Posts by Bytro Labs

    Supremacy1914 Administration staff


    Community Managers [CM]


    EN Senior Moderators [Smod]


    Moderators [mod] & Game Operators [GO]

    EN team


    • MrFixit
    • Binnsy - Discord
    • Doc Ski - Redditt
    • Tumbleweed
    • N e a t r e x
    • Flukeskywalker
    • Starmaiden
    • BaptisedInVodka
    • Valkyrie Brynhild


    DE team

    • v. Waldersee
    • Bananakaba
    • iwiegehtsnet

    NL team

    • Sonja1976
    • Frisianqueen

    FR team

    • bublos960
    • LaysOriginal
    • Lacffr60

    ES team

    CZ team

    PT team

    • LJubas13
    • ADLER
    • RRSouza
    • Mal Nar
    • mail100
    • Marechal Spinola III
    • Angus
    • Junior2406Br

    IT team

    • _Musashi_

    GR team

    TR team

    PL team

    • Zimna Tequila
    • BabaJagaPatrzy
    • Crocked Legs
    • Sanczi13
    • wasali2
    • TygrysPoskramiacz






    Iron Order1919 Administration staff


    Community Managers [CM]



    Senior Moderators [Smod]

    • Field Marshal Dan
    • SleepyKiti
    • Old_Man_Mickey

    Moderators [mod] & Game Operators [GO]

    En team



    • Meeko1216
    • Mercury.
    • Marechal Spinola III

    • TomTomG9
    • Proffessor Potato

    De team

    • Lord Jay Jay
    • LiveGood
    • frizee

    NL team

    • AllenGodOfHell

    Fr team

    Es team

    • ShaDoster

    Pt team

    • Marechal Spinola III

    It team

    • _Airborne_

    Pl team

    In this thread we'll put attention to some more general ingame rules.

    1. Account-Pushing

    Any Game(s) may be created with as many Friends/Alliance Members as the game will accommodate.


    Account-Pushing can be defined by the following events:


    1. Should Player X ask/invite other players into a game with just the sole intent to aid in killing off / kamikaze into Player Y, will be considered Account-Pushing
    2. Should Player X ask/invite other player with the intent to have them trade Land/Resources/Troops to Player X, will be considered Account-Pushing
    3. Should players join a game with the intent to influence the outcome and aid Player X will be considered Account-Pushing

    Note contrary to the past account pushing does not apply to a certain date of joining, and is defined as solely joining to aid another user not to play the game.


    Any players found to be account pushing will be removed from the game round immediately

    2. Wolfpacking

    Wolfpacking can be defined by the following events:


    If a player or a group of players follows another player around games with the purpose of harming his gaming experience due to personal motivations, will be considered Wolfpacking.


    Any Players found to be Wolfpacking will be removed from the Game Round immediately.


    Any Game(s) may be created with as many Friends/Alliance Members as the game will accommodate.


    3. Capital farming

    It is not allowed to exercise capital farming, which is the act of recruiting other players with the purpose of harvesting capital cities or enemy units with the intention to receive cash and/or morale boost.

    Players that violate this rule will be removed from the respective game without warning.

    1. Early closing of games

    Effective immediately we will no longer close games (this includes alliance matches) prematurely. There is the option to retire when only three active players remain. Should this button not work properly, the support team is allowed to close the game manually when all (max 3) active players agree to do so.



    2. Manual starting of alliance games


    there be an alliance game with a fixed starting date and time which has been announced publicly in the corresponding forum thread or through the Supremacy PM System, those games can be started by the support-team manually after the agreed upon time if one team fails to produce the number of players required.

    Chat Rules

    1) Respectful treatment:

    Since Bytro Labs provides you with a chat to communicate, respectful treatment is absolutely essential. Treat others as you yourself would want to be treated. This includes that other people are not to be offended or denounced.

    Also, use of abusive, obscene or suggestive in sexual/offensive nature, to include abbreviated or contracted statements or phrases, is a violation of the chat protocol and warnings/expulsion from the chat for their use will result.


    2) Content:

    Violence and drug glorification, pornographic, racist, Nazi and/or extremist statements, and account names of criminals or dictators of any kind are prohibited and may result in an immediate chat ban, with the option of deleting the accounts responsible. The same applies to links or quotes which distribute such content, or identifying with their ideas.


