Mirror mirror on the wall,
Who is the most resourceful of them all?
As you might know, we asked your opinions about shuffling the resources on the Forum in December. As some of you noted, a random shuffle of the resources could end up so that some countries get a significant advantage over others purely out of good luck. We believe that good luck has to be earned!
In Resource Wars event countries will have a chance to win resources for their historical (core) regions. The resources of the New World will be re-distributed based on the country's military performance and diplomatic efforts during the event.
Each country will be able to select and prioritize resources they want for each of the country’s historical (core) regions. The responsibility of the selection will fall on the shoulders of the President.
Selection itself is not enough, as the country also has to win the resource. There is a limited amount of resources available (the list can be found at the bottom of this post), so careful planning and good strategic decisions are required if you are to succeed in the future.
Starting now, and during the Resource Wars event, countries will be able to choose the resources they’d like to have on their historical (core) regions (with the exception of the historical capital region). The President will arrange the resources in the order of importance, so the one they want the most comes first et cetera. The selection will be done by the President on a special page under the My Country menu. The page can be viewed by everyone. While the President is technically fully in charge of the selection, it’s obviously recommended to discuss and plan the selection carefully with the government, Congress and allies of the country.
All the historical capitals of all countries will have a food resource which cannot be changed. The resource for all historical capitals will be Fish, as it’s the most common resource of the New World.
All the historical (core) regions are listed on the selection page, and have a default selection based on the rarity of the resource. The President will be able to change the selection at any point during the event. Resources which were already won with Resource Tokens during the event cannot be changed afterwards.
When the country gets its first Resource Token (read more about how below), it will be assigned to the first region picked by the President. The first resource picked by the President on the list will be selected, assuming it’s still available. If the resource is no longer available (all of them were taken by other countries already), the second resource on the list will be picked and so on.
President’s view of the selection screen. On this example, 2 Resource Tokens were used by Portugal on Azores and Algarve. The next region on the list is Lisboa and the first priority as a resource is set to be Grain.
How can a country gain resources?
In short, there are 3 ways to gain resources:
1. Country wins a Resource Token from a campaign and it’s used for a region according to the list made by the President
2. Country receives a Resource Token as a donation from another country which already had new resources on all of their regions
3. Country spends Event Points to bid for a Resource Token in a Bidding Phase at the end of Resource Wars
The final way to get resources is after the event ends, during the Bidding Phase. When all the Resource Tokens and Event Points have been spent, the remaining resources will be distributed to the remaining regions. The country with the lowest amount of Country Power will get the first picks, and this will be continued until every region has a resource.
The amount of regions and resources is unchanged, so no region will be left without a resource.
Resource Tokens are used to obtain a resource to one of the historical (core) regions of the country. When a country gains a Resource Token, it’s automatically used on the first prioritized region in the list made by the President. If resources have already been assigned to all the regions of the country, the President has the possibility to donate a Resource Token to another country.
Resource Tokens are gained by winning a campaign in a direct fight between 2 countries. Defending a Resistance War won’t give either of the countries Resource Tokens, but liberating a region in a Resistance War does give one for the country which liberated a region. Airstrikes are counted as normal campaigns so the winner will get a Resource Token.
1. France liberates a region from Serbian occupation in a Resistance War. France gets 1 Resource Token.
2. France fails to liberate a region from Serbian occupation in a Resistance War. Neither side gets Resource Tokens.
3. Bulgaria attacks a Hungarian region and loses the campaign 80-96. Hungary gets a Resource Token, as they won the campaign.
Resource Tokens are used automatically the moment one is received. They are used according to the list prepared by the President. The only exception to this is when the country already has all resources for all regions. In this case, the Resource Tokens are kept and can later be donated to another country by the President. When a Resource Token is donated to another country, it will automatically be spent according to the priorities set by the President of the receiving country.
Event Points are received when a side loses a campaign in a direct battle between two countries, or successfully defends a Resistance War. 1 Campaign Point equals 1 Event Point. A campaign ends when one side reaches 94 Campaign Points.
Event Points can be spent at the end of the event (see schedule below) to bid for Resource Tokens in the Bidding Phase.
Event Points cannot be transferred to another country.
The Bidding Phase happens at the end of the main event, so more information will follow later. Here’s the basic idea explained:
At the end of the event, countries which didn’t get enough Resource Tokens to secure their selections for the historical (core) regions can spend Event Points to bid for resources on specific regions. If two countries bid the same amount of Event Points on their regions, the order will be determined by the Country Power. The country with less Country Power will have a priority.
