GAME RULES
~ Game Mechanics Summary ~
Military forces include infantry, artillery, planes, tanks and warships.
Each land area will produce an income and maintains a fortification level.
One game turn is one season; one year has 4 game turns.
Income is earned each turn from land areas but can only be spent on the winter turn of each year.
Money can be spent on military arms, spying and upgrading land fortifications.
Each turn military units may move freely between all your own land areas from one side of your empire to the other so long as they are connected to each other.
Attacks are made by moving units from one land/sea area to an adjacent enemy land/sea area.
All combat is resolved after all nations have had their turn.
~ Military Units ~
~Infantry~
Strength: attack 1 / (defend 1 x fortification level).
Cost: $100-$200 for 50,000 troops.
Infantry is the only unit that can conquer a land space.
Infantry is the only unit that can benefit from the land fortifications, a fortification level of 4 will multiply the Infantry’s defense strength x4.
~Planes~
Strength: attack 5 / defend 5.
Cost: $60-$160 for 1,000 planes.
Planes always attack first.
Planes attack other planes first, then artillery and infantry.
Planes will suffer from 2% attrition losses each flight.
Planes are available from 1915.
Planes can damage fortification levels.
~Artillery~
Strength: attack 4 / defend 2.
Cost: $60-$140 for 4,000 guns.
Artillery fire second, and attack infantry and fortifications.
Artillery are very vulnerable to plane attacks.
Artillery can attack an adjacent land area (bombard) without taking losses.
~Tanks~
Strength: attack 25 / defend 25.
Cost: $60-$160 for 500 tanks.
Tanks help to lower the land fortification level during an attack.
Tanks will suffer from 5% attrition losses each attack.
Tanks are immune to fortification levels.
Tanks are available from 1917.
~Warships~
Strength: attack 2 / defend 2.
Cost: $60-$160 for 5 warships.
Warships conquer sea areas.
In most sea engagements the larger number will win.
Damaged warships (strength 1/1) return to the capital for repairs at the end of each turn.
Your capital can repair 5 damaged warships each turn.
~Fortifications~
Fortification levels range from 2-9
A fortification level of 4 will multiply the defending Infantry’s defense strength x4.
A fortification level of 8 will multiply the defending Infantry’s defense strength x8.
The higher the fortification the more expensive they are to upgrade.
Fortifications can drop after artillery bombardments, plane attacks and land conquering.
~Nation Skills~
Each nation has varying skills that affect its performance,
AI Army (4-10), army combat multiplier.
AI Navy (4-10), navy combat multiplier.
Tech Level (4-16), cost and effectiveness of military hardware.
AI Skill (1-3), 1=weaker decision making, 3= analyzing areas to attack more closely.
AI Aggression (1-3), 1= less aggressive, 3= more likely to attack a strong position.
AI Defense (1-3), 1= defend areas with less men, 3= stronger defenses.
~Spying~
In the easy and normal game, you can freely view enemy lands and contents.
In the hard level, you will need to pay money to view enemy lands.
~Alliances ~
At some point in the game nations will align with other nations and will form an alliance.
When one nation reaches an income of 750 this will trigger other nations to consider forming pacts.
Nations cannot form an alliance with another nation with an income over 750.
Nations cannot join another alliance with an income over 1000.
A nation cannot join another alliance if it will bring their combined score over 1000
Nations will only want to join another nation that it is connected or touching.
Nations will expect at least 2 connecting land/sea areas when considering joining you.
Once a nation joins into an alliance it cannot change.
In some games alliances are already set and cannot be changed.
~Combat Sequence~
Phase 1, Air to air attack.
Phase 2, The attacking planes now attack the defending artillery and fortification.
Phase 3, The attacking artillery now attack the defending troops and fortification.
Phase 4, The defending artillery return fire at the attacking troops if any.
Phase 5, The attacker & defending forces now melee including troops & tanks.
Phase 6, The attacker can keep fighting if he has enough waves of troops.
The attacker will conquer the land if his troops outnumber the defender’s troops numbers multiplied by the fort level.
If the attacker wins, the defender loses half of his force and the other half may retreat to an adjacent owned land area if one is available, if no owned land spaces available then all the defenders force is eliminated.
If the defender wins, the attacker must retreat all his remaining force to an adjacent owned land space if there is one available, if not, then the attackers force is eliminated.
~Winning the Game~
The first nation to conquer 45% of the map wins the game.
The first pact/alliance to conquer 65% of the map wins the game.
