World at War

V 8.05  2008-Aug-09

Copyright 1996, EMG


Thanks to all the play testers who have helped with this game: Oyvind Bjartveit, Brian Boulanger, Brett Boutwell, Richard Bradford, Carl Clapham, Alexis Comte, Tom Cook, Erik Florentz, Erik Freeland, fGreg Gilliam, Daryl Gordon, Wing Ho Shum, Koos de Jong. Chris Kaye, Mark Koopman, Steve Lang, Michael Leathem, Curt Malam, Mary Malavitz, Ron Meinung, Jeremy Moss, Johan Ortiz, Jesse Raccio, Doug Roberts, Kai Soennichsen, Perry Tucker, Jim Warburton, Pal Woje, Bill Wunschel, and Ned Young And a very special thanks to Simon Parkinson for his many valuable suggestions.


Table of Contents

World at War

Table of Contents

Introduction

Sequence of Play

Victory Conditions

Maps and Areas

Units

Unit Summary Table

Unit Technology Bonuses

Relations, NAP and Diplomacy

Conflicts

Naval Combat

Air Combat

Land Combat

Agent Combat

Strategic Movement Combat

Commands

Air Drop Paratroops

Air Drop Supplies

Blitz

Bomb Airbases

Bomb Land Units

Bomb Naval Units

Bomb Ports

Bomb Resources

Bomb Strategic Movement

Bomb Supply Depot

Build

Buy

Code Change

Code Give

Code Use

Combat Air Patrol

Combat Supply

Declare Ally

Declare Neutral

Declare Permanent Ally

Declare War

Diplomacy

Dummy Unit

Fort

Fund Partisans

Give Credits

Give Supply

Give Unit

Grant Ally Access

Increase Technology

Increase Resource Income

Load Resources

Load Supply

Load Unit

Merge

Message

Move

Move Agent

Move Resources

Move Supplies

Naval Move

Non-Aggression Pact

Repair

Reserve

Retreat

Scrap

Select Bonus Area

Select Capital

Sell

Set Income Multiplier

Set Technology

Shore Bombardment Ports

Shore Bombardment Units

Strategic Move Resources

Strategic Move Supplies

Strategic Move Unit

Supply Land & Naval Units

Support Ground Attack

Transfer Airbase

Transfer Carrier

Unload

Victory Conditions

Reports

Command Format

Glossary

Appendix A: Command Summary

Appendix B: Build Cost Summary

Appendix C: Changes

 


Introduction

World at War assumes that a global war has broken out on the planet (similar to WWII on Earth) and each player is in charge of one of the countries. A turn is assumed to be roughly 3 months and most land units are corps or divisions, while air units are wings or squadrons and naval units are groups of ships.   Some of the items in the game include:  

·         Different types of resources (food, fuel, heavy metal, light metal, credits and production) required to build units.

·         Air units have to fly out of airbases to do a mission and return to airbase after the mission.

·         9 types of land units: ARM MECH INF PAR MAR STC AT ART AA.

·         6 type of air units: FTR LB MN HB ATRN.

·         6 type of naval units: CFLT HFLT LFLT SUB NATR NTRN.

·         Technology gains can be made in each type of unit.

·         Units use up supply to move and fight. 

·         Limited intelligence.

·         The ability to steal other countries codes and technology.

 


Sequence of Play

Commands happen in the following sequence:

 


Victory Conditions

Victory in WW can only be achieved by conquering other countries.  By the time the game ends, some countries will have been completely eliminated. (See section Country Surrender and Elimination)

 

There are a two ways for the game to end:

1.       A country has reached the required percent of victory points, between 200 and 300, and has at least 10% more victory points than the Country in 2nd place.

2.       The country with the highest percent victory points is declared the winner once the number of turns runs out. A game will last anywhere from 15 to 30 turns.

 

At the end of each turn your Country receives victory points based upon the factors below.

Description

VP Modifier

For each of your original home area you still own.  (see Starting Areas)

+5

For each area you own that is not a home area of another country.

+2

For each home area of another country you own.

+4

For each capital you own (yours and other countries).

+10

For each of your bonus areas you own (you selected them with the SBA command).

+1 per area distance away from you

If you are a permanent ally of another country you only receive 70% of your own victory points and 30% of you permanent ally’s victory points.

NOTE
The victory points and game length for winning are set by averaging all the countries Victory Conditions command (VC).


Maps and Areas

The map is different for each game and is made up of a number of areas.  The map wraps around north to south and east to west, so there are no corners for anyone to hide in.  Each area may contain resources (food, fuel, heavy metal and light metal), credits, production, airbases, ports (if adjacent to water areas) and forts. Areas are one of four types of terrain: water, clear, rough or extreme. Clear, rough and extreme are considered land areas.   

 

Areas which started unowned that you own are considered annexed areas and areas that were originally owned by other countries are considered conquered areas. 

 

Starting Areas:
Each country starts the game with 6 home areas and 10 annexed areas. 

Income and Stockpiles:
Each area has an income and stockpile of resources. Stockpiles increase at the end of each turn by adding the income of the resource, multiplied by the Resource Income Multiplier (RIM) for the area. 

 

RIM = AIM * (100 – AEP) * ( CIM + SIM)
where
AIM is the Area Income Multiplier
AEP is the Area Enemy Percent
CIM is the Country Income Multiplier
SIM is the value from the SIM command

The RIM can never be higher than 250% nor lower than 0%. 

When building new units and items, resources are used up from what is in the stockpile at the start of the turn.

Each area also has a credit income (which is also multiplied by the RIM) which is added to the common pool of credits for the country that owns the area and is displayed on the CRS report. When building new units or items, credits are used from this common pool. The credits have to be in the pool at the start of the turn to be used for production or buying of resources on the market.

Each area may have production, this is the amount of production available in the area each turn, unused production is not accumulated.

For example:

So at the start of the game when you are not at war with anyone (CIM = 70%), for a home area (AIM = 100%) with no enemy units (AEP = 0%) in it and you haven’t used the SIM command (SIM=0%), the RIM for the area would be equal to 100%*(100%-0%)*(70%+0%) = 70%.

Area Income Multiplier (AIM):
The Area Income Multiplier is based on how long you have owned the area and if it is a home area, annexed area or conquered area. Annexed areas only provide 40% of their income on the first turn a country owns them, 70% the second, and 100% thereafter. Conquered areas only provide 40% of their income on the first turn a country owns them, 60% the second, 80% the third, and 100% thereafter.

Area

Turns Owned

AIM

Home Area

1+

100%

Annexed Area

1

40%

Annexed Area

2

70%

Annexed Area

3+

100%

Conquered Area

1

40%

Conquered Area

2

60%

Conquered Area

3

80%

Conquered Area

4+

100%

Area Enemy Percent (AEP):
The Area Enemy Percent is the percent of enemy land unit steps in an area as compared to the number of friendly land unit steps in the area.

For example:

If you have 10 steps of land units in an area and there are 8 steps of enemy land units in the area, then the AEP = 8 / 10 = 80%.

 

Country Income Multiplier (CIM):
A country’s Base IM is based on the production cost of enemy units within 2 areas (3 areas if one the areas is a sea area) of one of your own areas and the total production cost of all your units.  You also can not have a CIM higher than 100% unless you have lost at least 1 area in the current turn.  

  Country Enemy Percent

Country Income Multiplier

Restriction

0-20%

70%

 

21-25%

75%

 

26-30%

80%

 

31-35%

85%

 

36-40%

90%

 

41-45%

95%

 

46-150%

100%

 

>150%

100 + (n-150)/2    [max 150]

Must have lost 1 area

Notes:
Where n = Enemy Production / Your Production.
  

For example:

If your entire production is 2000 and within 2 areas of any of your areas there are 1000 production cost of enemy unit, then the Enemy Percent would be 1000 / 2000 = 50%, so then based on the above chart your Country Income Multiplier would be 100%.

 

 

Airbase:
Air units can be in any land area, but you can only fly missions from areas that have unused airbase capacity or from CFLTs. Air units use up 1 point of airbase capacity when they take off and 1 point of airbase capacity when they land at an airbase. Thus it takes 2 points of airbase capacity to send an air unit on an air mission, except for a transfer mission, which uses 1 point of airbase capacity at each of the airbases. Airbases can be built in any land area. A random number of airbase points (0-7) will be destroyed if there are enemy land units in the area. 

Ports:
Naval units can only be in land areas that have a port. Any area, which is adjacent to a water area, can have a port. Naval units can only move through water areas and into land areas with a port. To move from one port to another port the naval unit must first move through a water area, even if the two ports are adjacent. Naval units use 1 point of port capacity each time they enter or leave a port. Ports can be built in any land area adjacent to water. A random number of port points (0-7) will be destroyed if there are enemy land units in the area. When a naval unit in a port takes a hit, there is a 10%*(number of hits) chance that a point of port capacity will be destroyed. 

For example:

So if a HFLT unit is  a port and takes 5 hits in combat (say from a BN mission) there is a 50% chance that 1 point of port capacity will also be destroyed.

 

Forts:
Forts can be built in any land area. Forts provide a 33% defensive bonus to any unit in a fort. Only INF, PAR, MAR and STC units can be placed in forts. Each unit occupies 1 point of fort in the area when in a fort. When a unit in a fort takes a hit, there is a 10%*(number of hits) chance that the fort will be destroyed. 

For example:

So if an INF unit in a fort takes 3 hits in combat there is a 30% chance that 1 point of fort will also be destroyed.

 

Capturing an Area:

Only land units may capture an area. You must be at war with the owner of an area to capture the area. You are always at war with neutrals and can attack neutral areas at any time. To capture an area, whichever country (the country must be at war with the original owner of the area) has the most number of steps of land units in the area and outnumbers the defender of the area 10 to 1 in land steps, captures the area. Allied land units add half their count to your land unit count.

Any enemy air units in the area you capture take 1 hit and then if they have supply and unused airbase points in the area, try to rebase to a friendly airbase within their normal range. If there are no airbases within range, the air units are destroyed.   Rebased units are shown on the Rebase Report.

Any enemy naval units in the area you capture take 1 hit and then try to move to a friendly port within their normal range if they have supply on board. If there is no port within range they then have a 50% chance of escaping to an adjacent water area provided they have supply on board, otherwise they are destroyed. If they enter a water area with enemy units they take an additional 1 hit. Rebased units are shown on the Rebase Report.

When you capture an area, you also capture a random percentage (25% to 75%) of the existing airbases, ports, forts and stockpiles in the area. In addition you may capture some of the previous owner's strategic movement. 

Partisans:
Annexed and conquered areas have a chance each turn of producing a partisan unit (STC ). The chance of a neutral partisan being created in an annexed area is 40 - 10 * (number of turns owned), to a minimum of 5% a turn. The chance of a partisan being created in a conquered area is 50 - 10 * (number of turns owned), to a minimum of 10% a turn. Each land unit in the area reduces the chance by 5% * (the unit's pin value), but will reduce it no lower than the minimum. 

For example:

If you’ve owned an annexed area for 2 turns, the chance of a partisan being created would be 40 – 10 * 2 = 40 – 20 = 20%.

 

Neutral Area Production:
Neutral areas do not normally build new units, but any turn that there is a player owned area adjacent to the neutral area, that neutral area may build a unit. The more enemy areas there are adjacent to the neutral area, the better the chance that the neutral will build a unit. Neutral areas might also repair their units.

 


Units

There are 3 types of units: (1) land, (2) air and (3) naval.

Land units may only move into clear, rough and extreme terrain areas. You may only ever build 2 HQs a turn and are limited to having no more than 5 HQ units total. Multiple HQs may be in the same area, but your units will only receive the combat bonus of the highest tech level HQ.

Air units may be in any clear, rough or extreme terrain area, but may only fly missions out of areas that have an airbase or from a CFLT. If you build an air unit in an area without an airbase, you will have to use strategic movement to move the air unit to an area with an airbase. Air units return to their airbase or CFLT they started the turn at after completing their mission.

Naval units are based at ports and may only be built in an area with a port capacity.

Unit Experience:

All units have an experience rating which is used to modify combat. . HQ units gain in experience when the units they are commanding are in combat.

Experience Modifiers

Amount

Each turn

+5 to max of 35

Naval units each turn doing NM command when already at 35 experience

+3 to max of 50

Each round of combat and experience < 50

+10

Each round of combat and experience < 80

+7

Each round of combat and experience > 80

+3

Repairing a unit

-15

 

Unit Summary Table

Units that have 2 steps or more must pay the maintenance cost each turn in credits or they will lose 1 step. Maintenance is paid automatically from your treasury.

The following units are available: 

 

Build

 

 

 

Terrain

 

 

 

 

 

Unit

Code

FD

FL

HM

LM

CR

PD

Turns

Steps

Rpr

Spd

Clr

Rgh

Extrm

Wtr

Sply

MSply

Maint

Pin

Description

HQ

1

1

0

1

10

10

1

2

1L

1

1

1

1

-

1

3

2

1

HQ

ARM

3

4

5

4

8

10

2

5

1H

2

1

2

2

-

2

6

2

3

Armour

MECH

4

2

2

2

5

6

1

4

1L

2

1

2

2

-

1

3

1

3

Mechanized Infantry

INF

4

1

1

1

3

4

1

4

1L

1

1

1

1

-

1

3

1

3

Infantry

PAR

3

1

1

1

4

5

1

3

1L

1

1

1

1

-

1

3

2

2

Paratroops

MAR

3

1

1

1

4

5

1

3

1L

1

1

1

1

-

1

3

1 1/2

2

Marine

STC

1

0

0

1

2

2

1

3

1L

0

0

0

0

-

1

3

1/2

1

Static

AT

2

1

3

1

3

3

1

3

1L

1

1

1

1

-

1

3

1

1

Anti Tank

ART

2

1

3

1

3

3

1

3

1L

1

1

1

1

-

1

3

1

1

Artillery

AA

1

1

2

1

3

3

1

3

1L

1

1

1

1

-

1

3

1/2

1

Anti Aircraft

FTR

1

1

1

3

4

5

2

3

1A

1

1

1

1

1

1

-

1

-

Fighter

LB

1

1

2

4

4

5

2

3

1A

1

1

1

1

1

1

-

1

-

Light Bomber

MB

1

2

2

4

5

6

2

3

1A

2

1

1

1

1

1

-

1

-

Medium Bomber

HB

1

2

3

5

5

7

2

4

2A

3

1

1

1

1

1

-

1

-

Heavy Bomber

ATRN

1

1

1

1

2

2

1

2

1A

2

1

1

1

1

1

-

1/2

-

Air Transport

CFLT

4

4

10

8

25

30

3

5

2H

4

-

-

-

1

3

12

3

-

Carrier Fleet

HFLT

4

4

12

8

20

25

3

6

2H

4

-

-

-

1

2

8

3

-

Heavy Fleet

LFLT

2

2

5

4

19

15

2

4

1H

5

-

-

-

1

1

4

2

-

Light Fleet

SUB

1

1

3

4

7

9

2

3

1H

5

-

-

-

1

1

5

1

-

Sub Flottila

NATR

1

1

2

2

3

5

1

2

1H

3

-

-

-

1

1

3

1/2

-

Naval Attack Transport

NTRN

1

1

1

1

1

4

1

2

1H

3

-

-

-

1

1

3

1/2

-

Naval Transport

Notes:
The costs to build units are paid all at once on the first turn, even for units taking more than 1 turn to build. On the first turn all builds happen right away at the end of the turn.

FD,FL,HM,LM,CR,PD: The fuel, food, light metal, heavy metal, credits and production required to build the unit.
Turns: The number of turns to build the unit.
Steps: The number of combat steps the unit has.
Rpr: The number of repair points required to repair one step. L is LRP, A is ARP and H is HRP.
Spd: The number of movement points the unit has each turn.
Terran: Clr, Rgh, Extrm and Wtr: The cost in movement points for the unit to enter that area (Clear, Rough, Extreme and Water).
Sply: The number of points of supply the unit requires to do a mission, or for naval units the amount of supply used each turn at sea.
MSply: The maximum amount of supplies that a unit can carry. Land units can carry supply with them and unload the supply in the area they end the turn in automatically. When land units are killed, the supplies they were carrying are destroyed as well. Naval units use these supplies each turn they are at sea whether the unit is given a command or not. CFLTs use supply if any air units on them fly missions. If a naval unit is out of supply in a water area it loses 1 step. 
Maint: The number of credits required each turn to maintain the unit.
Pin Value: The number of enemy land units this unit can pin.

Carriers may carry the number of air units (FTR and LB only) equal to their current step size plus any for their tech level bonus (+1 at 4th, 8th and 12th tech level). Air units on carriers do not use up supply. Any air units on the carrier that have not flown a mission will automatically fly a CAP mission, if they are a FTR, a BN mission if they are a LB in the area the carrier is in, if the carrier comes under attack and is not in port. 

SUB units remain undetected unless a LFLT detects the SUB or the SUB fires at another naval unit.

Unit Technology Bonuses

 

Unit

Tech Level

Tech Effect

HQ

0

Provide HQ command to units in their area.

