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 orders can be done by the following members of the country's government:
Military Unit orders can be done by:
A battle order may have three priority levels:
| Order Priority | Base Paper Cost | Damage Bonus |
|---|---|---|
| Low | 5 | +5% |
| Medium | 10 | +10% |
| High | 20 | +15% |
The final Paper cost depends on the number of active citizens in the country:
Paper Cost = Base Cost × max(1, floor(active citizens ÷ 5))
For example, a High priority order has a base cost of 20 Paper. If the country has 15 active citizens:
20 × max(1, floor(15 ÷ 5)) = 60 Paper
The Paper cost is paid from the inventory of the country or MU that issues the order.
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 a fellow alliance member, players receive a damage bonus based on their alliance's share of the world's total development.
When fighting against your country's Sworn Enemy, players receive a damage bonus.
The bonus starts at +1% and increases by +1% per day, up to a maximum of +10%.
Countries with Fanatic Isolationist ethics receive the bonus faster:
When supporting the attackers in a revolt, players receive a damage bonus based on the amount of resistance in the revolting region.
The maximum Resistance Bonus is +30% when the Resistance Bar is completely filled.
The bonus scales proportionally with the bar:
When fighting for your own country, you receive a +20% damage bonus.
This applies whenever your country is one of the two sides participating in the battle.
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 +25%, 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 +25%, depending on the level of the bunker.
When supporting the side of a battle on which the player's country and/or Military Unit 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 a Military Unit will receive a damage bonus if the headquarters of their Military Unit 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%.