A battle is a fight between two Countries over a Region. The battle's winner determines the country which will own that region at the end.
A country may only initiate a battle with another country if they are at War with one another. Declaring war to a country requires passing a Law.
Only one battle may be ongoing between two countries at any given time -- trying to start another battle with a country that you're already battling with will result in a failure.
Initiating a battle by attacking a foreign region, or by revolting, may be done by one of the following members of the attacking country's Government:
Attacking a region requires the attacking country to own a region that is connected to the attacked region.
If the attacker wins the battle, the region is occupied by them. If the defender wins a battle, they will keep the attacked region.
A country who has one or more Core Regions occupied by another country may start a revolt against that country, in the occupied regions.
A revolt is a battle in which the attackers (the revolters) will benefit from a Resistance Bonus.
If the attacker wins a revolt, they will claim their region back from the occupying country. If the defender wins, they will keep the region.
The Resistance value of a region is reset at the end of a revolt.
A battle is carried out between two countries, over 3 rounds. All players may support a side of a battle by dealing damage for them. The two sides fight over who has the most damage dealt in order to win terrain. A round's winner is decided by the amount of terrain at the end of the round.
A country's damage pool within a battle is the sum of all damage dealt by players by supporting them in that round. In other words, all players may support a country's side in a battle by adding dammage to their damage pool.
The damage added to the pool by a player who lands a successful hit is determined by their Combat Stats, and will get amplified by various damage bonuses.
Damage pools get reset to 0 for both sides of a batttle at the end of a round.
A tick in a battle is an interval of 2 minutes. At the end of a tick, the country which has the most damage in their damage pool will win some terrain.
At the end of every tick of a battle, the country which has the most damage in their damage pool wins terrain.
The amount of terrain gained at the end of a tick is linked to the amount of total terrain already won in that round, as such:
Total terrain in round | Terrain gained at end of tick |
---|---|
<100 | +1 |
100 - 199 | +2 |
200 - 299 | +3 |
300 - 399 | +4 |
400 - 499 | +5 |
500 - 599 | +6 |
There are 3 rounds to a battle, but the third round will not be "played" if a country wins the first two rounds. This is called a "best out of 3" scenario.
A country wins a round if they reach 300 terrain within that round.
A battle is won by the first country that wins 2 rounds.
Country orders or Military Unit (MU) orders may be given to support a side of a battle
Country order can be given by the following members of the country's government:
MU orders can be given by the following members of an MU:
A battle order may have three levels of priority: low, medium and high. The cost of issuing an order is related to the level of priority, as follows:
Order priority | Cost |
---|---|
Low | 10 |
Medium | 20 |
High | 30 |
This cost will be paid be the country or MU which issues this order, from their respective collective accounts.
Depending on the level of priority of a given order, the members of the country or MU will benefit from a damage bonus.
Various modifiers are applied to every player's damages when they are added to the damage pool. They can depend on diplomacy, battle orders, buildings, and more.
When supporting an allied country, players receive a +10% damage bonus.
When supporting the side opposite of the Sworn Enemy of their country, players receive a +10% damage bonus.
When supporting the attackers in a revolt, all players reveive a percentage damage bonus equal to the amount of resistance in the revolting region. This can vary from +1% to +40%.
When a country's core region is under attack, citizens of that country which support the defense will receive a +15% damage bonus.
If the attacking country's region which initiates the attack has an active Military Base, all players will receive a damage bonus when supporting the attackers. This bonus ranges from +5% to +20%, depending on the level of the military base.
If the defending country has an active Bunker in the attacked region, all players will receive a damage bonus when supporting the defenders. This bonus ranges from +5% to +20%, depending on the level of the bunker.
When supporting the side of a battle on which the player's country or MU has set an order, players will receive a damage bonus in accordance to the order's priority level:
Order priority | Damage bonus |
---|---|
Low | +5% |
Medium | +10% |
High | +15% |
If there are orders active for both the country in which a player is a citizen, and the MU in which the player is a member, both bonuses will apply.
When supporting any country in any battle, players which are part of an MU will receive a damage bonus if the headquarters of their MU is currently active. This bonus ranges from +5% to +20%, depending on the upgrade level of the headquarters.
If the attacked region is not linked to the capital of the defending country, and a supply line cannot be established for the defenders, then all players who support the defenders will get a negative damage bonus (penalty) of -25%.