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!