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This is the Algorithm page for Shattered World. Here you can determined how battles and wars will be won by which side.

There are numerous factors that can determined if a conflict is won or not. These factors fall under several categories. They are; Demographics, Economy, Geography, Government, Technology and Military.

Each category has different factors, some influence greatly, some not so much. Each category and factor will have description describing what they are and how they influence a battle.

The algorithm is based off a point system, where having more war points then the enemy allows you to get a victory.

For algorithm results, go here: Shattered World Revived Algorithm Results

Demographics Edit

This is the demographics category. It holds the factor of population, happiness and support for a war. These factors are very important, for if these factors are low it could result in a revolt or coup against your current government.

Population

This is based off how many people live in your entire country. Every 100,000 people living in your country gives you +0.01 war points. It is therefore advised to have a large population. However, a large population will also influence other factors, such as budgets that affect the population and taxing. A large population allows you to have a large manpower pool, allowing you to recruit a larger army. The population of a country changes based off social services, happiness and influence. Your population is divided evenly among states.

Population Change

Population change does not the algorithm, but the amount of people you gain (or lose) per year. There are four statistics that affect population, they are births, deaths, immigration and emigration. Births is the amount of people born every year. Deaths is the amount of people that die every year. Immigration is the amount of people that move to your country every year. Emigration is the amount of people that emigrate out of a country every year. When the game begins, there will be an average of 17,000 births per million per year, 8,000 deaths per million per year, 10,000 immigrants per million per year and 4,000 emigrants per million per year. This will result in a total population gain of 15,000 people per million per year. Note: This data is ONLY for PLAYER-led countries. However, this data can change based off numerous factors, such as influence, healthcare, taxation and government type.

Urbanization

This is based off how much of your population lives in a urban area. For every 100,000 people that live in a city, you get +0.01 war points. People in urban area are better since there closer social services, factories that make goods and (usually) large transport hubs or military bases. For player countries, 20,000 people per million per year will move to a city and your current urbanize population is 50% of the population and new immigration/births is the same thing.

Happiness

Having a large happiness is good, as it means the population are less likely to revolt and willingness to support the war effort. Every 1% of your population that is happy gives you +0.1 war points, so if your happiness is 76% you get 7.6 extra war points to a maximum of 10. If your happiness is below 60%, you get minor protests, below 50%, large protests and small riots in cities of more then 5 million people, below 40% riots break out in large towns and cities and below 33% you revolts and below 25% a full-blown revolution. Winning a war, powerful economy, lots of propaganda, or being a very powerful country helps your happiness. So does well-funded healthcare, education, culture, social services and welfare. Losing a war, high debt, becoming a very weak country, or having a destroyed economy hurts your happiness. So does under-funded healthcare, education, social services and and high taxes. When the game begins, everybody has a happiness of 80%. To see happiness factors, go here:

War Support

War support is how much the population is willing to support you in a war. A high war support means you will be supported by the population, a low war support means the population could revolt against you. Every 1% of your population that supports your war gives you +0.1 war points, so if your war support is 76% you get 7.6 extra war points to a maximum of 10. Winning a war, having a large military, having a industrial, technological or geographic advantage over the enemy or lots of propaganda can also help you with your war support. Losing a war, having a lot of debt, having a weak military or the enemy having a industrial, technological or geographic advantage over you will hurt your war support. Certain casus belli's also hurts or helps your war support. For war support factors, go here:

Economy Edit

This is the economy category. It holds the factors of industry, income, taxation and debt. These factors are very important, for if these factors are low or in the case of debt, high, it could result in your government going bankrupt or collapsing. It also influences other factors, such as happiness and military spending.

Industry

Industry is how many materials your factories can make. For every 10 factories you have, you get +0.01 war points. Factories also benefit your income, for every factory you own it adds a $100 million to your income. However, they cost $50 million to build and 25,000 tons of industrial goods and metal ore and a 1,000 people. They also take a year to build, meaning you only there benefits next turn. Each factory is also in a special type of "Industry", such as steel, agriculture and oil. Population, the military and other factories consume resources. If you have an excess of resources you can sell it on the World Market or other countries for money or other resources. With countries, you can even traded it for military units. You can also buy stuff from the world market. The base amount of factories you have (the amount of factories you have at the start of the game) is based off your GDP. The calculation is GDP/100 Million. So if your beginning GDP is $45 Billion, you get 450 factories. The goods that factories produce are divided equally at the beginning of the game as wells location equally among states. However, when saying your build factories you specify what goods that your factory is making. Each type of factory in each industry also has a unique name, such as "Farm" or "Oil Refinery". If your happiness is below 33%, your factories stop working unless if you have discovered Automated Working. Note: Your base factories do not count to your income.

Income

Income is how much money you earn per turn. For every $1 billion you earn, you get +0.01 war points. When you earn money, it goes to your budget. If your spending more money then you can make, your budget does not change but goes to your debt. Your income decided by numerous factors, such as how much you spend, how much you earn from taxation and factories and how much you earn from the world market. Your base income is based off your beginning GDP combine with taxes from your beginning population, which is 50% of your base GDP. So if your beginning GDP is 20$ Billion, then you earn 10$ Billion in GDP income, and if you earn 2$ Billion in taxes, you earn 12$ Billion in total income. If you build factories or have an excess of goods you choose to sell on the world market, you gain additional sources of income. If you win a war, you can also demand "War Reparations" in which they will pay you a certain amount for a certain amount of years. However other countries can do that to you too, hurting in your income. Your income also benefits your happiness to a maximum of 20%. For every 1$ billion, you get +0.01% happiness.

Taxation

Taxation does not affect the war algorithm, but instead affects how much money you earn from the population. There are five levels of taxation you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Level 1 taxation will give you 1$ Billion per million people and +5% Happiness and +5% Immigration. Level 2 taxation will give you 2$ Billion per million people and +2.5% Happiness and +2.5% Immigration. Level 3 taxation will give you 3$ Billion per million people and no happiness or immigration changes. Level 4 taxation will give you 4$ Billion per million people and -2.5% Happiness and +2.5% Emigration. Level 5 taxation will give you 5$ Billion per million people and -5% Happiness and +5% Emigration. This means your country of 40 million people and you choose Level 3 taxation you get an additional 120$ billion. All countries start with Level 3 taxation.

