent is planning operations at your empire then you can sabotage them, each time your SEAL succeeds a certain percentage of the attack force will be lost.

* Smuggle Weapons - By smuggling weapons to the rebels in your opponent's country, they will be able to do some hit and run tactics, thus lowering morale in the target's country.

* Transfer Bank Holdings - If your SEAL is able to hack the computer system of the opponent then a certain amount of his bank account will be transferred to yours.

* Infiltrate Factories - A good way to cripple an opponent is to lower his production, this operation lowers production to 50% for 1 turn if successful.

* Destroy Highways - The infrastructure is vital for a country, marines and panzers need infrastructure to function at their maximum, so if infrastructure is lower than 100%, the enemies marines and panzers won't fight at their best.

* Bribe Military Staff - To know your enemy can sometimes be very important, with this operation you will be able to see the status menu of your enemy, providing you with very imporant information.

* Steal Food - Your SEAL will sneak into the enemy's food storage and steal a significant portion of it.

* Steal Steel - If you know your enemy has a large amount of steel and you want to get some of that then you can order your SEAL to steal the steel of your enemy.

* Kill Seals - Without Seals your enemy will be defenseless against your SEAL operations. With this operation you order your SEAL to empty his machine gun on the enemy's SEAL HQ.

* Steal Missiles - Certain enemies stockpile a lot of missiles and use them for retaliation, to prevent this from happening you can steal their missiles so that you can use them against them.

* Bomb Hangars - With this operation your SEAL attacks the enemies Hangars, if successful this operation destroys some bombers and jets.

* Kill Marines - If an opponent relies heavily on marines then it might be handy to order your SEAL to kill your enemy's marines in their sleep.

* Slow Down Construction - This operation kills a certain amount of Construction Speed discoveries, decreasing their territories they can assign per turn quite a bit.

* Bomb Structures - With this operation you order your SEAL to place some TNT at your enemy's territories, if your SEAL doesn't get caught he will blow up a some of territories.

* Steal Discoveries - Some countries stockpile discoveries, you can order your SEAL to infiltrate their science facilities and steal a certain amount of their discoveries.

* Peek at Profile Lay Out - With this operation you can take a look at the profile of your opponent. This will allow you to see his strong and weak parts.

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Cruise Missiles

There are a lot of different Cruise Missiles, each with its own purpose. Cruise Missiles won't benefit your country, they can only be used to destroy a certain part of your opponent's country.

Cruise Missiles only have an accuracy of 50%: when you haven't got enough discoveries, your scientist aren't able to make the missile do exactly what you programmed it to do. It might also do something else. There is even a small chance that it will do something that's not on your list, a special operation, which is killing missiles of the enemy. Increasing your discoveries will make the missiles more programmable, but will decrease the chance on that special missile.

Cruise missiles are produced by war factories and they are very devastating when used correctly. Cruise Missiles can only do the maximum amount of damage if you have a fair amount of the targeted area as well. (an anti-personnel Cruise Missile will only destroy marines if you yourself have a lot of marines as well) You can defend against cruise missiles by getting PDS: Patriot Defense System. By getting PDS discoveries, you can get up to 50%. You can also get 50% from building enough Missile Installations in you country

* Earthquake Warhead - An Earthquake Warhead creates a shock wave when it hits the enemies country, this destroys a certain amount of the territories of the enemy.

* Chemical Warhead - Launching a Chemical Warhead at your enemy will instantly kill a certain amount of people.

* Cause Brain Damage - This missile is extremely effective against people with a lot of discoveries, by launching a missile at the science facilities you can Cause Brain Damage to the enemy's scientists, thus making them forget a certain amount of discoveries.

* Melt Steel - The Melt Steel missile targets steel depots, by creating an enormous heat you are able to melt a significant portion of your opponent's steel.

* Bacterial Warhead - With a Bacterial Warhead you can infect the bread of the enemy with bacterias, thus making it impossible to eat.

* Anti-Personnel Warhead - Anti Personnel Warhead is best used vs. countries with a lot of marines, though you have to have some marines yourself to avoid small countries doing unreasonable damage to large ones.

* Hit Hangars - Hit Hangars is an anti-air units missile, air units are stored in hangars when at home. If successful the missile will hit the hangars of the enemy, destroying a certain amount of Fighters and Bombers.

* Penetrate Intelligence - Enemies with a lot of SEALS can be hurt severely with this missile, by launching a Penetrate Intelligence Missile at the SEAL HQ's of the enemy you will kill a good amount of SEALS.

* Heat Seeker - The Heat Seeker is an anti-panzer missile, by searching for warm engines this missile finds it target. When successful a certain amount of panzers will be destroyed.

* Hit Defenses - The Hit Defenses missile is designed to destroy Heavy Lasers, they are launched at heavily defended parts of your enemies country. If you hit their defenses then a certain percentage of your enemies Heavy Lasers will be destroyed.

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