The bidding is done for regions, not for a specific resource. For example, USA can bid 50 EP on Alaska, 25 EP on Texas and 25 EP on South Carolina. If a smaller country with less Country Power also bids 25 EP on some regions, they will receive a resource according to their list before USA.
Day 2,621 07:00 eRepublik time - The specifications of Resource Wars are published and countries can start preparing their lists.
Day 2,625 00:00 eRepublik time - Resource Wars event starts and campaigns started after this moment will award Resource Tokens and Event Points.
Day 2,638 23:59 eRepublik time - Resource Wars event stops. Campaigns ending after this moment won’t award Resource Tokens or Event Points.
Day 2,639 0:00 eRepublik time - The Bidding Phase starts and lasts for 2 days.
Day 2,640 23:59 eRepublik time - The Bidding Phase ends.
Day 2,640 - Remaining resources are assigned to remaining regions.
Day 2,642 - The latest possible day when the new resources are added.
Please notice that the schedule, especially towards the end, is subject to changes. Stay tuned for updates!
The list of resources
The amount of resources will remain the same. Here is the list of industries and the amount of resources available:
- Deer, 29
- Grain, 53
- Cattle, 67
- Fruits, 80
- Fish, 84 (please notice that 74 will go to historical capitals of countries, so only 10 can be won in Resource Wars)
- Rubber, 17
- Saltpeter, 25
- Oil, 30
- Aluminium, 39
- Iron, 53
- Granite, 7
- Limestone, 14
- Clay, 21
- Wood, 23
- Sand, 32
Questions & Answers
Q: All the core regions of my country are currently occupied. Does my President still get to choose the resources for these regions?
A: Yes! All the resources for the regions are picked by the original owner country’s President, no matter who currently has control over the regions.
Q: If a President doesn’t select any resources for any regions, what will happen?
A: In this case, the default selection will apply.
Q: My country has all the resources already, and it has some extra Resource Tokens. However, we’re feeling selfish and we don’t want to help anyone. Are we forced to donate them?
A: No, the country is not forced to donate Resource Tokens.
For questions, comments and feedback, please visit the Forum. We will keep the Q&A section updated according to your questions!
As we prepare to pass another incredible milestone, we are grateful to all the Citizens who shaped the New World for 5,000 days.
This landmark is no doubt the achievement of the heroes who won battles, the leaders who managed to rally communities behind them, the writers who documented history, and, last but not least, all the Citizens who contributed to eRepublik without being in the spotlight.
It is certainly a time of celebration and we’re releasing a special batch of anniversary missions (available until Day 5003 23:59:59) that commemorate some of the most exciting mechanics of eRepublik’s past. Complete missions to win thousands of Ice Creams* and collect a dedicated decoration to mark the event. Don’t forget to check the Shop for some complementary Ice Creams that you can claim on this special day.
It is also a time for change, as we hope to offer many more exciting moments to the current and future Citizens in the next 5000 days.
Air battles in Every Round
Campaigns starting after day 5,001 00:00, will offer a battle zone dedicated to aviators in every round.
- The winner of a Sky Hero medal will receive 10 Gold as a reward.
- An aircraft battle will give 7 campaign points to the winning side.
- An epic aircraft battle will give 14 points to the winning side and 20 Gold to the Sky Heroes.
- A total of 150 campaign points will be required for winning a campaign in war.
Introducing Fuel in Deployments
Starting day 5,004, Fuel will be needed by vehicles in order to join a battlezone.
- If available, a Fuel unit will be used on the first deployment in a new battlezone.
- Every Citizen will start with a pool of 70 Fuel units.
- The Fuel pool replenishes to 70 units weekly, every Tuesday at day change (00:00).
- Extra Fuel can be acquired in the Gold store. Keep in mind that the price of Fuel in the shop starts at 1 Gold and increases with every purchase. The Fuel acquired and not used during the week does not carry on to the next one. The price of Fuel also resets weekly.
As always, you can offer feedback on Discord or on the eRepublik Forum.
Thank you for being part of our journey and thank you for letting eRepublik be a part of yours.
*Ice Creams expire on day 5,015 at 23:59
Starting tomorrow, Day 4,931, we’re saying goodbye to the “Eat” button that has played an important role in the e-life of Citizens all these years.
