WW3 Countries at War- TIPS AND TACTICS

Launching Nukes

ICBMs (Intercontinental Ballistic Missiles) can attack any land or sea area on the map. If you have ICBMs they will be stored in your inventory and to access them you need to go to MENU -> VICTORY METER -> ICBM page. You can purchase more ICBMs here or launch them. To Launch ICBMs, you have the option of selecting auto target or manual target. ICBM can be intercepted by land-based SAMs, SAMs have 30% chance of destroying an ICBM in flight. SAMs can be purchased on the land build page. Any ICBMs that strike a region will cause massive damage, including armies, garrison, population, factories, fortifications, special buildings, and land development will be damaged. The damage is random and only one army per ICBM will be hit. Fleets can be targeted with random effects, only one fleet will be hit by one ICBM.  

How to build ICBMs 

You need to own a Nuclear Weapons facility or one of its upgrades to be able to purchase ICBMs. When you build a Nuclear Weapons facility, you receive one ICBM every turn per facility. Some facilities can produce more than one ICBM, and some buildings also produce SAMs. Read the building description for more information. 

ADVANCED INFANTRY (Lvl 5)

At level 5 you have the option to upgrade all your infantry to Advanced Infantry. Advanced Infantry have 2 hp while normal infantry have only 1hp. To upgrade your infantry you need to buy or upgrade a production centre to an Adv. Production Centre. Adv Production Centre cost $3000 but your first Adv Production Centre will also have an attached fee of up to $20,000. This is to cover the upgrade of you standing army. Once you have bought and paid for this upgrade any other Adv Production Centre will cost $3000. Advanced Infantry are very tough.

Zombie World

Zombie World is a difficult game because zombies are everywhere and they are trying to convert the human population into zombies. The zombie's goal is to keep increasing their numbers enough to be able to overwhelm the human city sanctuaries. But it isn't as bad as it looks, because the world population has already been decimated by the zombies. The zombies now appear to be in decline, the humans have been hiding in the cities for a long time and now they want to take back their lands. The zombies' ability to continue to grow is limited by the lack of humans in each region. As the game goes on, the zombies will decline unless they can capture the heavily populated human-controlled cities. Each capital city holds about 3mil people. Each non-city region only holds about 10,000 people, the zombies can only increase by 1,000 each turn in these outer regions. But the cities are a different story.

At the start of the game, you only have a small amount of money and income. With your limited starting forces, you should quickly capture lands with temples and scrap yards, cash these in to buy more forces and continue to capture important lands. Oil and gas resources are also handy for later development as they can produce vital income.

As you take lands, don't forget to build a 15-30k garrison of paramilitary to remove resident zombies. Don't worry about the other human nations as they will remain peaceful for the first 30 turns.

In the first 10-20 turns, I suggest you grab as much land and resources, temple and scrap yards as possible. Zombie cities may be too difficult to conquer early on so just stabilise your lands and upgrade, fortify, and develop them.

There are some zombie strong points around the world so be wary of them. The zombie capital in Russia is very formidable as there is a lot of human population there so zombies will continue to spawn from this location, stay clear.

Once you can build an army that is strong enough to capture a zombie city your power and influence will spread very quickly. Zombie cities hold valuable resources for you to capture but they also cost a lot to cleanse. You may need to maintain a garrison of over 100k troops to reduce the zombie population. Early in the game, it may be better to capture the city, strip it of wealth, then abandon it than try to hold it. It may be a better idea to abandon the zombie city so you have the troops to capture another city for its wealth and then come back later to cleanse it.

Morale

Morale is considered to be a negative effect caused by soldiers to break and flee battle, When armies fight and casualties are taken morale drops. When drops below 35% that unit or army will flee/retreat the battle. Any fleeing army takes extra casualties. Morale will carry over into the next round. Armies can carry Morale. Morale will diminish each turn at a rate of 50% of the total, or 10, whichever is the larger.

Disruption

Disruption is considered to be a negative effect caused by soldiers in battle, it can be fatigue, confusion, or panic. When planes attack lands with armies, or artillery bombard lands with armies, these armies will receive an accumulative level of disruption. Disruption will carry over into the next round. Armies and land garrisons can carry disruption. Disruption will diminish each turn at a rate of 50% of the total, or 5, whichever is the larger. An army with 10% disruption will be weakened by 10% in attack and defence.

Speed up the game.

If you are playing world map it’s advisable to turn OFF the animations and Battle reports for the MENU. This will speed up the game much faster. If you are wondering what a nation is doing it is handy to turn on the animations for several turns. You can turn off the animations during the Ai turn but you will need to keep tapping the MENU button until the game recognises your gestures because of the skip process.