    3) Privacy:

    The publishing of private correspondence between the members of Supremacy 1914 teams and users is strictly forbidden! This also applies for private communication between users- both PMs and in-chat whispers. If you want to make a private message accessible to the public, the consent of both participants is required. It generally pertains to respect the privacy of the Supremacy 1914 users and basically to not disclose any personal information (address, phone number, email address, RL name ...) of others without their consent.


    4) Provocations/"trolls"*:

    So-called "Trolls" are users who primarily limit themselves to violate the chat rules or general rules of good taste by inappropriate posts. Such behavior will not be tolerated and users who visit the Supremacy1914 chat only for this purpose will be excluded from the chat. To this regard: "Do not feed the Trolls!". Sometimes it is more efficient to simply ignore offensive chat messages instead of sending the desired attention to the provocateurs.


    5) Moderators:

    Players seeking to complain or protest against actions undertaken by staff may do so either by communicating with the staff member in question through the PM-system or through whisper in the chat. It is NOT permitted to discuss the decisions of the moderation team in public. Should you find the reply of the moderator to be unsatisfactory, please report the incident to the Senior Moderator. Deputy modding, i.e. directing the players in the chat without the authority from Bytro systems is not permitted under any circumstances.


    6) Language of the Chat:

    The specified chat language is English. The use of any other languages or dialect (with the exception of common greetings/loanwords) is prohibited- players who wish to speak another language may do so in whisper or by loading the appropriate server, should one exist.


    7) Spam/text walls/advertising for other online games**:

    Empty or no grammatical structure for strings of characters and symbols, or the constant repetition of the same words will be considered spam. In addition, random messages, message flooding and continuous role play conversations will be considered as spam. Uppercase (Caps) are limited to one word per sentence and smilies along with other special commands are to be used as emphasis only. When these are used constantly, this is considered spam and is reacted to accordingly. Text sentences consisting of 7+ standard lines within the standard text box window are considered a text wall and are not allowed. In addition, aggressive advertisement of other games is punishable by a temporary or permanent removal from the chat.


    8) Instructions for cheating:

    All information / instructions on how to use multiple accounts or commit other violations of the Terms and Conditions are prohibited. This includes guidance on how to bypass the anti-cheat system.


    9) File Sharing Tools etc.:

    Discussions of torrents and file sharing tools and links to such tools are prohibited.


    10) Blacklisting:

    The posting of allegations regarding another player (or a group of players) based on past experiences which can either damage or destroy their reputation is to be avoided. This includes statements posted in chat/forums and posts in the in-game newspaper during general game play. This is necessary to prevent a possible witch hunt. Likewise publishing player blacklists or links to such lists is prohibited.


    11) Denunciation of staff members/the game:

    Posts which slander the support staff or the game itself, or posts which are likely to deter new players from chatting, are not welcome. Also, the denunciation of features of the game, especially of Goldmarks and their users, is strictly prohibited.


    12) Answers to, or quoting rule-breaks

    The citing or copying of previous violations can be as bad as the initial violation, and may warrant a similar punishment. This serves that after a violation, the chat rules are enforced as soon as possible. The moderators do not have to specifically indicate an additional warning to it.


    13) Warnings:

    Moderators can issue warnings and/or disable the transgressing player temporarily or permanently for violations of the chat rules. In extreme cases, the transgressing player's account will be deleted. Disciplinary actions on the part of users which lie in the scope of the duties of the moderators, and the demanding of bans are frowned upon and may result in a warning or temporary disabling. Warnings given in chat aren't just for the person violating the rules, they are given in general to everyone on the chat.


    It should be noted that violations of criminal laws in the internet are also subject to prosecution and can be brought to the police.

    Supplementary Information:


    (*) Additional description of "trolls":

    The term troll is used in internet culture for a person who may provoke others strongly in discussions or forums with their contributions. The apparent goal of the troll is disrupting the original communication of a factual issue and for gaining attention.


    (**) Advertising for other games:

    It is allowed to discuss other games and mention them by name; however, it is not allowed to aggressively advertise them as in saying: "Go and play game X, because it is better".

    Forum Statutes

    I. What is not allowed:

    1) Basics:

    a) Insulting other forum users or the staff is prohibited. This already results from the rules of etiquette, but should be emphasised here again.

    b) Posts with racist, sexist, vulgar or any other harmful statements are also not allowed. Images with corresponding contents are also prohibited.

    c) All links and documentation that instruct cheating are removed. Discussions of file sharing tools will have no place in the forum because of the associated copyright infringement.

    d) The naming or denunciation of users / players, whom (allegedly) exploit bugs or other inconsistencies, is not permitted, as this can lead to unjustified accusations. Likewise publishing player blacklists or links to such lists is prohibited.

    e) The denunciation of Goldmark is not permitted and leads to an immediate warning. The use of Gold is an explicit part of the game. The same applies to the premium account.