Note, if your alliance wins but you are not the most powerful member then you will only receive a minor win.
To achieve the highest score you must try to conquer 45% of the map as early as possible.
If you are in an alliance you must try to be the most powerful nation within the alliance when the game ends.
If victory is not achieved by the end of the last game turn then you will be given a score based on the expanse of your empire, you may continue playing up until turn 100 at which time the game will close.
~~~~~~~~~ WW2 Scenario ~~~~~~~~~~~~
The WW2 scenario is based off the events of WW2.
Germany and Italy have an alliance (Axis).
Britain and France have an alliance (Allies).
Russia is a sole alliance (Soviet Union).
Game lasts 50 turns.
~ Pacts – WW2 only~
Pacts are an agreement of non-aggression towards each other.
Pacts can be broken at any time by either side. It a nation breaks a pact some neutral countries may join one of the other alliances.
Pacts are advantageous for both sides as they have promised not to attack each other and so giving them the freedom to send their forces elsewhere.
Soviet Union and Britain have a pact which lasts 20 turns.
Soviet Union and Germany have a pact which lasts 10 turns.
If Germany breaks a pact with the Soviets then up to 3 neutral Nations will turn to Allied or Soviet control.
If Britain breaks a pact with the Soviets then up to 2 neutral Nations will turn to Soviet control.
If Soviet breaks a pact with the Germans then up to 4 neutral Nations will turn to German control, and the Anglo-Soviet Pact will also be cancelled.
~WW2: Convoys~
From turn 5 Britain start to receives aid from the United States via convoy through the North Atlantic Ocean. This aid is substantial and will continue to increase as the game goes on. If the sea zone is captured by enemy warships, then the aid will decrease depending on the size of enemy naval force.
It’s vital for Britain to hold this sea zone and it’s also vital for Germany to capture it.
Convoy aid increases/decreases with the difficulty settings.
~WW2: French Resistance~
Once Paris has been captured, France will send its money to Britain in aid through the Biscay Sea Zone.
This Aid comes from other French possessions and cash.
This can be stopped by owning the sea zone. This aid will decrease as the game goes on due to French income diminishing and her funds drying up.
~WW2: Far East Force~
Once Germany and the Soviet Union’s go to war the Soviet Union will receive troops from the Far East, the number of troops will depend on the game difficulty and how desperate the war gets. If the Urals land area is captured, then the reinforcements will stop.
Far East forces increases/decreases with the difficulty settings.
~WW2: Soviet Union Factories~
The Soviet Union is the only nation that if its capital is taken then can still produce infantry from its cash reserve for infantry only, these forces will arrive in the Ural’s. If the Ural’s and Moscow are taken then the Soviet Union cannot received any re-enforcements.
~WW2: Germany’s tactics~
Germany has the most powerful army at the start of the game, you have various objectives open to you, but conquering France is a priority. After France you will then need to lick your wounds and start expanding your domain into eastern Europe and possibly Spain, once you are strong enough you may have a small opportunity to attack England but this is rare. A confrontation with the Soviet Union will happen within the first 10 turns, you can try breaking your pact early by attacking the Soviet Union – this will give you the initiative but can cause some Neutrals to join the Allies. Keep the Soviet Union on her back foot and guarding her capital as this will lessen her available attacking reserves. You must keep the Soviet Union defending as many areas as possible, let other countries do some of the fighting for you, try to cut off and encircle armies, take an area adjacent to Moscow and hold it as this will force the Soviets to place a large garrison there. Hold your coastline against Britain and don’t let her land, you will need about 100,000 troops at fort level 4. You need to build-up your navy to about 60+ warships and use hit and run tactics, this will wear down Britain’s navy. In the later part of the game you must capture the North Atlantic sea zone to stop or limit the US aid to Britain.
~WW2: Italy’s tactics~
Italy has many options open to her. As Germany takes the brunt of the opposing forces Italy can get busy expanding her empire, you first need to control the Mediterranean Sea and pick off lands in Nth Africa. Guard Germanys southern flank and keep Britain from controlling all the seas. Once you build up enough fleet you should move up to capture the North Atlantic Sea Zone to stop the US aid to Britain.
~WW2: Britain’s tactics~
First control the northern Sea areas, once you own the seas you can pick where you want to attack. Once you own the seas you can pick where you want to attack, you could try to take Denmark forcing Germany to station a large garrison in her capital. Don’t let Germany’s navy out, push the Italian navy back and start taking her colonies in North Africa. Protect the US convoys. It takes time for Britain to build up a powerful army so be patient and attack when you are ready. In the later part of the game be mindful not to let Germany or the Soviet Union get to powerful, once one gets the upper hand on the other they soon will become unstoppable so you will then need to step in and attack them before this happens.
