The game is turn-based, with turns occurring every thirty minutes. Upon each turn, you generate a certain amount of in-game currency, and 'untrained' units . You can use currency for everything from training troops to upgrading technology or buying weapons. You must guard this well, for the more money you have, the more likely it is that someone will try and attack you to take it. In turn, though, you can use your attack turns to attack other players, to get their money.
Untrained units are gained from your Unit Production, generate an income on their own, and are also trainable into the various unit types in the game . Either on their own, these units (and therefore UP) is critical to grow your army, and should be a primary focus when starting.
Another part of the game is either recruiting other players as your officers, joining a commander, or joining/creating an alliance. These in-game relationships can be crucial to your survival, or you can risk being a lone wolf. Each option has different bonuses, advantages and disadvantages, explained in more detail below.
Starting Out
When you first start, there are several things to do, and several ways to progress your account. While the options are numerous, a simple yet effective strategy is outlined here. With your few units, you will likely want to train at least one attacker, and one defender. You will want at least one weapon - get what you can afford after training the units. One spy would also be helpful but not necessary. Now - you need more money. Going to the 'attack' screen will give you available targets from whom you can get money - the more you see out the better. You can then either spy on them, to see what defense they have and if your attack is higher than their defense, or you can attack with 1 turn to 'test them out' and see if you can win. If you can, use the full 15 turns to take their money. With your money, you will want to first repair your weapons, then put all or most of it into unit production to increase your UU rate. This is key. You can -optionally - put more into weapons, defenders, or attacking units. Build your technologies when you can as well, and -when you are comfortable with how to get money - you can look at upgrading your covert levels too.
If you can find a good commander higher than you in the ranking, they will help by providing you income (and hopefully other help) - you can find people looking for officers on the forums, or just by clicking 'make this user my commander' on the rankings/stats screen. An alliance likewise may help, but both of these are completely optional.
When you get enough units such that you do not want to easily lose the money they produce to others, start to build defense and more covert power so you can defend, and avoid easy sabotages.
Once you have done the above a few times, you are well on your way!
Rank
This is your overall rank. The rank is the average of your three distinct ranks (attack/defense/covert) compared with other players average. The easiest way to climb ranks is to have all ranks as equal as possible, while the easiest way to drop ranks is to 'zero out' one or more individual ranks.
Turns
How many attack turns you have to use. Attacking takes from 1 to 15 turns, the more turns used, the greater the rewards and damage.
Currency An always visible record of the currency 'on hand' or in the open. This is the currency that can be taken from you on a successful attack.
Bank
Use the bank to deposit your money. Money in the bank is safe and cannot be removed from you. However, there is only a certain amount that can be banked, and every deposit will charge a 5% tax.
Next Turn
The amount of time until the next turn.
Messages
A display of how many in game messages you have. Clicking this takes you to the in game messaging system where you can read, reply, delete messages. To send a message, you use the 'rankings' or 'attack' link to find the player you want to send to, at which point an option to message them will be presented. If you receive a message you do not like, you can 'blacklist' the sender, preventing any further messages from that player. (You can also unblock all previous blacklists here). If a single player is blacklisted enough, it alerts the game administration to see if bad language or personal threats/insults are being used, which is illegal (and can result in that player losing all messaging ability, or even banning of account).
Command Center
The Command Center or 'base' is the page you see after logging into the game, or clicking 'command center'. It displays the statistics about your account. The Command Center is subdivided into three main categories: User Info, Military Effectiveness/Ranking, and Personnel.
User Info
The User Info section deals with your account information, your commander, Technologies you have purchased, while also giving current statistics, including Unit production, available currency, income per turn, and total turns. Directly below the data, this section also shows what alliance you are in (or in the process of joining), and the officers you have under your command.
Military Effectiveness
This section is divided into five distinct scores and rankings: Strike Action, Defensive Action, and Covert Action. Beside each one of these is a rank, comparing your power in that skill to that of all other users in the game. Strike Action is a measure of attack power, similarly Defensive Action is a measure of defensive power. Covert Action is a measure of your ability to spy or sabotage other members.
Personnel
The personnel section deals with your troop and unit counts. It tells you your totals of Attack, Defense, and Untrained troops and mercenaries and spies. There are two levels of attacking and defensive troops - one much more powerful than the other. The names of your troops differ from nation to nation (much like the currency).