Debt

Debt is how much money you owe to a country or a bank. For every 1$ Billion in debt, you lose 0.01 war points and -0.01% happiness. If your spending more money then you can make, the money that your revenues do not cover go to debt. There is two types of debt, spending debt and loan debt. Spending debt is the expenditures that are not cover and thus, is debt. Loan debt is money you take out from a bank or a country and you promise to repay with interest in a set amount of time. If you fail to pay your loan back, one of two things will happen, the loaner will take the amount of money you took from including interest from your budget and, if you do not have enough money you 100% of your income is completely focused on paying that loan back. If you have multiple loans you have failed to pay, then your income to the first you one fail to pay. get -10% happiness, a damaged diplomatic reputation, cannot take out loans for the next five years and you lose 0.01 war points for every 1$ Billion you failed to pay. You can also provide other countries with loans too if you have extra money.

Geography Edit

This is the geography category. It holds the factors of weather, climate, location and distance. These factors can influence whether your chances of winning a battle or not.

Weather

The weather factor can be used to determined if you can win a battle. They are heavy rainfall, light rainfall, clear skies, very cloudy, cloudy, drought, snowing and heatwave. There also disasters, being flooding, hurricane, tornadoes, earthquakes, avalanches, sandstorms and fires. Tsunamis are not included due to early warning technologies. There is only a 10% chance of having disasters during a battle. Some of these disasters only occur in certain types of land, such as avalanches only in alpine regions. Heavy rainfall makes driving all land vehicles impossible except amphibious vehicles, thus not adding them to the battle count. Light rainfall just makes crossing rivers harder and gives the enemy a little bigger advantage of +3 war points instead of 2.5. Clear skies means there is no advantage or disadvantage to you or the enemy. Very cloudy means that air forces can not be used since it is to cloudy. Cloudy is the same as very cloudy, except it only reduce the amounts of war points produce by air power by 50%. Snowing causes infantry power to only be 50% and land vehicle power only 80%. Heatwaves cause infantry power to only be 50%. Certain areas are more likely to have certain types of weather, such as tundra more likely to have snowing. Flooding means that only amphibious vehicles and air units can be used. Hurricane is like flooding but only amphibious vehicles and naval units can be used. Tornadoes means that air units can't be used and land units are only 50% of there power. Earthquakes half the power of land units. Avalanches does the same thing as earthquakes except infantry units can't be used. Sandstorms is the same as avalanches but air units can't be used. Fires reduces the power of infantry by 50%. Some of the bonus and reductions can become obsolete by researching new technologies.

Location

The location is the geography of the battlefield. The geographies are alpine, urban, desert, jungle, grasslands, plains, woodlands, tundra, deltas and the ocean. Alpine, jungle, tundra and urban gives a 10% bonus to infantry and reduction to land vehicles. Desert is the exact opposite of alpine and urban giving a 10% bonus to land vehicles and reduction to infantry. Grasslands and plains gives no bonuses or reductions. Woodlands give a 5% bonus to infantry. Deltas gives a 10% bonus to amphibious vehicles and 10% reduction to all other land units. Only naval and aerial units can go in oceans.

Traveling

This is how you travel from one place to the other. Your war points are decided by what you have to cross in order to invade a country. It also decides how far a region your invading is from your country. If you have to invade by crossing a river, mountain range, through a desert, tundra or jungle then the enemy gets +2.5 war points and vice versa. If you invade across a sea or a large amount of land (For example, from France to Algeria) then the enemy gets 4 war points. If you invade across an ocean or a continent (For example, from France to America) then the enemy gets 10 war points. All of this is also vice versa. However, if you a military transit treaty, in a war together or an ally to the country that is close to the enemy then the enemy gets only bonuses on how far your "friend" is from the enemy. If you conduct a naval invasion, then the enemy gets +1 war point and +2.5 points if they constructed a naval wall and vice versa.

Government Edit

This is the government category. It shows your government types, social spending and policies and diplomacy. This category is important because influence your production, happiness, diplomacy and whether you be victorious in the battlefield.

Government Types Edit

There are many government types that fall under several categories; Democracies, Dictatorships, Monarchies, Communist and other. Each type has there advantages and (sometimes) disadvantages.

Democracies Edit

In a democracy, the citizens of a country votes on a leader, directly or indirectly. This government type gives mostly happiness, war support and increase population growth.

Direct Democracy

In a direct democracy, the citizens directly for their leaders. This government types gives +10% happiness, +5% war support and +10% immigration.

Representative Democracy

In a representative democracy, the citizens votes on officials who vote for there leaders. This government types gives the same bonuses as direct democracies.

Federation

A federation is a union of partially self-governing regions. This government types gives +15% happiness and +10% immigration.

Parliamentary Democracy

A parliamentary democracy is a democracy in which the executive branch has it powers by the legislative branch. This government types gives +12.5% happiness, +2.5% war support and +10% immigration.

Republic

A republic is a government in which the country as a public matter, not a private matter or the property of a ruler. This government types gives +10% happiness and +10% immigration.

Socialist

A socialist republic is a republic that has socialist ideals but is NOT communist and still a democracy. This government type gives +5% happiness and immigration, and makes healthcare and education have a 10% bonus.

Dictatorships Edit

A dictatorship is a government in which one political entity or leader controls the entire government. This government type gives mostly military bonuses and war support.

Fascism

A fascist is a government entirely controlled by a single person. In order to become the leader of a fascist government, you must be high in the ranks of the political party of the current leader and be eligible to become leader upon his death or he voluntaries retire. You can also become a leader of a fascist government by conducting a revolution or coup. This government type gives your military units +10% war points then normal, +10% war support +1 war point and +10% propaganda efficiency. However, you also get +10% emigration and -10% happiness.

Nationalism Socialism

A nationalist socialist is a form of fascism that also uses the idea that one ethnic group is scientifically the "Master Race" and all other ethnic groups are "Inferior" and some them even being "cleansed", which is killing off that certain ethnic group until the country is cleaned of them. This government type gives your military units +20% more war points then normal, +1 war point, +12.5% war support and +12.5% propaganda efficiency. However, you also get +12.5% emigration, -12.5% happiness and 20% deaths due to cleansing your population.