Citizens will be able to recover Energy from Food automatically without having to use some button and thus properly benefit from larger Energy Pools.
This feature will be available to all players and will replace the old “Eat” mechanic.
Based on your energy Recovery Rate, your Recoverable Energy will be automatically converted into Energy provided you have the required Food in your Inventory.
Automatic recovery stops when you do not have enough Food in your inventory or when your Energy Pool is full.
Food will be used provided you have at least 20 Energy to recover so no food gets wasted in the process.
Energy Bars and other Energy Items
Adding Energy to your pool by using Energy bars and similar energy items is still possible via a new interface that provides more information about the energy pool and the recovery rate.
The Energy Pool
Before the update, everyone had two Energy Pools: one visible and one hidden behind the “Recover Energy” button tooltip. Energy recovery would *stop* after the hidden one was filled, creating the need to “Recover Energy” as a regular burden.
With this update we’re aiming to remove that burden.
Both Energy Pools will be merged into one, thus doubling the amount of Energy it can store without the need to press “Recover Energy” to transfer from one pool to the other.
Before and after:
Houses, Energy Centers and other Special Buildings
Houses, Energy Centers and all other Special Buildings will have their Energy Pool bonuses doubled in order to align with the new Energy Pool.
As always, you can offer feedback on Discord or on the eRepublik Forum.
1. How many resources can a country with 1, 2 or 3 original regions have?
A country with a single region can get up to 4 resources in its original region.
A country with 2 original regions can get up to 8 resources (4 in each region).
A country with 3 or more regions can get up to 10 resources, but not more than 4 in each region.
2. What happens to the current resources of the regions?
The current resources will disappear at the end of the event and the new resources will be added on the map.
3. What happens to Resource Concessions?
When the new resources are added on the Map all existing Resource Concessions will be removed.
4. Does placing a very rare resource affect the placement of a rare resource of the same industry?
No, placing a very rare resource will only prohibit the placement of a similar very rare resource within its specific radius.
A region can have both rare and very rare resources of the same industry.
Example: Rubber blocks Rubber, Grain blocks Grain etc.
5. Can a country have more resources of the same type (industry and rarity)?
Yes, but they need to be placed in different regions (i.e.: one region cannot have 2 Fish resources)
6. Does the area of the region matter for rare and very rare resources?
No, the size of the region does not matter.
7. Will we be able to upgrade aircraft weapons companies?
Yes, once the new resource distribution will be available.
8. How many relocation tokens do I need to move a company?
You need one relocation token per company quality, no matter the distance. (i.e. a Q7 company will require 7 tokens. Raw production facilities will require 1 token).
9. How does the prioritization affect the picked resource?
If 2 or more of the resources available in the resource pool are selected for a region when a token is won the region will get the resource with the highest priority.
We are now displaying the priority explicitly on the resource assignment screen.
Please review your current selection!
Example: A region has Cattle with priority 1 and Fruits with priority 2.
Case 1: If the resource pool has both Cattle and Fruits available, Cattle will be selected.
Case 2: If the resource pool only has Fruits available, Fruits will be selected.
10. Will the domination points be added live or just after the end of the round?
The domination points are added live
After a long hiatus, we’re happy to announce the reintroduction of Combat Orders. Military units will be able once again to devise clever strategies to hold the wall in life or death battles and soldiers will be able to profit by harvesting bounties.
Combat orders as a soldier
Combat orders are only available in Deployment Mode. Whenever combat orders are available on a battlefield, deployments will automatically collect currency based on the influence they add to the wall. If more than one combat order is available the deployment will collect the bounty from the best one available in terms of reward per influence.
The current combat orders are displayed in a new tab in the battle console including bounty, status, domination threshold and budget rating (in terms of how much influence it will cover).
The amount of bounty collected for each deploy can be seen in the deploy report. The total amount of bounty collected in a battle is also available in the Combat Orders tab.
Using Bombs, Rockets and other Special Weapons will also yield Combat Orders payments. Guerilla matches and classic fights will not qualify for combat order rewards.
Just as a reminder, Influence varies with the military rank and is subject to various modifiers such as Region Determination or Natural Enemy status.
In a battle that has x3 Determination, an Aircraft Rank of Flight Lieutenant*** (50% of Damage converts to Wall Influence) deploys 100 damage.
