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| '''War Declaration''' || War must be declared (accepted [[My Country#Laws|Law]]) and active | | '''War Declaration''' || War must be declared (accepted [[My Country#Laws|Law]]) and active | ||
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| '''Active Citizens''' || Country needs minimum ''' | | '''Active Citizens''' || Country needs minimum '''7 active citizens''' (Level 98+, active in last 7 days, not banned) | ||
|- | |- | ||
| '''Treasury''' || Country treasury must have at least '''10 [[Currency#Gold|Gold]]''' | | '''Treasury''' || Country treasury must have at least '''10 [[Currency#Gold|Gold]]''' | ||
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* [[Items#Defense System|Defense System]] (if fighting as Aggressor) | * [[Items#Defense System|Defense System]] (if fighting as Aggressor) | ||
* Non-Core Regions penalty (applies to country citizens) | * Non-Core Regions penalty (applies to country citizens) | ||
* Wrong Type of | * Wrong Type of Weapon usage | ||
* Judge Trial penalty | * Judge Trial penalty | ||
</div> | </div> | ||
Latest revision as of 13:58, 5 January 2026
Battlefield
Welcome to the Battlefield Tutorial - a detailed guide to learn how to deal damage in battlefields and increase your efficiency to the maximum!
Prerequisites
Before diving into combat, make sure you understand these basics:
- Getting Started - Energy, Strength, Experience
- Items - Food, Weapons, Tanks, Aircraft
- Abilities - Special combat skills
Starting a Direct War Attack
To start a battle in a Direct War, your country must meet ALL requirements:
| Requirement | Details |
|---|---|
| War Declaration | War must be declared (accepted Law) and active |
| Active Citizens | Country needs minimum 7 active citizens (Level 98+, active in last 7 days, not banned) |
| Treasury | Country treasury must have at least 10 Gold |
| Your Location | You must be in your citizenship country to start attack |
| Target Region | Target region must border your country and have no active battle |
| No Active Battle | Cannot have another active battle in the same war |
Cooldown Periods
| Scenario | Cooldown |
|---|---|
| After losing as Aggressor | 24 hours before you can attack again |
| After winning as Defender | 24 hours before enemy can attack again |
| War just declared (vs new target) | 24 hours before declared country can attack |
Note: Only the Minister of Defense or President can start Direct War battles.
Starting a Resistance War
Any citizen can start a Resistance War to liberate occupied core regions!
| Requirement | Details |
|---|---|
| Your Level | Must be Level 23 or higher |
| Your Location | Must be in the region you want to liberate |
| Region Type | Must be a core region occupied by another country |
| No Active Battle | Region cannot have an active battle |
| One RW at a Time | Country can only have 1 active Resistance War |
Resistance War Cost
| Payment Option | Cost |
|---|---|
| Gold | 15 Gold |
| Country Currency | 3,000 CC (original owner's currency) |
Resistance War Cooldown
After losing a Resistance War: Your country must wait 48 hours before starting another RW.
After winning a Resistance War: No cooldown - you can start another RW immediately!
Battle Duration & Rounds
Each battle has a total duration of 24 hours divided into 3 rounds of 8 hours each.
| Round | Combat Type | Duration | Victory Points |
|---|---|---|---|
| I | Urban Combat | 8 hours | 2 points |
| II | Land Combat | 8 hours | 3 points |
| III | Air Combat | 8 hours | 5 points |
Note: Battle endings are registered each minute. If a battle starts at 13:45:45, it ends at 13:46:00 the next day, not 13:45:45.
Victory Conditions
The final round (Air Combat) is decisive, but earlier rounds matter too!
Scenario 1: Score is 3-2 or 2-3
- The country that wins Round 3 by damage wins the battle!
Scenario 2: Score is 5-0 or 0-5
- The country that deals most damage across ALL 3 rounds combined wins!
Scenario 3: Score is 5-5
- If the score is tied at 5-5, the winner is decided by total damage across all rounds!