HQ

3

Provide HQ command to units in adjacent areas

HQ

5

Let FTR units under HQ command fly automatic CAP missions

HQ

6

Provide HQ command to units within 2 areas, even across water.

HQ

7

Allow ARM and MECH units to BLITZ

CFLT

4

Can carry +1 extra air unit

CFLT

8

Can carry +1 extra air unit

CFLT

12

Can carry +1 extra air units

FTR

8

Can now do SGA missions

HB

8

Can now do BL missions

All naval units

5

Get to carry 1 more turns worth of supply

All air and naval units

5

+1 speed

All naval units

10

Get to carry 1 more turns worth of supply

All air and naval units

10

+1 to speed

 


Relations, NAP and Diplomacy

At the start of the game each county has a neutral relationship with all the other countries. Being neutral with a country means they cannot invade your land areas and you cannot invade theirs. On the first 3 turns of the game you cannot declare war on another country. Wars and alliances can be declared only from the neutral position. So on the first 3 turns you may only declare an alliance with another country. You may declare war and attack a country on the same turn.

Whenever relations between two countries change, a period of neutrality is required, consequently two countries cannot become allies from being at war (or vice versa) without a period of neutrality. Thus both countries must declare the period of neutrality to end the war or form the alliance, but it only takes one to start the war or end the alliance.

While the advantage of remaining neutral is apparent (i.e. you can form an alliance or start a war in only one turn) there are also some advantages to forming alliances. First, it takes time (2 turns) for an ally to attack you. Second, provided you seek and are granted permission, you can pass freely through each other's areas. Third, allies automatically provide each other additional credits income through trade. The turn that you declare war on a player you get a 33% bonus to your combat provided they do not declare war on you on the same turn. Note that it does cost 25 credits to declare war on a country.

The highest form of an alliance is a permanent ally. You may only have one permanent ally. A permanent alliance can never be broken. Permanent allies receive 20-30% trade income rather than the normal 10-20% that allies get. Permanent allies also share victory points (see the Victory Conditions section).

You can attack neutral units and areas at any time, although it costs 5 credits to invade a neutral area. 

Trade Income
The trade value of a country is equal to the countries total income of FD, FL, HM, LM and CR divided by 5. Each ally provides you between 10-20% of their trade value, but you are also limited to receiving no more than 30-40% of your own trade value from all your allies.  Permanent allies receive 20-30% trade income rather than the normal 10-20% that allies get.  The Trade Report shows you how much you trade income you have received each turn.

NAP: Non-Aggression Pact
If you are allied to another country, you may also have a Non-Aggression Pact in place. A NAP  between two countries is formed when both countries issue the NAP command on the same turn.

Any NAP that was in effect when countries became permanent allies is removed.

A Non-Aggression Pact means that both countries agree not to go to war for a certain number of turns or allow a 3rd country to use their areas as a base from which to launch a war on the other country.

A NAP may be broken at any time. You break an NAP by breaking the alliance or letting a 3rd country launch attacks from your areas on the pact member.

The penalty for breaking a NAP is a permanent loss of 15% of your current turns VPs or 15 points, which ever is larger.

For example:

If you broke a NAP on turn 5 when you had 50 VPs, you would suffer a penalty of 15 VPs for the rest of the game. If you later broke another NAP on turn 12 when you had 120 VPs, the penalty then would be 18 VP. Your total VP penalty would be 15+18=33 VPs.

 

All NAPs are secret. Agents in capitals have a chance of discovering  if that player has any NAP in effect. When NAPs are broken, everyone finds out about it. 

Diplomacy with Neutral Areas
Diplomacy may be conducted with neutral areas to try and increase their relations with you or to decrease their relations to another player.  You may only do 10 Diplomacy (DIP) commands a turn.

Diplomatic Level

Effect

Anti

You can no longer do diplomacy with the area

Neutral

Starting diplomatic level with all neutral areas

Pro

You get 1/3 resources and credits at your capital

Allied

Area becomes yours at the end of the turn as an annexed area and all the units become yours, partisan level is set to 20%

An area can be at anti, neutral or pro with multiple countries at the same time.  Since you only gain control of the neutral area at the end of the turn, another country can capture the area during the combat phase before you gain control of the area.


Conflicts

Conflicts occur when units that are at war with each other are in the same area.

Air combat only occurs at the mission target area. Air units will have their missions aborted if attacked by air units on CAP or by AA and they suffer damage.

Naval combat can occur in each of the naval phases in any water area that naval units are in during that phase.

Land combat occurs when land units enter the same area. In any area where there are enemy land units at the end of the turn, production, airbases and ports can get damaged. When you capture an area, a percentage of any existing production, airbases and ports are damaged. 

Codes and Code Breaking:
Each country is assumed to have a set of codes used to transmit orders to units. Codes can be changed at any time at a cost of 1/3 the maintenance cost for the country. You break enemy codes by having agents in areas where there are enemy units. For each agent in the area, there is a 1/2% cumulative chance per enemy unit in the area for the agent to break the enemy code. Thus if there are 10 enemy units in an area and you have 2 agents in the area, each agent has a 5% of breaking the current set of codes. This chance occurs after agent combat, so that the turn you change your codes, no one can use them against you. Once you know a countries codes you have to decide each turn if you want to use the codes or not. If you use the codes, and they are old codes you suffer a 33% penalty on all combat with the enemy country this turn. If you use the codes and they are current, then you get a 33% bonus on all combat with the enemy country this turn. Enemy codes can also be given to allies. There is also a 2 % cumulative chance per enemy unit in the area for the agent to discover that the set of codes you have is no longer valid. Also there is a 1% chance per unit of yours being fired at for you to detect that your codes have been used against you. Messages in regards to these events will appear in the Code Report section. 

Country Surrender and Elimination:
A country will surrender if its capital has been held for 1 turn by an enemy and the country no longer has any land units of the original player in the capital.

When a country surrenders, if only one country has units in an area, that area will surrender to that country. When a country surrenders each of its areas has a 30% chance of being handed over to the country that captured the capital. Each unit in these areas has a 30% chance of going over to the conquerors side with a reduction to 1 step remaining maximum, and a 30% chance of becoming neutral, otherwise they are disbanded. All areas that do not go over to the conqueror have a 20% chance of joining the side of their permanent ally or if there is no permanent ally then a normal ally. Each unit in these areas has a 30% chance of joining the new owner of the area, but the unit's current step is reduced to 1, otherwise they are disbanded. All areas which do not go to the conqueror or allies become neutral with 30% of the units in these areas remaining in place, the rest disbanding. Units in enemy areas disband and units in an ally's area have a 30% chance to join the ally whose area they are in, otherwise they are disbanded as well. Units in areas that are owned by countries they are neutral with are disbanded. 

HQ command:
HQ command is determined at the start of each turn before any movement happens.  HQ units provide a number of benefits based on their tech level:

Naval units that start the turn in a port under HQ command are under HQ command the entire time they are at sea. Air units on CFLTs are under the same HQ command as the CFLT they are on.

Being under HQ command provides a combat bonus to hit minus the targets HQ command combat bonus. The bonus is equal to the HQ's experience / 3 + HQ's tech * 3. If the unit the HQ is commanding is a higher tech than them, then the combat bonus is reduced by 3 per tech difference. The difference between the firing unit's HQ bonus and the target's HQ bonus can never be more 40. 

Pinning:
Each land unit can pin (stop) the movement of 1-3 (based on their pin value) enemy land units in the same area as them. If a unit is pinned due to the presence of enemy units, the unit must use the retreat command to leave the area. If there are enemy units from more than 1 player in the same area, your units pin enemy units from each player.

Each unit fires one shoot per step the unit has, all at the same target. Units will not select a target that has already been killed.

If the unit is not in supply (no command been issued, or no supply available to be allocated automatically) then the unit's chance to hit is reduced by 50%.

A unit's experience increases its chance to hit by half its experience, which will be between 0 to 50%.

A unit increases its chance to hit by 5% for each tech level of the unit when firing at units of the same type (i.e. land vs. land) and 2.5% when firing at units of a different type (i.e. naval vs. land).

If a unit is under a HQ command, then the chance to hit is increased by the HQ combat bonus minus the target's HQ combat bonus.

If a unit is in rough terrain and has not moved this turn, then ARM/MECH firing on them has their chance to hit reduced by 40%, PAR/MAR firing on them have their chance to hit reduced by 20% and all other have their chance to hit reduced by 30%.

If a unit is in extreme terrain and has not moved this turn, then ARM/MECH firing on them has their chance to hit reduced by 70%, PAR/MAR firing on them have their chance to hit reduced by 40% and all other have their chance to hit reduced by 50%. If the unit has moved this turn, units firing at them have their chance to hit reduced by 10%.

If a unit is in a fort, then any unit firing on it has its chance to hit reduced by 33%. If a unit in a fort takes a hit there is a 10%*number_of_hits chance that the fort is destroyed.

All units (except for MAR) on the turn they do a naval invasion have their chance to hit reduced by 50% and any enemy units shooting at them have their chance to hit increased by 50%.

Units doing strategic movement can not fire during the turn. Any units firing at a unit doing strategic movement on land, have their chance to hit increased by 50%.

No unit can ever have higher than a 90% chance to do a hit. Nor less than a 10% chance of doing a hit provided it has a base chance to hit.

The target's experience bonus and technology bonus reduce the attacker's chance to hit.

When units bomb ports, airbases, resources (i.e. non units) then the tech and experience bonuses are halved.


Naval Combat

Naval Units use up their required supply each turn they are at sea, regardless of whether they have been given a NM command.  If the naval unit has no supply, they lose 1 step.  Naval units can be eliminated by lack of supply and losing all their steps.  Losing a step due to lack of supply happens before the naval combat phase and before any missions can be completed.

A naval unit can not kill the last step of a land unit.

Naval combat is divided into 6 rounds of movement, reserve movement (naval and air on reserve) and combat. Naval combat occurs when warring naval units and air units on BN missions meet in the same area in the same round. Naval units continue moving after each round of combat.

 

 

Movement Phase

Speed

1

2

3

4

5

6

1

-

-

-

-

-

X

2

-

-

X

-

-

X

3

X

-

X

-

-

X

4

X

X

-

X

-

X

5

X

X

X

-

X

X

6

X

X

X

X

X

X

A naval unit moves in any phase where there is an x in the column based on the movement rate of the naval unit. Note that naval units do not have to move at full speed. 

Naval Movement & Combat Sequence

Naval Combat Results Table

 

Defender

Attacker

CFLT

HFLT

LFLT

SUB

NATR

NTRN

LB (BN)

MB (BN)

CFLT

20

20

20

10*

40L

40L

30*

40*

HFLT

60

40P

60

20*

90L

90L

20*

25*

LFLT

30

20

30

50P

90L

90L

30P

40P

SUB

20

20

20L

-

70P

70P

-

-

NATR

-

-

-

10*

-

-

10*

15*

NTRN

-

-

-

-

-

-

-

-

LB (BN)

55

55

45

15

50

50

-

-

MB BN

30

30

20

35

75

75

-

-

 

Notes:
The number indicates the percent chance the attacker has of hitting the defender.
'P' indicates that the target is a primary target and will be fired at first if it exists.
'L' indicates that the target will be fired at last.
'*' indicates the unit will only fire at that unit if attacked by that unit.

HFLT have a 60% chance to do a hit when shore bombarding ports or land units. For each hit a HFLT does doing shore bombardment unit, it will reduce the targets attack chance by 20% for this turn, each hit also has a 50% chance of causing a step loss. Each hit to a port has a 50% chance of causing a step loss to a naval unit in the port.

The naval rounds during and after HFLTs do SBP or SBU any unit attacking them gets a 33% bonus to attack them.

Any unit doing reserve movement has its chance to hit reduced by 33- min(HQCommandTech*2,UnitTech*2)%.

Any land unit on a HFLT, LFLT, NATR or NTRN that gets hit, will take 1 hit as well.

BN mission that take place over land, will take effect during the air combat phase.  This means that naval units have to end the turn in a port to be hit by the BN mission.


Air Combat

An air unit can not kill the last step of a land unit.

Air Movement & Combat Sequence

Airl Combat Results Table

 

Defender

Attacker

FTR

FTR (SGA)

LB

MB

HB

ATRN

Strategic Targets

Bomb Supplies

FTR

40P

50

60

65

60

90

-

-

FTR (SGA)

30

-

-

-

-

-

-

-

LB

25*

-

-

-

-

-

30

40

MB

30*

-

-

-

-

-

50

30

HB

30*

-

-

-

-

-

60

30

ATRN

-

-

-

-

-

-

-

-

AA

-

40

40

40

40

40

-

-

 

Notes:
The number indicates the percent chance the attacker has of hitting the defender.
'P' indicates that the target is a primary target and will be fired at first if it exists.
'*' indicates the unit will only fire at the defender if attacked by that unit.
Strategic Targets: are airbases, ports, resources, production, strategic movement.

FTR(SGA) column is used for FTRs on SGA missions, otherwise the FTR column is used.

If the bombing mission is at night, the mission can not be intercepted by CAP missions, but has a reduction to their chance to hit of 70-3*unittech. So a tech level 5 HB would have its chance to hit reduced by 55%. AA still defends as normal.

Bomb Land unit missions happen during the air combat phase which means land units get hit before they move.

Any unit doing reserve movement has its chance to hit reduced by 33- min(HQCommandTech*2,UnitTech*2)%.

Any PAR unit that is on an ATRN that gets hit will take 1 hit as well.

Any air unit that is flying at maximum range has its chance to hit reduced by 10%.

Any air unit that is flying in one of their areas has their chance of being hit reduced by 10%.

Any air unit doing a BN mission over land, has their mission complete during the air combat phase, rather than the naval combat phase.


Land Combat

Land Combat Sequence

Land Combat Results Table

 

Defender

Attacker

HQ

ARM

MECH

INF

PAR

MAR

STC

AT

ART

AA

ARM

90L

50P

65

70

70

70

90

40P

40L

40L

MECH

65L

30

35P

35P

35P

35P

35P

60

60L

60L

INF

60L

25

30P

30P

30P

30P

30P

60L

60L

60L

PAR

60L

20

20P

35P

35P

35P

35P

65L

65L

65L

PAR (ADP30)

60L

30L

30L

60

60

60

60L

90P

90P

90P

PAR (ADP15)

30L

15L

15L

15

15

15

15L

30P

30P

30P

PAR (ADP)

60L

20L

20L

35

35

35

35L

65P

65P

65P

MAR

60L

20

20P

40P

40P

40P

40P

70L

70L

70L

STC

20L

10

20P

20P

20P

20P

20P

20L

20L

20L

AT

-

60P

60

-

-

-

-

-

-

-

ART

50L

15L

45

50

50

50

50

30

30P

30

AA

-

20

20

-

-

-

-

-

-

-

FTR (SGA)

20*

25P*

30P*

20*

20*

20*

20L*

25P*

25P*

25*

LB (BL)

20*

35P*

40P*

30*

30*

30*

30L*

35P*

35P*

35*

LB (SGA)

30*

45P*

50P*

40*

40*

40*

40L*

45P*

45P*

45*

MB (BL)

30*

20*

25*

40*

40*

40*

40*

25*

25*

25*

MB (SGA)

40*

25*

30*

50P*

50P*

50P*

50*L

35*

35*

35*

HB

25*

15*

20*

35*

35*

35*

35*

20*

20*

20*

 

Notes:
The number indicates the percent chance the attacker has of hitting the defender.
'P' indicates that the target is a primary target and will be fired at if it exists.
'L' indicates that the target will be fired at last.
'*' indicates that for each hit the target loses 20% from its attack this turn. For each hit there is a 50% chance that the hit will cause a step loss.

At tech level 8 FTRs may do SGA missions.

If a unit is in rough terrain and has not moved this turn, then ARM/MECH firing on them have their chance to hit reduced by 40%, PAR/MAR firing on them have their chance to hit reduced by 20% and all other have their chance to hit reduced by 30%.

If a unit is in extreme terrain and has not moved this turn, then ARM/MECH firing on them have their chance to hit reduced by 70%, PAR/MAR firing on them have their chance to hit reduced by 40% and all other have their chance to hit reduced by 50%. If the unit has moved this turn, units firing at them have their chance to hit reduced by 10%.

Any unit other than a MAR unit that is doing a naval invasion has their chance to hit reduced by 50% and any unit firing on them has their chance to hit them increased by 50%.

When a PAR unit is doing an ADP command there is a 30% chance it will use the row PAR (ADP 30), a 15% chance that the PAR unit will use the PAR (ADP 15) row, otherwise it uses the PAR (ADP) firing row. When doing an ADP though all land units become primary targets.

If the bombing mission is at night, the mission cannot be intercepted by CAP missions, but has a reduction to their chance to hit by 70%-3*UnitTech. Thus a tech 5 HB has their chance to hit reduced by 55%. AA still defends as normal. Any unit doing a reserve movement will be reduced by 33- min(HQCommandTech*2,UnitTech*2)% on attack.

Any unit doing strategic movement will be targeted last.


Agent Combat

Agents are a simplified representation of the intelligence-gathering arm of your military and are meant to represent information gathered by recon aircraft, naval patrols, intelligence operations, etc.

