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Day 1,788

Political Titles

Starting today, we have implemented new Political Titles.

These new Political Titles are divided in two categories: Party Titles and Country Titles.

The Party President can assign the Party Titles in the edit Party page.

The Country President can assign the Country Titles in the Country Administration page.

The titles are from a predefined list on which we may add new titles.

If you want to suggest a title, please use the Contact Page and send a ticket to the section: Political Titles and we will analyze all the proposals.
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Day 2,009

Military Unit Competition UPDATE

The competition will end tomorrow at day change (Day 2010 at 00:00 eRepublik time).

The damage done after the deadline will not be added anymore to the current competition rankings.

The Energy Bar prizes for the top three fighters of the winning Military Units will be awarded during Day 2011

The members of the winning Military Units in the national and international competitions will benefit from the Daily Order awards in the week 23rd - 29th of May (Day 2011- 2017 eRepublik)

The Medals for the top 3 Military Units from both the global and national rankings will be also added on the Military Unit profile page on Day 2011.

The Commanders of the Top 50 Military Units will be contacted by the eRepublik team in order to establish the details regarding the National Organizations won.


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Day 2,002

Military Units Tournament

Basic Rules

- All the Military Units in the New World will be ranked based on the damage done by their members (both full members and recruits)
- Any type of damage counts (including Bombs, Rockets and Guerrilla Fights)
- The tournament starts on Day 2003 at 00:00 eRepublik time and finishes at the end of Day 2009

Prize Eligibility

- A player qualifies to receive the prizes won by his Military Unit only if he completed the Daily Order at least twice during the competition
- If a player fought for more than one Military Unit, he will only be eligible to receive prizes as a member of the unit for which he dealt the highest damage and for which he also completed the Daily Order at least twice.
- The player must also be a member of the Military Unit for which he dealt the highest damage in order to receive the rewards
- Example of the previous two rules: One player deals 5 million damage for Military Unit A. He then moves to Military Unit B and deals 3 million damage. The player will be eligible only for rewards won by Military Unit A. If Military Unit B wins the contest, the player will not receive anything. If Military Unit A wins the contest, the player must move back to Military Unit A in order to gain the Daily Order bonus

Rankings

- The tournament rankings will be accessible through a banner posted on the homepage
- The rankings will be updated once per hour
- There will be a global ranking and also national rankings for each country in eRepublik

Collective Rewards- National Competitions

- Members of the 1st placed Military Unit in the national rankings will receive 2 more Energy Bars and 2 more Bazookas when completing the Daily Order, for a period of 7 days after the end of the competition (as long as they complete the Daily Order for that Military Unit)

Collective Rewards- International Competition

- Members of the Top 50 Military Units in the global ranking will receive 2 more Energy Bars and 2 more Bazookas for a period of 7 days after the end of the competition
- The same 50 Military Units will receive an Organization that will remain under the sole control of the commanders of the Military Units. Other people such as country presidents will not have access to these entities.
- The Organization will receive a gold amount in the inventory, based on the unit’s final position in the ranking, as follows:

500 Gold for 1st place
400 Gold for 2nd place
300 Gold for 3rd place
250 Gold for places 4-10
200 Gold for places 11-25
150 Gold for places 26-50

- If a Military Unit is a winner in both the national and global competition, the Daily Order bonuses will be cumulated, resulting in 5 Energy Bars and 5 Bazookas (2 from the Global competition, 2 from the National competition and 1 as a regular daily reward)
- The members of the winning Military Units will receive the Daily Order bonuses according to the Eligibility Rules listed above

Collective Achievements

- The top 3 Military Units from both the global and national rankings will be awarded with gold, silver or bronze medals

Individual Rewards

- The top 3 damage contributors of each Military Unit will be listed in the national and global rankings next to their unit
- The top 3 contributors of the Military Units that are awarded with medals, will receive a prize of 10 to 30 Energy Bars (30 Energy Bars for the 1st contributor, 20 Energy Bars for the 2nd contributor, and 10 Energy Bars for the 3rd contributor)
- A player can be featured in the rankings as a top 3 contributor in an unlimited number of Military Units, but he will only receive the individual prize based on his contribution to the Military Unit he is eligible for (the one for which he dealt the highest damage and completed the Daily Order twice)
- If a top 3 player is not eligible to receive his individual prize of Energy Bars, the prize will NOT be reported to the next placed player