Domination Buff: If one side wins BOTH Round 1 and Round 2 (score 5-0):
- That side gets +3% Domination Buff
- Must be located in a region owned by your country to receive the buff
Round Types & Weapon Bonuses
Each round has specific armory rules. Using the wrong type results in damage penalties!
Round 1: Urban Combat
Weapons are KING! They get a +50% damage bonus!
| Weapon Type | Allowed | Damage Modifier |
|---|---|---|
| Weapons | YES | +50% |
| Tanks | NO | N/A |
| Aircraft | NO | N/A |
| Mortars | NO | N/A |
| ABM / ICBM | YES | Special |
Round 2: Land Combat
Tanks shine here! Weapons get penalized.
| Weapon Type | Allowed | Damage Modifier |
|---|---|---|
| Weapons | YES | -20% |
| Tanks | YES | +10% |
| Aircraft | NO | N/A |
| Mortars | YES | No change |
| ABM / ICBM | YES | Special |
Round 3: Air Combat
Battle Rewards
Battle Hero Medal - Top damage dealer in each round
Campaign Hero Medal - Most damage in entire battle (all 3 rounds)
See Medals and Achievements for more rewards!
EPIC Battle
Any battle can become an EPIC Battle when at least 500,000 hits have been dealt in that campaign!
Bonus: +15% extra damage for BOTH sides from the moment battle turns EPIC!
Damage Formula
Base Damage Calculation:
Damage = ((Level × 5) + Strength) × (1 + Rank × 0.05) × Weapon × Booster × Modifiers × Equipment Bonus × Hits
| Component | Description |
|---|---|
| Level | Your Experience Level |
| Strength | Your Strength points |
| Rank | Your Military Rank (each rank = +5%) |
| Weapon | Weapon quality damage multiplier |
| Booster | Damage Booster multiplier (if active) |
| Modifiers | Sum of all bonus modifiers (see below) |
| Equipment Bonus | Bonus from Equipment (BONUSDMG) |
| Hits | Number of hits (1, 5, or 10 based on energy) |
Additive Modifiers (stack together):
| Modifier | Bonus | Condition |
|---|---|---|
| Natural Enemy | +10% | Fighting against your country's declared enemy |
| Military Unit | Variable | Based on MU level and your warrior rank |
| Surrounded | Up to +12% | +2% per surrounding region (max 6 regions) |
| EPIC Battle | +15% | When battle reaches 500,000 hits |
| Domination | +3% | Your side won both R1 and R2 (5-0 score) |
| Alliance CoD | +5% | Fighting on your alliance's Campaign of the Day |
Round Weapon Modifiers:
| Weapon Type | Round 1 (Urban) | Round 2 (Land) | Round 3 (Air) |
|---|---|---|---|
| Weapons | +50% | -20% | -50% |
| Tanks | N/A | +10% | -10% |
| Aircraft | N/A | N/A | No change |
| Mortars | N/A | No change | No change |
| ABM / ICBM | -40% | -33% | No change |
Damage Buffs
Positive Modifiers:
- Experience Level - (Level × 5) base damage
- Military Rank - +5% per rank
- Strength - Direct addition to base
- Abilities - Sniper (+damage), Artillery (+5%)
- Boosters - Damage multiplier
- Military Unit Level & Traits - Variable bonus
- Alliance Campaign of the Day - +5%
- Natural Enemy - +10%
- Surround Bonus - Up to +12%
- Special Weapons - Rockets add flat damage
- Destroy Defense System - +3% after destruction
- Domination Buff - +3%
- EPIC Battle - +15%
Damage Penalties
Negative Modifiers:
- Natural Disaster (if battle in affected region)
- Defense System (if fighting as Aggressor)
- Non-Core Regions penalty (applies to country citizens)
- Wrong Type of Weapon usage
- Judge Trial penalty
Combat Tips
Pro Tips:
- Use the right armory type for each round to maximize damage
- Coordinate with your Military Unit for organized attacks
- Save special weapons for crucial moments
- Watch for EPIC Battle bonus activation
- Check Campaign of the Day for bonus battles
- Time your hits strategically - the last minutes matter!