Agent combat occurs in any area where there are agents of two different countries. Agents not in their own country have a 15% chance of killing an enemy agent, agents in their own countries have a 25% chance of killing enemy agents. Agent combat is simultaneous. Each land unit in an area has a 3% chance of killing an agent in that area.

For every agent alive at the end of the turn at a production center with 30 or more production points in a foreign country there is a 10% chance that they will be able to steal a tech level from the foreign country. The type of technology that they steal is randomly determined and must be 2 or more tech levels higher than your own tech level for that type of unit. When you steal the tech, you get a 1 point increase in your own tech regardless of the size of the difference between your tech and the other player's tech. There is a 20% chance that the owner of the area will find out that you have stolen a tech from them.


Strategic Movement Combat

During the strategic movement phase, anything doing strategic movement over water is vulnerable to enemy fire. Any SUB, HFLT, LFLT or air unit doing BN into a water area that the strategic movement passes through gets to fire at the convoy. For each step the unit gets a chance to do a hit (20% for SUBs, 10% for the rest, plus experience and tech bonuses). If the unit does a hit, the entire convoy is sunk. A unit gets to shoot at each and every convoy that passes through the area it is in. Note that the naval units have to end the turn in one of the areas the convoy passes through and that they have to survive the naval combat phase first to get to fire in this phase.

 


Commands

You may only issue commands for your own units. Units may only be ordered on 1 mission per turn (give, load, merge, repair and unload are not missions).

Air units return to their base (unless they where transferring to a new base) after completing their mission.

All units use up supply points when performing any mission unless stated otherwise (Repair, Fort and Strategic Movement for example do not use supplies). For land units the supply has to be in the area or with the unit. For air units the supply has to be in the area at the start of the turn. For naval units they have to have the supply on board.

When <unit>, <unit1>, <unit2>, etc are list in a command, this indicated that a unit id number should be entered.
When <area>, <area1>, <area2>, etc are list in a command, this indicated that an area id number should be entered.
When <country>, <country1>, <country2>, etc are list in a command, this indicated that either the country id number or a country abbreviation should be entered.


Air Drop Paratroops

Format: ADP <unit1> <unit2> <area>

Description:

This command loads unit2 onto unit1 and air drops unit2 into the area. Unit1 must be an ATRN and unit2 must be a PAR. Area must be within range of the air unit. Both the air unit and land unit use supply points when performing this mission. Note that PAR units have a chance of using a different combat matrix when performing an ADP command. 

For example:

ADP 10 20 100

This command would load PAR unit 20 onto ATRN unit 10, the ATRN would then fly to area 100 and drop the PAR unit in area 100.  The ATRN would return to its starting area after flying the mission.

 


Air Drop Supplies

Format: ADS <unit> <amount> <area>

Description:

This command loads the amount of supply onto unit and airdrops the supply into the area. The unit must be an ATRN, and only 5 points of supply maximum can be air dropped. The area must be within range of the air unit.

For example:

ADS 10 3 100

This command would load 3 points of supply onto ATRN unit 10. The ATRN would then fly a mission to area 100 and drop the 3 supplies into area 100. The ATRN would return to its starting area after flying the mission.

 


Blitz

Format: BZ <unit> <area1>
Format: BZ <unit> <area1> <area2>

Description:

This command has unit blitzing into area1 and area2.  The command is similar to the Move command but is used only by ARM and MECH units to blitz to an area(s) and initiate combat if they encounter an enemy unit. To blitz the unit must be under the HQ command of a tech level 7 HQ and uses 1 extra point of supply.  The unit receives a 33% bonus in combat. You may not blitz into extreme or rough terrain.   Area1 must be adjacent to the unit’s starting area and area2 must be adjacent to area1.

For example:

BZ 10 1  2

This command would have unit 10 blitzing into areas 1 and 2.  The unit would only continue into area 2 if it was not pinned in area 1 during the first land movement phase.

 


Bomb Airbases

Format: BA <unit> <area>
Format: BA <unit> <area> <night>

Description:

This command assigns the unit to bomb airbases in the area.  The unit must be either a LB, MB or HB.  If included, night is either 1 or true to indicate the bombing mission is to take place at night.  Each hit destroys 1-3 points of airbase capacity in the area.  Any air unit in that area that were not given missions, could potentially be damaged by the bombing as well.  The area must be within range of the air unit.

For example:

BA 10 1 

This command would have unit 10 bombing the airbases in area 1.  This mission would take place during the day, and the air unit would return to its starting location (area or a CFLT) after flying the mission.

 


Bomb Land Units

Format: BL <unit> <area>

Description:

This command assigns the unit to bomb land units in the area. Only LBs,  MBs, and HBs (tech level 8) may fly this mission. The area must be within range of the air unit. See the section under Land Combat for combat effect of units on BL missions.  The area must be within range of the air unit.  The Bomb land unit mission takes effect in the Air Combat phase which means that land units get attacked before the land unit moves.  Unlike the SGA mission, the BL mission does not require you to have a land unit in the target area.  Doing a BL unit mission to an area is considered an act of war and you must pay the cost of doing an invasion.  Only land units with more then 1 step left can be targeted by this mission.

For example:

BL 10 1 

This command would have unit 10 bombing land units in area 1.  This mission would take place during the day, and the air unit would return to its starting location (area  or CFLT) after flying the mission.

 


Bomb Naval Units

Format: BN <unit> <area>

Description:

This command assigns the unit to bomb naval units at sea or at port in the area. Only LBs and MBs may fly this mission. Area must be within range of the air unit. To attack naval units that are invading costal areas, you must target the water area the naval unit is launching the invasion from, not the coastal area. See the section under Naval Combat for the effects of units on a BN mission. When a naval unit in a port takes a hit, there is a 10%*(number of hits chance) that a point of port capacity will be destroyed.

For example:

BN 10 1 

This command would have unit 10 bombing naval units in area 1.  The air unit would return to its starting location (area  or CFLT) after flying the mission.

 


Bomb Ports

Format: BP <unit> <area>
Format: BP <unit> <area> <night>

Description:

This command assigns the unit to bomb the port capacity in the area. The unit must be either a LB,  MB or HB. If included, night is either 1 or true to indicate the bombing mission is to take place at night.  Each hit destroys 1 point of port capacity in the area. Any naval units in that area that were not given missions (i.e. spent the turn in the port area) could potentially be damaged by the bombing as well.  The area must be within range of the air unit.

For example:

BP 10 1 

This command would have unit 10 bombing the port capacity in area 1.  The air unit would return to its starting location (area  or CFLT) after flying the mission.

 


Bomb Resources

Format: BR <unit> <area> <type>
Format: BR <unit> <area> <type> <night>

Description:

This command assigns the unit to bomb a particular type of resource in the area.  Where type is: 1 for food, 2 for fuel, 3 for hmetal, 4 for  lmetal, 5 for credits and 6 for production. The unit must be a MB or HB. If included, night is either 1 or true to indicate the bombing mission is to take place at night.  The area must be within range of the air unit. Each hit will destroy 1 point of resource income (income can never be reduced below 1 though) and 1-3 resources in the stockpile, 1-5 credits in the treasury, or 1-10 points of production. Bombed resource income can be repaired using the Increase Resource Income (IRI) command.

For example:

BR 10 1  4

This command would have unit 10 bombing the lmetal capacity in area 1.  The air unit would return to its starting area after flying the mission.

 


Bomb Strategic Movement

Format: BS <unit> <area>
 Format: BS <unit> <area> <night>

Description:

This command assigns the unit to bomb the strategic movement capabilities in the area. This reduces the strategic movement points of the owner of the area and reduces all strategic movement through the area by 1. One point of strategic movement is destroyed for each hit, up to a maximum of: (area owner's total SM * 2) / total number of areas owned by area owner with a minimum of 1 provided the player has SM points. The unit must be a LB, MB or HB. If included, night is either 1 or true to indicate the bombing mission is to take place at night. The area must be within range of the air unit.

For example:

BS 10 1 

This command would have unit 10 bombing the strategic movement in area 1.  The air unit would return to its starting location (area or CFLT) after flying the mission.  All units trying to strategic move through area 1 would have their strategic movement reduced by 1 area.  If the owner of area 1 owned 20 areas and had 50 points of strategic movement, then the most damage that could be caused by bombing strategic movement in area 1 would be 50*2/20 = 5.

 


Bomb Supply Depot

Format: BX <unit> <area>
Format: BX <unit> <area> <night>

Description:

This command assigns the unit to bomb the supply deposit in the area. The unit must be either a LB, MB or HB. If included, night is either 1 or true to indicate the bombing mission is to take place at night.  Each hit destroys 1-3 points of supplies in the area. Only supplies that did not move and are not attached to units can be hit by this mission. The area must be within range of the air unit.

For example:

BX 10 1  true

This command would have unit 10 bombing the supplies in area 1 at night.  When flying night missions, there is a reduced chance of doing hits, but enemy units would not be able to attack the bomber units.  The air unit would return to its starting location (area or CFLT) after flying the mission.

 


Build

Format: BD <area> <type>
 Format: BD <area> <type> <amount>

Description:

This command builds the required type of unit or item (using the unit or item code) in the area. If no amount is included, then it is assumed to be 1.  If there are not enough resources available to build all the amount selected, the maximum allowable will be built. The costs for building are all paid on the turn the command is issued, even for units that take more than 1 turn to build. You must own the area at the start of the turn and until the unit/item is completed. The required resources must be available in the area stockpile at the start of the turn. Credits come from the common pool, see section 8.0 under the CRS report. Builds appear at the end of the turn, after movement and combat.  New airbases, ports, forts and production can be damaged the turn they are being built.  When building a unit you are restricted to the maximum build level for the unit on the Unit Summary Report. The maximum number of units you can build  is equal to the number of units you built last turn plus the maximum of 2 or half of what you built two turns ago, which ever is greater.

For example:

If you build 2 ARM units last turn and 10 ARM units the turn before that, then for the current turn you would have a limit of 2 + MAX(2, 10/2) = 2 + MAX(2,5) = 2 + 5 = 7 ARM units you could built this turn.  The maximum number of units you can build of a particular type is shown on the Unit Summary Report.

TIP
Because of this build limit you can not just suddenly build massive amounts of a particular type of unit in 1 turn. 

A new unit built in a home area is assigned the current tech level of the player at the start of the turn for that type of unit and has an experience level of C.

When building a unit outside your home areas, the unit will start with 1 step less (minimum of 1 step) and 4 tech levels less than your current level (minimum of tech level 1) and experience of E. If the production level is at maximum for the area, then the tech level is only 2 less than your current tech level.

When building production you are restricted to how much production you can build in a turn based on if the area is a home area, annexed area or conquered area.  Similarly, maximum production in an area is also limited.

Area Type

Maximum Production Build Per Turn

Maximum Production Income

Home

50

No limit

Annexed

30

100

Conquered

20

60

When you capture an area, if the production is above the allowed limit, it will decrease by 20 points a turn till it reaches the appropriate limit.

On the first turn all units get built in 1 turn rather than their normal turn requirement.

When building airbases in extreme areas, you only get 3 airbase points per build instead of the normal 6.

LRP is used to repair HQ, MECH, INF, PAR, MAR, STC, AT and ART.

ARP is used to repair all air units.

HRP is used to repair ARM, all naval units and to increase the resources income in an area.

The following table shows the costs to build non-unit items. In the description, the number after the item is now many are built.

   

Build Costs

Item Code

FD

FL

HM

LM

CR

PD

Turns

Description

Supply

1

2

0

1

1

1

1

Supply (5)

Prod

3

4

3

1

10

0

1

Production (10)

Airbase

1

0

1

0

2

0

1

Airbase (6)

Port

0

1

2

1

5

0

1

Port (4)

Fort

0

0

3

2

4

0

1

Fortification

Agent

0

0

0

0

5

5

1

Agent

SM

1

4

1

1

5

5

1

Strategic Movement

LRP

1

1

-

-

1

1

1

Light Repair Points

ARP

1

0

1

1

1

1

Air Repair Points

HRP

0

1

1

0

2

2

1

Heavy Repair Points

 

For example:

BD 1 prod 5

This command would do 5 production builds in area 1, for a cost of 15 FL, 20 FL, 15 HM, 5 LM and 50 credits.  It would then increase the production income in area 1 by 50 points.  Note that because of the maximum production builds per turn limit, area 1 has to be a home area.  If area 1 was an annexed area, the command would automatically be reduced to doing only 3 production builds.

TIP
You can issue commands knowing that you don’t have enough resources to do the build and instead let the game determine exactly how much you can build.  So a command like BD 1 ARM 99 would be valid and the game would calculate exactly how many ARM units you could build.

 


Buy

Format: BUY <area> <fd> <fl> <hm> <lm>

Description:

You attempt to buy the required resources from the world market and have them delivered to the area. If there are not enough resources available to satisfy the BUY commands of all players, then each player’s BUY command is reduced proportionally. You must have the required number of credits available to buy the resources at the start of the turn or the amounts you are trying to buy will be reduced to what you can afford. Resources that are bought are not available till the end of turn, so they can not be used the turn they are bought.

For example:

BUY 1 0 0 5 10

This command would try to buy 5 hmetal and 10 lmetal for area 1.  Your buy transactions show up on the Market Transaction Report. 

 


Code Change

Format: CC

Description:

This changes the current set of codes your units use. It costs 1/3 your maintenance costs. Your codes cannot be used against you the turn you issue this command.

For example:

CC

This command would change your code.  Your code starts at 1 and increases by 1 each time you change it.  If your entire maintenance costs for the turn were 90 credits, then issuing this command would cost you 30 credits.

TIP
You’ll probably have to change your code at some point in the game as countries with agents in your areas will eventually steal your code.  Don’t bother changing your code if you are not fighting anyone.  About the only way you can tell if someone has your code is if their chances to hit you look on the high side. One option is to change your code on the turn that you are about to launch an important attack, that ensures that no one will have your code to use against you.

 


Code Give

Format: CG <country to> <country’s code>

Description:

This command gives the current set of codes you have for 1 country to another country. You can only give codes to countries that are allied to you at the start of the turn.

For example:

CG 3 10

This command would give country 3 the code that you have for country 10. 

 


Code Use

Format: CU <country>

Description:

For this turn you will use the current set of codes you have for the country.  If they are the current set of codes for the country, you will have a 33% bonus in combat. If they are old codes though, you will suffer a 33% penalty.

For example:

CU 3

This command will use the current code you have for country 3. 

TIP
Using someone’s code against then can give you a nice edge in combat, but eventually they’ll figure it out and change their code, so don’t use the same code against someone too many times.  One of the best times to use a code is if you know someone has just changed it since it isn’t too likely they’ll change their code 2 turns in a row because it costs so much.

 


Combat Air Patrol

Format: CAP <unit> <area>

Description:

This command assigns the unit to fly combat air patrol in the area. Units on CAP initiate air combat with other units on CAP in the same area and with other air units flying missions into the area. The unit must be a FTR.  The area must be within range of the air unit.

If a land based FTR unit is under HQ command of a tech level 5 HQ or the FTR is on a CFLT, the FTR can fly an automatic CAP mission (meaning the FTR doesn’t have to be issued the command) if the area or CFLT comes under attack and there are enough supplies in the area and airbase capacity. 

For example:

CU 3

This command will use the current code you have for player 3. 

 

TIP
Your going to need air units on CAP, especially to protect your naval units.  Navies can get sunk real fast by air units if you don’t have FTRs protecting them, so try and have a FTR or 2 on automatic CAP on a CFLT.

 


Combat Supply

Format: CS <unit>

Description:

This command allocates supply to the unit. It is used to ensure that the unit will fight at full strength that turn. This command needs only be issued to units where you do not have enough supply for all the units in the area, since supply will be allocated automatically to any defending unit if there is available supply in that area.  Normally supplies get used up by the unit that needs them first, so if an area only has 1 point of supply and has a STC and an INF unit in the area, if the STC unit gets shoot at first, it will use the 1 point of supply in combat.  To ensure that the INF gets the supplies instead, issue the CS command for the INF unit.

For example:

CS 3

This command will allocate the required supplies to unit 3. 

 


Declare Ally

Format: DA <country>

Description:

This command allows you to attempt to ally with the other country which you are currently neutral with. The command must be submitted simultaneously by both countries.

For example:

DA 3

This command has you trying to ally with country 3.  Country 3 must also issue the DA for you on the same turn for the two of you to become allies.

 


Declare Neutral

Format: DN <country>

Description:

This command allows you to either attempt to end a war or break an alliance with another country. To end the war, both you and the other country must submit this command on the same turn; however, to break an alliance only requires one of the countries to submit this command.

For example:

DN 3

If you were allied with country 3, this command would break the alliance and change your relations with country 3 to neutral.  If you were at war with country 3, this command would have to be issued by both you and country 3 on the same turn to end the war.

 


Declare Permanent Ally

Format: DPA <country>

Description:

This command allows you to attempt to become permanent allies with the other country. You must already be allied with the country. You may only issue this command once a turn and you may only ever have 1 permanent ally. The command must be submitted simultaneously by both countries.