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Day 1,949

Gold Mines

Gold Mines

- Each Gold Mine will hold a deposit of 100.000 Gold
- If your citizenship country owns a Mine, you can explore it daily and find a variable amount of Gold
- The Mine can be explored until the Gold has been depleted

Gold Mines competition

- The Gold Mines competition is based on a new ranking: Citizenship Damage
- Five countries will receive a Gold Mine based on a contest held for 7 days between Day 1952 and Day 1958
- During this period, when you fight in ANY battle (even if your citizenship country is not involved in it) your damage will be added to the ranking as damage done by your citizenship country
- In this ranking, the world has been divided into 5 main areas: Europe, Asia, America, Oceania and Africa
- The country with the highest damage from each main area wins the contest and therefore a Gold Mine
- The Mines will be awarded within 24 hours after the end of the contest
- The Mines will be located in the real life capital of the winning countries
- Here is a list of the historical (real life) capitals: http://wiki.erepublik.com/index.php/Capital

Where I can see the Gold Mines

- The Gold Mines will appear on the country page of the countries that own one of the 5 Gold Mines, and from here you can check the Gold remaining in the Mine
- The same information is available on the page of the regions with a Gold Mine
- The Gold Mines will be visible on the map, with 3 different icons depending on the remaining deposit of Gold in the Mine

Gold Mines - How do I explore it

- A citizen can explore the Mine if his citizenship country has a region with a Gold Mine
- A citizen can explore the Gold Mine daily, with the cost of only 10 Energy, by going to "My places"
- In “My places” there will be an “Explore” button which can be used once a day. After using it, the citizen receives a variable sum of Gold, between 0.3 Gold and 40 Gold
- When a citizen explores the Gold Mine, the amount of Gold he receives is withdrawn from the Gold Mine deposit
- When a citizen explores the Gold Mine, the country receives 0.1 Gold for every exploration, no matter what the citizen received
- The sum that goes to the country is also withdrawn from the Gold Mine deposit
- If a country owns two or more Gold Mines, the deposit of the Gold Mines is cumulated
- If the country has two or more Gold Mines, the Gold withdrawn at each exploration is equally divided between the Gold Mines
- The amount received by the citizens and the countries at each exploration is not influenced by the number of Mines owned
- A citizen can explore the mine if it has at least level 22

Airstrike

- Citizens are able to donate food and currency in order to start an Airstrike
- The formulas have been updated keeping into account the currency exchange rates and the food prices
- You can check the new formulas here: http://wiki.erepublik.com/index.php/Airstrike
- The donations for the Airstrike will be available for at least one month
- Regions with Gold Mines can be attacked directly via the Airstrike, just like any other region (as long as the conditions for launching the Airstrike are met).
- Gold Mines can be explored even if there is no transport route to the capital.

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Day 1,947

Guerrilla Fights

The Guerrilla Fights is currently being rolled out to all players. This post will explain in detail how this new module works. If you want a quick guide use the tutorial which is currently available under the left sidebar.

Weapons and Armor

- The Guerrilla Fight inventory is available on any battle page, next to the statistics button.
- There are four classes of primary weapons: Pistols, Shotguns, Assault Rifles, and Snipers.
- Each class of weapons is effective at a certain distance (ex: pistols are effective at 100m, while snipers are best used from 700m).
- Wearing armor allows you to withstand more damage, but the extra weight will slow you down.
- The equipment for Guerrilla Fights cannot be manufactured. It can be bought from the inventory page or received when winning fights.
- The weapons don’t have a durability, but they must be replaced when their ammo and clips (magazines) run out.
- Armor items have a durability, which indicates the number of fights they can be used in.
- All Guerrilla Fight items have attributes that directly influence the player attributes.

Player Attributes

- At each fight, your Strength and Military Rank are weighted against the opponent’s Strength and Military Rank to determine your “Bonus Damage”
- The player who is weaker will always have a Bonus Damage equal to 1 (or both players if they are roughly equal).
- The stronger player will have a larger Bonus Damage, depending on how much stronger he is.
- The actual damage inflicted in the Guerrilla Fight is the sum of the the Bonus Damage and the Weapon Damage.
- Armor, Accuracy and Agility are attributes influenced by the equipment worn in combat. Each attribute is explained below

- Armor: you can receive an amount of damage equal to the Armor rating before starting to loose Energy
- Accuracy: modifies the chance to hit your target
- Agility: determines the distance you can move in one turn. The default value is 200m.

