[INDEX] Frequently Asked Questions

  • After reading the manual some things might still be unclear. This FAQ is managed and monitored by the community. It is dynamic and adds question to it when the need is there. The FAQ is split in several chapters to help you look look through it. The FAQ combines mainly simple frequently asked questions for some deep ingame mechanics we'd like to link you to the Game Mechanical Index. If you wish to add topics to the FAQ's please create a thread and it will be reviewed.

    1. How do I navigate through the manual?
      1. How do I navigate through the manual?
    2. The game
      1. Tasks as game admin.
      2. Basic needs at game start.
      3. Calculation of the index of Power (IoP, DE score)
    3. War
      1. How do I recruit infantry?
      2. Multiple users attack the same province, what happens next?
      3. What are the effects of low moral?
      4. How does the combat system work?
      5. Shoot and scoot
    4. Economy
      1. Calculation of rescource production
    5. Units
      1. How do I regain moral?
      2. Armored cars, tanks and horses what is the difference?
    6. Forum
      1. How can I change forum languages?
      2. How do I change forum style?
    7. My user account
      1. Rank and ranking up
      2. How to become moderator
  • 1. Manual

    1.1. How do I navigate through the manual?


    The manual is found top of any forum page 'Game Manual' . To navigate through it you use the right hand table:


    This will remain there so you can easily navigate to different chapters of the manual and so fully read it.

  • 2. The Game?

    2.1. Tasks as game admin?

    Tasks:

    As a game admin it is possible to kick inactive players. With this task comes great responsibility this, this means that it is allowed to kick inactive players at any time but you are not allowed to use it to your advantage.


    The one particular case of abuse of power is where the game admin kicks inactive players, just to make room for his friends so they can join his wars giving an unfair advantage. This is considered wolfpacking.


    If somebod writes an article in the Daily European (DE) mentioning he will be inactvie for a short period of time (e.g. due to sickness, vacation, etc) and also mentions that he does not wish to be kicked from the game. Then the game admin should not remove this user from the game. However this is a gentleman's agreement meaning it's not a formal rulebreak.


    How do I kick players?

    The most important task of the game admin is kicking the inactive players. You can do this by clicking in the upper left corner on your profile picture. In the screen where you can change your flag/profile picture you can see a button "game admin" (on the left). Click it



    After clicking you'll se the following screen:



    Players eligible to be removed from the game will have the "inactive player" not next to their name. If you click the "Remove inactive players" button you'll get a pop up with a warning that you may not abuse it, which looks like this:



    After click "OK" all the inactive players are kicked. It is NOT possible to kick only one of them. All or nothing.

    What if I see that there is a game admin abusing his power?

    If you think that he is abusing his power, simply report this player and write the reason why you think that he is abusing his power. The Suppor tteam will take a look at the ticket as soon as possible to see if he has abuse his power.




    2.2. Basic needs at game start?

    In this FAQ we'll talk about the best way to build up your empire during the first eight days of gameplay. If you don't know what the different buildings are, please read ToDo: Manual link


    What you build offcourse depends on which country you are. It depends on how many resources you have, so it might be that you wont be able to build some buildings emmediatly.


    Day 1:

    - Workshops, please build them in double production provinces. Or in oil/metal/wood provinces. Also keep in mind that where you build those workshops you'll have to build factories late. This means you should also build one (if possible) at the water, so you can produce naval units there later.

    In the begining you can better build two or three workshops. Immediatly build them to level two and start building armored ars.


    -Barracks, if you have enough food it is a good idea to build one or two barracks. Always build them in double resource provinces as it will produce infantry faster. It also allows the production of Cavalry.


    - Fortresses. These have priority'right after workshops) you need to build them at the border with a (potential) enemy.


    - Sometimes it is recommended to place you capital elsewhere. If you are for example the Ottoman Empire (31p map) it is better to have your capital places within your country and not overseas.


    Day 2:

    -Harbors. These give a 25% production boost and make embarking and disembarking 50% faster. It is a good idea to build them in double resource provinces or in provinces where you have build your workshop. It's also a good idea to build them in provinces of resources you need.


    - Barracks (if you have any) upgrade to level2


    - Fortresses. (If you have any) upgrade to level2. Unless you already had contact with your neighbors. You shouldn't waste resources on a friendly border.


    Day 3:

    - Fortresses. Upgade to level 3 (same as day 2)


    Day 4:

    Same as day 3 only now to level 4


    Day 5:

    - Railways are unlocked. You should place these on double production provinces or on the provinces producing the resources you lack. They also speed up your troops (250%) so you can place them in provinces that transport most of your units. ATTENTION railroads have an upkeep of 500 coal a day. This means you should not build to many at ones. If you can't pay for maintenance they'll breakdown.