Puppet Dictatorships

A puppet dictatorships is a dictatorship that is installed by a foreign power. Examples include Cuba (1952-1959) and Hungary (1945-1988). This government gives your military units +10% more war points then normal, +10% war support and +10% propaganda efficiency. However you get -12.5% happiness and +10% emigration. Conducting acts that the foreign power that install you does not like can result you in being overthrown by the same foreign power.

Military Dictatorships

A military dictatorship is a dictatorship that uses the military of a country in order to gain power and enforce there powers. This government gives your military units +15% more war points then normal, +15% war support and +10% propaganda efficiency. However you get -10% happiness and +10% emigration. Also, if you have a small military or the military is underfunded, you risk a coup by the military or a uprising by the population.

One Party Dictatorships

A one party dictatorship is a government in which one party controls all aspects of life. This government gives your military units +5% more war points then normal, +10% war support and +12.5% propaganda efficiency. However, you get -5% happiness and +10% emigration.

Personality Dictatorships

A personality dictatorship is a dictatorship in which the entire state revolves around the ideal of a "Personality cult" around the leader. This government gives your military units +5% more war points then normal, +20% war support, +10% happiness and +20% propaganda efficiency. However, you gain -50% immigration. Beside nationalist socialist, your the least trusted government type internationally.

Monarchies Edit

A monarchy is a form of government that has a leader that represents the national identity and sovereignty of a country. Monarchies usually have royal families that lead the government. This type of government can have multiple types of bonuses.

Absolute Monarchies

An absolute monarchy is where the monarch has absolute power over the entire country. This government gives +10% war support but also gives -5% happiness.

Parliamentary Monarchies

A parliamentary monarchy is where the monarch has little to no power and a parliament with a prime minister. Usually parliamentary monarchies are democracies. This government type gives +10% happiness, +5% war support and +10% immigration.

Constitutional Monarchies

A constitutional monarchy is a monarchy but the monarchs power are limited by a constitution. This government type gives +5% happiness and +5% war support.

Elective Monarchies

A elective monarchy is a monarchy in which upon the monarch deaths, a group of nobles votes for the next monarch, instead of inheritance. This government type gives +2.5% happiness and +2.5% war support.

Communist Edit

Communism, in theory is a society in which all property is publicly owned and the wealth of the country is divided equally. However, real world communist nations are highly controversial, often using propaganda, fear and military force for there needs. This government type is focused mostly on production of goods and military force.

Stalinism

Stalinism is the means of governing a country by the policies of Stalin. This government type makes +20% production of industrial, agriculture and consumer goods, 10% war support and 10% propaganda efficiency. However, they have -10% happiness and +20% emigration.

Economic Communism

Economic communism is having the economy be free and open like a capitalist society but having the government be control by the communist party only. China is a very famous example of this. This government makes +10% production of all goods, +5% war support and +10% propaganda. However, they have -10% happiness and +10% emigration.

Traditional Communism

Traditional communism is a society in which all property is publicly owned and the wealth of the country is divided equally. This government type gives +10% happiness and +10% production of industrial and consumer goods.

Other Government Types Edit

These are government types not covered by the other categories.

Theocracy

A theocracy is a government type that is ruled by members of a religion in the name of a religious deity, such as God. This government gives +10% war support and +10% unit efficiency towards religious wars and +5% happiness (As long as the state religion is the majority religion) but also gives +10% emigration.

Corporate

A corporate government is a government by a corporation or another private entity. This government type gives an extra 10$ billion in income and makes taxes and factories gives 10% extra money but also gives +5% emigration and -5% happiness.

Horde

A horde is a group of "savages" that has one mission; to dominate the globe through military might. Hordes are also the only government type of rebels and factions in an anarchy country. This government type gives a 20% bonus to infantry and can recruit 40% of their population instead of 25% but technology costs twice as much.

Oligarchy

An oligarchy is a government in which all the power is hold by a few group of individuals. This government type gives +10% propaganda efficiency. However it gives -5% happiness.

Anarchy

You can not become an anarchy. However, shall you become an anarchy you need to request a foreign power's help or make yourself a faction in the anarchy. Anarchy has no immigration to the country and 5% of the population leaves the country every year to bordering countries or countries not far away. Deaths also triple.

Technocracy

A technocracy is a society control by elite experts in science and technology. This government type gives +20% research efficiency and makes researching funding and researching new technologies 10% cheaper.

Vassal/Colony

A vassal or a colony is a country controlled by another country. Vassals and colonies always join wars of there owner, sends 10% of there income to them and is always in alliance to them. However, they can declare wars of independence. Vassals and colonies have the bonuses of there owners.

Policies Edit

Policies are laws by the government that can be used to give bonuses. However, some of them also damage other things, such as happiness.

Demographic Edit

These are policies that are placed upon the population.

Rationing

-20% population consumption of metal ore, wood, consumer goods and agriculture. -10% happiness and war support.

Military Parades

+10% war support, costs an extra 500$ million a year per year.

Forced Urbanization

-10% happiness, people moved to urban areas 10% faster.

One Child Policy

-10% happiness and -50% births.

National Pride Day

+20% happiness, costs an extra 200$ million per million people per year (I. E. National for a country of 45 million, costs 9$ billion per year).

Curfew and Blackout

-10% happiness and -10% war support and -20% effectiveness of enemy bombers during bombing runs.

Economic Edit

These are policies placed upon the economy.

Total War Economy

-25% happiness, -10% war support, +20% production of industrial and armament goods and -20% cost of producing soldiers/units.

More Taxes

-20% happiness, taxes are 20% more efficient.

Nationalization of Industries

-10% happiness, factories are 10% more effective.

Five Year Plan

Factories cost only 40$ million and are 10% more effective

Money Printing

-10% happiness, get rids of 100$ billion of debt every year, lose 100$ billion in income

Government Edit

These are policies for the government and government funded programs.

Free Healthcare

+10% immigration, births and happiness, -10% deaths and health care costs 10% more, but is 10% more effective

Opened Borders

+20% immigration

Closed Borders

No immigrants or emigrants

Total Surveillance

-10% happiness, +1 war point, cost 1$ billion per million per year, no one can conduct covert operations against you.

Mandatory Education

+10% immigration and happiness, education cost 10% more, but is 10% more effective

The Highway Act

Transportation costs 10% more, but is 10% more effective

Electrical Rationing

-10% happiness but the population consumes 10% less electricity

Celebration of National Culture

+20% happiness, culture is 10% more effective but cost 250$ million per million per year

Diplomacy Edit

Policies focused on diplomacy.

