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Warfare


 

When diplomacy has failed and a peaceful solution is out of the question, you have to move your units to end the conflict with military measures. This chapter shows you how to do that and the things you should keep in mind.

 

  • The Strategic Map
  • Commanding Your Armies
  • Selecting Units
  • Properties of Selected Army Units
  • Moving an Army
  • Splitting an Army
  • Selecting a Custom Route
  • Attacking
  • Time-delayed Orders
  • Unit Speeds



The Strategic Map

 

The Strategic Map gives you an overview over all your units, but also the units of your allies and -if you have a well-organized spy system- the units of your opponents. It is the standard view of the game. However, if you are in the economic map or the espionage map, you can get back to this view by pressing the upper button next to the overview map at the bottom left of the interface.

 

 

 

 

 


Commanding Your Armies

 

While moving your troops and all kinds of different units to a specific destination, there are a few important factors you should consider:

  • Acts of war: If your troops are on their way through a specific nation, your troops will cause a war if they meet troops from the nation you're walking through. This happens if their diplomatic status towards you is "war", "ceasefire/trade embargo" or even "peace"! Peace just means that troops don't automatically fight or fire on each other when they are in range (for long range weaponry such as artillery, railguns or battleships). The only possibility for them to cross paths in one of these diplomatic statuses without causing a war is on international territory.
  • Nations that have "Right of Way" or "Shared Map" can cross paths on any point on the map without causing a war.

You can give the following commands and orders to your troops:

 

 

Selecting Units

 

With a left-click you can select each (visible) army unit. If your own units are close enough to enemy units, you can also select the enemy units and get information about their composition (infantry, artillery, tanks, etc.) and morale levels. Subsequent left clicks will select new armies.

 

Tip: If there are many different armies very close to each other it can be hard to select the correct one. To help with this, you can right-click somewhere near that group of armies and select the correct one from the appearing popup menu in which all units in that cluster are listed and selectable.

 

 

 

Properties of Selected Army Units

 

After selecting a unit, you can now see its properties. The strength of an army in battle is mainly influenced by its morale and mobilization. To reach a maximum mobilization of your armies, you will have to meet their oil demands. Armies will slow down, if the mobilization level is low.

The "selected units" section shows the units the selected army or armies consist of.

 

Tip: If you hold down the right mouse button, you can circle an area on the map. All units in that circle will be selected. If you want to select units that are further apart, you can also use the CTRL key to add units to your previously selected units. Just hold the CTRL key and select single units by clicking them with the left mouse button.

 

 

 

 

 

 

 

Moving an Army

 

To move an army, you select the desired units and move them by holding the left mouse button and dragging them to their target destination. If you have second thoughts while dragging your army you can always abort the marching order by using the right mouse button. You can also select the units, press the "Move" button and choose their destination with a single click. You will then see the route the army will take and the estimated arrival time in the "New Command" panel. You can now send your troops on their way by pressing the "Execute orders!" button.

 

Tip: After the "Move" button has been activated, you can also execute the order by simply double-clicking the target.

 

Splitting an Army

 

Normally you do not want to move the whole army but leave behind a certain amount of men as garrison in a city. To achieve this, you can use the slider(s) in the "selected units" panel. For each type of unit within that army (infantry, artillery, tanks, railguns, battleships) you can adjust the slider to choose the desired number of units.

By entering a command like move or attack, the selected troops split from the previously existing army, forming a new one executing your orders.

 

Note: Armies join forces when they reach a common location and either have no additional command, or the same attack command. Thus you cannot have two separate armies standing in one location.

 

Selecting a Custom Route

 

Sometimes you want to move your army a different way than the shortest path that has been proposed to you. In that case use the "Add Via" checkbox. You can simply select the desired army, choose "Move or "Attack", check via and add waypoints to its path by left-clicking them on the map. If you have made a mistake, right-clicking will reset the selected path.

