Supremacy 1914 features a roster of 13 different units from the three branches: Land, Air, and Naval. Each unit type offers a set of unique features with regard to speed on different territories and strengths or weaknesses in combat with other units. In order to decide which unit to recruit and bring to battle you will have to make yourself familiar with relative unit costs and requirements, their different battle properties, their state and behavior on different territories, and the available commands. Information on more detailed values is available in the game.
As you can see from the table below, all units have certain requirements that have to be met in order to build/recruit them. This includes certain buildings and building levels. Furthermore, since some buildings are not available before a certain day of game you cannot build all units from the start.
Each unit requires a certain amount of resources to produce. These systematically differ between unit types. Each unit also comes with daily upkeep that has to be afforded in order to keep the unit at full strength.
You can learn the details of each unit's costs in the production panel or on the respective unit icon in the army bar.
Note: When calculating the overall damage output of an army stack you have to pay attention to the so-called size factors of units:
- units contribute 100% strength up to stacks of 20
- after 20 units strength linearly drops to 0% until a stack size of 50
Note: When the airbase is destroyed, air units convert into airplane transporters that can only move on land.
REGULAR UNIT COMMANDS
To move your units, select one (left-click) or multiple units (CTRL-left click or drawing a circle around the units with the right mouse button) and drag them to their target location while holding down the left mouse button. Clicking the right mouse button while dragging will cancel the command. Alternatively, you can select the units, click the "March" button and then select the destination with a single click.
You can add additional waypoints to an active move command or issue additional attack commands by clicking on "add target". This feature can also be used to set custom paths for your armies which will be default use the fastest (not: shortest) route available.
All march and attack commands can be prepared to run at a later time. In order to achieve this, click on "delay" and set the time of arrival. Regardless of the speed and starting location units will delay their march to allow for a synchronized arrival.
You can increase movement speed of your troops by 50% by issuing a "forced march" command. However, they will lose 5% of their morale every hour.
You can split any number of units from a given army stack by clicking on "split armies" and adjust the sliders for each unit type accordingly and selecting either "move" or "attack". (Note: Armies positions on the same
Dragging your army on an enemy army or city will change the move command into an attack command. Your army will start moving to the destination and will attack as soon as the enemy is in range. If an army contains ranged units (for example Artillery), it will approach the enemy only until the unit with the highest range is in position (see chapter 6 "Warfare" for details).
Aircrafts on patrol gather intelligence on enemy armies and reveal hidden units every 15min. At that point, they also automatically attack enemy ground and air units in the area with 25% of their damage values, and receive 25% of the defending army's damage back.
When the command to attack is given, bombing aircraft is your goal until they are destroyed. After each attack, however, they must fly back to the base to charge new bombs.
MOVE TO ANOTHER AIRFIELD
Airplanes can only operate with an airfield in range. You can change the airfield they use for refueling by issuing a "move" command to a different airfield. If it is in flight range, the aircraft will fly to the new base - otherwise the aircraft will be loaded on ground vehicles in order to be transported to the destination.
Airplanes can relocate their patrol positions or change their attack targets without the need to fly back to their departure location if the new destination lies within a 25° cone spreading out from their airbase of departure. After a direct attack airplanes will have to fly back though. After a direct attack or when changing air bases, planes have to refuel for 15 minutes before they execute the next command.
The special feature of the Submarine is that it is hidden when not fighting (it can be made visible by patrolling fighters and spies). The Light Cruiser is an effective alternative to the battleship. Although it is not as strong and has a shorter range, it can be built much quicker, requires less resources and has a higher speed. Battleships deal higher damage and can operate from a longer distance.
As long as Submarines do not attack they are invisible to the opponent. They become (and remain) visible during battle but disappear again after the battle has been resolved.
Submarines do not have weapons for long distances. Their tarn properties make them a perfect weapon to intercept enemy battleships and land assault forces.
The psychological effect of submarine presence is not to be underestimated. Therefore, submarines are ideal for guarding coastal areas and blocking strategically important sea routes.
Use spies to detect enemy submarines. Fighters on patrol can spot enemy submarines when in range.
Unit effectiveness in battle depends heavily on its morale values. Detailed information about unit morale can be found in the army bar and unit details popup.
The morale of infantry units depends on several factors:
The starting morale of a unit corresponds to the morale of the province in which they have been trained.
Units consume a certain amount of grain (20 tons per unit per day). If this supply is not met, unit morale decreases.
Unit morale is affected by the morale of the province in which they are stationed. If this is low, the morale drops, if this is high, the troops' morale will increase. Unit morale also drops on enemy territory.
For each victory over an enemy, the army will receive a small morale boost. Each loss decreases the unit's morale a little.
In contrast to infantry, mechanical units (artillery, tanks, armoured cars, heavy tanks, railguns, battleships, aircraft, submarines, balloons) don't have morale value, but rather a condition value. Most rules affecting unit morale also apply to unit condition. When a unit is stationed on own territory (naval units: everywhere) condition increases by ca. 17% of the difference to 100% per day.
When merge Infantry units into one army stack, the average morale value of the original armies is obtained. When Infantry units are merged with mechanical units the resulting morale will be the average of all morale and condition values in the army stack.
ADDITIONAL NOTES ON UNIT SPEED
- The speed of a compound army group consisting of different kinds of units is determined by the slowest unit.
- Embarking and disembarking take some time (3 hours). Harbors speed up that process to 1.5 hours. On enemy shores, these numbers increase to 4.5 hours, and harbor bonuses are not applied.
- Supply costs: Each unit consumes 20 tons of grain and 5 tons of oil per day.
- Lack of oil slows armies down. All movement that does not happen on railways needs oil to run. If you do not provide enough oil, your armies will not be able to travel at full speed. .
- Grain shortage lowers the troops' morale.
- Army view width: Enemy armies can be seen within a radius of 150 km. Details (size, morale) are only visible within a radius of 90 km (double these values for the balloon).