More Vassals!

Collect 20% more from vassals and colonies

Joint Operations

Joint operations get +2 war points

Non-Non-Aggression Pacts

No penalty for invading countries with non-aggression pacts but AI countries will not sign non-aggression pacts with you.

Borrowing Your Tank

Purchased military equipment is 10% more effective and 10% cheaper.

Military Edit

Policies focused on the military. You can only change military policies every five years. Military policies cannot be declared in the first year of joining a war besides Scorched Earth.

Guerrilla Warfare

Halfs the technological of the enemy. For example, if the enemy has a technological advantage of 5 tech years (or +5 war points), then guerrilla warfare will make this only +2.5 war points.

Scorched Earth

The enemy units are 10% less effective and all factories occupied by the enemy are destroyed.

Trench Warfare

Fortifications are 10% more effective.

We rule the Waves!

Naval units are 10% more effective and +1 war point during naval battles or invasions from the sea. Note: You can only enact one of the following three policies; We rule the Waves, Death from the Heavens or This Land is Mine.

Death from the Heavens

Aerial units are 10% more effective. Note: You can only enact one of the following three policies; We rule the Waves, Death from the Heavens or This Land is Mine.

This Land is Mine

Land units are 10% more effective and +1 war point during battles on land. Note: You can only enact one of the following three policies; We rule the Waves, Death from the Heavens or This Land is Mine.

Sea of Men

Infantry units are 10% more effective, cost 10% less and you can recruit 33% of your population. Note: You can only enact one of the following two policies; Sea of Men or Lightning War

Lightning War

Land vehicles and aerial units are 10% more effective and cost 10% less. Note: You can only enact one of the following two policies; Sea of Men or Lightning War

Covert Operations

Covert Operations are 20% more likely to succeed.

Skynet

Robotic Infantry, Bipedal Armored Vehicles, Hover Attack Aircraft are 10% more efficient and cost 10% less.

Stockpile of Death

Nuclear and chemical weapons cost 20% less and are 10% more efficient.

Nature's Little Friend

Biological weapons cost 20% less and are 10% more efficient.

Safe and comfortable

Artillery are 10% more efficient and cost 10% less.

Defend the Motherland!

The military is 20% more efficient while fighting in the homeland or in a war in which a country declared war on the homeland, but the military is 10% less effective while fighting a war declared on another country. If both things happen at the same time, the entire policy is invalid until the end of one of these wars.

Funding Edit

This where you funded social policies, that can be used to increase happiness, population growth and war points.

Health Care

Health care influences the growth of the population and happiness. There are five levels of health care funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level also gives a certain amount of war points. Level 1 costs 1$ billion per million per year and gives +10% deaths, -10% happiness, +5% emigration and +1 war point. Level 2 costs 2$ billion per million per year and gives 5% deaths, -5% happiness, +2.5% emigration and gives +2 war points. Level 3 costs 3$ billion per million per year and gives +3 war points. Level 4 costs 4$ billion per million per year and gives +5% births, +5% happiness, +2.5% immigration and +4 war points. Level 5 costs 5$ billion per million per year and gives +10% births, +10% happiness, +5% immigration and +5 war points. All countries start with Level 3 health care.

Social Services

Social services are services provide by the government to the population. This includes fire, police, welfare and trash. There are five levels of social services funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level also gives a certain amount of war points. Level 1 costs 1$ billion per million per year and gives +5% deaths, -5% happiness, +5% emigration and +1 war point. Level 2 costs 2$ billion per million per year and gives +2.5% deaths, -2.5% happiness, +2.5% emigration and +2 war points. Level 3 costs 3$ billion per million per year and gives +3 war points. Level 4 costs 4$ billion per million per year and gives +2.5% happiness, +2.5% immigration and +4 war points. Level 5 costs 5$ billion per million per year and gives +5% happiness, +5% immigration and +5 war points. All countries start with Level 3 social services.

Education

Education is used to the educate the population and just an entire generation worth of a workforce. There are five levels of education funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level also gives a certain amount of war points. Level 1 costs 1$ billion per million per year and gives -10% happiness, +10% emigration and +1 war point. Level 2 costs 2$ billion per million per year and gives -5% happiness, +5% emigration and +2 war points. Level 3 costs 3$ billion per million per year and gives +3 war points. Level 4 costs 4$ billion per million per year and gives +5% happiness, +5% immigration and +4 war points. Level 5 costs 5$ billion per million per year and gives +10% happiness, +10% immigration and +5 war points. All countries start with Level 3 education.

Transportation

Transportation infrastructure is used to carry vehicles that transport goods, people and money to other cities and regions. They also help quicken the deployment of troops in the country, increasing there value. There are five levels of transportation funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level also gives a certain amount of war points. Level 1 costs 1$ billion per million per year and gives +1 war point. Level 2 costs 2$ billion per million per year and gives +2 war points. Level 3 costs 3$ billion per million per year and gives +3 war points. Level 4 costs 4$ billion per million per year and +4 war points. Level 5 costs 5$ billion per million per year and gives +5 war points. All countries start with Level 3 transportation.

Propaganda

Propaganda is used to persuade the population of the country to follow of there leaders. There are six levels of propaganda funding you can choose. They are; Level 0 (None), Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level also gives a certain amount of war points. Level 0 costs nothing but has no benefits either. Level 1 costs 1$ billion per million per year and gives +5% war support, +5% happiness and +1 war point. Level 2 costs 2$ billion per million per year and gives +10% war support, +10% happiness and +2 war points. Level 3 costs 3$ billion per million per year and gives +15% war support, +15% happiness and +3 war points. Level 4 costs 4$ billion per million per year and +20% war support, +20% happiness and +4 war points. Level 5 costs 5$ billion per million per year and gives +25% war support, +25% happiness and +5 war points. All countries start with Level 0 propaganda.

Culture

Culture is the national identity of the country and makes a citizens of proud of being who they are. There are five levels of culture funding you can choose. They are Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level also gives a certain amount of war points. Level 0 costs nothing but has no benefits either. Level 1 costs 1$ billion per million per year and gives +10% emigration, -10% happiness and +1 war point. Level 2 costs 2$ billion per million per year and gives +5% emigration, -5% happiness and +2 war points. Level 3 costs 3$ billion per million per year and gives +3 war points. Level 4 costs 4$ billion per million per year and +5% immigration, +5% happiness and +4 war points. Level 5 costs 10$ billion per million per year and gives +10% immigration, +10% happiness and +5 war points. All countries start with Level 3 culture.