If you are a permanent ally of another country you only receive 70% of your own victory points and 30% of you permanent ally’s victory points.

For example:

DPA 3

This command has you trying to become the permanent ally of country 3.  Country 3 must also issue the DPA for you on the same turn for the two of you to become permanent allies.

TIP
While becoming a permanent ally of some one can give you a very secure border, everyone else will know you have a permanent ally and if your permanent ally doesn’t do well, they’ll drag you down with them because you’re sharing victory points.

 


Declare War

Format: DW <country>

Description:

This command allows you to declare war on other countries which you are currently neutral with. It costs 25 credits to declare war on a country. You can not issue this command on the first three turns. You can attack the same turn that you declare war.

The turn that you declare war on a player you get a 33% bonus to your combat provided they do not declare war on you on the same turn.

For example:

DW 3

This command has you declaring war on country 3.  You must have started the turn neutral with country 3 do be able to declare war on them.

TIP
If you’re the only one to declare war, then you can get a nice little bonus on the first turn on the war.  Of course if you have to break an alliance and then declare war to attack someone, they’ll probably declare war on you as well to make sure you don’t get the bonus.

 


Diplomacy

Format: DIP <area> <attempts>
Format: DIP <area> <attempts> <country>

Description:

This command is used to conduct diplomacy with neutral areas. To conduct diplomacy you must have an agent in the area at the start of the turn. Each attempt costs 3 credits. Each attempt has a 30% + 10% per adjacent area you own of going up one level; you can not increase your level if you are at anti. You can also do diplomacy to reduce the level of another country's relation; you can not change someone's relation once they become allied. The chance to make another country's relation go down is 30% + 10% per adjacent area you own. If two or more countries each become allied with the area on the same turn, they are all reduced to pro.  You can only go up or down 1 level a turn, so it will take a minimum of 2 turns to gain control of an area.

You may only do 10 Diplomacy (DIP) commands a turn.

The Minor Relations report shows the diplomatic level every country has with every area.

Diplomatic Level

Effect

Anti

You can no long do diplomacy with the area

Neutral

Starting diplomatic level with all neutral areas

Pro

You get 1/3 resources and credits at your capital

Allied

Area becomes yours at the end of the turn as an annexed area and all the units become yours, partisan level is set to 20%

 

For example:

DIP 12  5 

This command has you doing 5 diplomatic attempts at area 12.  If you owned two areas adjacent to area 12, your chance for each attempt would be 30+10*2 = 30+20 = 50%.

 

DIP 12  5   4

This command has you doing 5 diplomatic attempts at area 12 against country 4.  If you owned two areas adjacent to area 12, your chance for each attempt would be 30+10*2 = 30+20 = 50%.

 

TIP
One of the reasons to do multiple attempts is to make sure you have 1 that works, but also to cancel out anyone else’s attempts to make you go down.  If another country has 3 successful attempts to make you go down, you would need to make 4 successful attempts to go up for your diplomatic relations to increase.  If you had 2 or less successful attempts, your diplomatic relations would drop 1 level.  Gaining a neutral area through diplomacy is a good way to get control of the neutral units in the area.

 


Dummy Unit

Format: DUM <area> <land> <air> <naval>

Description:

This command allows you to increase or decrease the number of land, air and naval units that get reported in the area to other countries if they have no units or agents in the area themselves. You set the number of credits you want to spend. You must have an agent in the area to issue the command.  The area must be a land area. Each credit gives a 5 point increase or decrease in land, air and naval units. The effect only lasts for the turn the command is issued.

For example:

DUM 12  -5  1  0

This command has you spending 6 credits to make your land unit count in area 12 decrease by 25 and to increase your air unit count by 5.

TIP
This is really the best way to disguise what you are up.  Make yourself look strong in one area while at the same time weak in another area.  Works best to do it in areas that you are fairly confident no one has an agent in.

 


Fort

Format: FT <unit>

Description:

This command toggles unit to move into a fort if not in a fort already, or to leave the fort if already in the fort. This command does not use any supply. Only an INF, PAR, MAR and STC unit can enter a fort. To enter a fort the unit must start the turn in the area that the fort is in. A unit may leave a fort the same turn as another unit enters the fort.

For example:

FT 3

This command has unit 2 entering the fort if not already in the fort, or leaving the fort if already in it.

 


Fund Partisans

Format: FP <area>

Description:

This command tries to raise a partisan unit in area. You can not raise partisans in a permanent ally’s areas. It costs 3 credits to attempt to raise the partisan unit and you must have an agent in the area at the start and the end of the turn. The area must be either an annexed or conquered area for the country that owns the area.

Area Type

Change of Raising Partisan

Minimum Chance

Annexed

50 – 5 per turn owned – 3 x unit’s pin value

20

Conquered

100 – 5 per turn owned – 3 x unit’s pin value

20

If successful a STC unit appears in the area owned by the original owner of the area. If it fails the credits are still spent. There is a 10% chance that the current owner of the area will find out who is funding the partisans. A maximum of 3 partisans per area can be successfully created in a turn, regardless of which player is trying to create them. Each land unit in the area reduces the chance by 3% times its pin value, but no lower than the minimum.

For example:

FP 3

This command has you trying to raise partisans in area 3.  If the area is a conquered area that has only been owned for 2 turns and has 1 INF (pin value of 3)  unit in it, then the chance of raising a partisan is 100 – 5*2 – 3*3 = 100 – 10 – 9 = 81%.

 


Give Credits

Format: GC <country> <amount>

Description:

This command gives the amount of credits to the country. You must be allied to the country at the start of the turn, and you can not give away more than 10% of your total credits.

For example:

GC 3  20

This command has you giving country 3 20 credits.  You must of started the turn with 200 credits in your treasury at the start of the turn to give away that amount.

 


Give Supply

Format: GS <country> <area> <amount>

Description:

This command gives the amount of supplies to another country at area. You must be allied to the country at the start of the turn and you can not give away more than 10% of your total supplies away in one turn. The supplies have to be in the area at the start of the turn.

For example:

GS 3  100 10

This command has you giving country 3 10 points of supply in area 100.  You must of started the turn with 100 supply.  That 100 points of supply is the total of all the supplies you have everywhere, not just what is in area 100.

 


Give Unit

Format: GU <country> <unit>

Description:

This command gives the unit to another country. You must be allied to the country at the start of the turn, and you can not give away more than 10% of your land units, air units, and naval units. The units must be in an area owned by country. You can not give away the following units: CFLT and HFLT.

For example:

GU 3 10

This command has you giving country 3 unit 10. 

 


Grant Ally Access

Format: GA <country> <area> <land> <air> <naval>
Format: GA <country>  ALL <land> <air> <naval>

Description:

For this turn this command allows another allied country to move into your area(s) the given number of land, air and naval units. If you do not grant an ally access, they can not enter your areas. If your ally breaks the alliance on the turn the grant access is issued, the grant access will fail and your ex-ally will not be allowed access to the areas. Note that once you let someone into your area(s), you have to remove them yourself.

To move supplies into the area the ally also needs access to the area.

For example:

GA 3 100 10 10 10

This command has you giving country 3 unit access to area 100 for 10 land units, 10 air units and 10 naval units. 

TIP
If you grant some access for their naval and air units, that means they are going to use up your port and airbase capacity.

 


Increase Technology

Format: IT <area> <type>

Description:

This command causes the unit type technology level to be increased by 1 level. Tech levels can only  be done once a turn for each unit type. Within each type of unit (land, air and naval) there can not be any more than a 7 tech level difference between the unit with the lowest tech and the unit with the highest tech. For example if an ARM unit was tech level 2, no other land unit could be higher than a tech level 9. Within subgroups there can not be any more than a 4 tech level difference.

Tech level costs:

New Tech Level

Credits

Production

0-4

10

20

5-9

15

20

10-14

20

20

15-19

25

20

20+

30

20

 

The subgroups are:

  TECH SUB GROUPS

ARM, MECH, AT

MECH, INF, PAR, MAR

AT, ART, AA

FTR, LB

MB, ATRN

LB, MB

HFLT, LFLT

LFLT, SUB

NATR, NTRN

HQ tech limits are based on the maximum of any other unit.

For example:

IT 100 ARM

This command has you doing a tech increase for ARM at area 100. 

TIP
You’ve got to increase your techs during the game or you’ll get left behind.  Higher tech level units get combat bonuses, movement bonuses and other bonuses.  One of the best units to increase is your HQ unit.  Remember though that you also have to upgrade your units to get the benefit of the new tech level.  The other way to get technology increases is to steal technology by having agents in other country’s production centers.


Increase Resource Income

Format: IRI <area> <fd> <fl> <hm> <lm> <cr>

Description:

This command allows you to increase the basic income in an area. Food, fuel, heavy metal, light metal and credit incomes can all be increased. The costs to do the increase is, 1 Heavy Repair Point (HRP) per point of resource being increased. Food, fuel, heavy metal and light metal all go up 1 point, and credits go up 2 points. The maximum that a resource can be increased depends on the starting resource level. Note that if the income goes up you will receive the benefit the same turn. You can not increase the income of any resource with zero original income in the area. Areas that have had their resources bombed can also be fixed using this command.

  Resource

Starting Resource Level

Maximum Resource Increase

FD, FL, HM LM

1-5

+2

FD,FL,HM,LM

6-10

+3

FD,FL,HM,LM

11+

+4

Credits

1-10

+4

Credits

11-20

+6

Credits

21+

+8

For example, if an area had 6 FD income originally, it could be increased to a maximum of 9 FD income.  While an area with 30 credit income could be increased to a maximum of 38 credit income.

The Area Report will indicate if the resources in an area can be increased or not.

For example:

IRI 100 0 0 2 2 0

This command has you increasing the hmetal and lmetal income of area 100 by 2 points  The cost would be 4 points of HRP.  You have to have the HRP available at the start of the turn.

 


Load Resources

Format: LR <unit> <fd> <fl> <hm> <lm>

Description:

The unit must be a NATR or NTRN. NATR can carry 10 points of resources and NTRN can carry 30 points of resources. The unit must start the turn in the port. You can only load resources in your own ports.

For example:

LR 120 0 0 10 20

Assuming that unit 120 is a NTRN, this would load 10 points of hmetal and 20 points of lmetal onto the unit.

 


Load Supply

Format: LS <unit> <amount>

Description:

The unit must be a NATR or NTRN. NATR can carry 10 points of supplies and NTRN can carry 30 points of supplies. The unit must start the turn in the port.

For example:

LS 120 10

This command loads 10 points of supply onto unit 120.

 


Load Unit

Format: LU <unit1> <unit2>

Description:

Unit1 must be a NATR or NTRN, except that if unit2 is a MAR unit then unit1 can also be a HFLT or LFLT as well. NTRN can carry 3 units, all other units can only carry 1 unit. You can use this command to either load a unit from a port area or evacuate a unit from a non-port area.

When loading a unit from a friendly port area:
            (1) Unit2 can be any land or air unit.
            (2) Both unit1 and unit2 must start the turn in the port area.

When evacuating a unit from a non-port area:
            (1) Unit1 can only be a NATR.
            (2) Unit2 can only be a land unit.
            (3) You must leave 1 unit behind for every 3 enemy units in the area, MAR can always be evacuated.
            (4) All ARM, ART, AT, AA lose 1 step when evacuating due to the loss of heavy equipment.
            (5) Unit1 and unit2 must start the turn adjacent.
 Note that units being evacuated from an area with enemy units in it must return to a friendly port.

For example:

LU 120 90

This command loads unit 90 onto unit 120.

 


Merge

Format: MER <unit from> <unit to>

Description:

This command allows you to transfer 1 step from “unit from” to “unit to”. Both units must start in the same area. This command takes places immediately when issued. The experience and tech of “unit to” will be effected by the experience and tech of “unit from”.

ARM, MECH, PAR and MAR can transfer to INF, ARM can also transfer to MECH, otherwise the units have to be of the same type.

For example:

MER 120 90

This command transfers 1 step from unit 120 to unit 90.  Unit 90 must of course not been at full strength at the start of the turn.

 


Message

Format: ME <country> <message text>

Description:

This command allows you to send messages 80 characters in length, to another country. You must split messages longer than 80 characters into two messages. The message appears on the country’s report in the Message Report section.

For example:

ME 1 Hello there,
ME 1 Want to ally?

These two commands would cause the message “Hello there, want to ally” on country 1’s report.

TIP
Since the message only appears on the next report, you would normally want to use the EMG Mailbot command EMGMSG or just send an email to the player of the country directly.

 


Move

Format: MO <unit> <area1>
 Format: MO <unit> <area1> <area2>

Description:

This command is used by land units to move to 1 or two areas and initiate combat if they encounter an enemy. Land units can become  pinned if they encounter enemy land units, so they may be unable to complete their movement.  The area the unit starts in has to be adjacent to area1 and area 1 has to be adjacent to area2.

For mechanized units that you want to move only 1 area but in the second land movement phase with non-mechanized land units, set area1 to 0.

When enemy land units are ordered to move into each other's areas (i.e. A moves to B and B moves to A), the move that is successful is based on who has the most number of unit points moving, with ARM counting 5 points per step, MECH counting 3 points per step and everything else counting 1 point per step. If there is a tie, then it is random who gets to move.

For example:

Mo 5 100 102

This command orders unit 5 to move to area 100 and then to area 102. 

 


Move Agent

Format: MA <area1> <area2> <amount>

Description:

This command will move an agent from area1 to area2. An agent can move from any area to any other area, the areas do not have to be adjacent and they can be land or sea areas. Agents will report on what units are in the area, increase your chance of determining a country’s technology levels and increase your chance of getting a headline on a country.

For every agent alive at the end of the turn at a production center with greater than 29 production in a foreign country there is a 10% chance that they will be able to steal a tech level from the foreign country. The type of technology that they steal is randomly determined and must be 2 or more tech levels higher than your own tech level for that type of unit. There is a 20% chance that the owner of the area will find out that you stole it.

essage appears on the country’s report in the Message Report section.

For example:

MA 100 200 3

This commands moves 3 agents from area 100 to area 200. Area 100 and area 200 do not have to be adjacent.

 


Move Resources

Format: MR <fd> <fl> <hm> <lm> <area1> <area2>
Format: MR <fd> <fl> <hm> <lm> <area1> <area2> <area3>

Description:

Resources can be moved up to 2 areas a turn. Area1 is the area the resources come from and area2 and area3 are the areas the resources are being moved through. Area2 can be owned by anyone. The resources will always move to area2. If area2 is a pinned area at the end of the turn, the resource will stay there and not move to area3. The resources will get transferred into the stockpile of whoever owns the final area. Note that MR occurs after land combat and determining who owns the area. Area1 has to be adjacent to area2, and area2 has to be adjacent to area3.  Area1, area2 and area3 have to be land areas.

For example:

MR 0 0 5 10 100 101 102

This commands moves 5 hmetal and 10 lmetal from area 100 to area 101 and then area 102.

TIP
You’ll use this command a lot since you need to get your resources to your production centers.  If you want to move everything just enter the previous command example as MR 999 999 999 999 100 101 102.  The game will then reduce the amount of resources to what is actually in the area.

 


Move Supplies

Format: MS <amount> <area1> <area2>
Format: MS <amount> <area1> <area2> <area3>

Description:

Supplies can be moved up to 2 areas a turn. Area1 is the area that the supplies come from and area2 and area3 are the areas the supplies are being moved through. Supplies can always move to area2. If area2 is a pinned area at the end of the turn, the supplies will stay there and not move to area3. Area1 has to be adjacent to area2, and area2 has to be adjacent to area3.  Area1, area2 and area3 have to be land areas.

For example:

MS 10 100 101 102

This commands moves 10 points of supplies from area 100 to area 101 and then area 102.

TIP
You’ll probably also use this command a lot.  Without supplies your armies can move and will have penalties in combat.

 


Naval Move

Format: NM <unit> <speed> <area1> <area2> 
Format: NM <unit> <speed> <area1> <area2> <area3> 
Format: NM <unit> <speed> <area1> <area2> <area3> <area4> 
Format: NM <unit> <speed> <area1> <area2> <area3> <area4> <area5> 
Format: NM <unit> <speed> <area1> <area2> <area3> <area4> <area5> <area6>

Description:

This command is used by naval units to move.  The naval unit must start adjacent to area1 and can only move to adjacent areas. All areas must be water areas or friendly port areas. You can include the same area more than once. The naval unit must have supplies on board to be able to move.  Naval units can not move directly from one port to another port, the naval unit must move to a water area when leaving a port.  Naval units use up port capacity when moving out of or into a port.  Speed is used to determine which naval movement phases the naval unit moves in.  A naval unit can be ordered to move to the same area, for example area1 = area2.

For example:

NM 10 5 200 201 201  201 202

This command has naval unit 10 move from 200 to 201, spend 2 more moves in 201 and then move to 202.  In the Naval Combat section of the rules you can see that a unit moving at speed 5 moves in the 1st , 2nd , 3rd , 5th and 6th naval movement phases and doesn’t move in the 4th naval movement phase.  So Unit 10 would be in the following areas for each naval phase: 200, 201, 201, 201, 201, and 202.