Total influence added to wall: 150 (100 * 0.5 * 3)
Combat Orders as a Military Unit Leader
Commanders will be able to access the Combat order section of the Military Units Hub. This section contains several filters that allow them to create Combat Orders:
Set the campaign, the side, and the division the order is active for. You can only set one Combat Order per campaign per division.
The Combat Order will be available on all the terrains of the division (or sectors in air battles) but will activate based on the domination value of their respective walls.
Considering the variation in influence between standard and specific terrains, commanders will not only need to adapt their strategies and bounties depending on what they are aiming for but also monitor permanently the evolution of the walls if they want to optimize their spending.
Price per influence:
Set how much you are willing to reward 1,000,000 influence.
Threshold for the Combat Order to become unavailable. The order will automatically become available if the domination falls under the specified value again. NOTE: this refers to the domination as seen from the perspective of the side you are supporting.
Combat Order budget:
The amount of money you allocate to fund the Combat Order. The value is automatically credited from the Military Unit’s account.
When adding funding to a Combat Order, a 10% tax will be levied in order to discourage spam or misleading Combat Orders.
Canceling a combat order will result in the unused budget to be returned to the Military Unit account but the collected tax will not be refunded. Therefore commanders should carefully plan their resource allocation to avoid burning currency on the tax.
The currency collected via this tax will be removed from the economy.
Setting a new Combat Order of 10,000 Currency will be subjected to a Tax of 1,000 Currency. The effective Combat Order budget will be 9,000 Currency and a total of 10,000 Currency will be subtracted from the Military Unit’s account.
Updating a Combat Order’s budget from 10,000 to 11,000 Currency (+1000) will be subjected to a Tax of 100 Currency. The effective Combat Order budget will be 10,900 Currency and a total of 1,000 Currency will be subtracted from the Military Unit’s account.
Canceling the Combat Order will credit back the Military Unit account with 10,900 Currency.
As always, you can offer feedback on Discord or on the eRepublik Forum.
Terrains & Attack strategy
Terrains attack strategy is selected by the country attacking the region (the resistance force is considered the attacker for resistance wars). Officials have access to the strategy panel from the campaign map (for both current and past campaigns).
During a round, all 4 ground divisions will fight on the same 2 terrains. The next round will be fought on the next terrains defined in the strategy.
A valid terrain strategy must include all the terrains available. Terrain strategies can be set as default (used to determine the first 2 terrains), or changed for a campaign in progress(for future rounds).
Air battlezones do not have specific terrains.
Attack strategy: Industrial, Urban, Suburbs, Airport, Wasteland, Mountain, Beach, Swamp, Hills, Jungle, Forest, Desert, Plain, Mud
Terrains used for all ground divisions:
Round 1: Industrial & Urban
Round 2: Suburbs & Airport
Round 3: Wasteland & Mountain
Round 4: Beach & Swamp
Round 5: Hills & Jungle
Round 6: Forest & Desert
Round 7: Plain & Mud
Round 8: Industrial & Urban (repeat)
Fighting in terrains
The country-specific Legend Bonus (10% per level) will not be available when fighting in terrains (military rank points gain will be impacted as well).
Only Deploy mode will be available for fighting in terrains.
Max hit mechanics for terrains will be based on the skill of the terrain and not on the total strength.
As bomb damage is not dependent on strength, they will keep their regular values regardless of the terrain type.
Citizens will not be able to fight in non-native division’s terrains if they don’t have an active Maverick Pack enhancement.
True Patriot medal progress on terrains will be based on the terrain skill.
The battlezone that has the highest cumulative damage (attacker and defender) for a division, will gain epic status (2 prestige points per 10 energy spent). Along with it, the other 2 battlezones of that division will also gain the epic status. This applies to Air sectors as well.
Ground Battlezones can also achieve epic status via the regular mechanics, by surpassing the epic threshold (the other 2 battlezones will also gain epic status in this case).
- Division 1 - Standard of Battle X has the highest damage of all Division 1 battlezones in progress.
All Division 1 battlezones of Battle X (Standard, Terrain A and Terrain B) become Epic.
- Division 1 - Standard of Battle Z becomes the battlezone with the highest damage. All Division 1 battlezones of Battle Z (Standard, Terrain C and Terrain D) become Epic. Division 1 of battle X loses epic status for all battle zones (Standard, Terrain A and Terrain B).
We’re making a couple of changes to eRepublik with the intent to address some mechanics which have become obsolete over time and to better emulate the real world.
Cost of Travel
Starting Day 4,605 [00:00], the cost of traveling will no longer be based on travel zones, but on the actual distance (in km) between cities.
