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Nation-Wars Game Manual

For this game you will need a few basic things:
  1. Basic Information
  2. Basic Vocabulary and Description of Terms
  3. Special Terms
  4. Random Events
  5. A Strategy
  6. Land Grabbing
  7. A Nation
  8. Example Strategies


Basic Information
As you read this guide you will here me refer to several different things.
First lets go through the menu on the side of the screen.




General
Vote for NW Here is where you can go to vote for Nation-Wars to help gain new members
Report Cheaters If you know someone is cheating, you can privately report them.
Game Info Here is where you will find special info about the game settings.
Named Cheaters A list of the bad little boys and girls who Santa won't be visiting this year.
Home News Everything that happened to your state since your last login shows up here. Including: Attacks, Market sales, Wars and intelligence operations.
News archive Here you can view all news back till 7 days from when it happened since your last log in.
Search Allows you to search for states with state name or number, search shows: Rank, land and Networth.
State setup Here you can change the tax rate and the industrial production of your state.
Updates Here you can read the latest updates and additions to the game.
Stats
Overview Here you can see everything you want to know about your state.
Scores Shows 50 states in your score range as well as the top 10 players in Nation-Wars.
Scores (All) Allows you to search through all the players in Nation-Wars by networth. Rankings grouped in 100's.
Scores Archive Allows you to see results from previous sets. Includes the states and nations scores and rankings.
Structuring
Build Allows you to choose how you dispense your land. Usually people run strategies in which they build all of one or two types of buildings.
Destroy Allows you to destroy previously build structures. Usually done after land grabs to keep your strategy pure.
Expand Each turn spent expanding gives you a small portion of land. As you get more land you can explore less land per turn, a less effective way of getting land then land grabbing.
Economics
Cash Allows you to spend turns cashing, each turn you spend Cashing gives you a 75% raise in income for that turn. This is a good way for cashers to gain more money per turn.
Black Market A market available to all players, price never fluctuates and an unlimited amount of goods are available here. However the price is alot higher here than on the Public Market.
Public Market A market of things put up for sale by other players. Goods can be put on this for cheaper then the black market. All goods may sometimes be available here if put here by another player. Placing goods on the market takes 1 turn and the time for goods to arrive on public market varies from 3 to 6 hours. After being on the market for at least 2 days you may take your goods back.
Research Techers can use this option to gain 75% more science points per turn.
War
Attack Once you leave protection (turn 200), you can begin attacking people for land or to inflict harm upon them. Refer to different attacks and effective land grabbing. (note: once you reach turn 200 you can also be attacked by other players)
GDN A program your state can join to prevent being attacked by much higher or lower states. States more then double your networth or less then half your NW cannot attack you and you cannot attack them.
Global Events Allows you to see attacks done on your state or other states in the game. Also allows you to see attacks done by them. Can be done by nation or by state. Always check the global events of the state you are about to attack for land. (the less that state has been attacked, the more land you will receive if you are victorious.)
Intelligence Puts your spies against your opponents in order to do specific spy operations, refer to spy operations. There is a random factor as to whether or not you will be caught.
TDN When you are in TDN players with less then half your networth, or more then double your networth cant ruin your state with harmfull spyops or kamikazie attacks. Especially usefull when you play at the top..
Upgrading Very key part of the game allows you to train your units. Each level gains you 10% more effective units but the upkeep is raised by 10% as well. A top state has every unit they use upgraded to level 8. (The more units you have of the military you are upgrading, the more expensive each upgrade becomes.)
Nation
Army Here you can see the national dispatch rate and the tax/draft rate. you can also see the amount of military your nation has compared to your own military.
Bank Includes your personal bank as well as the bank of your nation. You can have up to 30 billion dollars in your personal bank and nation can have unlimited cash. (The money in your bank is protected and cannot be destroyed by or lost to another state)
Black Market Allows your nation to spend its money gained through taxes on its states, on military or technology for your nation.
Developing Center Allows your nation to spend its technology points bought off of the market on technology. Each technology has its own benefits, see technology section.
Embassy Allows the leaders of your nation to declare war or peace on other nations, only members of the nation with select privileges are able to do this, others just use this screen to view any wars your nation is in.
Forums A forum for your nation to post in and share issues that have come up.
Global news Here you can see what happened with other nations. News includes: Wars, Peace, New nations, Destroyed nations
Local news Here you can see what happended to your own nation includes: New members, market buys and sales, leaving members.
Ministry Allows you to see other members of your nation and to change privileges given to each.