 

 


Non-Aggression Pact

Format: NAP <country> <turns>

Description:

This command is used to issue a request for a Non-Aggression Pact (NAP) with the country  for a set number of turns. Both countries must issue this command on the same turn and they must already be allied. The NAP is broken if one player goes neutral with the other player, or if one player allows a 3rd player to attack the other player from one of his areas. Breaking the NAP will result in a permanent VP penalty of 15% of your current VPs or 15 points, which ever is higher.

For example:

NAP 3 10

This command has you offer a NAP to country 3 for 10 turns.  Country 3 must issue the same command for your country for the commands to work.

 


Repair

Format: RP <unit>

Description:

This command repairs 1 step of the damaged unit. A unit can only be repaired one step per turn. Repairing a damaged unit reduces its experience by 15 points. Repairing an undamaged unit reduces its experience by 5 points. Repairing a unit increases the unit’s tech level by 2 to a maximum of the current tech level of the country, thus there will be times you want to repair a unit even though it is not damaged just to increase its tech level. If you were given a unit from another country with a higher tech level then your tech level, the unit will lose 1 tech level when being repaired if the tech level of the unit is higher than your own tech level. Each enemy land unit in the area stops its pin value of your land units from being repaired. Air and naval units can all be repaired if the area is not a pinned area. The number of points of repair being used is dependent on the unit being repaired. Land units must be on land area, air units must be on a land area or on a carrier and naval units must be in port to be repaired. Repair happens before movement, so you can repair a unit and use the new tech level abilities in the same turn.

The following table shows which units use the 3 different types of repair points: LRP, ARP and HRP.

  Repair Category

Unit Type

Light Repair (LRP)

HQ MECH INF PAR MAR STC AT ART AA

Air Repair (ARP)

FTR LB MB HB ATRN

Heavy Repair (HRP)

ARM CFLT HFLT LFLT SUB NATR NTRN

 

For example:

RP 10

This command repairs unit 10.  If it isn’t at full strength it will get 1 step back.  If it isn’t at the maximum tech level you have for the type of unit it is, it will increase up to 2 tech level.  And if the unit was an ARM unit, the command would use up 1 point of HRP.

 


Reserve

Format: RES <unit> <area1>
Format: RES <unit> <area1> <area2>
Format: RES <unit> <area1> <area2> <area3>

Description:

This command can be executed by land units (STC units may not perform this mission), naval units (NTRN and NATR units can not perform this mission) and air units (HB and ATRN may not perform this mission) under HQ command. This command allows a unit to move in the reserve movement phase. This command uses supplies only if the unit actually ends up moving, but the supplies must be available in the area to issue the command. The unit can only move in one reserve phase, and will move in the first one it is allowed to (i.e. there are enemy units in one of its designated areas).

For land units, normal pinning rules apply to the unit. The unit may designate 1 + the unit’s movement rate areas as target areas. All the target areas have to be adjacent to the unit's starting area.

For naval units, up to three adjacent areas may be designated as target areas. All your target areas must be water areas. You may designate your starting area as one of the target areas. The supplies must be on the naval unit to issue the command. If the naval unit started in a port, it will use up 2 points of port capacity and returns to the port at the end of the turn.

For air units, up to three areas within range of the air unit (maximum range of 2) may be designated as target areas. You may designate your starting area as one of the target areas. FTR units perform CAP missions, LB/MB perform SGA missions to land areas and BN missions into water areas.   The areas here to do not have to be adjacent.

The unit will move into a reserve area if any enemy units move into that area. If multiple areas are available, the unit will move into the area where the player is outnumbered in steps the most. Note that units on reserve which move may then trigger other units on reserve to move. Units moving on reserve are reduced by 33- min(HQCommandTech*2,UnitTech*2)% on attack.

For example:

RES 10 201  302 

With unit 10 being a FTR unit of tech level 5 under command of a tech level 7 HQ, it is sent on reserve to areas 201 and 302.  Areas 201 and 302 are with 2 areas of the unit’s starting area, but are not themselves adjacent.  If enemy air units go to areas 201 or 302, then unit 10 will move to one of the areas and fly a CAP mission.  Unit 10 would have a 33 – MIN(7*2,5*2) = 33 – MIN(12,10) = 33 – 10 = 23% penalty in combat though.

 

TIP
Placing units on reserve is a good way to cover multiple areas if you don’t know where the battle is going to take place, but beware of the combat penalty involved.  Remember that the reserve command can be used not only for defending your areas but also for attacking areas.

 


Retreat

Format: RT <unit> <area>

Description:

This command has the unit retreat from an area that has enemy units in it, to an adjacent area. Only land units (except for STC) may retreat, and they may only retreat to 1 adjacent area. Your must retreat into an area you own that has no enemy land units in it at the start of the turn. When retreating out of an area with enemy units, a covering force must be left behind. The covering force consists of land units whose pin value equals the number of enemy land units in the area. The retreating units will have a 50% penalty to their combat  if enemy units move into the area they retreat to.

For example:

RT 10 101

This command orders unit 10 to retreat to the adjacent area 101.  Area 101 has to be owned by you and have no enemy land units in it at the start of the turn.

 


Scrap

Format: SCRP UNIT <unit>
Format: SCRP <type> <area> <amount>

Description:

This command allows you to scrap a unit,  Prod, Airbase, Port, or Fort. When scrapping an item you receive 40% of the resource (FD,FL,HM,LM) build cost of the item back. The resources are placed into the stockpile of the area where the scrapping is taking place at the end of the turn. When scrapping Prod, Airbase, Port or Fort you must own the area at the start of the turn and the end of the turn. Scrapping a unit eliminates the unit immediately. Type is either Prod, Airbase, Port, or Fort. Area is the area number you want the item scrapped in and amount is how much to scrap. There must be amount of the type available or it will be reduced. If amount is zero, then as much as possible will be scrapped.

For example:

SCRP prod 10 100

This command will scrap 100 points of production in area 10 provided you still own the area at the end of the turn.  Since the cost to build 100 production is 30 FD, 40 FL, 30 HM, 10 LM and 100 credits, you’ll get 12 FD, 16 FL, 12 HM and 4 LM back in area 10 at the end of the turn and 40 credits added to your treasury.

 


Select Bonus Area

Format: SBA <area>

Description:

This command is used on any turn. Area is any land area on the map that you do not currently own. These areas are worth bonus victory points if you own them equal to the shortest distance in areas from the area to any of your current areas at the time you issue the command. You are allowed to select 10 bonus areas. Once an area is selected you can not change it.

For example:

SBA 10
SBA 12

These command set areas 10 and 12 as bonus areas for you.  If they are each 5 areas away from any of your current areas when you issued the command they will each be worth 5 victory points to you.

TIP
Select bonus areas far enough away from you that they are worth something, but close enough that you can get them.  With 10 bonus areas available to you, it can add up to a lot of victory points.

 


Select Capital

Format: SC <area>

Description:

This command must be issued on the first turn and is used to select which of your home areas will be your capital. If you do not issue this command on the first turn, a capital will be selected for you at random from your home areas. The area selected as the capital will get an additional 30 points of production and 10 points of forts..

For example:

SC 100

This command sets area 100 as your capital.

 

TIP
Be care if you pick a coastal area as you capital as it will be vulnerable to a naval invasion.

 


Sell

Format: SEL <area> <fd> <fl> <hm> <lm>

Description:

This command sells the appropriate resources in the area to the market at the current market price. Sell commands are always successful. The credits do not get added to your treasury till the end of the turn, so the credits can not be used the turn you issue the sell command.

For example:

SELL 100 0 10 0 5

This command will sell 10 points of FL and 5 points of LM from area 100.

TIP
You’ll probably have to sell some resources each turn to make sure you have a enough credits.

 


Set Income Multiplier

Format: SIM <amount>

Description:

This command increases your Income Multiplier for this turn by the amount. At the start of the game you have 200 bonus points which can be allocated in any turn. Using this command uses up the bonus points. The amount can either be 10, 20, 30, 40 or 50.

For example:

SIM 50

This command increases your income multiplier by 50 for the current turn.

 


Set Technology

Format: ST <type> <amount>

Description:

On the first turn, each player has 25 tech levels that can be allocated to any of the various types of units, with a maximum of 5 points to any one type. Type is the unit code (i.e. ARM, CFLT, etc).  All your starting units are set to the selected tech levels on the first turn.

For example:

ST HQ 5
ST ARM 3
ST INF 3 
ST FTR 5
ST LB 5
ST CFLT 4

These commands would set your starting tech level to 5 for HQ, FTR and LB units, 3 for ARM and INF units and 4 for CFLT units.

 


Shore Bombardment Ports

Format: SBP <unit> <area>

Description:

This command assigns the unit to do shore bombardment to the ports at the area. The unit must be a HFLT. Each hit done will destroy 1 point of port capacity, plus potentially damage any naval units in the port that were not out on missions that turn. The area must be an area adjacent to the movement path of the unit this turn. The unit does not have to end the turn adjacent to the area, but just move adjacent to the area sometime during the turn.

For example:

SBP 10 102

This command has unit 10 do a shore bombardment of the ports in area 102.

 


Shore Bombardment Units

Format: SBU <unit> <area>

Description:

This command assigns the unit to do shore bombardment to land units at the area. The unit must be a HFLT. The area must be an area adjacent to the movement path of the unit this turn. The unit does not have to end the turn adjacent to the area, but just move adjacent to the area sometime during the turn.  Only land units with more then 1 step left can be targeted by this mission.  ARM/MECH/INF units with more then 3 steps are primary targets, all other land units with more then 1 step are secondary targets.

You can not reduce a unit lower than 1 step when firing at it, regardless of how many hits are done to it.

For example:

SBU 10 102

This command has unit 10 do a shore bombardment of land units in area 102.

TIP
With 6 steps a HFLT can do a lot of damage to any one land unit.  This can be especially useful when doing a naval invasion to soften up the enemy defenders. 

 


Strategic Move Resources

Format: SMR <fd> <fl> <hm> <lm> <area> <area1>
Format: SMR <fd> <fl> <hm> <lm> <area> <area1> <area2>
Format: SMR <fd> <fl> <hm> <lm> <area> <area1> <area2> <area3> 
Format: SMR <fd> <fl> <hm> <lm> <area> <area1> <area2> <area3> <area4> 
Format: SMR <fd> <fl> <hm> <lm> <area> <area1> <area2> <area3> <area4> <area5> 
Format: SMR <fd> <fl> <hm> <lm> <area> <area1> <area2> <area3> <area4> <area5> <area6>

Description:

Resources can be strategically moved up to 6 areas (area1 area2 area3 area4 area5 area6).  Area is the area the resources started in.  All the areas must be adjacent. To strategically move 10 points of resources cost 1 strategic movement point. You must own the area to strategic move resources out of the area. You can only strategically move from and into areas you or your allies (provided you have been granted access) own at the end of the turn, this means you can capture areas and strategically move into them in the same turn. You can also use strategic movement across water, and combine land and water in any combination during the same turn. Entering or leaving a port uses up the number of port points equal to the number of strategic movement points being used. You can not end the strategic movement in a water area. The resources are owned by who ever owns the area the strategic movement ends in.

Area1 must not be a pinned area at the start of the turn. Movement halts in any of the other areas if they are a pinned area at the end of the turn.  Any SM happening through an area that has had BS done in to it, has their movement reduced by one area.

For example:

SMR 0  0  10  20  100  101  102  103

This command strategically moves 10 HF and 20 LM from area 100 to 101, 102 and finally 103.  It would cost 3 points of strategic movement to do this.  If area 101 was damaged with a BS command, then the resources would have their movement reduced by 1 and end the turn in 102 instead of 103.

TIP
You’re going to need strategic movement points to move your resources and units further than 2 areas in a turn.   

 


Strategic Move Supplies

Format: SMS <amount> <area> <area1> 
Format: SMS <amount> <area> <area1> <area2> 
Format: SMS <amount> <area> <area1> <area2> <area3> 
Format: SMS <amount> <area> <area1> <area2> <area3> <area4> 
Format: SMS <amount> <area> <area1> <area2> <area3> <area4> <area5> 
Format: SMS <amount> <area> <area1> <area2> <area3> <area4> <area5> <area6>

Description:

Supplies can be strategically moved up to 6 areas (area1 area2 area3 area4 area5 area6). Area is the area the supplies started in.  All the areas must be adjacent. To strategically move 10 points of supplies cost 1 strategic movement point. You can only strategically move from and into areas you or your allies (provided you have been granted access) own at the end of the turn, this means you can capture areas and strategically move into them in the same turn. You can also use strategic movement across water, and combine land and water in any combination during the same turn. Entering or leaving a port uses up the number of port points equal to the number of strategic movement points being used. You can not end the strategic movement in a water area. Area1 must not be a pinned area at the start of the turn. Movement halts in any of the other areas if they are a pinned area at the end of the turn. Any SM happening through an area that has had BS done in it, has their movement reduced by one area.

For example:

SMS 40   100  101  102  103

This command strategically moves 40 points of supplies from area 100 to 101, 102 and finally 103.  It would cost 4 points of strategic movement to do this.  If area 101 was damaged with a BS command, then the supplies would have their movement reduced by 1 and end the turn in 102 instead of 103.

 


Strategic Move Unit

Format: SMU <unit> <area1> 
Format: SMU <unit> <area1> <area2> 
Format: SMU <unit> <area1> <area2> <area3> 
Format: SMU <unit> <area1> <area2> <area3> <area4>
Format: SMU <unit> <area1> <area2> <area3> <area4> <area5> 
Format: SMU <unit> <area1> <area2> <area3> <area4> <area5> <area6>

Description:

A unit can be strategically moved up to 6 areas (area1 area2 area3 area4 area5 area6). All the areas have to be adjacent. It costs 1 strategic movement point to move a unit. The unit can be any land or air unit. You can only strategically move from and into areas you or your allies (provided you have been given access) own at the end of the turn, this means you can capture areas and strategically move into them in the same turn. You can also use strategic movement across water, and combine land and water in any combination during the same turn. Entering or leaving a port uses up the number of port points equal to the number of strategic movement points being used. You can not end the strategic movement in a water area.

The area the unit starts the turn in must not be a pinned area at the start of the turn. Movement halts in any of the other areas if they are a pinned area at the end of the turn. Any SM happening through an area that has had BS done in it, has their movement reduced by one area.

For example:

SMU 40  101  102  103

This command strategically moves unit 40 to 101, 102 and finally 103.  It would cost 1 point of strategic movement to do this.  If area 101 was damaged with a BS command, then the supplies would have their movement reduced by 1 and end the turn in 102 instead of 103.

TIP
Why strategically move a unit 1 or 2 areas only? To save the supply costs.  You can also load supplies onto the unit and get them shipped with the unit for no addition costs.

 


Supply Land & Naval Units

Format: SLN <unit1> <amount>  
Format: SLN <unit1> <amount> <unit2>

Description:

This command is used to re-supply a land unit, a ship that is in port or a ship that is at sea. Land units do not use the supply attached to them when executing commands, instead this supply is carried with the land unit and at the end of the turn added to the common pool of supplies of the area the land unit ends the turn in. When re-supplying a ship in port, the ship must start the turn in port. Amount is the amount of supplies that you are going to load onto the ship or army. This is limited by the maximum supply capacity of the ship or army.

When re-supplying a ship at sea, unit2 is the ship providing the supply and must be a NATR or NTRN. Unit1 and unit2 do not have to start the turn in the same area,  they just have to be in the same sea area sometime during the turn. All ships supplied at sea have a 25% chance of losing 1 step due to lack of proper maintenance that is provided in a port.

For example:

SLN 10 5 12

This command gives 5 points of supply from unit 12 to unit 10, so this is a ship to ship re-supply at sea.  Unit 12 must be a NATR or NTRN and at some point during the turn, units 10 and 12 have to have moved to the same area.

 


Support Ground Attack

Format: SGA <unit> <area>

Description:

This mission can only be flown by LBs,  MBs and FTRs units of tech level 8 or higher. Area must be within range of the air unit. Units on SGA missions attack during the land combat phase, after all land units have completed their movement.  This missions can also be done by ART units, into either their current area or an adjacent area. When an ART unit does it, it is considered indirect fire.  Units on this mission must have friendly land units in the target area.  You can not reduce a target unit lower than 1 step when doing a SGA mission, regardless of how many hits are done to it.  Only land units with more then 1 step left can be targeted by this mission.

For example:

SGA 10 100

This command gives assigns unit 10 to do a SGA into area 100.

 


Transfer Airbase

Format: TA <unit1> <area>
Format: TA <unit1> <area> <unit2>

 

Description:

This command assigns unit1 to transfer to the airbase at area. Unit1 can be any air unit. The area must be within double the range of unit1.  If unit1 is an ATRN, unit2 can be a PAR, in which case the PAR will be transferred as well. The PAR does not use up any supplies.  One point of airbase capacity is used in the area that unit1 started in and one point of airbase capacity is used in the area the air unit is transferring to.  Unit1 could be coming from a CFLT in which case there would be not airbase capacity used from it’s starting area.

If you do not own the area you are transferring to or to not have access given to you for the area your unit is eliminated.

