Complete Guide to War

Day 396, 02:20 Published in Ireland USA by Michael Collins

Due to request by some people for such a guide, here is my complete guide to war.

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First, there are two types of wars. There is a conquest war, and there is a resistance war. Both will be discussed.


DECLARING WAR

The President of a country initiates a conquest war. The president puts a proposal to congress, and it must pass with a 50% + 1 majority. The cost of declaring war is 200 GOLD + 10% of the citizens in the country able to fight (25 xp points). So if a country has 100 citizens with 25 xp, the cost of declaring war would be 210 GOLD (taken from the country treasury).
War can be declared on a country that “borders” the attacking country. The borders were chosen by the admins, and extend over the oceans as well as across land. For example, Ireland “borders” the UK, USA, and Canada.

Keep it mind that WAR does not mean BATTLES have started yet; battles will be discussed later. Battles are where the actual fighting takes place, a war just means that battles can be started between the two countries.

Determining who is involved in a war:
This is where it gets a bit more complicated. Of course, the country that declared war, and the country that was declared upon will be involved, but other countries may be involved as well through the Alliance system.

An Alliance, is, you guessed it, an agreement between two countries to fight together in war. How it can work is complicated though. An alliance is proposed by the President of either country, and both congresses must pass it with a 50% + 1 majority. If it passes, a cost of 30 GOLD will be deducted from each country treasury.

Note: Alliances can be cancelled if one of your alliance partners declares war on another one of your alliance partners. For example, if Ireland had an alliance with both the USA and Canada, and the USA declared war on Canada, our alliance with the USA would be cancelled.

An alliance "activates" when an original region (since the start of the game, not a conquered region) of your alliance partner is attacked by another country (when a battle starts, not when the war starts). Once an alliance activates, it cannot "deactivate". It will remain for the duration of the war. Two different outcomes are possible when an alliance activates:

1) If you do not border the attacking country, you will join the side of the defending country in that war, and your citizens will be able to join battles in that war.

2) i) If you border the attacking country, a NEW WAR will be opened between you and the attacking country. A new war means totally separate battles. You will not be able to join your ally in THEIR battles.

ii) A third outcome is actually theoretically possible. If you border the attacked country AND also are already at war with them, then theoretically nothing will happen (it has never happened in actuality though).

Let’s clarify that with an example. Suppose the UK has an alliance with Canada, and Ireland attacks the UK. Because Canada also borders Ireland, a new war would start as well, and the war page would look like this:
Ireland vs Canada
Ireland vs United Kingdom

But if the UK had an alliance with Norway instead, Norway would fight alongside the UK in the war, and the war page would look like this:
Ireland vs United Kingdom ( + Norway)

Before we move on to battles, let’s talk about resistance wars.

Resistance wars can only be started in a conquered region, but they can be started by any citizen (provided they have enough exp points and GOLD). The cost of starting a resistance war is 50 GOLD + 25% of the population of that region. Once a resistance war is started, a battle is automatically started. This single battle is the only one that happens. If the rebels lose, nothing changes on the map, if they win, then that region is returned to its original owner country (or the country is “recreated”).

Now, on to the actual fighting.


BATTLES

Battles are where the real meat of war is. It is in the battles where all strategy is played out and the winners and losers are determined. Keep in mind that the original attacking country can be the “defender” in certain battles, and the original defending country can be the “attacker” certain battles.

First, one must understand the concept of “regions”. Each country in the game is divided into regions. Each region is part of one and only one country, and to conquer land you have to win a battle in a region. Regions are also the reason for borders and raw materials. For example, Ireland borders Canada and the USA because of our western regions; Dublin for example does not border these countries. Each region also contains it’s own set of raw material bonuses, which determine how productive raw material companies that are based in that region are. So you can see that certain regions are much more valuable than other strategically, as well as economically.

How battles are starte😛
The President of either the attacking or defending country starts battles. The cost of starting a battle is 50 GOLD + the population number of the attacked region in GOLD. “Starting a battle” means attacking one of the enemy’s regions.

However, when battles are allowed to be started is a bit more complicated. There exists something called the “24-hour rule”.

The 24-hour rule is a time period of 24 hours when only one of the Presidents can start a battle. It happens in two ways:

1) At the initial declaration of war. Only the attacking country can start battles in the first 24 hours of the war.
2) After a battle has ended. After a battle in a war has ended only the victors can start a battle for 24 hours. This means that it is possible for a country to NEVER be able to start a battle of their own if their opponent keeps winning and attacking again in 24-hour time frames.

Otherwise, if it has been 24 hours since the war started and the last battle ended, either President may attack a region/open a battle.

Ok, now that we know how regions get attacked, let’s examine what goes on during a battle.


FIGHTING AND WINNING BATTLES

First, when a battle starts, there is a meter that determines the state of the battle. Think of it as a “health bar” for the region. I will hereby refer to it as the “wall”. It ranges from “No mans land” and “Border Area” all the way to “Administration center” and “Underground”. Defenders want the wall be high, while attackers want the wall to be low. There is no limit in either direction to the “health” that the wall has.

The wall starts with just below no mans land, meaning an advantage for the defenders. The amount of health the wall has is augmented by the quality of the defense system in the region, and is given by the following formula:

Defensive points of the region = (Defending Region Population * 100) * (1 + Defense System Quality / 10)

So the wall level is 100 times the population of the region, times 10% per quality level of the defense system.

A battle lasts at minimum 24 hours*. During the first 24 hours either side cannot win the battle. After 24 hours have elapsed, the level of the wall determines the winner. If the wall is in no mans land, the defenders win. If it is in the underground, the attackers win. If after 24 hours the wall is still in the middle somewhere (which happens very rarely), the appropriate winner will be determined as soon as the wall goes into no mans land or the underground.

The wall’s level is affected by fighting. In the New World, this means proving your knowledge about the defending countries history, politics, cuisine, etc. by answering totally irrelevant to the game trivia questions. Fun. Citizens of the attacking country or the defending country (+ MPP partner countries) can fight in the battle and “damage” or “strengthen” the wall. The amount of damage a citizen does to a wall is determined by the following formula:

Force = Strength value * Wellness influence * Rank influence * Weapon

Wellness influence = 1 + ((Wellness - 25) / 100)
Rank influence = 1 + (Rank level / 5)
if you have a weapon => Weapon = 1 + (Quality weapon / 5)
if you have no weapon => Weapon = 0.5

For a handy calculator for your damage, visit:
http://www.cccp-group.org/index.php?page=erep_fightcalc

You lose 10 wellness for each fight. If your region has a hospital, you may use it once a day provided you have fought that day. The wellness you recover is equal to 10 times the quality level of the hospital.

If the defender wins the battle, nothing happens. The region is secure, and they have 24 hours to plan their next move by the 24-hour rule.

If the attacker wins, then that region becomes one of it’s own regions. All citizens of that region are now citizens of the attacking country, and all companies are now in the attacking country.

A special case is made for politicians (Congressmen, party leaders, and the President). If they live in the conquered region, they will be automatically moved to the capital. If the region that was conquered was the capital, the largest remaining region of the defending country becomes the new capital.

A portion of the gold in the loser’s treasury is also added to the winner’s treasury. The proportion is equal to 1 / the number of regions of the country. This only happens if the region was conquered, not secured.

*Presidents can also “retreat” from a battle, ending it early (and thus losing).

ENDING A WAR

A war is ended one of two ways: by the complete conquering of either country at war, or by a peace treaty. A peace treaty ends the war as-is, there cannot be a return of or offering of regions. A country may also demand or offer GOLD in a peace treaty.



-Michael Collins