Rise of the Generals

Day 1,422, 19:29 Published in USA Ireland by Fitisin

Assuming the changes to Military Units (MU) are semi-permanent, these revisions to the game mechanics of eRepublik will have a profound and lasting impact.


Military Unit Commanders are the new "elite" of eRepublik

Prior to this change, MUs were simply a directory of those members of a militia or national military group, ranked by the game mechanics using the number of opponents "defeated" in a 24-hour period.

Setting aside the fact that ranking MU's by number of "kills" rather than damage dealt doesn't reflect the true strength of a unit; the ability for an MU commander to set a reward for its members of 100 wellness and a bazooka marks the period in eRepublik history that commanding a powerful MU makes a player more important to the game play than even, say, a Country President.

Consider this...

SGTRock the Commander of SEAL Team 6 commands a force of 135 players that include:

--1 God of War
--22 "Force" Class players
--39 "Marshal" Class players
--23 "General" Class players

And a host of Officer and enlisted-ranked players. He commands with a click of a button millions upon millions in damage a day. Why?

Every member of ST6 and the less powerful MU's would have to be out of their mind not to fight on the battlefield selected as the Campaign of the Day if they want to keep pace with their peers in the game.

Yes, the Country Presidents have a bully pulpit, can select a Campaign of the Day for the nation's two-clickers...but there's no personal incentive to fight there, outside of eNational pride and team spirit.

For better or worse, the Admins have provided a tool that changes everything.

I'm a bit of a history buff, and this reminds me of reading about the Roman Republic when the commanders of Legions became politically influential because their soldiers' allegiance was to their Legion, not the Roman Consul and Senate.


These guys are following the guy in the chariot...because he gives them energy bars and bazookas when they behave, and he's bathed recently - so he must be important.

I see a time in the not too distant future where enterprising MU commanders that have worked to organize their soldiers, and their soldiers' factories and farms, into efficient fighting machines where the players receive immediate reward for fighting where their Commander directs them to.

I see a time where alliances of Military Units supercede national Alliances like EDEN, Terra and ONE.

Imagine if SgtRock of Seal Team Six, Kolv1K (Commander of the JCS-US Army, Frojla (Commander of Croatia's BSD), HisAirness (Commander of the eUS Marine Corps), p0luks (Commander of Slovenia's Profesionalna vojska eSlovenije) or others just got together and decided...you know...hey, let's wipe [Country name here].

An alliance between military units could take on any country's CP, wipe said country, ending that player's Presidency.


Oh noes! We've upset the Generals!

Just as interesting is the prospect of player-exchange alliances between MU's.

Let's assume you can kill 50 enemies or more in a day. You can be in MU #1 in the morning, get your reward, then resign and become a recruit in MU #2.

The game mechanics require you to make 25 kills before you can become a member, see the regiment feed...however if your 25 kills as a recruit are on the same battlefield as that MU's Campaign of the Day...they count towards that and you can earn a second energy bar and bazooka.

So...if you are, ahem, the leader of a Military Unit or a group of MU's and you're not reaching out to the leaders of foreign MU's to create an alliance...you're missing an extraordinary opportunity to change this game and create more than a little mayhem.

Mayhem can be fun.