    -Fortresses level 5.


    Day 6 & 7:

    Nothing to special, maybe upgrade some fortresses


    Day 8:

    Factories! At last, the real battle can start now. From now on emmediatly build a factory and upgrade it every 2 days. From the moment it's finishes produce some artillery.


    During the first 8 days cavalry and armored cars can be very usefull units.


    *** keep in mind that this is a basic guid. Everything depends on the country you are, the resources you have and the diplomatic stance with your neighbors ***


    2.3. Calculation of the index of Power (IoP, DE score)?




    Where:
    numProvs = total number of provinces a player owns
    numNations = total number nations including NPCs
    numUpg = total number of upgrades a player built
    moralBonus = 0 if province moral <99
    6 if province moral >99

    Some further explanations
    16 *(provinceMoral/100) - 4 The points a province gives scales linearly with the moral.
    Below 25% moral, this part of the equation gives negative points.
    numUpg * 0.5 To reward players with a strong economy, every upgrade built
    increases the points.
    moralBonus To reward high moral and with it the economical aspect
    of the game, provinces with 99% moral and above give extra points.
    sumPlayers*2000 This normalizes the points so a player has the necessary 1000 points
    for winning, has exactly half of all points available in the round.
  • 3. War

    3.1. How do I recruit

    To recruit infantry you'll need recruitment offices.


    A recruitment office automatically recruits infantry, the costs are 250£ each day. The duration is dependent on:

    • Moral
    • Single or double production region (Resource)
    • Barracks

    The base production time is 32hours (0.75 units each day)


    The formula (if interested):

    recruitmentTime = 32*2/(Moral*Resource*(2+lvlBarrack))


    Because moral is a rounded value the formula might not always show the exact result.


    How it works:

    • 80% moral gives (1/0.8 = 1.25) or 25% increase in recruitment time
    • Double region(1/2) 2x faster = 50% shorter recruitment time
    • Each level of a barrack (max 2) gives 50% more units

    Don't built barracks as mushrooms, the coststo keep a barrack up and running is high. Operational costs for each level are 500£ and 1000 grain or calculated per hour: 21£ and 42 grain

    Advice: Build barrack in double production regions, this gives you 2x more infantry for the same cost.


    Production in Units/day (100% moral no upgrades):

    Single production region: 0.75/day

    double region = 1.5/day

    double+barrack = 2.25/day

    double + barrackLvl2 = 3/day


    Examples:

    10 provinces with 100% moral and 2 double production regions no barracks gives an averag of:

    8*0.75 + 2*1.5 = 9units/day


    Now same case with barrack in the double regions:

    8*0.75 + 2*2.25 = 10.5 units/day


    Final remarks:

    • One infantry costs 20 grain and 5 oil in upkeep each day
    • A fortress protect your infantry (lvl1 = 50%, lvl2 = 75%, etc) and increases the moral of the province
    • To see the time until the next unit, click the recruitment office.




    3.2. Multiple users attack the same province, what happens next?


    Two or more users attack the same province, who gains the province? User A or user B?


    Who will gain the province isn't a random factor like many people think. We'll try to explain using next example:

    User A and User B both send an army to Amsterdam. (Garrison 15 infanterist)


    Army A of user A attacks first and will do a certain amount of damage (next damage tick is in 1 hour)
    Amsterdam is left with 11 units instead of 15.


    Army B of user B comes in after a few minutes. He too attacks Amsterdam. It's troop count is reduced further to 6.


    Now we're left with twoe possible scenario's:


    Army A does enough damage and captures Amsterdam.

    or Army A doesn't do enough damage and about 2 or 3 units remain.

    In the second case Army B uses his next round to defeat the remaining resistance. And captures Amsterdam


    Conclusion:

    The User who defeats the last unit will capture the city.





    3.3. What are the effects of low moral?

    A low morale in your provinces affects you in various ways. It mainly unstabilizes your empire and leads to lower productivity.

    Revolts: Low morale causes revolts where people try to overthrow your government from power in that country. In the Daily European, a overthrown government will be commented for example like this: "Rebellion in Cettinge, Cettinge is now part of Austria-Hungary"

    Here Cettinge had aligned itself to Austria-Hungary after revolting against you. This is due to that countries status, geological position, and power in the region (both with morale and troops).

    Revolts occur when morale is 33% or below but will be highly unsuccessful unless it hits 25% and below and has very few troops garrisoned in the province.

    Production: Another fact is that a province that has 90% morale produces twice as much then a province with 30%.