For example:

TA 10 100

This command transfers  unit 10 to area 100.

 


Transfer Carrier

Format: TC <unit1> <unit2>

Description:

This command assigns unit1 to transfer to unit2. Unit1 can be a FTR or LB and unit2 must be a CFLT. Unit2 must be within double the range of the unit1. A CFLT can only carry the number of air units equal to its current step level plus an additional air unit at tech levels 4, 8 and 12. One point of airbase capacity is used in the area unit1 started in. Unit1 could be coming from a CFLT in which case there would be not airbase capacity used from it’s starting area.

For example:

TC 10 100

This command transfers  unit 10 to CFLT 100.

 


Unload

Format: UL <unit> <area>

Description:

This command unloads a NATR cargo (a land unit, resources or supplies) into an adjacent area along the route the unit is taking this turn. All normal unloads into ports happen automatically at the end of the turn.  All land units except for MAR being unloaded into an enemy area have their chance to hit reduce by 50%, while enemy units firing on them have their chance to hit the unloading unit increased by 50%.

For example:

UL 10 100

This command unloads everything on unit 10 into area 100.

 


Victory Conditions

Format: VC <turns> <victory-points>

Description:

This command is used on the first turn to set your vote as to the game end victory conditions. Turns are between 15 and 30 and victory points are between 200 and 300.  All players VC commands are averaged together to come up with the actual turn length and victory point requirements.

For example:

VC 25 250

This command sets vote for the game end conditions at 25 turns and 250 victory points.

 


Reports

Each turn every player receives a report consisting of the following parts:

Header Section
This section summarizes the game information (the Game Id which you’ll use to send in your commands, turn and country identifiers), the number of victory points and your ranking (only the top 4 positions are ranked) and any VP penalty you might have from breaking a NAP.

 

 

World at War                             Game : WW041

Country       : Baranlorn                Turn : 1941 Fall (11)

Victory Points: 228                   Ranking : 1st      

VP Penalty    : 0 

 

 

Bonus VP Areas
Shows the areas you selected for your bonus victory points via the SBA command. Format is area number, current owner and how many VP it is worth to you.

 

72-Brnl-6  71-Brnl-7  70-Brnl-7  41-Brnl-6  42-Brnl-6  25-Brnl-7

 

CRS Report
This section shows the total number of credits your country has. The amount of credits required next turn to pay the maintenance on all your units. Your Country Income Multiplier used for this report, next turn and number of bonus points left you can allocate with the SIM command. The number of land (LRP), air (ARP) and heavy (HRP) repair points available. And the strategic move points available, any you lost and any you captured.

 

                                      +--------------------+---------------------------+

                                      |    Repair Points   | Strategic Movement Points |

+---------+-------+-------------------+------+-----+-------+---------+----------+------+

| Credits | Maint | Income Multiplier | Light| Air | Heavy | Current | Captured | Lost |

+---------+-------+-------------------+------+-----+-------+---------+----------+------+

|   779   |   380 |    70   70    0   |   36 |  23 |     8 |    16   |     3    |    0 |

+---------+-------+-------------------+------+-----+-------+---------+----------+------+

 

Game End Player Summary Report
At the game end this report for each players shows their victory points, areas, resource incomes. For each of these categories it displays 3 lines: (1) the total amount, (2) is the percentage that player has compared to the largest player, and (3) the player's ranking in that category. For each type of unit, 4 lines are displayed: (1) the total number of units, (2) tech level of the unit, (3) percentage that player has compared to the largest player, and (4) the ranking in that category.

 

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|        | Andr| Brnl| Clhm| Dnth| Eldm| Flst| Gndr| Hrdr| Istr| Jrvn| Kndr| Lthn|

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|  VP    |   0 | 228 | 185 | 227 |  41 |  66 | 178 | 123 |   0 | 137 | 140 |  64 |

|        |   0 | 100 |  81 |  99 |  17 |  28 |  78 |  53 |   0 |  60 |  61 |  28 |

|        |  11 |   1 |   3 |   2 |  10 |   8 |   4 |   7 |  11 |   6 |   5 |   9 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|  Areas |   0 |  64 |  68 |  72 |   8 |  19 |  58 |  41 |   0 |  52 |  48 |  17 |

|        |   0 |  88 |  94 | 100 |  11 |  26 |  80 |  56 |   0 |  72 |  66 |  23 |

|        |  11 |   3 |   2 |   1 |  10 |   8 |   4 |   7 |  11 |   5 |   6 |   9 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|  Food  |   0 | 295 | 378 | 363 |  46 |  84 | 300 | 206 |   0 | 277 | 248 |  92 |

|        |   0 |  78 | 100 |  96 |  12 |  22 |  79 |  54 |   0 |  73 |  65 |  24 |

|        |  11 |   4 |   1 |   2 |  10 |   9 |   3 |   7 |  11 |   5 |   6 |   8 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|  Fuel  |   0 | 222 | 244 | 204 |  37 |  74 | 263 | 182 |   0 | 167 | 198 |  61 |

|        |   0 |  84 |  92 |  77 |  14 |  28 | 100 |  69 |   0 |  63 |  75 |  23 |

|        |  11 |   3 |   2 |   4 |  10 |   8 |   1 |   6 |  11 |   7 |   5 |   9 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|   HM   |   0 | 175 | 175 | 191 |  26 |  76 | 162 | 115 |   0 | 134 | 143 |  56 |

|        |   0 |  91 |  91 | 100 |  13 |  39 |  84 |  60 |   0 |  70 |  74 |  29 |

|        |  11 |   2 |   2 |   1 |  10 |   8 |   4 |   7 |  11 |   6 |   5 |   9 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|   LM   |   0 | 196 | 143 | 209 |  20 |  82 | 136 | 100 |   0 | 136 | 142 |  56 |

|        |   0 |  93 |  68 | 100 |   9 |  39 |  65 |  47 |   0 |  65 |  67 |  26 |

|        |  11 |   2 |   3 |   1 |  10 |   8 |   5 |   7 |  11 |   5 |   4 |   9 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|  Cred  |   0 | 519 | 426 | 492 | 136 | 219 | 512 | 319 |   0 | 316 | 437 | 108 |

|        |   0 | 100 |  82 |  94 |  26 |  42 |  98 |  61 |   0 |  60 |  84 |  20 |

|        |  11 |   1 |   5 |   3 |   9 |   8 |   2 |   6 |  11 |   7 |   4 |  10 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|  Prod  |   0 | 588 | 558 | 725 | 154 | 215 | 856 | 482 |   0 | 462 | 555 | 287 |

|        |   0 |  68 |  65 |  84 |  17 |  25 | 100 |  56 |   0 |  53 |  64 |  33 |

|        |  11 |   3 |   4 |   2 |  10 |   9 |   1 |   6 |  11 |   7 |   5 |   8 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|    HQ  |   0 |   4 |   5 |   4 |   2 |   3 |   5 |   3 |   0 |   5 |   3 |   1 |

|        |   7 |  14 |  12 |  14 |   7 |  11 |  11 |   8 |   5 |   8 |  12 |   8 |

|        |   0 |  80 | 100 |  80 |  40 |  60 | 100 |  60 |   0 | 100 |  60 |  20 |

|        |  11 |   4 |   1 |   4 |   9 |   6 |   1 |   6 |  11 |   1 |   6 |  10 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|   Arm  |   0 |  38 |   6 |   9 |   0 |  20 |  15 |  35 |   0 |  20 |  16 |   5 |

|        |   7 |  10 |   4 |   7 |   0 |   7 |   7 |   8 |   5 |   6 |   9 |   8 |

|        |   0 | 100 |  15 |  23 |   0 |  52 |  39 |  92 |   0 |  52 |  42 |  13 |

|        |  10 |   1 |   8 |   7 |  10 |   3 |   6 |   2 |  10 |   3 |   5 |   9 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 

 

Game End Turn Summary Report
At the game end this report shows a summary by each turn of the game: (1) victory points, (2) percentage that player has compared to the largest player and (3) the player rankings.

 

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

|        | Andr| Brnl| Clhm| Dnth| Eldm| Flst| Gndr| Hrdr| Istr| Jrvn| Kndr| Lthn|

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1939 1 |  40 |  40 |  40 |  40 |  40 |  40 |  40 |  40 |  40 |  40 |  40 |  40 |

|        | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |

|        |   1 |   1 |   1 |   1 |   1 |   1 |   1 |   1 |   1 |   1 |   1 |   1 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1939 2 |  71 |  64 |  68 |  70 |  70 |  68 |  66 |  64 |  60 |  72 |  70 |  62 |

|        |  98 |  88 |  94 |  97 |  97 |  94 |  91 |  88 |  83 | 100 |  97 |  86 |

|        |   2 |   9 |   6 |   3 |   3 |   6 |   8 |   9 |  12 |   1 |   3 |  11 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1939 3 |  94 |  80 |  92 |  80 |  76 |  88 |  84 |  72 |  60 |  87 |  88 |  89 |

|        | 100 |  85 |  97 |  85 |  80 |  93 |  89 |  76 |  63 |  92 |  93 |  94 |

|        |   1 |   8 |   2 |   8 |  10 |   4 |   7 |  11 |  12 |   6 |   4 |   3 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1939 4 | 106 |  92 | 106 |  96 |  82 | 102 | 100 |  78 |  60 |  93 |  90 |  93 |

|        | 100 |  86 | 100 |  90 |  77 |  96 |  94 |  73 |  56 |  87 |  84 |  87 |

|        |   1 |   8 |   1 |   5 |  10 |   3 |   4 |  11 |  12 |   6 |   9 |   6 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1940 1 | 101 | 106 | 118 | 116 |  74 | 106 | 114 |  80 |  60 |  97 |  94 | 103 |

|        |  85 |  89 | 100 |  98 |  62 |  89 |  96 |  67 |  50 |  82 |  79 |  87 |

|        |   7 |   4 |   1 |   2 |  11 |   4 |   3 |  10 |  12 |   8 |   9 |   6 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1940 2 |  94 | 112 | 133 | 131 |  68 | 100 | 120 |  86 |  64 | 108 |  96 | 121 |

|        |  70 |  84 | 100 |  98 |  51 |  75 |  90 |  64 |  48 |  81 |  72 |  90 |

|        |   9 |   5 |   1 |   2 |  11 |   7 |   4 |  10 |  12 |   6 |   8 |   3 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1940 3 |  80 | 120 | 139 | 139 |  57 |  90 | 122 | 101 |  62 | 120 |  98 | 121 |

|        |  57 |  86 | 100 | 100 |  41 |  64 |  87 |  72 |  44 |  86 |  70 |  87 |

|        |  10 |   5 |   1 |   1 |  12 |   9 |   3 |   7 |  11 |   5 |   8 |   4 |

+--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 

 

Code Report
This section shows the codes that you know for each player, what your own current code is and if someone has given you a set of codes this turn.

 

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| Andr| Brnl| Clhm| Dnth| Eldm| Flst| Gndr| Hrdr| Istr| Jrvn| Kndr| Lthn|

|     | B4  |     |     |     |     |     |     |     |     |     |     |

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 

Trade Report
This section shows the number of credits you received automatically through trading with your allies.

 

+--------+--------+

| From   | Amount |

+--------+--------+

| Clhm   |    22  |

| Dnth   |    15  |

| Flst   |     8  |

| Gndr   |    22  |

| Hrdr   |    16  |

| Kndr   |    19  |

+--------+--------+

 

Market Report
Shows the current buy, sell and amount available for each resource. The amount of resources in the market is based on a percentage of the resources owned by neutrals and what players bought and sold during the turn.

 

            +------+------+--------+--------+

            | Food | Fuel | HMetal | LMetal |

+-----------+------+------+--------+--------+

| Amount    |   50 |   46 |     45 |     51 |

| Buy Cost  |    3 |    2 |      2 |      2 |

+-----------+------+------+--------+--------+

| Sell Price|    2 |    1 |      1 |      1 |

+-----------+------+------+--------+--------+

 

Market Transaction Report
Shows the transactions that you did this turn and what it cost you in credits for a buy transaction and how many credits you received for a sell transaction.

 

+------+------+------+------+--------+--------+---------+

| Area | Type | Food | Fuel | HMetal | LMetal | Credits |

+------+------+------+------+--------+--------+---------+

|  249 | Sell |   29 |    5 |      0 |      0 |      39 |

|  151 | Sell |    4 |    0 |      0 |      0 |       4 |

|  132 | Sell |    0 |    0 |      4 |      0 |       4 |

|  116 | Sell |   13 |    0 |      0 |      0 |      13 |

|   95 | Sell |    5 |    0 |      3 |      4 |      12 |

|  233 | Sell |    1 |    0 |      0 |      4 |       5 |

|  120 | Sell |    0 |    0 |      8 |      0 |       8 |

|  105 | Sell |    0 |    0 |     39 |      0 |      39 |

|   86 | Sell |    0 |    0 |      6 |      0 |       6 |

|   88 | Sell |    0 |    0 |      4 |      0 |       4 |

|   73 | Sell |    0 |    0 |      5 |      0 |       5 |

|  110 | Sell |    1 |    0 |      0 |      0 |       1 |

|   41 | Sell |    9 |    0 |      0 |      0 |       9 |

+------+------+------+------+--------+--------+---------+

 

 

Scrap Report
Shows what items you scrapped this turn and how much you received for them.

 

+------+------+--------+----+----+----+----+

| Type | Area | Amount | FD | FL | HM | LM |

+------+------+--------+----+----+----+----+

| AB   |   91 |     20 |  1 |  0 |  1 |  0 |

| Prt  |  150 |     14 |  0 |  1 |  2 |  1 |

+------+------+--------+----+----+----+----+

 

Give Report
Show any items that you gave away or received this turn.

 

+------+------+--------+--------+------+------+-------+

| From | To   | Type   | Amount | Area |   ID | Valid |

+------+------+--------+--------+------+------+-------+

| Gndr | Eldm | Credit |    170 |      |      | Valid |

+------+------+--------+--------+-----+-------+-------+

 

Area Damaged Report
This report shows the damage that was done to an area's airbases, ports and production.

 

+------+---------+------+------------+

| Area | Airbase | Port | Production |

+------+---------+------+------------+

|   74 |     1   |   0  |      13    |

|   87 |     5   |   0  |       7    |

|  181 |     2   |   0  |       0    |

|  199 |     6   |   0  |       0    |

|  247 |     2   |   0  |      15    |

|  609 |     3   |   0  |       9    |

+------+---------+------+------------+

 

Increase Resource Report
Shows those areas where you did increase resource income.

 

+------+--------+--------+

| Area |  Type  | Amount |

+------+--------+--------+

|   87 |  Fuel  |      2 |

|   74 |  Fuel  |      2 |

+------+--------+--------+

 

Area Report
For each area that you own, have agents in, have units in, or are adjacent to areas you own the following information is displayed:

 

 

                   +-------------------+

       +-----------+   Number of Units |                                  +-----------------+-----------------+

+------+   Owner   |   Yours    Others +---------+----+----+----+----+----+      Income     |     Stockpile   +-----+------+--------+

| Area | Crnt Prev |  L  A  N  L  A  N | Terrain | AB | PT | FT | SP | AIM|  FD  FL  HM  LM |  FD  FL  HM  LM | Crd | Prod | Agents |

+------+-----------+-------------------+---------+----+----+----+----+----+-----------------+-----------------+-----+------+--------+

|   1A | **** Jrvn | 11                |         |    |    |    | 25 | 28 |  14b            |  17       2   1 |   9d|    8 |        |

|  25A | **** Jrvn | 25  5             |         |  6 |    |    | 79 | 28 |   8c  9c        |   7   2   5     |   9d|      |        |

|  41A | ****      |  1                |         |    |    |    |  2 | 49 |   6c            |   2             |   8 |      |        |

|  42A | **** Jrvn | 14                |         |    |    |    | 73 | 28 |       6c  7c    |       1   1     |  10 |      |        |

|  57A | ****      | 34 40             | rough   | 84 |    |    |113 | 70 |   2d            |  18  34      16 |  22b|   30 |        |

 

 

Build Pipeline Report
Show those items that are taking more than 1 turn to build.

 

+------+-------+---------------------+

| Area | Turns | Type                |

+------+-------+---------------------+

|   34 |   1   | Fighter             |

|   34 |   1   | Light-Bomber        |

+------+-------+---------------------+

 

Partisan Report
There is a 15% chance that you will find out if someone is trying to raise partisans in your areas. This report shows who is trying to raise the partisan and the area.

 

The local population revolted in area 122

The local population revolted in area 146

 

Unit Summary Report
Shows the maximum build limit, number of units, steps, units you lost, how many steps are damaged and the tech level for each type of unit.

