[MoHA] The Complete Guide To The Military Module

Day 2,910, 11:57 Published in United Kingdom United Kingdom by eUK Home Office


Yo,

The new, better, sexier MoHA are uber active, so we have decided to teach you all about the military module. Many new players are scared by it, and many experienced players find it hard to master. Hopefully this will inspire and edumacate you.


The Battlefield

The main thing about the military module is the battlefield, it is where you do your fighting, winning and killing. At first the many numbers, names and tanks will look slightly confusing but you’ll soon get the hang of things. If not, we’ve stolen put together this nice little image explaining everything you need to know.




Wars

There are five main types of battle that you will have seen on the campaigns page.

The first and most common type is a battle in a direct war* between two countries. Any citizens in countries that have a Mutual Protection Pact (MPP) with either of the participating countries may fight in the battle. The wars are ‘opened’ by the passing of Natural Enemy laws or a Declaration of War, which are voted on by Congress. Once the war is open, Country Presidents have the choice to attack any of the bordering regions of the nation the war has been opened against. If no region is selected, then an auto-attack will begin - this means that 24 hours after the Natural Enemy/Declaration of War law has passed, or, 24 hours after the previous successful battle, a random neighbouring region of the NE’d nation will be attacked. This 24 hour period is called ‘having initiative’, and a country has initiative providing its Natural Enemy/Declaration of War law passes first (if nations propose laws against each other at the same time) and if it wins a battle. During that period the nation without initiative may not attack.

*Wars can be closed either by a 24 hour Declaration of Peace voted on by Congress, if it is an NE War it can also be closed by ‘resetting’ the Natural Enemy, which is done by passing a law setting noone as Natural Enemy. Further to that, Wars are automatically closed if at any point during the campaign to the two participating nations lose a land border - in other words if they have no two regions that border one another ingame.



The second type of battle is a Resistance War. Any ‘original region’ that has been conquered by an enemy country and is occupied can host a RW. The battle opens if 10 people move to the conquered region and pay 1000cc each to start the resistance war. It is similar to a direct battle but with a few differences. Firstly anyone who wants to fight must be in a region of the occupier (such as the region being freed). Secondly, this means that MPPs are useless - only people in the occupying nation can fight. Thirdly, once the battle ends the ‘war’ is over; if the resistance was successful the occupied nation may begin another RW, if it fails no RW can be started for 24 hours, and the ten citizens who supported the RW by paying the currency may not support another RW for 7 days.

RW’s can only be fought against an individual occupying nation once at a time, and cannot be started in regions that are being fought over in a normal campaign (see above). However, multiple RW’s can be started by a nation if it is occupied by more than one enemy; for example if France held every UK region, only one RW could be started. But if France and the Netherlands owned half of the eUK, one RW could be started in both a French and a Dutch occupied region. The consequences of winning or losing the RW’s would apply only for regions owned by the respective nations. RW’s can be helped by determination, which is a multiplier applied against occupiers that increases over time.

The third type of battle is a Military Coup. This merges the military module with the political module. This type of battle can only occur if a country has been under democracy for the past 10 days, the country has their capital city, and a military unit pays 200,000cc to start the battle. This battle is different as one country splits into two sides (for the purpose of the battle) and each citizen who fights gets to choose which side they fight for; democracy or dictatorship. To decide they move to the capital city and either fight, or join a dictator-supporting military unit and fight. If the democracy side wins, democracy is safe and the CP and Congress continue to govern the nation. If dictatorship wins, the commander of the MU which initiated the battle becomes dictator and has total control over the administration of the country (ie. proposing laws).



The individual who is Dictator is determined by who commands the MU, so if the Commander is replaced, he or she who has replaced them will take on the role of Dictator.

The fourth type of battle is a Liberation Battle. This can only occur under a dictatorship, and a military unit must pay 200,000cc to start it. The mechanics are very similar to a dictatorship battle, with the battle again being democracy versus dictatorship, except this time support is given to movements to overthrow the Dictator and as such if the democracy side wins they restore democracy to the country, while if dictatorship wins the dictator remains in complete control of the country. Like Resistance Wars, Liberations are influenced by determination.

The fifth type of battle is an Airstrike (AS). An Airstrike can be proposed when a nation receives enough Donations of food units and currency. An AS proposal, if passed, will open a war between two nations and gives the attacker the option to attack any region of a designated country, and significantly, the nations do not require a border. It is commonly used to hit targets miles away. As such AS battles tend to be very dramatic, as the attacking nation have to win the battle otherwise the AS fails as the war closes and they lose all their donated food and currency. If the AS battle is successful, the attacking country ‘lands’ by occupying the attacked region and the war between the two nations involved remains open and continues as a normal war as outlined above.