    Points: Morale 60% or above lets that province contribute to your points in the daily European index of power. If it hits 99% or above it gives a points bonus.

    A high morale or green morale ranges from 100%-80% morale, where stability and productivity is at its highest.

    Above Average morale ranges from 60%-70% whereas stability and productivity is normal. 60% and below would be threatening and 25% and under is revolt status. These percentile calculations are more or so guides to help you avoid this problem, because it will come back and haunt you.

    The following things help you to avoid low moral in a province:

    - avoid shortage of resources. Any shortage of any resource causes the moral of all your provinces to drop.

    - raise buildings: e.g. factories, harbours and fortresses

    - All provinces next to your province affect the moral. The provinces around your province should have high moral.

    - the distance to your countries capital should be as short as possible. Improve infrastructure (railways, harbours) in order to decrease the travel time to the capital.

    - the relations to other countries affect the moral of all the provinces in your country as well. The more countries you are at war with, the lower will the provinces moral rise

    - armies in provinces DO NOT raise the moral, but in case of low moral, they can stop a revolt

    (Credits to Claus von Stauffenburg)





    3.4. How does the combat system work?

    Everything you always wanted to know about combat, but were afraid to ask.

    --------------------------------------------------------------------------

    1 Introduction

    2 The general principles of the combat system

    3 Number of Troops

    4 Morale

    5 Mobilisation

    6 Support Fire

    7 Forts

    8 Multiple combat

    9 Naval Combat

    10 Infantry range


    1 Introduction

    This is a guide to help you better understand how the combat system works and how all the elements interact.


    2 The general principles of the combat system

    Combat works in rounds. Every hour, a combat round is created for each fighting army. A combat round consists of both armies attacking each other, as well as each army defending against the attack. Each army will have it's independent timing. After an army initiated a combat round it will have to wait 1 hour before it can initiate another. This is known as the cooldown period. It applies to both close combat and bombardment.

    The key value in this system is an army's strength. Strength determines how much damage an army can deal and take. A function of the attacking armies strength, the defending armies strength and a random factor will determine how much casualties the defending army will take.

    Note that attacking and defending are not used in the strategical sense of the word.


    3 Number of Troops

    This is the first important factor in the combat system. The number of troops in an army is a major component in it's strength. Infantry units will have a strength rating based on morale and mobilisation while the strength of mechanised units is based only upon mobilisation.

    The number of troops will determine how long an army can hold out in battle. Do note that large infantry armies will fight at slightly reduced strength levels because of the inability to function at full potential with so many units crammed in one spot.

    the number of troops in an enemy army can be estimated by the name of the army:

    Brigade: up to 9 units

    Division: < 25;

    Corps: < 50

    Army: < 100;

    ArmyGroup: more than 100


    4 Morale

    Morale is the second important factor in the combat system. An armies moral determines the strength of it's infantry units and infantry units alone. This means that facotry produced units (artillery, tanks, railguns and battleships) are not affected by morale. There is a positive correlation between the two, high moral means high strength.

    Morale, just as the number of troops, will vary during combat. For every unit an army loses, there will be a small loss of morale. If your country and your soldiers run out of grain, the morale of your troops will start dropping.

    Defeating an entire enemy army will give a small morale boost. The morale of a newly trained unit will be the same as the province it has been trained in. An army's morale will also change slowly towards the morale of the province it is stationed in. The morale of armies on the sea will change towards 50%.

    When armies merge, their morale will be the weighed mean of the morale before the merging.


    5 Mobilisation

    Mobilisation will influence the strength of an army, much like moral does, It however affects both infantry and mechanised units. It also determines the movement speed of units not located on railways. Low mobilisation will obviously slow down armies.

    Mobilisation is dependent upon oil availability. As long as you have enough oil, your mobilisation will increase to 100%. If you run short of oil, it will drop.


    6 Support Fire

    Also known as bombardment, support fire is nothing more than having your artillery, railgun and battleship units fire at the opposing army. This can be done as support for a close combat, or done separate just to destroy enemy armies.

    Bombardment works much like regular close combat, with the difference that only one army will be attacking. It's attack strength will be determined by the bombardment units that are in the army and in range of the target.


    7 Forts

    Forts will help the defending army by reducing the damage an opposing army will inflict, while leaving your damage at the same level. Note that in this case defending is used in the strategical sense of the word. At the moment you will only get bonuses from forts in province you control and only when your army is in the garrison or very close to it.

    Forts will be damaged by attacking army, gradually reducing their effectiveness over the duration of the battle.