News Allows you to see recent activities of other nations such as nations declaring war and declaring peace on other nations.
Public Market Allows nations to buy units or technology from the public market.
Scores Sorts nations by networth, land or members. A nation must have atleast four members to be shown here.
Basic Vocabulary and Description of Terms
Military Types
Spies These units perform all the attacks under the heading Intelligence. They also help protect you from the intelligence attacks of other players.
Infantry These units are strong in numbers. Infantry are the strongest units but are the lowest in gaining networth. They are used in Ground Attacks and Standard Attacks.
Jets On the low end of strength but can be very useful in war. Jets are used for offense in Air Raids and Standard attacks, but only defend against Air Raids.
Tanks A strong ground unit. This unit is offensive and defensive. The tanks strength are networth are more equal than the infantry. They give you more networth, but in whole are not as strong as infantry. They can also participate in Ground attacks with infantry as well as Standard Attacks.
Bombers This unit is very strong offensively. The draw back is they can only be used offensively. No defensive comes from Bombers. You can use Bombers in Air Raids with Jets.
AGM (Air and Ground Missiles) AGM's are in the middle range of strength. These units however have no offensive capabilities. AGM's can be mass produced and used to protect your state creating smaller losses and less chance of succeeding from incoming attacks. Very good defense against Air Raids and Standard attacks.
Ships These give you the highest networth but are not as strong as infantry and tanks. These units are offensive and defensive. They can be used in Amphibious Assaults and Standard Attacks.
Building Types
Commercial Zones (CZ) These buildings are very important to the casher strategy. The more of these buildings you have the more money you make. What this building does is increases the amount of money that each civilian makes for you.
Residential Zones (RZ) These buildings are also very important to the casher strategy. These buildings attract more population thus having more people to tax and more income. So the more RZ you have the more population you have.
Industrial Zones (IZ/Indies) These buildings are important to the indy strategy. These buildings produce military. The more you have of these buildings the more military you will make.
Farming Zones (FZ/farms) These buildings are used by the farmer strategy. They produce food. The amount of food you make also depends on how much military you have. If you have a lot of military, the military eats a lot of food therefore you won't get as much food per turn.
Science Facilities (labs/tech zones/SF) These buildings are used to make technology. Since this is on its way to becoming a netgaining strategy, the tech strategy will become more widely used. Technology produced per turn is in no way lessened by the amount of military that you have.
Construction Sites (CS) These buildings are very important to every strategy. These regulate how high your bpt (how many buildings you can Build Per Turn) is. At the moment 2,8 CS = 1 Building Per Turn(BPT). A good goal to reach is 100 buildings per turn. Each construction site you build consumes 1 turn.
Attack Types
Standard Attack (SA) The main attack: This uses all your offensive units against all there defensive units. The result is you steal a certain amount of land from whoever you attack based on (Thereland/Yourland)*(Thereland*.13) Then 30% less for every hit in the last 36 hours. This is what we call land grabbing. The Standard attack is very important in this game because the more land and buildings you have, the more income/military/food/technology you will produce depending on what strategy you have chosen to use. All other attacks are mainly used in war.
WAR Attacks
Ground Attack (GA) This attack uses (Infantry and Tanks) vs (Infantry and Tanks). Should you be victorious they lose a percentage of there population and food reserves. You can kill a state by using this attack over and over again eventually reducing there population to 0.
Air Raid (AR) This attack uses (bombers and jets) vs (jets and AGMs). If you win this attack you destroy a percentage of there land (1.4% average). Usually used in war to kill people by reducing their land to 0, there is minimum amount of land destroyed each attack(roughly 30 acres).
Amphibious Assault (AA) This attack uses ships vs ships. If you win it destroys a portion of their tanks and infantry, and lowers there readiness by a random amount. You can not use this attack to kill someone and the minimum amount of readiness is about 7%.
Kamikazie (KE) This attack sends (jets) vs (jets and AGMs). Win or lose the attacked loses 10% of their jets. This attack, when successful, destroys all types of units including spies. Can only be used during war time, and infrequently then as well. TDN protects agains Kamikazie's and is NOT overridden by war.
Key points in attacking
Readiness Every attack you make lowers your militaries readiness, which is the amount of military that is ready for another battle. Ex. If your readiness is 75% then only 75% of your army will fight the next time you attack or defend. The more military you send to attack, the more readiness you will lose in the attack. Maximum readiness loss is 25%. When you send less military you will loose less readiness. Around 1/10th of your army doesnt make you loose readiness at allEvery turn you take after the attack raises your readiness by 3-5%. Good ways to regain readiness after an attack are building and/or exploring. In the case of cashers cashing turns and techers researching turns.