Diplomatic Relations Edit

Diplomatic relations are the relations between you and other countries. This is can be used for war justifications, alliances and transit treaties.

Casus Bellis

Casus bellis are used to justified war against a country. There are multiple reasons that give different types of bonuses and penalties. The current casus bellis you can declare war for is; Trade war, restoration of the old country (available to Shattered nations and Korea only), declaration of independence, disloyal puppet, colony or vassal, colonial wars, conquest, religious war, government installing, intervention in anarchy, reconquer, coalition, humiliate, support rebels, force vassal, ethnic cleansing, claim on throne (monarchies only), liberation, joining war on behalf of ally, diplomatic threat, demanding money or raid. You get +1 war point when doing the following casus bellis; restoration of the old country, declaration of independence, intervention in anarchy, reconquer, coalition, liberation, joining war on behalf of ally, diplomatic threat or raid. You get -1 war points when doing the following casus bellis; colonial wars, conquest, religious war, support rebels, force vassal, ethnic cleansing, humiliate and demanding money. All other casus bellis have no change. For the list of casus bellis and their full descriptions, go here:

Alliances

Alliances are countries that are allied to you and will probably join yours wars based of casus bellis. You also have non-aggression pacts, lend lease, transit treaties and increase diplomatic relations with allies. You can also lead a government in exile in an allies capital shall your country fall under occupation or annexation. You can use allies for a joint operation, which is a military operation that combines the militaries of allies vs the enemies. Attacking allies gives you a penalty of -2.5 war points. However, you gain war points for every ally you have. You gain +1 war point for every ally you have and +2.5 war points for every powerful ally you have.

Vassals/Colonies

Vassals and colonies are countries that are your or someone else's control. For every vassal and colony you have, you get +1 war point. Vassals and colonies cannot be used in joint operations, but tend due to their own operations for you. You can annex vassals whenever you want but colonies need to large colonies that are at least a decade old in order to be annexed.

Transit Treaties

Transit treaties are used to go through countries with your military force. However, you cannot fight in their land unless if they are at war with the same country, is a vassal/colony or is an ally. Transit treaties are useful for invading countries that are far away or is blocked by another country.

Non-Aggression Pacts

Non-Aggression pacts are deals that are signed to prevent wars between two countries. These deals last for five years but can renewed or a player can discuss a different amount of years. If you attack a country you have a non-aggression pact with, you get -1 war points. Sometimes, a country that you have a non-aggression pact have will attack you, but will also gain the penalty. These countries are usually very militaristic or you are very militaristic and they are afraid that there next for you to conquer and add to your empire.

Lend-Lease

Lend-Lease is the purchasing of military equipment from other countries. This is useful if you have a lot of money but can't make that many weapons yourself. However, they are here to make a profit and will sell it at a higher price then it cost to make. They also refuse to give the manpower needed, you will have give it yourself. These weapons give the same amount of war points as domestically produce weapons do.

Technology Edit

Research is used to discovered new technologies and gain a technological advantage over the enemy. It can also be used to increase production of good and even allow for the colonization of space.

Research Funding

Research funding is used to advanced in tech years. Each tech year you have more then the enemy gives you +0.5 war point. There are five levels of research funding. They are Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Level 1 costs 20$ billion but allows you to advance 1 tech year every 5 years. Level 2 costs 50$ billion but allows you to advance 1 tech year every 2 years. Level 3 costs 100$ billion but allows you to advance one tech year every year. Level 4 costs 200$ billion but allows you to advance 2 tech years every year. Level 5 costs 500$ billion but allows you to advance 1 tech year every 5 years.

Technologies

Technologies are used to make you have an advantage in the economy, military or any other category. Researching a new technology costs $100 billion, but each new technology gives you +1 war point for every technology that you discovered that the enemy has not. Your tech year also has to be higher or the same as the technology. These technologies are, in order and year of discovery, Railguns (2022), Smart Devices (2025), Advanced Satellites (2028), Lasers (2031), Nanorobotics (2037), Quantum Computing (2040), Holograms (2042), Genetic Engineering (2045), Self-Reparing Materials (2049), Human Cloning (2053), Ion Cannons (2058), Human Like Droids (2063), Neural Transfer (2067), Improved Armor Vehicles (2071), Space Elevators (2075), Advanced Construction Material (2078), Hover Vehicles (2082), Hover Launchers (2088), Seventh Generation Tanks (2092), Improved Travel (2096), Dark Matter Engines (2100), Dark Matter Weapons (2104), Dark Matter Energy Production (2107), Advanced Colonial Ships and Docks (2111), Cybernetics (2118). Note: These are only the technologies between 2020-2120

Revolutionary Technologies

Revolutionary Technologies are like normal technologies, except they are so important they revolutionize society itself. These technologies are only unlocked at the beginning of a new decade. In order to unlock this new technology, your tech year must be the year or above the year it is discovered. These technologies are, in order and year of discovery, Fusion Power (2030), Automated Working (2040), Synthetic Organs (2050), Advanced AI (2060), Artificial Materials (2070), Hovering Technology (2080), Ion Barriers (2090), Dark Matter Manipulation and Creation (2100). Note: This is only the revolutionary technologies of the 21st Century, for the full list, click here. There centennial technologies, technologies that are so important they are discovered only every century. The first centennial technology is Interstellar Ships (2100), for more of them, click here. These technologies can revolutionize industries, allow colonization of planets or change the political and economical climate of the world. You gain +2.5 war points for every revolutionary technology that you discovered but the enemy has not.

Military Edit

This is the military category. This is probably the most important category, as it gives the most amount of war points. Having a weak military can easily destroy you, but a large army can allow you to forge an empire that will stand the test of time.

Fortifications

Fortifications are used to hold a defensive position against enemy. There are several fortification types; trenches, fortifications, sea fortifications and heavy fortifications. Trenches only cost 100$ million to make but only give +0.1 war points to you. Fortifications cost 500$ million to make but give +0.5 war points to you. Sea fortifications are designed to protect you from naval invasions and gives you a bonus of +2.5 war points when being invaded from the ocean but cost 500$ million. Heavy fortifications cost 1$ billion but give +1 war point to you.