The base travel cost will be 10 units of currency per 100 kilometers. When traveling with currency, a minimum cost of 20 currency will be deducted, even if the distance is shorter than 200km.
Travel tickets will allow distances based on their quality, each quality providing 1000km of travel range. Multiple tickets will be used if necessary.
In order for the citizens to adapt their economic strategy to this change, all ticket offers have been withdrawn from the market and the tickets have been returned to the citizens’ inventories.
Travel range of tickets:
Q1 Tickets: 1000 km
Q2 Tickets: 2000 km
Q3 Tickets: 3000 km
Q4 Tickets: 4000 km
Q5 Tickets: 5000 km
Example: Traveling from Lombardy to Kirde-Eesti: 2,001 Km
2x Q1 Travel Tickets OR
1x Q2 Travel Tickets OR
1x Q3 Travel Tickets OR
1x Q4 Travel Tickets OR
1x Q5 Travel Tickets OR
The other mechanics related to travel will remain unchanged.
Starting day 4,606 [00:00], Resistance Wars will be added to the battle queue of the region once the number of supporters is gathered, and it will start unless the region returns to the original owner.
Citizens will now be able to support a Resistance War in any region if at least 24 hours have passed since the original owner has lost control over it.
Region X of country A is under occupation by country B.
The resistance force of country A gathers the required supporters.
The resistance force will be added to the queue.
Country B has an ongoing battle with Country C in Region X.
After the battle between B and C is finished, a new battle will start opposing the resistance force and the winner of the previous battle.
Country B has an ongoing battle with Country A, the original owner in Region X.
If Country B wins the battle, a new battle will start between the resistance force and Country B.
If Country A wins the battle the resistance force will disband and the resistance war will close.
The other mechanics related to Resistance Wars remain unchanged.
As usual, we'd love to hear your feedback on Discord or on the eRepublik Forum.
Starting day 4,565 a number of changes will be applied to the Game Tokens Market.
When adding an offer on the market the seller now has the ability to choose markets where his offer will be listed.
Using the market filters the seller now has the ability to target a country or an alliance with his offer.
This enables sellers to only give access to their offers to allied citizenship players and cut supply lines to foes.
Offers previously posted have a global reach.
With the same strategy in mind, the nationality of the Citizens is now displayed next to the offers on the market.
New limits are now in place when purchasing and using tokens:
1. Citizens can spend tokens to purchase packs from the shop with the value of up to 500 tokens per day.
2. Citizens can use currency to purchase tokens depending on their Military Rank levels. Each day a citizen can purchase tokens up to the sum of their Ground and Air Military Ranks.
Example: If a citizen has a Ground Military Rank of Titan (Rank Level 66) and an Aircraft Military Rank of Flight Lieutenant (Rank Level 26) he will be able to purchase up to 92 (66+26) tokens per day.
You can find the ranks and levels for the Military Ranks and the Aircraft Ranks on our wiki.
As we’re completing the 12th year of eRepublik’s amazing journey together our sincere thanks goes out to all of You for making this possible.
We take huge pride in our players and volunteers, it is your passion, dedication and sometimes resilience that made eRepublik a unique gaming universe. However, we are even more proud of being able to help you forge friendships that went way past the eWorld boundaries into the real world.
This year we're changing the routine and adding a pinch of strategy: lots of gifts are spread around the world and you'll be the one to decide what you will be going for.
In order to claim the gifts, you will need to unlock the location that holds them on the special event map. Depending on the location you choose you’ll have to wait between 1 to 8 hours to complete the unlock.
After you unlock a gift, you'll need to prove yourself a worthy citizen who does a little bit more than just logging in. During the event, the energy consumed and traveled distance will be logged, and a bit of each will be deducted when claiming a gift.
You can also use your currency to speed up your unlocks or recover some lost time.
You can add up to 3 locations in the unlock queue until day 4,390 [27 Nov 2019 23:59:59].
At the beginning of the event you’ll be able to pick to unlock any location as your starting point. Once your first location is unlocked, you'll only be able to choose from the locations which are directly linked to it. Use the 6 hours remaining to the start of the event to plan your path wisely.
A gift in an unlocked location can be claimed at any time until Day 4,391 [28 nov 2019 23:59:59], provided you have the required traveled kilometers and consumed energy. Kilometers and energy are counted starting Day 4,383 [20 Nov 2019 00:00:00] until Day 4,390 [27 Nov 2019 23:59:59]
Thank you !