Joining a Fight

- You will be able to join a Guerrilla Fight after defeating five opponents on the battlefield
- If one side involved in the battle has more than 1400 Domination Points the fight will not start (because there may not be enough time to finish it).
- You will fight against an enemy player with the closest attributes to yours, if there is at least one available
- If there are no enemy players looking to join a Guerrilla Fight, you will have to wait until one does
- The Guerrilla Fight will be available only in direct battles, not in the Resistance Wars

Pre-fight Screen

- The pre-fight screen shows a head to head comparison of the two opponents
- The “Bonus Damage” is an indicator of each player’s strength in relation to the opponent (if there is an even match, both players will have similar Bonus Damage)
- Both players enter the fight with maximum 100 Energy
- The Energy that is about to be used in the Guerrilla Fight is now removed from the total Energy

The Fight

- The combat is divided in rounds; players can perform one action/round
- The basic actions are listed below

FIRE - shoot with the equipped weapon
MOVE - get closer or farther away from your opponent
DODGE - lowers the opponent’s hit chance. If a grenade is present it will be used.
RELOAD - when you run out of ammo the FIRE button will turn into RELOAD
Change weapon- opens the weapon list

- Each weapon has an “Ideal Range”
- The weapon has maximum chances of hitting the target when fired from the Ideal Range
- The distance to enemy should be as close as possible of the weapon’s Ideal Range
- When firing out of the weapon’s range (regardless if it’s farther away or closer to the enemy) the Hit Chance will drop
- Each turn there is a chance to deal critical damage to your opponent
- The grenade always has 100% chance to hit but deals no critical damage

Fight Results

- The player who loses all his Energy first is defeated
- In case of a draw the player who dealt more damage wins
- The Energy that is not lost in the Guerrilla Fight is returned to the total Energy
- Each player will add an amount of damage to the influence bar of the battle, depending on his Strength and Military Rank. The winner will add substantially more damage than the defeated player.
The damage added to the influence bar is cumulated with the damage dealt prior to the Guerrilla Fight. It also counts for achievements like Battle Hero, Campaign Hero or True Patriot.
- Players will receive Rank Points according to the amount of damage added to the influence bar
- The winning player also receives one item as a reward


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Day 1,933

Accept/Reject donations

Starting today, you can Accept or Reject a donation. This two new buttons will appear only for the Gold and Currency donations.

How this new feature works:

1. When a citizen will receive a Gold or Currency donations and he clicks Accept, the donation will be added to his account. If he clicks Reject, the donation will be sent back.

2. A donation will stay in pending for 3 days (72 hours), after that it will expire and the donation will be returned to his initial owner.

3. If one of the citizens involved in the transaction, gets suspended before the donation is accepted, the sender will receive back the donation.

4. From now on, if a citizen reaches his maximum limit of 10 Gold per day, he will still be able to receive donations but he cannot accept them until the next day.

5. If a citizen receives a donation of 7 Gold and he accepts it, and in the same day he receives another donation of 10 gold that he also wants to accept, a pop up will appear to inform him that he received only 3 gold and the rest have been returned to the sender.

Also, from now on, you will be able to know what quality of food/weapon someone donated to you.

Example: Plato has transferred 1 Q7 Weapons to your storage.


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Day 1,931

Alliances

Starting today we added in the game as an official feature: The Alliances

The Alliance page can be found in Community -> Alliance

- If you are a citizen of a country that is in an alliance, you will see the Alliance homepage
- If you are a citizen of a country that is not in an alliance, if you click the Alliance page you will see the Alliance ranking page, ordered by the number of country members

The Alliances and their country members was established after talking with the country presidents and the alliance leaders in order to determine in what alliance a country is.

On the Alliance home page you can see the law proposal in pending (only if you are the alliance leader or country president member), law history, (only if you are the alliance leader or country president member), the country member list, a link to see more country member details and an alliance description (editable by the Alliance Leader, coming soon)

There are also another few options that the Alliance leader or Country presidents (part of the alliance) can decide on:

1) Propose a law to change the alliance leader

- The law can be started, seen or voted on the alliance homepage
- The law can be voted by all the country presidents from the alliances
- The law to change the leader can be proposed once every 7 days per every country member
- There can be only one law to change the leader in the same time
- An alliance leader can be proposed if he has the citizenship of one of the country members
- For this law to be considered accepted it needs 66% of the votes.