~WW2: France’s tactics~
All that France can do is hold your ground and hold Paris, if you can survive the first 4 turns then Germany will most likely lose the war, but if Germany does lose then you must face the Soviet Union. France is the hardest to play and win, but with some luck or financial aid you can win.
~WW2: Soviet Union’s tactics~
Attack and spread as fast as you can, try to pick off any French or Italian lands first because you don’t have a pact with them and attacking them won’t sway other neutrals to join another alliance. Remember no one wants to have an alliance with the Soviet Union and you’re on your own. The Soviet forces will soon clash with Germany’s; you have the manpower and can defend better than Germany but your attack is weaker so pick your battles carefully. Breaking the pact with Germany gives you a great advantage if you are ready but in doing so some neutral countries will turn against you. The Soviet has a lot of enemies so strengthen you borders and concentrate on Germany, try not to get into a fight with Britain until Germany is dealt with.
~Notes on WW2~
In the WW2 scenario Tanks and Planes play a bigger role as they are cheaper and more numerous.
Owing the seas is critical as it forces the enemy to hold more lands.
The balance of power can switch may times during the game as critical land and sea areas are taken.
Also as the game goes on some battles can get brutal as huge forces collide. I have seen some massive armies get isolated then cut off and destroyed. I have seen Germany conquer Moscow twice but lose the game.
~Difficulty levels ~
~ EASY Level~
Player bonus on Easy level (all Games)
Computer players will not defend as well or build forts as much.
Computer players don’t check land areas or estimate enemy troop strength as well.
Human player army skill Level +1, navy skill level +1.
10% cheaper troops.
10% increase in Tech.
Nations capital income +50
Player gets an extra 100,000 troops.
Additional Bonus for Easy levels WW2
GERMAN
When playing Germany on easy,
Germany gets Warsaw,
An extra 20 warships.
ITALIAN
When playing Italy on easy,
Italy gets an extra 100,000 men, 20 warships.
Italy gets Budapest and Belgrade,
BRITAIN
When playing Britain on easy,
Britain gets Greece, and extra 20 warships,
Britain also gets increase aid from the US.
FRANCE
When playing France on easy,
France gets Belgium, Strasbourg Fort level to 7
SOVIET UNION
When playing Soviet Union on easy,
Soviet Union gets Helsinki
Soviet Union also gets more troops from Far East.
Additional Bonus for Easy levels WW1 and Random games
Army Skill Level and additional +1,
Navy Skill Level and additional +1,
WW1 - Russian Revolution occurs later if you play one of the Allies.
~ HARD Level ~
Player penalty on Hard level (all Games)
Computer players will defend better and build higher forts levels.
Computer players will check land areas more frequently.
10% more expensive troops.
10% decrease in Tech.
Changes made for Hard levels WW2
GERMAN and ITALY
When playing Germany or Italy on hard,
Greece joins the Allies
Strasbourg Fort level to 7.
BRITAIN and FRANCE
When playing Britain or France on hard,
Germany gets Warsaw,
Italy gets Helsinki, Helsinki fort to 5.
Italy gets extra 20 warships,
Britain also gets decreased aid from the US.
Soviet Union also gets more troops from Far East.
SOVIET UNION
When playing Soviet Union on easy,
Italy gets Budapest, Belgrade, Helsinki and 250,000 troops
Germany gets Copenhagen and 100,000 troops
Britain also gets more aid from the US
Soviet Union also gets less troops from Far East.
Additional Bonus for Easy levels WW1 and Random games
Army Skill Level -1,
Navy Skill Level -1,
WW1 - Russian Revolution occurs earlier if you play one of the Allies.
~~~~~~~~~~ WW1 Scenario ~~~~~~~~~~
The WW1 scenario is based off the events of WW1 with some minor changes.
At the start of this game Italy does not join with France but stay’s neutral, and may join one side or the other later during the game.
The Central Powers; including German, Austria/Hungry, and the Ottoman Empire.
The Allies; including England, France and Russia.
Neutral Nations: Italy, Spain, Sweden Turkey have been added into the game as neutral wildcards, they work independently of other Nations/Pacts and are actively trying to expand their territory. This greatly improves the game dynamics and increases game re-playability.