Retaliation If you attack a state too many times, it is common for them to hit get you back worse. So be careful who you choose to attack multiple times. Do your best to not hit an individual state more than 2 times in 36 hours unless that person is not in a nation. A double tap will also give you only a fraction of the land you got the first time and is useless to gain land.
Types of Intelligence Operations
Obtain State Info Obtain State Info is the most used spy operation, and will give general information about the target state, including population, food, money, turns, income and expenditure, food production and consumption, and building information. It will show how many military units of the different types the target state has, and what level these are. It will basically be the overview of his state that you see in your own overview.
Military espionage Military espionage will give information about the targets military. The operation will show the number of units the target has of the different types, and the levels of these. It will also show the readiness of the targets military, and it will also give an estimate of the dispatch from the nation the target will receive in battle. This estimate will have a margin of error of +-15%.
Bomb structures Bomb Structures will bomb the target's buildings. It will destroy a small amount of the target's buildings and turn it into free land (non-built land).
Attack Intelligence Centers Attack will target the enemy's spies. It will kill off a portion of the target's spies.
Infiltrate banks Infiltrate banks will destroy a portion of the target's cash on hand. Money in the personal savings account is not destroyed.
Sabotage Airbases Sabotage Airbases will destroy a portion of the targets jets and bombers
Genocide Genocide will kill off about 1% of the target's civilian population.
Inside trade information Shows everything your target has send to the market in the last 72 hours.
Infiltrate HQ Shows the NAtional Army of the person you op. He needs the Military privilige to know anything
Infiltrate research centers This will show you the Dev. center screen of the nation where the person you op is in. He needs the Technology Privilige to know anything.
Infiltrate government Here you can see the ministry screen of the nation where the person you op is in. He needs the M priv to know anything. Especially valuable in war to see wich people are online.
Special terms
Red message This means that you used a turn without enough food or money to use it. This means that you loose 20% of your food, money and science reserves and that 5% of your army deserts. Your goods that are on the market also suffer from the same penalties.
Random events
Random events can happen to your state. They dont happen too often but can happen more times if you are lucky. There are good and bad ones.
Flying disc Aliens visit your state and leave a gift: From now on your jets are level 12 and alot stronger and they give more networth.
Epidemic disease Some of your population dies and food is rotten.
Economic breakdownn U loose a certain % of the money on hand.
Construction boom Your BPT is increased without building more construction sites.
Rats A plague of rats destroys some of your food.
Aliens Aliens kidnap or kill your ppopulation, this causes a population loss.
Strategies
In each case I will say you have to have 100% of this building or something like that, keep in mind this does not include Construction Zones, you have to have a lot of construction zones as well in order to build on your land.
Casher In this strategy you will need to build 50% Residential Zones and 50% Commercial Zones. The key to this strategy is that you make the money you need for upkeep and to buy military. You can play this strategy in two different ways, you can spend money as you get it or you can deposit it into your bank account and use it in bigger chunks. As you build more and more buildings through land you get you will get a bigger income, it is VERY KEY to have 50% tax.
Industrial In this strategy you will produce the military you need to increase your networth. You must have 100% industrial zones in order to play this strategy. In order to keep going you will need to sell a percentage of your military each day for your state's upkeep. This strategy is mainly used so that you keep gaining networth as you play turns. Before you use any turns you will want to go to your state setup and change your production rates as you see fit.
Farmer For this strategy you produce food and sell it for your upkeep and to buy military. You must have 100% farming zones. As you gain more land the amount of food you produce is larger and you make more money. You sell your food on the public market NOT the black market usually because you can gain a lot more money selling on the public market.
Techer With this strategy you get make technology points and sell them on the public market for a profit. You use this money to buy military as well as pay for your upkeep. You keep 100% science facilities. Again the more land you have the more science you will produce.Science is especially needed in the beginning of the round. Thats why most people convert to one of the other strategies later on.
Proper Landgrabbing
Land grabbing is VERY key in this game, because basically the more land you have the more power you have. They first thing you want to remember is that just because a state has a lot of land doesn't mean he is a good target. The more key part is how many unique hits (hits from different states) the target state have in the last 36 hours. The amount of land you gain is shown by the formula (Thereland/Yourland)*(Thereland*.13) Then about 30% less for every hit in the last 36 hours. Also keep in mind that when you do multiple attacks on a single state the land gains will decrease very fast. About one third of the land you recieve will be in buildings, the amount of different buildings you recieve does of course depend on the target states building setup. There are two basic ways to gain land, bottom feeding and top feeding.