Weapons

The typical weapons that common people fight with on the battlefield are the quality 1-7 weapons, commonly known as Q1-7 weapons. These weapons are the ones produced in factories and sold on the marketplace. Q1 weapons are the weakest, while Q7 weapons are the strongest. Each weapon has a durability and fire power rating. Durability is the number of times (hits) it can be used before it breaks, with the durability being equal to the quality expect for in the case of a Q7 which has a durability of 10. The fire power rating determines how strong the weapon is, and how much damage you deal (so is part of a complex equation). Again, Q1 weapons are the weakest while Q7 weapons are the strongest. All players are advised to fight with Q7 weapons wherever possible.

Bazookas are the original ‘special’ weapons of eRepublik. They are very useful as they always provide one-hit kills and for new players the constant 10000 damage per hit is a great way of dealing more damage. These cannot be bought on the marketplace, instead players must collect the 5 different bazooka parts by fighting on the battlefield or bought in bulk from the gold shop.



One of the advanced buildings is the rocket factory, which allows you to build rockets. Rockets are a special weapon which comes in five different qualities depending on the quality factory they were built in. They can neither be bought nor sold, and only one can be kept in storage at a time - although two can be built per day. The Q1 rocket requires 10 Q1, Q2, Q3, Q4, Q5 and Q6 weapons to build (as well as a small fee) and will deal 50,000 in battle. The costs and damages for each quality increase, culminating at 2,500,000 damage from a single Q5 rocket. Using these rockets does not use up any energy.

There are two types of bombs that can also be used in battle; the small bomb and the big bomb. These are often awarded during special events with each Battle Hero medal gaining you a small bomb while every Campaign Hero gets you a big bomb, but many temporary and permanent missions now give these bombs as rewards too. You can have as many bombs in your storage as you want but if you haven’t gained any bombs in the past 30 days all of your bombs will become unuseable. Big bombs always deal 5,000,000 damage when used but the damage from a small bomb depends on the division you are in. The damages are 75,000 in division 1, 375,000 damage in division 2, 750,000 damage in division 3 and 1,500,000 damage in division 4. Using these bombs does not use up any energy.


FAQ
And finally, to answer some common questions…

What is a training contract and should I get one?
A training contract is an item which allows you to train at 50% or 10% of the cost over the next 30 days, but the downside is that you have to pay for the training contract. There are two types; the 50% training contract (at a cost of 25 gold) and the 90% training contract (at a cost of 53 gold). The general advice is to upgrade all training grounds before buying a contract but you can work out whether a training contract is beneficial with this guide. Training contracts can only be bought at certain times, when the admins put a special offer on.

What is the difference between a Natural Enemy proposal and a Declaration of War proposal?
A Natural Enemy proposal is free, and once a Natural Enemy has been set it cannot be changed for seven days (unless the nations lose their border). Countries may only have one Natural Enemy at a time. Fighters also get +%10 to their damage when fighting against their Natural Enemy. Declarations of War remain open between two bordering nations until a Peace Proposal is passed. They cost a sum of gold to propose and an infinite number of DoW proposals can be made against bordering nations.

What is ‘blocking’?
There isn’t always a lot nations can do in terms of strategy in the current military module, but one such thing is a block, usually used to delay enemies from starting battles (which can be useful for various reasons). A block is easily performed on attackers who only have one bordering region to the defender. The mechanics will not allow for a region to be used to attack from if it is involved in a battle, including RW’s. So for example when Argentina wanted to attack the eUK from Flanders, we were able to start a RW there to ‘block’ that attack from happening for the length of time that the battle went on for. Blocks can also be performed by other nations attacking the country that is invading, for example if Ireland attacked Newfoundland and Labrador, Canada would not be able to attack the eUK as it is our only bordering region. However, if the eUK wanted to attack NFL, we have three regions that border it so Ireland would not be able to block us.

What are MPP’s?
Mutual protection Pacts signed between two countries mean that players in either country can fight in the direct wars of both nations. They cost each country 10,000 currency to propose. If a country declares war or NE on a nation, it will lose any MPP’s that it shares with that nation; for example if the UK attacks Ireland and both nations have an MPP with the USA, then the UK will lose its USA MPP.




So now you know about the military module, not so hard is it? If you have any ideas for a guide or questions about anything game related, or if you want dating advice ask below.

As always,
We've been Cheetah, Gali, MS10EL, KJ, Wolds, Frix, and MIK,
Your MoHA Crew