Some clarifications based on your questions:
A player does not need to move in the location of the gift to start the unlock or to claim the reward.
The energy consumed and distance traveled acts as an event currency and is used when claiming the gift (once the location was unlocked). IE: if a player has accumulated 1000 energy consumed and 1000 km and the claim requirement is 500 energy and 1000 km, he will be able to claim the gift and will be left with 500 energy and 0 km in his pool. If the requirement is 1500 km he will need to travel some more.
The gifts are not unique hence a player can get multiple gifts of the same type. Energy recovery is cumulative, getting 2 of them will increase your recovery rate by +10 each time.
Unlocking a location will give access to all the locations linked to it permanently. You cannot be stuck as you always have a location to unlock. Ie if someone unlocks London first, Paris and Edinburgh become available. After unlocking Edinburgh, Paris is still available as a valid pick.
You can choose any location as your first unlock but you will need to wait the required unlock time.
Are you dying to have fun this Halloween?
All Hallows' Eve is right around the corner so to celebrate we have prepared a very special Weekly Spooky Challenge. No need for you to go trick or treating from door to door - you will get all sorts of treats for your efforts as you advance in the challenge.
A special new BOOster is introduced for the occasion: SHADOW FIGHTER!
When in need of extra damage while hunting that elusive medal or while conquering the last stronghold of the enemy a friendly spirit will give you a hand by doubling your damage.
The Shadow Fighter boosters are up for grabs during the special Weekly Challenge together with those delicious Pumpkins.
The booster can be activated for your current side and division in a battle and lasts until the end of the round. While active, it doubles the damage dealt when you fight or start a deployment, but not when using Bombs.
The ghost damage coming from the Shadow Fighter is not added to the citizen True Patriot progress nor their military rank.
You can have more than one booster active simultaneously in different division battles (rounds).
The fang-tastic news don’t stop here: during the Halloween weekend, squash your enemies on the Battlefield and prove you’re among the very best, because in every battle, the Top 6 Citizens from each side (ranked by damage dealt) will receive Pumpkins based on their effort.
Let’s have some skele-fun!
PS: Shadow Boosters and Pumpkins will expire after the eRepublik’s 12th birthday, on Day 4,387 at 23:59.
TL;DR: New Booster that doubles your damage. Lasts one round. No True Patriot/Rank Bonuses. Pumpkins. Rewards for Top Damage in Battles.
We’re updating the fight system on the web version to match the Deployment mechanic on the mobile version.
The deploy allows Citizens to choose the amount of resources (weapons and energy) they want to spend on the battlefield and just enjoy the fight without the tedious clicking.
For a limited time, the deploy feature will run in parallel with the classic fight system, so we can iron out any bugs and usability issues that might occur. You can switch between “Classic Fight” and “Deploy Mode” while on the battlefield page.
In the deployment preparation phase you need to select your weapons (1) and the energy to fight with (either by using the slider (2), typing in the energy amount or using the shortcuts Food & Max).
Starting a Deployment (3) will commit the selected resources (Food, Weapons, Energy Bars etc) and they will no longer appear in your inventory.
During the deployment, your resources will be gradually consumed to deal damage over time. As the deploy is in progress, your Citizen will fight either until the deploy is finished or the Citizen cancels the deploy (even if the Citizen leaves the battle page or closes the browser). In case the deployment has been cancelled earlier (either by the Citizen or because of an external factor, like a battle ending), any unused resources will be returned back to the storage.
You can only deploy in one battle at a given time.
While you are Deployed you can activate boosters but you cannot travel, eat, fight or use any bombs.
The duration of a Deployment depends on the total amount of energy committed.
Any energy gained from level-ups will automatically be added and consumed (before other energy items committed, such as energy bars) in the Deployment.
At the end of the Deployment, you will receive a Deployment Report and all unspent resources will be added back in your inventory.
Puzzle Captcha & Wall Influence of new accounts
As part of our efforts to ensure a fair gaming environment for all Citizens, we will also be testing a new anti-script protection together with the deploy.
New accounts will gradually be able to convert their damage into influence, as they gain military ranks (progress is available on the respective wiki pages: wiki.erepublik.com/index.php/Aircraft_rank and wiki.erepublik.com/index.php/Military_rank).
As usual, we'd love to hear your feedback on Discord or on the eRepublik Forum.