Top feeding
This consists of attacking people with about the same networth as you. When you do this your losses will be greater so your returns HAVE to be greater in order for it to be worth it. You should limit yourself to 2-5 top feed per day.

Bottom feeding
In Nation-Wars you can attack states that are up to 2% of the size of you. When you attack these low states send only what you need to break. You can do this in 1 of 2 ways. Either send an amount of military that is greater then there networth could possibly hold or you can get a intelligence operation that shows what you need to break them.


Make sure to always regain readiness after every attack, you lose 25% on each attack you send everything and less if you send less military. Regain readiness by spending turns doing something other then attacking, a good way is to build on unbuilt land or to build Construction sites. If you are able to run a PURE strategy and get a lot of land a top 50 performance is inevitable.
Nations
A nation in Nation-Wars is a collection of people who play the game together. It is similar to a team. It allows people to play on the same team as thier friends. It is almost impossible to do well in Nation-Wars unless you either create or join an existing nation. People that are not in a nation are in the global state network [GSN].
How to create a nation
To create a nation look at the menu on the right hand side of the page. Click on 'ministry' there is the option to create a nation, display a list of nations or join an existing nation. To create a nation click on create nation and give your nation a name and password and a nation tag that will be seen on the score list identifying a state to a particular nation.
To join an existing nation
To join an existing nation the password is needed. Most nations have a website or a person to contact to join the nation. These contacts can be found on the forums (forums.Nation-Wars.com) under the Large Nation Recruitment and Small Nation Recruitment message boards. When accepted into a nation, to join it click on ministry on the right hand menu, click join an existing nation, find the nation to join and enter the password.
Benefits of being in a nation
The benefits of being in a nation is that it provides you with friends in the game. It also provides technology to increase production and a national army.
Technology
Technology is one of the major benefits of being in a nation. It can be viewed and donated to the nation in the developing center. Technology basically makes states more effective. To produce technology a state must have research labs. Technology can also be bought off the market. As the amount of land a nation owns increases, the more technology is needed to keep technology levels at maximum. Below are listed the nation technologies and their maximum.
Types of Technology
Genetic Manipulation of Crops 165%
(farmer technology)
This technology makes farms more effective. At 165% a farm will produce 65% more than it would without technology.
Prosperity 160% (casher tech) Prosperity increases the income of the people in each state in the nation. This means that taxing them will mean more money per turn.
Residential 160% (casher tech) Residential technology makes the housing arrangements more effective meaning that more people will live on each acre. This means that more people are earning an income and can be taxed. Works best with residential buildings.
Industrial (industrialist tech) 155% This technology makes industrial complexes more effective. at 155% an industrial complex will produce 55% more than it would without technology.
Medical Treatment 75% Medical technology reduces the amount of military lost when attacking and defending in the game. When at 75% it means that for every unit normally lost 0.75 units would be lost.
Example Strategies
This will guide you through your first 300 turns or so for a casher strategy.
  1. Build 62 Construction sites (30 buildings per turn)
  2. Expand and build for about 38 turns
  3. Alternate in 5 turn intervals between building Construction Sites, Expanding and Building Residential and Commercial sites until turn 164.
  4. Upgrade infantry as far as you can and once you don't have enough money to get to next level build and explore until turn 199.
  5. Buy any military unit except spies, jets or AGM to do your land grabbing.
  6. Save turns until you have atleast 100 turns.
  7. Leave protection and grab until you are out of turns, follow proper landgrabbing techniques.
  8. As you get enough money to reach the next level of infantry do so.
  9. Make sure you always have enough food and money on hand to use your turns.
This will guide you through your first 500 turns as a techer.
  1. Build 10 Construction sites
  2. Build 80 Science Facilities
  3. Build 49 Construction sites
  4. Expand and build science facilities till turn 150
  5. Research 48 turns
  6. Put all your tech on the market
  7. Save up 300 turns
  8. Grab 170 turns and research 130 turns, after that put all ur science on the market again
  9. Save up turns and upgrade what you want. Mostly its: Infantry, AGM, ships and spies
  10. After this you can convert to one of the other strats or stay doing this
This will guide you through your first 300 turns or so for a Indy strategy.
  1. Set your production at 100% infantry
  2. Build 30 Farmer zones
  3. Build 59 counstruction sites
  4. Destroy your 30 farmer zones.
  5. Build 50 Industrial zones.
  6. Expand and build till you have 800-900 industrial zones.
  7. Build construction sites till turn 183 (u can see turns used in your overview).
  8. Change prodiction to 100% tanks.
  9. AFTER your infantry sold upgrade it to level 4
  10. Save 200 turns and start landgrabbing
  11. After you used ur 200 turns sell all your infantry again.
  12. When it sold upgrade your infantry to level 8 and keep landgrabbing with production on 100% infantry.
   

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