2) Invite a country in alliance

- The Alliance leader can invite a new country from the country members page of the alliance
- The law can be voted by all the country presidents from the alliances on the alliance homepage
- For this law to be considered accepted it needs 66% of the votes.
- After the law is accepted, a second law will be sent to the congress of the invited country for the congress/country president to vote on
- For this law to be considered accepted it needs 66% of the votes.

3) Remove a country from alliance

- The Alliance leader can remove a country from the country members page of the alliance
- For this law to be considered accepted it needs 66% of the votes.
- The law can be voted by all the country presidents from the alliances on the alliance homepage (except the country president from the country that is proposed for removal)

4) Leave Alliance

- A Country president can decide to leave an alliance from the country members page
- If the president presses the “Leave alliance” button, a law will be sent to the congress of his country for be voted on
- For this law to be considered accepted it needs 66% of the votes.

PS:

- The Alliance (name and law) between two countries has been renamed to “Mutual Protection Pact”
- On the country page if a country is in an alliance, you will see the alliance name


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Day 1,926

Rocket factories just got better. Less resources, more damage!

Starting today the Rocket Factory suffered some important modifications:

1. Each level of Rocket Factory will provide you extra benefits as follows:

Rocket factory Q1
Damage: 50000
Production: 2 rockets/DAY

Rocket factory Q2
Damage: 250000
Production: 2 rockets/DAY

Rocket factory Q3
Damage: 500000
Production: 2 rockets/DAY

• You can now produce 2 rockets/ day but you will be able to store only 1 in your inventory
• You will not be able to produce a new rocket before using the one already you have in your inventory.

Rocket factory Q4
Damage: 1750000
Production: 1 rocket + 1 50% 5 minute booster/DAY

Rocket factory Q5
Damage: 2500000
Production: 1 rocket + 1 50% 5 minute booster/DAY

• For Q4 and Q5 level you will now have a new line of production that allows you to build a 50% Damage Booster . The booster requires the same amount of weapons as the rocket.
• The damage booster is activated the moment you built it and is valid for 5 minutes.
• Both rocket and damage booster can be built daily, at a limit of one per day. You can only store one rocket in your inventory.

• If you produce a 50% Damage booster and also purchase one from the Special Item page, the time will be added, NOT the damage. So you might have 10 min+ 5 min, NOT 100% damage.

2. The production requirements were modified for each level. The rocket factory no longer consumes currency and the number of weapons required for production are:

Rocket factory Q1
Weapons required:
10xQ1 10xQ2 10xQ3 10xQ4 10xQ5 10xQ6

Rocket factory Q2
Weapons required:
20xQ1 20xQ2 20xQ3 20xQ4 20xQ5 20xQ6

Rocket factory Q3
Weapons required:
60xQ1 60xQ2 60xQ3 60xQ4 60xQ5 60xQ6

Rocket factory Q4
Weapons required:
120xQ1 120xQ2 120xQ3 120xQ4 120xQ5 120xQ6

Rocket factory Q5
Weapons required:
90xQ1 90xQ2 90xQ3 90xQ4 90xQ5 90xQ6


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Day 1,911

Reply to comments

Starting today we’ve introduced the possibility to reply to a specific comment on an article conversation.

You can now also keep track of the conversations in the comments by subscribing through the vote option.

When you will write a reply to a comment, you will see a subscribe/unsubscribe box where you can tick if you want to subscribe or not to alerts.

Each player will be able to delete their comments.

The Alerts:

- each player will receive alerts on replies to their comments

- each player will also receive alerts on comments that they voted

- if you wish not to receive alerts anymore you can just Unvote the comment.


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Day 1,879

More Top Rankings

Starting today we added new Top Rankings which can be found here in the Ranking Page

1. True Patriots - based on True Patriot Damage. Ranking is updated once an hour;

2. Super Soldiers - based on Strength. Ranking is updated once an hour;

3. Overall - general ranking for Citizens , Parties , Newspapers , Military Units , True Patriots , Super Soldiers , from all over the world.


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Day 1,856

Media Improvements

Starting Day 1854 we made some small media improvements for article comments :

1. We've increased the character limit for comments from 500 to 2000;

2. Now you can see only 50 comments per page, instead of 100.


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