    8 Multiple Combat

    If more than 2 armies are fighting in one location, you have multiple combat. Multiple combat is no different from regular combat, though you have to remember that an army will fight in any and all combats it's involved in. This can lead to an army attacking several time per hour, once against each opposing army. Under the current system, an army is only capable of attacking 1 army at a time but it can defend against any number of enemy armies. Note that attacking and defending are used in a strategical sense.

    A special case of multiple combat is where 2 armies are moving and/or are giving orders to attack each other. This will result for both armies in attacking as well as defending against the opponent, in the strategical sense. This will cause 2 battle rounds to be created for these armies per hour.


    9 Naval Combat

    All units are equal on the sea, except for battleships. Artillery and railguns are not able to bombard while embarked

    and are thus limited to close combat. Artillery, railguns and tanks will have their strength reduced to 0.5 while Infantry will have their strength halved when embarked. They will also have their speed set.

    Units will remain embarked until they have fully disembarked at a port. During the disembarking they will retain their reduced strength and artillery and railguns will not be able to bombard.

    Battleships are the only units capable of bombarding while on the sea. They are also faster than embarked units.

    The same formulas for combat still apply while on the sea, though one should remember that strength is greatly reduced.


    10 Infantry range

    Contrary to popular belief, infantry in the first world war were equipped with ranged weapons known as rifles. These rifles allowed them to engage the enemy from a very short distance, and this persists in the game. Infantry brigades have a small range, allowing them start combat even though they seem to be a few minutes away from their targets.

    (Credits: Mor_Roighain)





    3.5. Shoot and scoot?

    Shoot and Scoot (SnS, also called Hit and Run) is a great tactic to kill big armies and conquer enemies with a numerical advantage over you.

    The only thing this technique requires a certain level of activity.


    How it Works:

    SnS is only possible with ranged units, so it works with artillery, battleships, light cruisers and railguns. It does NOT work with planes.

    With SnS you can hit the enemy without taking damage yourself.


    For example:

    Two armies, each 100 infantry and 10 artilery are near eachother, standing still (they are NOT fighting, NOT in each others range). Normally you send your infantry & artillery as a group to bomb the enemy, if you do this you’ll deal also with damage. With SnS you can do this without getting damage


    Step 1 => Send your artillery towards the enemy (with the attack button)

    Step 2 => Be online just before the artillery will start the attack.

    Step 3 => From the moment that your artillery fired his shots to the enemy you go back towards your country, out of the range of the enemy.


    If you did it right your enemy will have damage and you’ll be free of any. It looks more easy than it is. It will probably not work from the first time (you’ll be too late or too soon to withdraw your troops) but if you try enough it’ll work eventually.


    If you’re having trouble getting the timing down, and alternative is to send forward a “decoy” group of 10-15 units of infantry and allow them to receive the enemy artillery strike instead of your own. This will allow you preserve your artillery while reducing theirs, as well as preserve the morale of your larger army as a whole.


    Good luck with defeating your enemy!

  • 4. Economy

    4.1. Calculation of rescource production

    Resources:

    The number of resources you get in a province is influenced by morale and corruption. Without corruption the resource production would be calculated with this simple formula

    Morale*24 + 750

    For double resources provinces is it: morale*48 + 1500

    · You can recognize the double production provinces because the icon of the produced resource will be double showed. These provinces produce double as fast as normal.

    For example:

    A province you just took control of (25% morale) will produce 1350 resources (2700 in a double province).

    With 100% morale this is 3150 resources (6300 in a double province)


    Provinces have a resource usage of 2400 a day. This means you need at least 69% morale before you will be break even (and from 70% morale you will start to have profit of it).

    For a double production province this is from 19% morale. (this is the breakeven point if you have no other buildings that influence resources)


    If your province has 100% morale you make 750 resources profit a day, for a double province this is 3900. This shows that you actually get 5 times the profit of a double province. This gap can get even bigger if you build buildings that influence resource productions.


    Buildings:

    Buildings that influence resources are railways, harbors, factorys.

    Railways +33% resource production (those cost 500 coal to maintain them every day.)

    Harbors +25% resource production

    Factories, level 1 +9%, level 2 +17%, level 3 +25% and level 4 +33% resource production.

    Every building influences the resource production on the base. So if you have a railway and build a harbor afterwards this harbor will have the same effect as if you would not have a railway.

    For example

    You have a province with a railway, harbor and factory level 2, morale 90% than this province will produce:

    (morale*24+750)*(1+railway(33%)+harbor(25%)+factory level 2 (17%)) => (90*24+750)*(1+0.33+0.25+0.17) = (2910)*(1.75) = 5093 resources a day.

