War and the War Module

Day 874, 09:40 Published in South Africa South Africa by eSA Ministry of Education
Welcome to this first article released by the Department of Education this term. I feel there is no need for a formal introduction, so I will leave you to read out latest article about War and the War Module, wrote by ourt Director of Education, Harrin. Please enjoy and vote up.

SamGibz, Deputy Minister of Social Affairs.


Seeing as our Country is constantly involved in conflicts and war is the hot topic since we got our country back. I’ve decided to focus my first Article on Wars.

What’s with all the war??
Wars are started for many reasons, but they pretty much all boil down to one thing; resources.
Using eSA as an example we can see that we have been under constant attack or occupation by other countries because we have 3 High Diamonds regions.

Let’s go to war!
Starting a war isn’t as easy as just clicking “Attack here.” The president of the country has to first propose going to war with another country to congress, who then have to vote on it. If it passes with a majority vote war is declared. Declaring war on a country can be pretty costly. It costs 200g + 10% X the number of citizens fit to fight (Level 3 and up) in the attacking country.
Let’s say Country A has 10000 citizens who are able to fight and want to declare war on Country B, they’ll have to pay a total of 1200g.

Once war has been declared the president can attack at any time, without running it by congress. As with declaring war there is a cost attached to starting a battle. The cost is 50g + 25% X the total population of the region being attacked.

Initiative
Initiative is the ability to attack in a war. In other words, if you have initiative you are safe from attack for 24 hours.
War has been declared, the hostile country has initiative for 24 hours, where they can decide to attack. If no attack has been made in 24 hours, the hostile country loses initiative and either country can attack. A defending country can gain initiative by successfully defending an attack and then have the opportunity to either counter-attack or prepare their defences for a second attack.

Mechanics of a battle
In short the basic mechanics of a battle is pretty simple; do more damage than your opponent within a 24 hour period.

When you have a look at an active battle page you’ll see a graphic with a couple of sections. Starting from the top you have: No-man’s land, Border area, Rural area, Suburbia, City, Administration center and Underground (See below).



Each Region has a certain amount of defensive points (also known as the wall). These points are spread out through the Border area to the Administration center and follow this equation: Total pop X 100. A defence system adds 10% of the Defensive points per Quality.

As a defender you’ll be adding points onto these base Defensive points and as an attacker you’ll be removing points. To win the battle the attackers have to break the wall down enough to push it underground, and for the defenders to win the have to push the wall up into No-man’s land when the timer reaches zero. If the wall is in between the Underground and No-man’s land when the timer hits zero, the battle goes into overtime, when this happens the first country to push the wall above No-man’s land or below the Underground will win the battle.

I hope that this helped to understand the battles a bit better and makes sense.