| 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.
|