 

Tip: You can skip marking the "Add Via" checkbox by selecting an army and holding Shift while left-clicking on the waypoints. Using this method and then performing a double-click on the target location is the most effective way to define a custom route for your army.

 

 

 

 

 

 

Attacking

 

Select one of your own armies and drag it to a city or an enemy army by holding the left mouse button. Once a red lightning appears at the target you can release the left mouse button and the order will be executed. You can also abort the attack by using the right mouse button.

As an alternative you can press the "Attack" button and left-click on the target army or city. To give the order simply press the "Execute Orders!" button or double-click on the target. Your army will start moving there and will attack as soon as the enemy is in range.

If an army contains long-range weapons, it will approach the enemy only until the weapon with the highest range is in position and starts bombarding.

 

Notes:

  • Most attacks occur automatically: If your army crosses path with a hostile army, or when its way passes the main city in a hostile province, fights will begin. If your army wins the fight, the remaining troops will execute the previously given command and commence moving into the original direction. Artillery also has an auto-bombardment feature: Idle long-range weapons will start firing at the closest enemy. It is often better to have units select their own target instead of giving an explicit attack order.
  • Even infantry units have a range. Thus it can happen that your army starts fighting before it reaches its target. In this case the fight will be finished before the army commences its way to the target.
  • In some cases more than one country starts an attack on a single enemy province. Should an ally of yours win the province before you do, your units will continue attacking the city and will cause a war between you and your ally. In order to avoid this, you should not attack the city itself in your initial attack order, but the troops stationed in the city. You can do that by selecting the army in the city as a target or -if the army units aren't visible- the flag that marks the city.

 

Tip: You can directly give an attack command for an already selected army by holding CTRL and left-clicking on the target army / location.

 

 

Time-delayed Orders

 

All move and attack commands can be scheduled for later execution. To do so, enter the desired arrival time in the text field "Arrival Time". The army will wait in its current location as long as necessary to arrive just in time at the target location.

Tips:

  • This feature can be useful to make sure that a group of armies from different areas or even different nations arrives at the same time.
  • The arrival time can also be changed while the unit is already on its way. Just select the moving army and change the arrival time as described above.

 

 

 

 

Unit Speeds

 

Unit type

Home territory

Foreign territory

Enemy territory

Sea

Infantry

36 km/h
(90 km/h)

25 km/h
(63 km/h)

12.5 km/h
(31 km/h)

21km/h

Armored Car

72 km/h
(90 km/h)

50 km/h
(63 km/h)

25 km/h
(31 km/h)

21 km/h

Artillery

25 km/h
(62.5 km/h)

18 km/h
(43.75 km/h)

9 km/h
(21.8 km/h)

21 km/h

Tanks

36 km/h
(90 km/h)

25 km/h
(62.5 km/h)

12.5 km/h
(31 km/h)

21 km/h

Railguns

--
(12.5 km/h)

--
(9 km/h)

--
(4.4 km/h)

21 km/h

Battleships

--

--

--

30 km/h

(Numbers in parentheses denote the speed on railways.)

 

 

Notes:

  • The speed of a compound army group consisting of different kinds of units is determined by the slowest unit. For example, if an infantry division is accompanied by an artillery brigade, the resulting army will travel at a maximum speed of 25 km/h.
  • Embarking and disembarking takes some time (3 hours). Harbours speed up that process to 1.5 hours. On enemy shores, these numbers increase to 4.5 / 2.25 hours.
  • Supply costs: Each unit consumes 20 tons of grain and 5 tons of oil per day.
    Lack of oil slows armies down
    . All movement that does not happen on railways needs oil to run. If you do not provide enough oil, your mobilization level will drop and your armies will not be able to travel at full speed. The lack of mobility also strongly affects their strength in battle.
    Grain shortage lowers the troops' morale and thus also their strength.
  • Army view width: Enemy armies can be seen within a radius of 150 km. Details (size, morale) are only visible within a radius of 90 km.
  • If you wish to learn more about the battle system, have a look at the FAQ forum.

 

 


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