    It should be noted that violations of criminal laws in the internet are also subject to prosecution and can be brought to the police.


    2) More forum rules:

    a) We do not condone advertising for commercial sites in our forums. You can link to personal homepages, provided the content adheres to the general requirements (in particular any illegal, harmful, abusive, vulgar, racist, ethnically dubious or other harmful content), and the content corresponds to the link in the signatures.

    b) Subjects about popular games/products (excluding advertising content) and their evaluation, etc. - unless they are in direct competition with Supremacy1914 - are allowed. Providing links on the forum to sites of such games/products, however, is not allowed.

    c) Posting spam, wares, cheats, cd-keys etc. will be punished with immediate warning. The same goes for personally attacking other users and calls for spam, baiting, hunting etc. Users who put a reply in such a thread will be warned and disabled after re-offence.

    d) Posts that violate the forum’s rules are not allowed to be quoted.

    e) Possession of more than one account - even if it is only for use in the forums - is prohibited. Potential secondary accounts will be blocked. Should this lead to misunderstandings, this can be resolved with one of the moderators.

    f) So-called spamming or hazing, creating postings containing only smilies or individual words is prohibited. Basically a post should contribute to the topic and be self-explanatory.

    g) Manually inserting graphics in the signature of a post is permitted, but restricted, for reasons of clarity. The files must not be too large, so they do not cause long loading time. It is forbidden to put images above a size of 800 * 600 pixels directly. Used in this case, installing a link or creating a thumbnail for larger images will be removed under certain circumstances with no comment.

    h) Birthday threads are forbidden and will be removed without comment.

    i) Deputy moderators are not welcome. In problematic threads, the moderators will take care of it.

    j) Vote Threads (for pushing bands / people / guinea pigs) are not allowed.

    k) Thread tags are there to correctly identify threads, and not purely attributed to nonsense. We reserve the right to penalise infringements accordingly.

    l) Surveys for school, college or clubs are not allowed. Should the subject be of a more comprehensive capacity, there is the possibility that the mods or admins are asked for permission.

    m) Blogging in the forum is prohibited, however, advice based threads are welcome.

    n) The creation of threads for criticism or reviews is permitted only in the feedback section.


    3) Privacy

    a) Publishing private correspondence between members of the Supremacy1914 teams and users is strictly forbidden! This also applies for private communication between users. If you want to make a private message accessible to the public, the consent of both participants is required.

    b) It generally pertains to respect the privacy of the Supremacy1914 users and basically to not disclose any personal information (address, phone number, email address, RL name ...) of others without their consent.



    II. A few notes

    1)The search function is your friend; use it as well as the FAQ section. Basic questions can be cleared up quickly.

    2) Posts that are written without commas and loaded with spelling errors will be ignored quickly. Moreover, such a messy post is rude to the readers, because it needs more effort to read. For this you should look at the edit function, to make the post clearer.

    3) If you subsequently think of something, please do not produce double post, but also use the Edit function.

    4. For private discussions please use the PM function or personal messaging (eg Skype).
    5. Please do not create threads @ User XY, this is what the PM function is used for.

    6. More emphasis in the thread title, by excessive use of special characters, etc. is also not allowed.Only moderators are permitted to use colors in the forum.

    7. Discussions that deal with politics, ideology and similar controversial topics are to be performed with extra care and with sensitivity. Such issues can quickly lead to bitter disputes, and the moderator will stop the discussion.

    8. The moderator or admin will never ask for your password to your account! Remember this and never give it away under any circumstances.

    9. Posts by moderators, as well as "edits" or comments, or additions are not to be corrected or deleted by the user. Violators will be immediately punished.

    10. Users have to follow instructions from moderators and administrators, however, if there is any perceived bias or inconsitency you can appeal the senior staff members.

    III. Position of the moderators, measures for violations of the rules
    1. The moderators have the right to penalise infringements of the above rules. This can result in the editing of posts and the closing of threads, through to the warning or banning of the user.

    2. Principally, a user is banned for receiving a third warning, warnings are declared usually clearly recognisable as a warning (rather than a reprimand etc). They shall be made by PM or email and may not be spoken about in the relevant threads. In particularly serious violations, however, the ban can be done earlier, without former warnings.