Zone of Control

Zone of Control is used to determine who controls the skies and oceans of a state. An ocean state has two zone of controls, naval and air. A land state only has air. Aerial zone of control allows you to conduct bombing runs on enemy states and can protect your own states from bombing runs. Naval zone of control allows movement of troops via the sea, and allows for a naval invasion if you control the ocean state that borders the state you want to invade. In order to gain the zone of control you merely deploy more forces then the enemy does.

Special Operations

Special Operations (or cover operations) are special missions conducted by Special Operations Soldiers (SOS). They do several types of missions; assassinations, sabotage, terror attacks, economic attack and civil unrest. Assassinations are attacks that attempt to kill the current leader of the targeted country. For every SOS deployed in the mission, you have a +0.1% chance of killing the current leader all the way up to 90%. A sabotage is an attack on factories. For every 20 SOS's deployed in the mission, you can destroy one random factory. A terror attack is used to kill civilians. For every 1 SOS deployed in the mission, they can kill 100 civilians, all the way up to 25,000 civilians. Economic attacks are attacks on the economy and damage their income. For every 10 SOS's, the targeted loses 1 million in income for the next five years, up to the maximum of 40$ billion. Civil unrest is used to cause anger among the targeted country's population. For every SOS deployed in the mission, it is -0.01% happiness to the targeted country for the next five years, up to the maximum of -25% happiness. However, you can only do one Special Operation Mission (SOM) a year and they cost 1.25$ billion per mission. All countries with 100 SOS's.

Bombing Runs

Bombing runs are used to kill enemy citizens and destroy enemy factories. However, it requires bombers to bomb a target. A bomber has a 50-50 chance of killing 1,000 civilians or destroying 1 enemy factory. Having more bombers means your more effective. However, bombers that did bombing runs can not do new bombing runs or help in an invasion in the same turn they did the bombing run. You can choose how many bombers you would like to deploy by mere staying a number like 25% to the state of North England. That means if you have 100 bombers and say 20%, 20 bombers are deploy in a bombing run but can not reused in the same turn. However, you still have 80 bombers left to use.

Funding Edit

Funding is how much money you fund your military with, affecting their efficiency and how they will do in the battlefield.

Total Military Funding

This is the amount of money you fund to your entire military. There are five levels of total military funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level gives a certain amount of war points. Level 1 costs 500$ million per thousand soldiers per year and gives +3 war points. Level 2 costs 1$ billion per thousand soldiers per year and gives +6 war points. Level 3 costs 1.5$ billion per thousand soldiers per year and gives +9 war points. Level 4 costs 2$ billion per thousand soldiers per year and +12 war points. Level 5 costs 2.5$ billion per thousand soldiers per year and gives +15 war points. All nations start with Level 3 funding.

Naval Funding

This is the amount of money you fund to your navy. There are five levels of total military funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level gives a certain amount of war points. Level 1 costs 250$ million per thousand sailors per year and gives +1 war points. Level 2 costs 500$ million per thousand sailors per year and gives +2 war points. Level 3 costs 750$ million per thousand sailors per year and gives +3 war points. Level 4 costs 1$ billion per thousand sailors per year and +4 war points. Level 5 costs 1.5$ billion per thousand sailors per year and gives +5 war points. All nations start with Level 3 funding.

Aerial Funding

This is the amount of money you fund to your air force. There are five levels of total military funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level gives a certain amount of war points. Level 1 costs 250$ million per hundred aircraft per year and gives +1 war points. Level 2 costs 500$ million per hundred aircraft per year and gives +2 war points. Level 3 costs 750$ million per hundred aircraft per year and gives +3 war points. Level 4 costs 1$ billion per hundred aircraft per year and +4 war points. Level 5 costs 1.5$ billion per hundred aircraft per year and gives +5 war points. All nations start with Level 3 funding.

Army Funding

This is the amount of money you fund to your army. There are five levels of total military funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level gives a certain amount of war points. Level 1 costs 250$ million per thousand soldiers per year and gives +1 war points. Level 2 costs 500$ million per thousand soldiers per year and gives +2 war points. Level 3 costs 750$ million per thousand soldiers per year and gives +3 war points. Level 4 costs 1$ billion per thousand soldiers per year and +4 war points. Level 5 costs 1.5$ billion per thousand soldiers per year and gives +5 war points. All nations start with Level 3 funding.

Special Operations Funding

This is the amount of money you fund to your Special Operations. There are five levels of total military funding you can choose. They are; Level 1 (Minimum), Level 2 (Low), Level 3 (Average), Level 4 (High) and Level 5 (Maximum). Each level gives a certain amount of war points. Level 1 costs 2$ million per soldier per year and gives +1 war points. Level 2 costs 4$ million per soldier per year and gives +2 war points. Level 3 costs 6$ million per soldier per year and gives +3 war points. Level 4 costs 8$ million per soldier per year and +4 war points. Level 5 costs 10$ million per soldier per year and gives +5 war points. All nations start with Level 3 funding.

Warfare Types Edit

Warfare types are the different types of warfare there is to fight with. Neither side gains bonus unless if they invested points into the certain types of warfare. The types of warfare are; urban, desert, jungle, alpine, open, forest, winter, aerial, cyber and naval. For every point you invested in the different of warfare, you get +1 war point if your fighting in that terrain. The amount of war points you have is decided by how much you invested into your total military budget. Level 3 gives 1 investement point, Level 4 gives 2 investment points, Level 5 gives 3 investment points.

Military Unit Types Edit

These are the different types of military units. You use these to fight your wars and battles for you. Each one has different cost, demands and amount of war points they give. Military units are recruited from the population, with 25% of the population being able to be called to war, unless if you are a horde or have the Sea of Men policy.

Infantry

Infantry are soldiers that fight on a foot. Most armies are mostly made up of infantry and they suffer the most amount of causalities. However, they are the cheapest unit to make. One infantry soldier costs $10,000 and 1 person. This means 1,000 soldiers only cost 10$ million. For every 1,000 soldiers, you get +0.01 war points. You can not buy infantry.

Special Operation Soldiers

These are soldiers that are put in the Special Operations division. They cost 1$ million to train per soldier and 1 person and can be not ready to deploy until next turn. You can not buy Special Operation Soldiers (SOS).

