Posts by Krazy Kiwi

    Having low morale on a province can lead to a revolt (below 30%). When the province revolts it declares itself as part of another country.


    Daily consumption is quite important as failing to fill it leads to a drop of morale. Running out of resources (especially food) can start a decline in morale, as will declaring war with multiple countries.


    To raise morale in a province you can either use Goldmarks or fill their daily consumption and the morale will raise slowly at daychange or station troops with high morale to suppress rebellions. Also, building fortifications and placing your capitol close to provinces can help.


    Conquered provinces are set to 25% morale at the time of capture, this increases the chance of rebellion for these provinces at the day change. At each day change the morale will rise slowly in good conditions, or with poor conditions the morale could remain stable or fall. Factors that reduce morale include the number of wars, distance from capital, and the morale of neighboring provinces.


    REMEMBER: Garrison troops left inside the province center will reduce the revolt risk in your new province. A strong enough force will completely suppress a rebellion, while a weak force of just one or two units generally have a chance to be overcome by the rebellion, or to join the rebellion.


    There is a complete guide to this mechanic on our forum: https://forum.supremacy1914.co…overning-your-country-en/


    Note: Rebellions/revolts will be reported at daychange at the end of the newspaper in your round.


    Krazy Kiwi

    Game Operator - Supremacy 1914 EN

    At the beginning of your governance, your country will consist of 12 provinces. Each province has a focus on one single resource that is being produced in large amounts to be shared throughout your nation.

    Resources are continuously produced and consumed. The resulting income rate for each resource is given per hour. If a resource is used up completely and still has a negative income rate, the resulting shortage will have negative effects (disabled buildings, morale drop).

    To handle resource deficiencies - for example if you own a nation that produces no oil, but you need some to build e.g. a factory or advanced weaponry (see chapter "Province Upgrades" and "Factory Productions") - you can have a look at the stock market, which you can find under "Resources" in the second tab. This is your chance to make some profit; here you can:

    • sell resources you currently don't need for a price you define
    • buy resources that are offered on the market
    • request resources for a price that you think is adequate, e.g. if the current prices are too high
    • sell resources directly to someone who has made a request himself on the market


    Resource Minimum Daily Needs Consequences of Shortage Food demand: 800 tons per day and province

    Code
    1. Severe drop of morale.

    Grain

    Code
    1. 20 tons per unit and day.

    1000 tons per barracks.

    Code
    1. Drop of unit morale

    Disabled barracks

    Fish

    Code
    1. No minimum amount of fish needed.

    Fish

    Code
    1. No minimum amount of fish needed.


    Building Material:

    In order to maintain and improve the infrastructure of your country as well as to produce high-tech weaponry in your factories, you need as the underlying basis lumber and iron ore.



    Resource Minimum daily needs Consequences of shortage Material demand: 800 tons per day and province.

    Code
    1. Drop of morale.

    Lumber

    Code
    1. No minimum amount needed.

    Iron Ore

    Code
    1. No minimum amount needed.


    Krazy Kiwi

    Game Operator - Supremacy 1914 EN