    2.1. The Warning system:
    Minor offense - 1 point * - ** Duration: 10 day (s)

    Signature Rules violated - 1 point * - ** Duration: 30 day (s)

    Prohibited advertising - 1 point * - ** Duration: 30 day (s)

    Insulting remarks - 2 point + - ** Duration: 60 day (s)

    Insult other users - 2 point + - ** Duration: 60 day (s)

    Serious infringement - 4 point * - ** Duration: Infinite

    * Points: 3 points results in a blocking of 7 days in the forum, provided that the points do not expire. For serious violations, bans without expiration dates are maintained.

    ** Duration: this refers to the validity of a point. After expiry of that period, the point will be removed. For example, a user collects that 3 points within 30 days will be blocked for 7 days. But if he only accumulated 2 points in 30 days, after receiving another point, there is no block.

    3. Breaching the measures of a moderator, such as opening a new thread with the same subject as a previously closed or deleted thread, are to be omitted, and will be dealt with severely.

    4. In the event of an account termination of a user, the user logging in again is not permitted (risk of circumvention). In exceptional cases, it is at the discretion of the operators /administrators to unlock new registrations for this user.

    5. If a user is not satisfied with the measure of a moderator, the user may ask them for an opinion of this via PM, email or Skype if necessary; we are always ready to explain our actions in private. This also means that we will not tolerate public discussions.

    6. Should moderators exceed their authorities assigned by these statutes, affected users can complain to the Super Moderator. If the user has further complaints, these can be addressed by contacting the Main Administrator via PM.

    7. If then there are still a need for clarification, the user can contact the Community Manager with his complaint.

    The Terms and Conditions of Bytro are in place in the forums and will be upheld.

    7.2. Changing your username

    Inside the supremacy1914 app you have the option to change your username. Please be carefull, you can only change your usernamce once! In the following steps we will explain how to change your username.


    1. Press the ''more'' button


    4e3f17c8c68b5fbfc4a9f84f2ae02e40.png


    2. Press the ''account'' button.


    ec05d89a45120e1d3719fe4bc3bddf5b.png


    3. Fill in your new account name here. Pick one which is in line with the rules of Supremacy1914.

    4. Press the button to save your new name.


    b3f63a92fb5572f356b0540c35879690.png


    It can take a couple of days untill your new name will appear in the chat, please be aware if this.

    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

    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:
    pasted-from-clipboard.png

    pasted-from-clipboard.png

    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.

    pasted-from-clipboard.png
    pasted-from-clipboard.png

    5. Units

    5.1. How do I regain moral?

    During the tutorial you learned that morale can be increased by using Goldmarks. However this is not the only and certainly not the default way of handling low morale. Morale is an indication of how 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 morale. 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 morale. 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 morale.


    (*) 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)

    pasted-from-clipboard.png


    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 an 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 will no longer increase the attack damage of the regiment. But if you add other units (AC's, horses or tanks) this number goes up once 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 than you think.

    Everybody has his own playstile. Arty above tanks or tanks above arty etc. 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.

    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.

    3. War

    3.1. How do I recruit

    To recruit infantry you'll need recruitment offices.


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

    • Morale
    • 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 morale is a rounded value so the formula might not always show the exact result.


    How it works:

    • 80% morale 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 Barracks (max 2) gives 50% more units

    Don't build barracks everywhere as the costs to keep them 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 Barracks 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 average of:

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


    Now the same case with Barracks in 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 an example:

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


    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 two possible scenarios:


    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?

    Low morale in your provinces affects you in various ways. It mainly destabilizes 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, an overthrown government will be commented 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 as 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.

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

    Above average morale ranges from 60%-70% where stability and productivity are normal. 60% and below would be threatening and 25% and under is revolt status. These percentile calculations are 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, harbors 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 morale 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!

    2. The Game


    2.1. 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.


    What you build of course depends on which country you are. It depends on how many resources you have, so it might be that you won't be able to build some buildings immediatly.


    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 want to build factories later. This means you should also build one (if possible) at the water, so you can produce naval units later.

    In the begining you should build two or three workshops. Immediatly build them to level two and start building Armored Cars.


    -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) and you should 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 placed 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 built 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 too many at once. If you can't pay for maintenance they'll breakdown.


    -Fortresses level 5.


    Day 6 & 7:

    Nothing too special, maybe upgrade some fortresses


    Day 8:

    Factories! At last, the real battle can start now. From now on immediatly 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 guide. Everything depends on the country you chose, the resources you have and the diplomatic stance with your neighbors ***


    2.2. 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.

    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 into several chapters to help you 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 morale?
      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