Tanks

Tanks are armored fighting vehicles designed for front line combat, usually having large amounts of firepower and strong armor. However, they cost 6.25$ million each, 4 people (driver, gunner, loader, commander), 50 tons of metal ore, 10 barrels of petroleum and 50 tons of industrial goods. An armaments factory is also required. One armaments factory can build 5 tanks a year/turn. For every 5 tanks, you get +0.01 war points. Purchasing them from another country costs 10$ million per tank.

Amphibious Vehicles

Amphibious Vehicles (AVs) are combat vehicles that are not as powerful as tanks, but are good in water environments, such as crossing a river. They cost 5$ million each, 2 people, 20 tons of metal ore, 5 barrels of petroleum and 20 tons of industrial goods. An armaments factory is also required. One armaments factory can build 10 AVs a year/turn. For every 10 AVs, you get +0.01 war points. Buying an AV from another country cost $10 million.

Armored Fighting Vehicles

Armored Fighting Vehicles (AFVs) are combat vehicles protected with armor, yet not as powerful or expensive as a tank. They cost 5$ million each, 2 people, 20 tons of metal ore, 5 barrels of petroleum and 20 tons of industrial goods. An armaments factory is also required. One armaments factory can build 10 AFVs a year/turn. For every 10 AFVs, you get +0.01 war points. Buying an AFV from another country cost $10 million.

Armor Cars

Armor cars are used to deploy troops quickly, escorting, support heavier vehicles such as tanks or AFVs and for patrolling. They cost $500,000 each, 2 people, 5 tons of metal ore, 1 barrel of petroleum and 5 tons of industrial goods. An armaments factory is also required. One armaments factory can build 25 armor cars a yer/turn. For every 25 armor cars, you get +0.01 war points. Buying an armor car from another country cost $1 million.

Artillery

Artillery are units that can fire from far ranges out of the reach of the enemies fire power. They cost 5$ million each, 2 people, 20 tons of metal ore, 5 barrels of petroleum and 20 tons of industrial goods. An armaments factory is also required. One armaments factory can build 10 Artillery a year/turn. For every 10 Artillery, you get +0.01 war points. Buying an artillery from another country cost $10 million.

Satellites

Satellites are used to provide reconnaissance data as well as anti-missile and communications between soldiers. They cost 500$ million, 1 person (to operate from the ground), 10 tens of metal ore and 10 tons of industrial goods. An armaments factory is also required. One armaments factory can build a single satellite a year/turn. For every satellite, you get +0.01 war points. Buying a satellite from another country cost $750 million.

Submarines

Submarines are used to fire missiles and sink enemy ships. They cost 2$ billion, 200 people, 10,000 tons of iron and 10,000 tons of industrial goods. An armaments factory is also required. One armaments factory can build a two submarines a year/turn. For every submarine, you get +0.02 war points. Buying a submarine from another country cost $2.5 billion.

Carriers

Carriers are used to deploy aerial units. They are the flagships of a modern navy and can change of a naval battle or even the entire war. They cost 12.5$ billion, 4,000 people, 100,000 tons of metal ore and 100,000 tons of industrial goods. An armaments factory is also required. One armaments can build a carrier in two years. That means if it is order in 2020, it will not ready for duty until 2022. For every carrier, you get +0.1 war points. Buying a carrier from another country cost $15 billion.

Battleships

Battleships are large armored warships armed mostly with large caliber guns. They have been made obsolete by missiles and aircraft. However, as anti-missile and anti-air technology improves, the time may come again in which battleships will rule the seas. They cost 5$ billion, 2,000 men, 50,000 tons of metal ore and 50,000 tons of industrial goods. An armaments factory is also required. One armaments can build a battleship but it will not be ready for duty until next turn. For every battleship, you get +0.05 war points. Buying a battleship from another country cost $7.5 billion.

Destroyers

Destroyers are fast and powerful warships. However, they cost less then a battleship but they do not have as much fire power. They cost 2$ billion, 250 men, 10,000 tons of metal ore and 10,000 tons of industrial goods. An armaments factory is also required. One armaments factory can build two destroyers. For every destroyer, you get +0.02 war points. Buying a destroyer from another country cost $2.5 billion.

Troopships

Troopships are vessels that do not contribute to war points but does carry soldiers. The amount of soldiers you can carry via sea or a naval invasion is limited by the amount of troopships. A troopships is capable of carry 1,000 infantry, 5 tanks, 10 AVs, Artillery or AFVs or 25 armor cars. They cost 250$ million, 100 men, 2,000 tons of metal ore and 2,000 tons of industrial goods. An armaments factory is also required. One armaments factory can build two troopships per year per turn. Buying a troopship from another country cost $300 million.

Fighters

Fighters are attack aircraft used to fight enemy aircraft and attack enemy targets on the surface. They will cost 100$ million, 1 person, 10 tons of metal ore, 50 gallons of petroleum and 10 tons of industrial goods. An armaments factory is also required. One armaments factory can build five fighters. Every 5 fighters give +0.01 war points. Buying a fighter from another country cost $125 million.

Attack Helicopters

Attack helicopters are used to deploy troops, drop and carry supplies and attack ground targets. They will cost 50$ million, 2 people, 5 tons of metal ore, 5 barrels of petroleum and 10 tons of industrial goods. An armaments factory is also required. One armaments factory can build ten attack helicopters. Every 10 attack helicopters give +0.01 war points. Buying an attack helicopter from another country cost $100 million.

Transport Planes

Transport planes are aerial units do not contribute to war points but does carry soldiers. The amount of soldiers you can carry via the air to an ally or an enclave airstrip is limited by the number of transport planes you have. They can carry 1,000 soldiers, 5 tanks, 10 AVs, Artillery or AFVs or 25 armor cars. They cost 200$ million, 4 people, 10,000 barrels of petroleum, 125 tons of metal ore and 125 tons of industrial goods. An armaments factory is also required. One armaments factory can build two transport planes. Buying a transport plane from another country cost $250 million.

Bombers

Bombers are used to bomb enemy targets and destroy enemy infrastructure and factories. There also used in bombing runs. They cost 500$ million, 2 people, 80 tons of metal ore, 80 tons of industrial goods and 50,000 barrels of petroleum. An armaments factory is also required. One armaments factory can build two bombers. A bomber gives a bonus of +0.01 war points. Buying a bomber from another country cost $750 million.