Russia may seem unstoppable at the start until the Russian Revolution which comes at around turn 17, the power will shift to the Central Powers when this happens, the Neutrals may then start to join the Allies. Game lasts 60 turns.
~~~~~~~~~~ WW2 Barbarossa ~~~~~~~~
Operation Barbarossa introduces the US forces, their HQ is in Ireland.
Operation Barbarossa takes over from the time Germany invades the Soviet Union in 1941. Germany at this stage owns France and much of central Europe. You can play as any one of the main nations. With the German Wehrmacht focused of the mighty USSR, the Allies can muster their forces and can pick their best opportunity to invade Europe.
~~~~~ (Free-For-All) ~~~~~
Free-For-All’s (FFA) are randomly generated games with any number of preset nations in play. Each FFA is different, and you can play as any nation or any alliance. In some FFA’s you are only allowed to play one particular nation e.g. Prussia Steam Tech game.
Each FFA game needs to be unlocked to play. To unlock a FFA game you need to achieve a certain score in the previous game, normally this is a score 5,000 points. There is also the option to pay in credits the shortfall of points needed to unlock the game. Once a FFA game is unlocked it will be always available to play from then on. So you can try the different nations and/or alliances.
Be aware if you uninstall the game for any reason you will lose all your high scores and unlocked games. You will be able to recover you purchased game though.
In FFA games all nations skills are randomise, although the randomness will only vary 10-20% from the original skills. So, if you are having trouble winning a particular FFA game try restarting the game until you get a favourable setup and/or skill level.
~~~~~ (Custom Games) ~~~~~
Custom games are only available to players who have bought the full game. Custom games can be totally customise to your own liking. You can add any of nations, give them varying numbers of land spaces, give them varying AI levels, and you can vary their home capital army size.
You can also save your settings so you can replay that same game over and over. You can also add in new nations that are available at the time.
The Interface is fairly easy enough to work out when you start making changes. Just keep tapping on one of the buttons until you find your desired selection.
[WW1 -Bonus 102%] - This button changes from WW1 to WW2 nations. The Bonus shows a percentage the reflects the difficulty from the game selections you made. A lower percentage would mean an easier game to play, but you will get a lower score at the end of the game.
[Nation] - changes the nation, and also removes the nation from the game. The nations location will be at the default nations capital location, so if you change the default nation ‘Britain’ to ‘Bolshevik' then this Bolshevik’s capital will be at London.
[Player] - Switches between human player to AI players.
[Pact] - Puts this nation in an alliance of your choice.
[Size] - Small/Large/Huge, creates the size of the capitals home forces.
[Lands] - Capital/2Lands/4Lands/8Lands/Historic, randomly places the selected number of lands on the map. Historic will give that nation the same lands as it have at that time.
[Load] - loads a saved selection.
[Save] - saves your selections.
[Play] - Play the game from your selections.
~High Scores~
High scores can only be accessed from the opening menu
The highest high scores are saved for each playable nation on each game.
The [More Detail] button give detailed information about each high scoring game.
Press the [More Detail] button again and the screen will cycle through the each high score game.
~Scoring~
Your final score will be the result how you finished, which will be including if you were in an alliance, were you the highest income earner? The number of game turns, your forces lost and enemy killed, and difficulty level.
~Financial Aid and Credits~
Credits may be awarded for successfully winning a game, credits may also be bought online via the in-app-purchase option in the game menu. Credits may then be converted for in-game cash during any game at a rate of 500 credits for $500. This financial aid may be spent during the build phase, this money is very helpful if you are new to this game or playing a difficult level or nation. But note that there is a penalty to your final score for using financial aid to assist in your conquests, as a rule of thumb, for every $1000 of aid you use this will reduce your final score by 10%. Note also that using financial aid is not required to achieve victory, all games can be won without financial aid, except maybe if you are playing France, WW2, on Hard.
~Awards/Medals ~
Military medals will be awarded for great achievements, Grand Scores combine the best scores from each nation, the four games i.e. WW1, WW2, Scenarios, Free-For-All will each have a Grand Score that can be awarded a medal. The games and scores are as follows,
Medal No 1. Highest game score, Gold medal => 9,000 pts.
Medal No 2. WW2 Grand Score Gold medal => 35,000 pts.
Medal No 3. WW1 Grand Score Gold medal => 30,000 pts.
Medal No 4. Scenarios Grand Score Gold medal => 25,000 pts.
Medal No 5. Free-For-All Grand Score Gold medal => 70,000 pts.
The End.
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