 

+-----------+------+------+------+------+------+------+------+------+------+------+

| LAND      |   HQ |  Arm | Mech |  Inf |  Par |  Mar |  Stc |   AT |  Art |   AA |

+-----------+------+------+------+------+------+------+------+------+------+------+

| Tech Level|   14 |   10 |    7 |    8 |    8 |    4 |    3 |    7 |    5 |    3 |

| Max Build |    1 |    2 |    2 |    2 |   38 |    2 |    2 |    2 |    2 |    2 |

| # Units   |    4 |   38 |   11 |   60 |  118 |   10 |   47 |    2 |    0 |   23 |

| Units KIA |    0 |    0 |    1 |    0 |    2 |    0 |    2 |    1 |    0 |    0 |

| # Steps   |    8 |  182 |   35 |  191 |  300 |   25 |  124 |    5 |    0 |   55 |

| Dam Steps |    0 |    8 |    9 |   49 |   54 |    5 |   17 |    1 |    0 |   14 |

+-----------+------+------+------+------+------+------+------+------+------+------+

 

+-----------+------+------+------+------+------+

| AIR       |  Ftr |   LB |   MB |   HB | ATrn |

+-----------+------+------+------+------+------+

| Tech Level|   15 |   11 |    8 |    8 |   10 |

| Max Build |    2 |    2 |    2 |    2 |   15 |

| # Units   |   37 |   26 |    2 |    0 |   56 |

| Units KIA |    0 |    0 |    0 |    0 |    0 |

| # Steps   |  103 |   74 |    6 |    0 |  107 |

| Dam Steps |    8 |    4 |    0 |    0 |    5 |

+-----------+------+------+------+------+------+

 

+-----------+------+------+------+------+------+------+

| NAVAL     | CFlt | HFlt | LFlt |  Sub | NATr | NTrn |

+-----------+------+------+------+------+------+------+

| Tech Level|    0 |    0 |    0 |    0 |    0 |    0 |

| Max Build |    2 |    2 |    2 |    2 |    2 |    2 |

| # Units   |    2 |    2 |    0 |    0 |    1 |    3 |

| Units KIA |    0 |    0 |    0 |    0 |    0 |    0 |

| # Steps   |   10 |   12 |    0 |    0 |    2 |    6 |

| Dam Steps |    0 |    0 |    0 |    0 |    0 |    0 |

+-----------+------+------+------+------+------+------+

 

Failed Maintenance Report
Shows the units that did not have maintenance paid for them this turn and therefore lost 1 step.

 

+------+-------+------+--------+

| Unit | Type  | Area | Status |

+------+-------+------+--------+

| 1902 |   Inf |  332 | (D3)   |

| 1788 |   Stc |  372 | (D2)   |

| 1850 |   Stc |  352 | (D2)   |

| 1904 |   Stc |  332 | (D2)   |

+------+-------+------+--------+

 

Unit Rebase Report
Shows any unit that had to rebase because the area they were in was captured or the CFLT they were on was sunk.

 

       +-------------+-------------+

       |    From     |      To     |

+------+------+------+------+------+--------+

| Unit | Area | Unit | Area | Unit | Failed |

+------+------+------+------+------+--------+

|  309 |  223 |      |  171 |      |        |

|  310 |  223 |      |  170 |      |        |

|  319 |  223 |      |  170 |      |        |

| 1448 |  223 |      |  170 |      |        |

| 1628 |  223 |      |  205 |      |        |

| 1629 |  223 |      |  170 |      |        |

| 2002 |  223 |      |  171 |      |        |

+------+------+------+------+------+--------+

 

Unit Report
For each area the units in the area are displayed. The area's airbases, forts, ports, and supplies are shown. Enemy supplies are estimated rounded to 10 and displayed with a "/" after the supplies you have in the area. The format is their unit number, type of unit and then their tech level and experience. Additional information in brackets is as follows:

 

+------------------------------------------------------------+

| Area: 1   ****         AB: 0   PT: 0   FT: 0   SP: 25      |

+------------------------------------------------------------+

521-Arm-7B  524-Arm-5B  525-Arm-5B  694-Arm-5A  698-Arm-5B  702-Arm-5A  706-Arm-5B  707-Mech-4D  711-Mech-4C 

1349-Mech-5D  1475-Mech-4C 

J-Stc-3B(KIA)  J-Stc-2B(KIA) 

 

+------------------------------------------------------------+

| Area: 2   Kndr         AB: 5   PT: 0   FT: 0   SP: /50     |

+------------------------------------------------------------+

J-Arm-4B(KIA)  K-Arm-4A  K-Arm-6B  K-Arm-8C  K-Arm-6B  K-Arm-7B(D2)  K-Arm-6B(D3)  K-Mech-7B(D1)  K-Mech-7C(D2) 

K-Mech-5A  J-Mech-4C(KIA)  K-Mech-5B  K-Mech-5C  K-Mech-5C  K-Mech-5C(D1)  K-Mech-5C(D1)  K-Mech-6C(D1) 

K-Mech-6C(D1)  K-Mech-6C(D1)  K-Mech-6C  J-Inf-6C(KIA)  K-Inf-6C  J-Inf-6C(KIA)  K-Inf-7C(D1)  K-Inf-7C(D1) 

J-Inf-6C(KIA)  J-Inf-6C(KIA)  J-AT-1C(KIA)  J-AA-0C(KIA)  K-AA-2C  K-AA-2C  K-AA-2C  K-AA-3C 

 

Naval Encounters Report
This report shows any naval units that you encountered (with your naval units or by having an agent in the area) by area and naval combat round. It also shows the strength the unit had at the start of the naval round.

 

+----------------------------+

| Naval Round: 5  Area: 495  |

+----------------------------+

Hrdr: (402)-LFlt

Kndr: (595)-Ftr(D1) (589)-CFlt (561)-HFlt (579)-HFlt (562)-LFlt (580)-LFlt (590)-LFlt (593)-NATr (929)-NATr (930)-NATr

 

 

Combat Results Report
Displays the results of each combat and mission, showing the type of combat or mission, the attacker, defender (including unit-id, owner, type, tech level, experience and HQ command), percentage chance the attacker had of doing a hit and how many hits the attack did to the defender. For bombing missions it shows two numbers, the first is the number of hits which will cause the target to suffer a -20% to its attack this turn, while the second number is the number of hits of damage the target took.

 

+------+-----------------------+----------------------+---------------------+------+----+-------+

| Area | Type of Combat        |       Attacker       |         Target      |Shoots| Pct| #Hits |

+------+-----------------------+----------------------+---------------------+------+----+-------+

|    1 | Defensive Fire        |   934 Jrvn Stc   3BY |  707 Brnl Mech  4DY |   3  |  E |    0  |

|    1 |                       |   935 Jrvn Stc   2BY | 1475 Brnl Mech  4CY |   3  |  E |    0  |

+------+-----------------------+----------------------+---------------------+------+----+-------+

|    1 | Land Combat           |   521 Brnl Arm   7BY |  935 Jrvn Stc   2BY |   5  |  A |    5  |

|    1 |                       |   524 Brnl Arm   5BY |  934 Jrvn Stc   3BY |   5  |  A |    4  |

+------+-----------------------+----------------------+---------------------+------+----+-------+

|    2 | Defensive Fire        |  2861 Jrvn Mech  4CY | 2584 Kndr Mech  7CY |   3  |  D |    2  |

|    2 |                       |  2513 Jrvn Inf   6CY | 3335 Kndr Inf   7CY |   3  |  D |    1  |

|    2 |                       |  3322 Jrvn Inf   6CY | 3038 Kndr Mech  5CY |   4  |  D |    0  |

|    2 |                       |  3471 Jrvn Inf   6CY | 2882 Kndr Mech  5CY |   4  |  D |    1  |

|    2 |                       |  3472 Jrvn Inf   6CY | 3234 Kndr Mech  6CY |   4  |  D |    0  |

|    2 |                       |  3474 Jrvn AT    1CY | 1283 Kndr Arm   7BY |   3  |  D |    2  |

|    2 |                       |   849 Jrvn AA    0CY | 2882 Kndr Mech  5CY |   3  |  E |    0  |

+------+-----------------------+----------------------+---------------------+------+----+-------+

 

Convoy Report
This report shows convoys of yours that were sunk or of others that you sunk. It shows the owner of the convoy, the player that sunk the convoy and the size of the convoy in strategic movement points.

Agent Combat Report
Shows what areas you lost agents in and if you managed to kill any enemy agents. Sometimes you find out who owned the enemy agent.

 

+------+-------+------+

| Area | Owner | #KIA |

+------+-------+------+

|    2 | Jrvn  |    1 |

+------+-------+------+

|    3 | ***** |    3 |

+------+-------+------+

|  609 |       |    1 |

+------+-------+------+

 

Capitals Report
Shows the capital for each player.

 

73-Andr 148-Brnl 36-Clhm 210-Dnth 277-Eldm 205-Flst 397-Gndr 404

 

Relations Report
Shows the relations each country has to each other country. 'P' means the countries are permanent allies, 'A' means the countries are allied, 'W' means the countries are at war, and blank means the countries are neutral.

 

          1    2    3    4    5    6    7    8    9   10   11   12

        Andr Brnl Clhm Dnth Eldm Flst Gndr Hrdr Istr Jrvn Kndr Lthn

 1 Andr   -    -    -    -    -    -    -    -    -    -    -    - 

 2 Brnl   -         A    A    W    A    A    A    -    W    A      

 3 Clhm   -    A         A    A    W    A    A    -    A    A    W 

 4 Dnth   -    A    A         W    W    A    A    -    A    A    A 

 5 Eldm   -    W    A    W         A    A    W    -    A         A 

 6 Flst   -    A    W    W    A              A    -    A    A    A 

 7 Gndr   -    A    A    A    A              A    -    A    A    A 

 8 Hrdr   -    A    A    A    W    A    A         -    W    A    A 

 9 Istr   -    -    -    -    -    -    -    -    -    -    -    - 

10 Jrvn   -    W    A    A    A    A    A    W    -         W    W 

11 Kndr   -    A    A    A         A    A    A    -    W         A 

12 Lthn   -         W    A    A    A    A    A    -    W    A      

 

 

NAP Report
Shows any NAP that you have or that you have found out about. You also find out when a NAP has been broken and there is a chance of finding out what NAP a player has by having an agent in their capital.

 

Baranlorn and Denethuorin have NAP with each other for   11 more turns.

Baranlorn and Calhemnd have NAP with each other for    1 more turns.

Baranlorn and Haradar have NAP with each other for   11 more turns.

Baranlorn and Falastar have NAP with each other for    1 more turns.

Baranlorn and Calhemnd have NAP with each other for   94 more turns.

Baranlorn and Falastar have NAP with each other for    6 more turns.

Baranlorn and Kendaren have NAP with each other for   17 more turns.

 

 

Diplomacy Results Table
This table shows the results of any diplomacy you did this turn or that was done against you. Diplomat is the country doing the diplomacy. Target is the country the diplomacy is for or against. Area is the area the diplomacy is taking place in. Chance is the percentage chance of it working. And Roll is what percentage was rolled for this attempt.

 

Diplomat Target Area Chance Roll

+------+------+-----+-----+-----+

| Andr | Brnl | 206 |  60 |  82 |

| Andr | Brnl | 206 |  60 |  54 | successfull

| Andr | Brnl | 206 |  60 |  19 | successfull

| Andr | Brnl | 206 |  60 |   1 | successfull

| Andr | Brnl | 206 |  60 |  28 | successfull

| Andr | Brnl | 206 |  60 |  29 | successfull

| Andr | Brnl | 206 |  60 |  49 | successfull

| Andr | Brnl | 206 |  60 |   8 | successfull

+------+------+-----+-----+-----+

| Andr | Brnl | 174 |  50 |  93 |

| Andr | Brnl | 174 |  50 |  76 |

+------+------+-----+-----+-----+

| Brnl | Brnl | 213 |  70 |   3 | successfull

| Brnl | Brnl | 213 |  70 |  83 |

| Brnl | Brnl | 213 |  70 |  89 |

+------+------+-----+-----+-----+

 

Minor Relations Report
This report show the rating (anti or pro) that each player has with each neutral area.

 

Dnth 224-anti  143-pro 

Flst 224-pro 

Gndr 316-pro  331-pro 

Istr 316-pro  331-pro 

 

Access Report
Shows any areas that you received access to and any areas that you granted access to.

Foreign Technology Report
Shows the technology level of other countries for each unit type. The chance of determining the technology level of another country is dependent on the number of agents you have in their country. Also shows if you have stolen any technology from other players this turn. There is also a 20% chance you find out if someone stole a tech level from you. Blank means no tech, "E" is 1-3, "D" is 4-6, "C" is 7-9, "B" is 10-12 and "A" is 13 or higher.

 

Andr: C-Arm   E-Stc    -MB     -LFlt   -Sub  

Clhm: E-AA     -HFlt 

Dnth: A-HQ    D-Inf   E-Stc    -Sub  

Eldm: 7-HQ    7-Inf   3-Par   3-Mar   2-Stc   4-AT    4-Art  

Flst: B-HQ    C-Mech  E-AA    B-Ftr    -HFlt   -Sub    -NTrn 

Gndr: D-Inf   B-LB    D-HFlt 

Hrdr: E-Stc   E-Art   E-HFlt  E-Sub   E-NATr  E-NTrn 

Istr: D-HQ    D-Arm   D-Mech  E-Mar    -AT     -Ftr    -MB     -ATrn   -HFlt 

Jrvn: 7-HQ    5-Arm   4-Mech  6-Inf   2-Par   D-Mar   3-Stc   1-AT    E-AA    7-Ftr   5-LB    E-MB   

     E-HB    E-ATrn   -CFlt   -HFlt   -LFlt 

Kndr: 8-Arm   10-Mech  10-Inf   C-Mar   D-Stc   C-AT    D-Art   3-AA     -Ftr    -MB    C-HB     -CFlt 

      -HFlt   -Sub    -NTrn 

Lthn: C-HQ    C-Arm   C-Mech  3-Inf   D-Par   D-Mar   2-Stc   3-AT    D-Art   D-AA    2-Ftr   3-LB   

     D-MB    E-ATrn   -CFlt   -HFlt   -LFlt   -Sub    -NATr 

 

 

Headlines Report
Displays general headlines on what is happening in the world. 

 When a headline appears that a player is doing "VERY WELL" it means they are in the top 4.  When a headline appears that a player is doing "VERY VERY WELL", then the player is within 20% of winning.

 

The government of Istaril has just surrendered to Gonduir

Istaril surrendered area 332 to Denethuorin

 

Baranlorn and Jarvan declared war on each other

Baranlorn broke alliance with Lothenion

 

Baranlorn has the largest income of credits

Baranlorn has the 2nd largest income of hmetal

Baranlorn has the 2nd largest income of lmetal

Gonduir has the 2nd largest income of credits

Denethuorin has the 2nd largest production

Gonduir has the 3rd largest income of food

Baranlorn has the 3rd largest income of fuel

Baranlorn has the 3rd largest production

Gonduir has the largest force Ftr

 

Calhemnd captured 138 from Falastar

Calhemnd captured 553 from Lothenion

Calhemnd captured 554 from Lothenion

Calhemnd captured 588 from Lothenion

Denethuorin captured 223 from Falastar

Denethuorin captured 232 from Eldamar

 

You captured 0 supplies in area 1

You captured 2 supplies in area 25

 

31+ steps were lost and 7 units died fighting in area 3 involving Jrvn Kndr

21-30 steps were lost and 1 unit died fighting in area 8 involving NTRL Kndr

31+ steps were lost and 33 units died fighting in area 154 involving Clhm Flst

1-10 steps were lost fighting in area 163 involving NTRL Dnth

 

Calhemnd lost 7-9 Mech this turn

Denethuorin lost 1-3 Inf this turn

Eldamar lost 4-6 Art this turn

Falastar lost 13-15 Mech this turn

Falastar lost 1-3 AT this turn

Gonduir lost 1-3 Arm this turn

Gonduir lost 1-3 Sub this turn

Gonduir lost 4-6 NATr this turn

 

Message Report
Any messages that players sent using the message command appear here. Command Results Report Displays all commands and any messages indicating why the command failed.

Command Results Report
This report shows you all the commands you had for the turn along with any messages if the command failed.

 

SMU  U97    A125   A108   A89    A57    A41    A25   

SMU  U106   A125   A108   A89    A57    A42    A25   

SMU  U1421  A125   A108   A89    A57    A41    A25   

MO   U1350  A167   A167   Unit is pinned in 2nd movement phase

SGA  U1426  A167  

SGA  U67    A167  

MO   U15    A167   A167   Unit is pinned in 2nd movement phase

MO   U17    A167   A167   Unit is pinned in 2nd movement phase

TC   U1353  U80   

MO   U43    A201   A217  

ADP  U1007  U898   A247  

ADP  U2907  U908   A247  

ADP  U2908  U915   A247  

CS   U682  

RT   U1346  A217  

RT   U1621  A217  

RT   U1916  A217  

 

Map Report
The entire map of the world is displayed, indicating who owns each area and an approximation of how many units are in each area. The resource rating is based on total resources and credits in the area, where a is 1-3, b is 4-6, c is 7-9, etc. The number of units in the area is also based on: a is 1-3, b is 4-6, c is 7-9, etc. Note that the number of units reported can be manipulated through the use of the DUM command.