Attack
This option takes you to the rankings screen, starting with players at the top rank. You can search for players here, jump to any page (30 per page), or click on a player name to engage them. At the top of the page, are other ranking listings including: Alliance Ranking; Commander Ranking. More information is available in each ranking by clicking the appropriate links - you are encouraged to explore the options to see how you might best use them.
On any ranking screen, clicking a player name takes you to the 'stats' page, which shows their basic information (if your covert is not high enough, it will replace their info with '????') and offers the different ways in which you can interact with them. All options are listed below, although you may not see all options with every player. You may:
Send Message
This will open a window with which to send an in game mail to this player. Reminder: Players can (if the message is insulting/crude) blacklist you so you will not be able to send them any more messages. Enough blacklists by different players, and the game administration is alerted. Crude/rude or personally threatening messages are illegal.
Def Con
Use Def Con to change the alert level of your army. The higher the level you choose, the more alert (therefore less suspectable to attack, spy or sab) your troops will be.
Each Def Con Level offers different amounts of protection, but this protection comes at a cost, as shown below.
| Def Con Level |
% Spy Increase |
% Income Decrease |
| Def Con Level 5 |
0% |
0% |
| Def Con Level 4 |
5% |
5% |
| Def Con Level 3 |
10% |
10% |
| Def Con Level 2 |
20% |
20% |
| Def Con Level 1 |
35% |
50% |
Your def con level can only be changed once every hour, and costs three attack turns.
Spy
This option allows you to send intelligence agents into their realm to survey their stats and inventories. If you succeed you have a *chance* to discover each of their stats. The higher your covert action above theirs, the more likely you will discover their secrets but it is not guaranteed no matter how high your covert. Multiple incursions are usually necessary to get all details. With spying and sabotaging, they will not know you were there unless: you fail and you unlucky enough, that they do notice you.
Sabotage:
This option allows you to send covert agents in to destroy enemy weaponry. If successful they will do an amount of damage equal to the difference between your, and their, covert action. They will keep destroying - weak weapons first - until either they are not powerful enough to take on the next weapon, or they feel they've destroyed enough at which point they return. All sabotage missions have casualties whether successful or not. Additionally, if an enemy has been targeted with too much covert activity, your agents will refuse to engage, and let you know about the unsuitability of such a 'busy' target. Covert actions require surprise - too much activity forces the enemy to be extra vigilant and paranoid, and prevents surprise
Attack Log
The attack log records all attacks made by, and on your realm. It contains several pieces of information: the amount of turns used, quantitative result of the losses/gains, number of troops losses on both sides, damage done by you, damage done to you (if the damage of the enemy is too great, you can only tell that it was a LOT since you were busy running away), and finally a link to the official battle report.
Armory
The armory is, as the name suggests, the place to buy and sell weapons of various strength and costs. The Armory is divided into two main categories: current weapon inventory and weapons purchase, along with a display of your Military Effectiveness and rank and your personnel such that you can balance weapons to units, and see the results of your changes on your military powers.
Current Weapon Inventory
The Current Weapon Inventory (top of screen) lists your current quantity of weapons you own, separated into Attack then Defense Weapons, ordered by weapon power. You can fully repair each weapon type, partially repair each weapon type (input the number of points of repair desired), or scrap or sell your weapons (again input how many to sell if desired). Prices are listed for all activities. Tip: if you want to make a large purchase, consider selling some weapons to get the currency quickly. Weapons sell at a percent of cost, but can still be a great source of funds when needed badly.
Buy Weapons
This is where you purchase your weapons. The weapons are listed in two sections (on the right column of the screen): Attack Weapons and Defense Weapons, sorted ascending by power. Weapon cost is cost to buy it, the strength is the base damage it can do (which is multiplied by the unit power who holds it), and how much damage it can take before being destroyed. A weapon at 50% strength only does 50% of the damage it would at maximum. You will find that weapons that fall into disrepair get damaged more quickly than ones near or at full repair so it is worth keeping your weapons in good shape. The weapons types and prices differ for each nation
Military Units
All Military Units are sent into battle, but only those with weapons actually make a difference (the rest stand around looking stupid, likely resenting you for your poor military management) - be it defense or offensive units. They will engage the enemy, with both sides doing damage. Additionally, any weapons used (regardless of enemy size) are partially damaged from use. In an assembly line manner, all weapons of the same type are treated to be as damaged as the most damaged weapon (i.e. no matter how many weapons you have of one type, they are all viewed as equally damaged). If a weapon type is damaged enough, it is 'scrapped' since repairing it would be more costly than buying new.