Drones

Drones are unmanned vehicles that usually carry missiles or bombs. They cost 20$ million, 1 person (to operate the drone), 10 barrels of petroleum, 5 tons of metal and 5 tons of industrial goods. An armaments factory is also required. One armaments factory can build five drones. Five drones gives a bonus of +0.01 war points. Buying a drone from another country cost $25 million.

Robotic Infantry

NOT ALLOWED UNTIL AUTOMATED WORKING IS UNLOCKED!!!

Robotic infantry have the same abilities as human soldiers, except better. Robotic soldiers cannot get tired, are easier to transport, do only the most athletic people can do and won't betray their country. They could also operate military vehicles, thus making an entire military fight a war with no loss of human life. They cost 5,000$, 10 kWh and 200 pounds of industrial goods per bot. They also require an armaments factory in order to produce them. An armaments factories can produce 5,000 bots a year/turn. For every 1,000 bots, you get +0.02 war points. Buying a single bot from another country cost 10,000$.

Bipedal Armored Vehicles

NOT ALLOWED UNTIL ARTIFICIAL MATERIALS IS UNLOCKED!!!

Bipedal Armored Vehicles (BAVs) are heavily armored vehicles with two legs attached on each side. They are similar to tanks in armor and firepower, but are more mobile. They cost 10$ million, 2 people, 50 tons of metal ore, 1,000 kWh and 50 tons of industrial goods. An armaments factory is also required. One armaments factory can build 5 BAVs a year/turn. For every 5 BAVs, you get +0.02 war points. Purchasing them from another country costs 12.5$ million per BAV.

Hover Attack Aircraft

NOT ALLOWED UNTIL HOVER VEHICLES IS UNLOCKED!!!

Hover Attack Aircraft (HAAs) are a combination of fighters and attack helicopters. They are extremely fast like a plane but can in multiple directions and hover like a helicopter. This makes them the ultimate aerial unit. They cost 125$ million, 2 people, 5 tons of metal ore, 5,000 kWh and 5 tons of industrial goods. An armaments factory is also required. One armaments factory can build 5 HAAs a year/turn. For every 5 HAAs, you get +0.02 war points. Purchasing them from another country costs 150$ million per HAA.

Weapons of Mass Destruction Edit

Nuclear Weapons

A nuclear weapon (or a nuke) is an explosive device that uses it destructive force from nuclear reactions. They have the abilities to obliterate entire cities and leave deadly radiation for years to come. They cost $10 billion and 1,000 tons of uranium per nuke. An armaments factory is also required. One armaments factory can build a nuke a year/turn. For every nuke you own and USE, you get +0.25 war points. However, nukes kill 10% of a population and destroy 10% of the factories in a state for every nuke you drop.

Biological Weapons

Biological weapons is the uses of biological toxins to kill human life. They can kill entire countries through the spread of a deadly disease. They cost 100$ million for every million you intend to kill. An armaments factory is also required. One armaments factory can build one bioweapon a year/turn. One bioweapon has the ability to kill 1 million people. For every bioweapon you own and USE, you get +0.25 war points. However, bioweapons kill a million people for every bioweapon you drop.

Chemical Weapons

Chemical weapons is the uses of chemicals to kill human life. They cost 100$ for every million you intend to kill. An armaments factory is also required. One armaments factory can build one chemical weapon a year/turn. One chemical weapon has the ability to kill 1 million people. For every chemical weapon you own and USE, you get +0.25 war points. However, chemical weapons kill a million people for every chemical weapon you drop.

Kinetic Weapons

Kinetic weapon are satellites in space that drop rods, using the force of gravity to bombard the earth at speeds of Mach 10. They cost 1$ billion an 100 tons of metal ore but can be used up to 20 times per satellite a turn. However, each bombardment only kills 50,000 people. An armaments factory is also required. One armaments factory can build one kinetic weapon a year/turn. For every bombardment you USE, you get +0.05 war points.

Dark Matter Weapons

NOT ALLOWED UNTIL DARK MATTER WEAPONS IS UNLOCKED!!!

Dark matter weapons are very destructive weapons that use dark matter. They cost 2.5$ billion to make per dark matter missile. An armaments factory is also required. One armaments factory can build a dark matter weapon a year/turn. For every dark matter you own and USE, you get +0.25 war points. However, dark matter weapons kill 20% of a population and destroy 20% of the factories in a state for every dark matter weapon you drop.

Final Scores Edit

This is for adding up all of the points and find out who will win a battle or not. This also where operations are and how victorious you are in a battle as well as casualties.

Operations

Operations is what are used in order to invade a state. For every state you invaded, you do one operation. A state is an area that is used for several things, such as dividing factories evenly and invading them. The amount of operations you can do is determined by the amount of forces you choose to deployed. You can choose how many forces you would like to send by saying the percentage. Example: We deploy 25% of our army, 30% of our air force and 100% of our navy on the state of Maine. You can also be more specific if you want. Example: We send 20% of our AFVs and 85% of our attack helicopters on the state of Southern California. You cannot use naval units on landlocked states.

Calculating a Battle

In order to determine how much casualties and how much land you conquer from a state, you need to determine how many battle points you have more then the enemy. Note: The follow information is only for offensive operations, but the data still applies vice versa. If you have less or equal amount of war points, then your invasion failed and you say in your country with no border changes, but suffer 90% casualties and 90% for the enemy unless if they have 25% more war points then you, then they suffer only 20% casualties. If your 1% to 25% more war points then the enemy (Example, enemy has 10 war points and you have 12 warpoints, your 20% more war points then them and thus in this in range) then you conquer a quarter of that state (as well as quarter of their factories and population) and suffer 75% casualties and the enemy suffers 80% casualties. If your 26% to 50% more war points then the enemy, then you conquer half of that state and suffer 50% casualties while the enemy suffers 80% casualties. If you have 51% to 75% more war points then the enemy, then you conquer 75% of that state and suffer 25% casualties while the enemy suffers 90% casualties. If you have 76% to 100% more war points then the enemy, then you conquer that entire state while suffering only 10% casualties. The enemy unit's are completely destroyed. If you more then double the amount of war points then the enemy you only suffer 2% casualties and if you ten times them in war points you suffer no casualties.

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