    For a double resources province this is:

    (morale*48+1500)*(1+railway(33%)+harbor(25%)+factory level 2 (17%)) =10185


    Corruption:

    Corruption is a fine on the resource production from the moment your country has a certain amount of provinces. It is a percentage that afflicts the total resource production for every province. As far as I know corruption comes from the moment that you have 15 provinces. And the percentage is around 0.1% per province. This means you’ll get less resources with following formula => (number of provinces – 15)*0.1

    You can only see the corruption effect of your own provinces. So if you see another player’s production / day it is without corruption.


    Money:

    The amount of money produced daily by your province depends on the morale and is calculated by following formula: Morale*19.5+708.5.

    This is not completely accurate if we look at the double resource producing provinces. Those produce a bit less than the double.

    Money production is not affected by buildings, but it is affected by morale.

  • 5. Units

    5.1. How do I regain moral?

    During the tutorial you learned that moral can be increased by using goldmarks. However this is not the only and certainly not the default way of handling low moral. Moral is an indication of how good your citizens feel. They will be more happy if they receive all resources in abundance. Having a shortage or fear of a shortage(*) will have a negative effect on your moral. The distance to your capital will also effect the moral the further away the less they like listening to your command. Lastly people also like work and protection.. So most upgrades will have a positive influence on your moral. Fortresses are ideal for this as they have the shortest built time.


    If you have checked that all influences are taken care of you'll have to wait until daychange as that is when the game updates its nationwide moral


    (*) at daychange no 24hr reserve and going negative


    5.2. Armored cars, tanks and horses use and difference?

    A question that passes chat often is: “Are armored cars (abbreviated AC) tanks and horses worth the effort?


    The anwer: Yes


    We’ll try to explain why tanks , AC’s and horses can be used as vital assets to secure victory.

    Firstly we need to explain attack strength.

    Attack strength is the actual damage a unit will do (so not the regular strength)



    All units have a certain amount of strength and attack damage, one infantry (in perfect condition) has a strength of 1.2 and an attack damage of 1.2. However attack damage doesn’t increase linear. As seen above for 15 units the strength is 18.0 however it’s attack damage is only 9.6.


    After a certain amount of units this attack damage will cap. And at that moment other units start taking a high role.


    Armored cars have a attack damage of 1.2 and a defensive value of 2.4, Horses have an attack damage of 2.4 and a defensive value of 1.2. These numbers are also capped just like infantry however individually from infantry.

    What does this mean exactly? An regiment of infantry can have a maximal attack damage of 12, At this point adding more infantry zill no longer increase the attack damage of the regiment. But if you add other units (AC's, horses or tanks) this number goes up ones more!

    In concrete numbers:

    Maximal attack damage of a large number of infantry = 12

    Maximal attack damage of a large number of armored cars = 8.8
    Added together this gives 20.8 Attack damage!

    More information on size factors can be found here


    All units add independently to the regiments attack damage. Armored cars are the first you'll be able to make. They're mainly defensive units. Horses can also be unlocked early game and are more offensive units. Tanks unlock even later and add mainly to the attack damage. Do not underestimate an enemies small army that is composed of several units! It can be tougher then you think.

    Everybody has his own style of player arty above tanks or tanks above arty A combination of both will however often proof to be key. How many of each you'll need is something you'll have to vary with and test out.

  • 6. Forum

    6.1. How can I change forum languages?

    The languages you wish to follow on the forum can be adjusted in the general settings. To do this first go to your forum profile and then select the languages you wish to follow:


    6.2. How do I change forum style?

    To change the forum style you can go to your general settings and then select the forum style. We advice S1914-alpha as style. This style was developed to be the main style for the forum and expands the game UI style


  • 7. My user account

    7.1. Rank and ranking up

    Ranking up in surpemacy1914 is mainly done by playing games it is the sum of various scores that can be found on your service record. It takes built units, infrastructure etc and then calculates your points. The service records does however have a delay on updating so don't worry if it doesn't update right away it can take a few days. If it takes longer then a few days please feel free to send in a support ticket and the crew will look into it.

    The ranks are:

    Rank Required points
    Field Marshall 500 000
    General 350 000
    Lieutenant General 225 000
    Major General 160 000
    Brigadier 125 000
    Colonel 95 000
    Lieutenant Colonel 75 000
    Major 57 000
    Captain 40 000
    Lieutenant 25 000
    Second Lieutenant 15 000
    Warrant Officer Class One 9 000
    Warrant Officer Class Two 5 000
    Staff Sergeant 3 200
    Sergeant 1 600
    Corporal 800
    Lance Corporal 300
    Private 150