Training
This section is for all types of troop and population training, the most common being used to train the 'untrained units' you receive each turn into troops or guards. You can also 'un train' units. The only troop type not covered in training are mercenaries. Additionally, the training center has the ability to increase your daily untrained unit production, increase your realm spy level (helps spies). Below is a description (using the generic name of each unit) and training type:
Untrained Units
Gained each turn, based on your Daily Unit Production (and commander/officer bonuses if any), they contribute a small amount of income, and can be trained into most other specialized unit types. If you leave these unites untrained they give you money each turn
Attack Troops
These are units specialized in offensive battle. They will fight on every attack (if they have a weapon). They will also suffer casualties, so it is good to keep a steady training of these units going -at least enough to match your weapons.
Defense Troops
These are units specialized in defensive battle. They will fight on every attack on your own realm (if they have a weapon). They will also suffer casualties, so it is good to keep a steady training of these units going -at least enough to match your defense weapons.
Spies
These are units specialized in covert actions including spying and sabotage. Their power is determined not by weapons, but by your 'spy skill' . Every covert action pits your covert agents/spies against those of the enemy. Although counter-intuitive, the more you send on any covert mission, the more your chance of success - since they will work together to create distractions, false leads, counter intelligence and overall confusion while the operation is carried out. Failure (or even success on sabotage) though, costs you a percent of those sent, so finding the perfect number to send to maximize success and minimize loss of agents is important. Your covert agents automatically defend against enemy spy and sabotage attempts.
Unit Production
This is the measure of how many untrained units you can generate per day/turn. Arguably THE most important stat in the game, since this will directly determine possible army sizes, income, covert, and indirectly determine weapon counts, etc - as all things require enough currency which these units generate ( your untrained units generate the currency). This production can never be taken away by enemies. The cost of the next upgrade is always a bit more expensive than the last upgrade.
Intelligence
All covert actions taken by you are recorded here. You can review any sabotage or recon mission via the 'sabotage' link. You can also see a quick summary of the mission on the main Intelligence Log screen. Additionally, missions into your realm are recorded - at least all sabotage and failed recon attempts on you. Successful sabotage does not record who did it to you, and successful recon does not show up at all. If you are missing weapons - check your Intelligence logs immediately, as you were likely the target of sabotage!
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Change E-Mail / Password / Vacation Mode
Here you can change your email and password. Changing email automatically changes your password, and emails you the new password. Make SURE you enter your correct email, or you will not be able to get back into your account. Changing password does just that, and is recommended periodically for security reasons. Please DO NOT use the same password as other sites, forums, or chat rooms. There have been NUMEROUS examples of forums, chat rooms, proxy servers, and even other game sites, using this information to break into accounts and remove all the goods, or even delete the account. Also - if your MSN or IM is the same email as you use in game, be very careful not to give other people enough information to guess your 'secret questions/answer' as Hotmail accounts can be broken into this way.
Vacation Mode Here you can put your account in 'suspended animation' -- for a minimum of 2 days, no maximum, your account 'freezes' ... Nobody can attack you, you do not gain income or units, and nothing in your account changes.
Change Player Name (#) This allows you to change your player name. By default you have only a limited number of name changes, and when they are gone, you can no longer change your name.
Change Race (#) Like name changes, race changes are limited. Changing race is also costly - you will lose all technology upgrades, all trained units, all currency in your 'bank', all covert/anti-covert agents, and all weapons. You keep your untrained, covert levels, UP level. More detail is available when clicking this option.
Delete Account
This will remove your account from the game. Please use this option wisely.
Recruiting
You are given a unique link to use. When someone clicks this link, (and the security number displayed), you are given Untrained Units. They then also have the ability to register for the game, with you as their commander. If they register, you get even more untrained, and them as an officer. You are limited to clicks on this link per day. Also - do NOT spam this link - use it responsibly.
Officers:
% Income to Officers: If you are a commander, you can give a specific percent of your turn income to your officers each turn. The amount varies, up to 30%, and is divided equally amongst your officers.
This setting also determines how much additional unit production you will get per turn - the more you give them, the more they give you. (although unlike income, it does not cost the officer to provide you additional units per turn - an example of the whole being greater than the parts).
Accept
New Officers:
This checkbox determines if you are willing to accept new officers. If you are happy with your current officer/commander situation, you may want to NOT accept new officers. If you are not accepting new officers, the 'make this user my commander' option on the stats page (given after clicking a user name on the ranking or attack screen), is not available. |