EditGeneral
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.
EditCountry Size Restrictions
When you try to attack a country that is bigger than twice your size (networth) or half your size, your army will get demoralized faster and your population will be unhappy and some of them will leave. This restriction is built to encourage attacking countries of your own size - and - being attack by countries only of roughly your size. It should also make team warring more interesting, since every country - big and small - is now needed to attack their same-size counterpart in the other team.
EditDeclaring war
There are occasions that you just want to really really attack someone, but he's just out of your reach (e.g. because of your attacks or because of stuff he won from you). In those situations you can consider to "declare war" on this country. This has a certain number of advantages and disadvantages. The advantage: Declaring war engages a formal state of war, which is good for your army: Morale loss will be similar to attacks on countries within your size range. The disadvantage: You will be stuck with the declaration for at least 72 hours. During this time you cannot change your declaration. The second disadvantage is that the challenged country can attack you at no cost. So although you will have the advantage of the first strike, your opponent can strike back for free.
EditAttack Types
Regular Attack (aka LG or landgrab) - A successful Regular Attack 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 (aka DS) - 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 (aka BK) - 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, (please note, in the current version, there are no superstructures).
- Bombing Raid (aka BR) - 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 (aka DF) - 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.
EditUnits
- 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.
EditAttack 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.
EditSeals
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.
EditCruise 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.