**The OG: War Motherfu**ers?**

Day 855, 18:21 Published in Canada Canada by Banach

~~My response of the new Editorial.~~

Original Article


> Clickeh

Article in standard type, my comments in bold.

......Dear citizens,

In this Insider we'll dive into some details which you need to know in order to understand the future Insiders explaining how the fights will actually take place.

We said that the new military module will feature battlefield maps, new weapon skill specializations and different unit/terrain advantages.

We decided to let battles take place on maps because we are committed to offering you a truly remarkable experience. Great strategies and tactical warfare can only really emerge on a map that features different terrain types like plains, hills, forests, rivers, lakes, bridges, mountains, and cities, because some terrains are only accessible for certain unit types. Tanks cannot cross mountains for example.

So we have certain terrain types confirmed, most are not surprising. Question is, are they randomly generated each battle, standard in every single battle ever or attributed to a region in eRepublik?

Banach doesn't like that tanks cannot cross mountains. Always knew we should've leveled though rebellious peaks.


You already know that some units have advantages over others: infantry over anti-aircraft artillery, tanks over infantry, helicopters over tanks and finally anti-aircraft artillery over helicopters. On the other hand each unit advantage (or disadvantage, depending on how you look at them) can be compensated by moving your unit on a tile with certain type of terrain. Infantry unit (rifles) are harder to hit when located in a forest. The unit and terrain bonuses can make a different in the heat of battle but they will not give you a guaranteed win against an unit you have an advantage over. Terrain and unit advantages increase the chance to hit your opponent or decrease the chance for you getting hit a little bit.

So the two rock-paper-scissors methods are revealed.

The unit one we know. Now we know that you can "cancel" that advantage by moving into a certain terrain. Here it says infantry have an advantage in forest.

Okay! So here we go. Unit advantage gives you a bonus to hitting, which would be "barrel" modification. I'm gonna guesstimate around 10% would be fair on their part by saying "a little bit". Terrain advantage I will then state improves "body", which means less chance of getting hit.

All in all, if you are infantry in a forest fighting artillery, you gain accuracy boost and your opponent loses accuracy...double whammy!



A much stronger role plays the customization of a weapon. As we explained in the economic module Insiders, weapons have four variable values: Attack, Defense, Damage, and Durability. Out of those, the comparison of the Attack and Defense values between you and your opponent during a PvP fight determines the “hit chance”. A weapon customized to deal very high damage might have a lower hit chance because fewer customization points were left to spend on the Attack or Defense values. Conclusion: there is no “one ring to rule them all” story with weapons and advantages.

To remind my readers:
Attack ->Barrel
Defense ->Body
Damage ->Ammo
Durability ->Engine

The top two get thrown into a computer and a "hit chance" emerges for both fighters.


Battles take place on maps with a size of 20x20 tiles, no matter how big or small the actual region of a specific country is, because a map reflects only a limited area around the capital city of the region.

Okay...that's 400 tiles. Big map. It should be odd number though because of the capital and the ability to break a tie.

Each tile can host one building, be that a hospital or a defense system. We might see very long-lasting buildings covering just a small area around strategic points, like bridges. Or we can have buildings that cover the whole map with their Area of Effect, for the price of, for example, having a shorter life time. Again, it depends all on customization.

A strategic purpose to the buildings now...interesting.

Since your enemies will capture your region tile by tile, they can also capture your buildings! So make sure you protect or re-capture them.

I'm sensing we are gonna buy one massive hospital with a huge Area of Effect and place it in right on our side of the Capital.

In the beginning all regions of all countries will fight their battles on a small number of generic maps. Providing each single region a unique map is a huge project in itself given the hundreds of regions that make the New World.

Okay, I'm glad to know that they will provide unique maps. Kudos guys!!

By now you know that the current generic strength is going to turn into four types of weapon skills: Tanks, Rifles, Anti-Aircraft Artillery, and Helicopters. Like in the other professions your weapon skill levels will have their own names. The higher your weapon skill level, the higher the damage your weapon will deal to an opponent during a PvP fight. Do you remember the Time Management feature? There you can train whatever weapon skill you like!

Good to clarify.

The military ranks remain the same, but we are re-balancing them a bit and adding stars to Field Marshall. This means that your military career doesn't end with the rank of a Field Marshall. The higher your military rank, the higher your chance to deal critical damage to your opponent.

Critical Damage?

You'll get promoted to the next military rank when by gaining a certain number of rank points. You'll get rank points for defeating opponents in PvP fights. If the rank of your opponent is higher than your own and you defeat him, you will receive more rank points as you would when defeating a lower-ranked opponent. A General will not become a Field Marshall too quickly by only hunting down Privates!

Seems quite fair to me actually.

More about how the actual battles and PvP fights will work in the next Insiders.

Regards,
The eRepublik team...

Excellent!



~~Banach's Armoured Battlefield Doctrine~~

Our massive tank army needs to control the terrain that grants it a boost of "body" points.

Let's say that terrain is plains (it would make the most logistical sense)

Our tanks must occupy every plain tile there is, while our artillery should be placed on the choke points of the map, supported by weaker tanks that are there as meat shields.

The benefit of using terrain effectively mean we can use less points during production on 'body".

For example.

Canadian Heavy Tank Class 2
Body 60
Engine 60
Barrel 60
Ammo 70

Same tank will now need only...

Body 50
Engine 60
Barrel 60
Ammo 80

Every little bit helps. Smart placement of our armoured units will make our customization more efficient.

I cannot guarantee, however, that our tanks will always be against infantry. There technically is only one quarter chance of the enemy having an infantry unit so no need to gamble on the "barrel accuracy" stat.

Secondly, I think that manufacturing expensive hospitals and defence systems that have a giant area of effect will be the most effective in the center region with smaller, stronger effect buildings should be placed right behind the bridgeheads that our tanks and artillery will defend.

Cheers for reading,

Banach

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