     +---+   +---+   +---+   +---+   +---+   +---+   |   |   |       |       +---+   

     |029|   |030|   |032|   |034|   |036|   |037|   |023|   |025    |026    |027|   

     + kA+---+   +---+w  +---+ gA+---+w  |   |rhB+---+   +---+   +---+   +---+ gA+---+

     |a  |030    |031|   |033|ba |035|   |020|   |023    |038|   |039|   |040|a  |028|

     +---+ kA    |w  |   |w  +---+w  |   |   +---+rjB+---+ gA+---+rkA+---+   |   | iA+

     |041|eeg 030|   |032|    033|   |036|   |047|cb |049|ca |050|aa |052|   |027|a  |

     +   +---+   +---+   +---+   +---+   +---+ f +---+ d |   | gA+---+ gA|   |   +---+

     |   |042|   |043|   |044|   |045|   |046|a  |048|a  |038|a  |051|a  |040|   |041|

     |   | jA+---+w  +---+w  +---+w  +---+   +---+ f +---+   +---+ hA|   |   +---+ fA+

     |041|c  |055|    043|    044|   |046    |058|ba  048|   |059|a  |052|    040|a  |

     +   +---+ kA|       +---+   +---+w      | f +---+   +---+   +---+   +---+xkA+---+

     |   |054|i b|043    |056|   |057|    046|a   058|   |059    |060|    052|a  |053|

     +---+ kA+---+   +---+w  +---+w  +---+   +---+   +---+ kA    | eA+---+   +---+ eA+

     |053|daa|063|   |065|   |066|    057|   |068|   |070|gb  059|aa |073|   |061|a  |

     +   +---+w  +---+w  |   |xhA+---+   +---+ f +---+ g +---+   +---+ k +---+ gA+---+

     |   |062|   |064|   |056|c   066|   |067|a  |069|ba |071|   |072|bb  073|a   061|

     +---+ kA+---+w  |   |   +---+   +---+   +---+   |   |w  +---+ kA+---+   +---+   +

     |075|ea |077|   |065|   |080|   |067    |069    |070|   |083|a   072|   |074|   |

     + dA+---+w  +---+   +---+ fB+---+w      |w      |   +---+ eA+---+   +---+ cA|   |

     |a  |076|   |078|   |079|c  |081|    067|    069|   |082|b   083|   |084|a  |061|

     +---+ kA|   |w  +---+ dB+---+   +---+   +---+   +---+w  +---+   +---+   +---+   +

     |087|eb |077|  a 078|b  |081    |090|   |091|   |093|   |095|    083|   |085|   |

     +w  +---+   +---+   +---+ fB+---+w  +---+   +---+w  +---+ gA+---+   |   | fA+---+

     |    087|   |088|    078|b  |089|   |091    |092|   |094|a  |096|   |084|a  |086|

     |       +---+ eB+---+   +---+w  +---+w  +---+w  |   |   +---+ fA+---+   +---+ gA+

     |087    |099|db |101|   |103|    089|   |106|   |093|   |107|a  |108|    084|b  |

     +   +---+w  +---+ cB+---+ gB+---+   +---+ c +---+   |   |w  |   | kA+---+rkA+---+

     |   |098|   |100|a  |102|da |104|   |105|a  |105|   |094|   |096|a  |109|f  |097|

     +---+w  |   | dB+---+ eB+---+w  +---+w  +---+   +---+   |   |   +---+w  +---+w  +

     |111|   |099|a  |113|edb 102|a b 104|    105    |094    |107|   |120|   |110|   |

     +w  |   |   +---+ hB+---+   +---+   +---+   +---+w  +---+   +---+w  |   |w  |   |

     |   |098|   |112|a  |114|   |115|   |116|   |117|   |118|   |119|   |109|   |097|

     +---+   +---+ cB+---+ eB|   |w  |   |w  +---+w  +---+w  +---+w  +---+   +---+   +

     |122|   |124|d  |126|a  |102|  a|104|   |129|   |131|   |133|    119|   |121|   |

     +w  +---+xkB+---+w  +---+   |   |   +---+w  +---+w  +---+w  +---+   +---+rk |   |

     |   |123|bb |125|   |127|   |115|   |128|   |130|   |132|    133|   |134|ba |097|

     +---+xhB+---+ hB|   |w  +---+   +---+ kB+---+ kB+---+ kB|       +---+ c +---+   +

     |137|ba |139|a  |126|   |141|    115|cad|144|eb |146|a  |133    |148|b  |135|   |

     +w  +---+w  +---+   +---+ dB+---+   +---+ kB+---+rkB|   |   +---+ fB|   | iA+---+

     |   |138|    139|   |140|a  |142|   |143|b  |145|ba |132|   |147|b  |134|ba |136|

     |   |w  +---+   |   |w  +---+w  +---+ kB+---+ kB|   |   +---+w  +---+   +---+w  +

     |137|    138|   |126|   |153|   |155|cb |156|a  |146|   |157|    147|   |149|   |

     +   +---+   +---+   |   |w  +---+ kB+---+ kB|   |   +---+w  +---+   +---+ dA+---+

     |   |151|   |152|   |140|   |154|f a 155|b  |145|    146|   |158|    147|a  |150|

     |   | h +---+   +---+   |   |w  +---+   +---+   +---+   +---+w  +---+   +---+ h +

     |137|a  |152    |163|   |153|   |165|   |166|   |168|   |169|   |170|   |159|ba |

     +   +---+w  +---+ gB+---+   +---+w  +---+   +---+rkB+---+ fB|   |w  +---+w  +---+

     |   |161|   |162|a  |164|   |164|   |166    |167|a   168|a  |158|   |171|   |160|

     +---+ k +---+ fB+---+w  +---+   +---+ cB+---+ fB+---+   |   |   +---+w  +---+   +

     |173|ba  161|a  |175|    164    |177|a  |178|a  |179|   |169|   |181|   |160    |

     +w  +---+   +---+ dB+---+   +---+w  +---+ gB|   | jB+---+   +---+w  |   |w  +---+

     |    173|   |174|c   175|   |176|   |176|a  |167|a  |180|   |180|   |171|   |172|

     +---+   |   | k +---+   +---+w  +---+   +---+   |   | iB+---+   |   |   +---+rk +

     |184|   |161|ba |185|   |186|    176    |188|   |179|aa  180    |181|   |182|ba |

     +w  +---+   |   | iA+---+w  +---+   +---+ dB+---+   +---+   +---+   +---+ e +---+

     |    184|   |174|a   185|    186|   |187|   |189|    179|   |190|   |191|a  |183|

     +---+   +---+   +---+   +---+   +---+ fB+---+ gB+---+   +---+xkB+---+w  +---+xj +

     |193|    184|   |195|   |197|   |198|a  |200|a  |201|   |203|aa |205|   |192|ba |

     +   +---+   +---+ hA+---+w  +---+   +---+ eB+---+ iB+---+ jB+---+w  +---+w  +---+

     |    193|   |194|a  |196|   |198    |199|a   200|a  |202| a |204|   |206|   |193|

     +---+   +---+ fA+---+ kA|   |w  +---+ hB+---+   |   | fB+---+rhB+---+   +---+w  +

     |208|   |210|a  |210|ab |197|   |212|a  |214|   |201|a  |217|gb  204|    206|   |

     + fA+---+w  +---+   |   |   +---+xkB+---+ kB+---+   +---+ dB+---+   |    rk +---+

     |a  |209|    210    |196|   |211|ba |213|aa |215|   |216|a  |218|   |206 ba |207|

     +---+w  +---+   +---+   +---+w  |   |rjB+---+   |   |   |   | jB+---+   +---+xhA+

     |221|    209|   |224|   |225|   |212|aa |215    |201|   |217| a |228|   |219|aa |

     + eA+---+   +---+w  |   |w  +---+   +---+xhB+---+   |   |   +---+ gA+---+xkA+---+

     |a  |222|   |223|   |196|    225|    212|a  |226|   |216|   |227|ga |229|d  |220|

     +---+ dA|   | dA|   |   +---+   +---+   +---+ cB+---+   +---+ hB|   |riA+---+ dA+

     |003|b  |209|a  |224|   |233|    225|   |235|   |216    |016|ab |228|c  |230|a  |

     +   +---+   +---+   +---+   +---+   +---+ dB|   | iB+---+ fB+---+   +---+rjA+---+

     |   |231|   |232|   |233    |234|   |011|a  |226|dh |236|k   016|   |237|ab  230|

     |   | jA+---+ gA+---+w  +---+w  +---+rhB+---+   +---+ fB+---+   +---+ hA+---+   +

     |003|e  |005|a  |006|   |008|   |010|bb  011|   |013|a  |015|   |017|ba |001|   |

     + kA+---+w  +---+   +---+ eA+---+ k +---+   +---+rkB+---+ c |   | hB+---+ fA+---+

     |a  |004|   |006    |007|a  |009|ba  010|   |012|bb |014|a  |016|b  |001 a  |002|

     +---+ jA|   |w  +---+ g +---+w  +---+   +---+ kB+---+xkB+---+   +---+   +---+   +

     |018|ba |005|   |019|a   007|   |020|   |021|ab |023|ba |025|   |026|   |002    |

     +   +---+   +---+w  +---+   |   | d +---+ iB+---+   +---+ kA+---+ iA+---+ fA+---+

     |    018|    005|    019|   |009|a   020|aa |022|   |024|fb  025|d   026|aa |018|

     +---+   +---+   +---+   +---+   +---+   +---+ dB|   | f |       |       +---+rkA+

         |   |   |   |   |   |   |   |   |   |   |   |   |a  |       |       |   |bb |

         +---+   +---+   +---+   +---+   |   |   +---+   +---+   +---+   +---+   +---+


 


Command Format

To hand in a turn, e-mail your commands to the EMG address provided on your report. Turns can be handed in multiple times, with each new set of commands overwriting the previous set of commands. The subject line of your message must say EMGTURN. The first line must say EMGSTART, then the second line must be your Account ID, the third line must be the Game ID, then place commands one per line, and finally end your commands with EMGEND. Spacing and indentation doesn't matter. For example:

 
                               Subject: EMGTURN
 
                               EMGSTART
                                 ABC1234
                                 WW001
                                               MO 1 45
                                               DW 3
                               EMGEND

A message will be sent back saying whether your commands were accepted or if the account or game id were invalid.

Because mail sometimes gets bounced or is undelivered, you can request a report to be mailed to you at any time by sending in the following message:

 
                               Subject: EMGREPORT
 
                               EMGSTART          
                                 ABC1234
                                 WW001
                               EMGEND

Glossary

Annexed Areas
Annexed areas are those areas that started the game neutral and which are now owned by a player.

Conquered Areas
Conquered areas are those areas that started the game as a home area of a player and which are now owned by a different player.

Friendly Areas
Friendly areas are those areas you own, are owned by your permanent ally, or owned by an ally.

Home Areas
Home areas are those areas that each player starts the game with.

Experience
Unit experience is rated as follows: E is 1-20, D is 21-40, C is 41-60, B is 61-80 and A is 81-100. New units build in home areas start at experience 41 or C, while units build in all other areas start at 1 or E.

Income Multiplier (IM)
The IM is applied against the base resource (FD, FL, HM, LM, and CR) income in each area to determine the amount added to the stockpile. The IM goes up the more enemies are at your borders.

Pinned
Land units can not move when they are pinned. All land units can pin from 1-4 enemy land units, based on their pin value. Land units can be pinned in both the 1st or 2nd land movement phase.

Pinned Area
A pinned area is any area where all your land units are pinned. For example if there were 4 enemy ARM units in your area, they would pin 12 units (3 each), so unless you had 13 land units in the area, the area would be a pinned area.

Strategic Movement
Represents the rail capacity of your country. Each turn you get your current SM points to use, they are not used up when used.


Appendix A: Command Summary

Command

Format

Air Drop Paratroops     
ADP  unit1 unit2  area
Air Drop Supplies        
ADS  unit  amount area
Blitz
BZ   unit  area1  area2
Bomb Airbases            
BA   unit  area   night
Build         
BD   area  type   amount
Bomb Land Units   
BL   unit  area
Bomb Naval Units 
BN   unit  area
Bomb Ports
BP   unit  area  night
Bomb Resources
BR unit area type night
Bomb Strategic Movement  
BS   unit  area  night
Bomb Supply Depot
BX   unit  area  night

Buy

BUY  area  fd fl hm lm
Code Change
CC
Code Give
CG   country-to country
Code Use
CU   country
Combat Air Patrol
CAP  unit  area
Combat Supply
CS   unit
Declare Ally
DA   country
Declare Neutral
DN   country
Declare Permanent Ally
DPA  country
Declare War
DW   country
Diplomacy
DIP  area  attempts  country-against
Dummy Unit
DUM  area  land  air  naval
Fort
FT   unit
Fund Partisans
FP   area
Give Credits
GC   country amount
Give Supply
GS   country area amount
Give Unit
GU   country unit
Grant Access
GA   country area land air naval
Increase Resource Income
IRI  area  fd fl hm lm cr
Increase Technology
IT   area  type
Load Resources
LR   unit fd fl hm lm
Load Supplies
LS   unit  amount
Load Unit
LU   unit1 unit2
Merge
MER  unit1 unit2
Move Agent
MA   area1 area2 amount
Message
ME   country text
Move
MO   unit  area1 area2
Move Resources
MR   fd fl hm lm area1 area2 area3
Move Supplies
MS   amount area1 area2 area3
Naval Move
NM   unit  speed  area1 area2 area3 area4 area5 area6
Non-Aggression Pact
NAP  country turns
Repair
RP   unit
Reserve
RES  unit  area1  area2  area3
Retreat
RT   unit  area
Scrap
SCRP UNIT unit 
SCRP type area amount  
Select Bonus Area
SBA  area
Select Capital
SC   area
Sell
SEL  area fd fl hm lm
Set Income Multiplier
SIM  amount
Set Technology

ST   type amount

Shore Bombardment Port
SBP  unit area
Shore Bombardment Unit
SBU  unit area
Strategic Move Resources
SMR  fd fl hm lm area area1 area2 area3 area4 area5 area6 
Strategic Move Supplies  
SMS  amount area area1 area2 area3 area4 area5 area6
Strategic Move Unit
SMU  unit area1 area2 area3 area4 area5 area6
Supply Land Naval Unit 
SLN  unit1  amount  unit2
Support Ground Attack
SGA  unit area
Transfer Airbase
TA   unit1  area unit2
Transfer Carrier
TC   unit1 unit2
Unload
UL   unit area
Victory Conditions
VC   turns  victory-points

 


Appendix B: Build Cost Summary

 

Build

 

 

 

Terrain

 

 

 

 

 

Code

FD

FL

HM

LM

CR

PD

Turns

Steps

Rpr

Spd

Clr

Rgh

Extrm

Wtr

Sply

MSply

Maint

Pin

Description

HQ

1

1

0

1

10

10

1

2

1L

1

1

1

1

-

1

3

2

1

HQ

ARM

3

4

5

4

8

10

2

5

1H

2

1

2

2

-

2

6

2

3

Armour

MECH

4

2

2

2

5

6

1

4

1L

2

1

2

2

-

1

3

1

3

Mechanized Infantry

INF

4

1

1

1

3

4

1

4

1L

1

1

1

1

-

1

3

1

3

Infantry

PAR

3

1

1

1

4

5

1

3

1L

1

1

1

1

-

1

3

2

2

Paratroops

MAR

3

1

1

1

4

5

1

3

1L

1

1

1

1

-

1

3

1 1/2

2

Marine

STC

1

0

0

1

2

2

1

3

1L

0

0

0

0

-

1

3

1/2

1

Static

AT

2

1

3

1

3

3

1

3

1L

1

1

1

1

-

1

3

1

1

Anti Tank

ART

2

1

3

1

3

3

1

3

1L

1

1

1

1

-

1

3

1

1

Artillery

AA

1

1

2

1

3

3

1

3

1L

1

1

1

1

-

1

3

1/2

1

Anti Aircraft

FTR

1

1

1

3

4

5

2

3

1A

1

1

1

1

1

1

-

1

-

Fighter

LB

1

1

2

4

4

5

2

3

1A

1

1

1

1

1

1

-

1

-

Light Bomber

MB

1

2

2

4

5

6

2

3

1A

2

1

1

1

1

1

-

1

-

Medium Bomber

HB

1

2

3

5

5

7

2

4

2A

3

1

1

1

1

1

-

1

-

Heavy Bomber

ATRN

1

1

1

1

2

2

1

2

1A

2

1

1

1

1

1

-

1/2

-

Air Transport

CFLT

4

4

10

8

25

30

3

5

2H

4

-

-

-

1

3

12

3

-

Carrier Fleet

HFLT

4

4

12

8

20

25

3

6

2H

4

-

-

-

1

2

8

3

-

Heavy Fleet

LFLT

2

2

5

4

19

15

2

4

1H

5

-

-

-

1

1

4

2

-

Light Fleet

SUB

1

1

3

4

7

9

2

3

1H

5

-

-

-

1

1

5

1

-

Sub Flottila

NATR

1

1

2

2

3

5

1

2

1H

3

-

-

-

1

1

3

1/2

-

Naval Attack Transport

NTRN

1

1

1

1

1

4

1

2

1H

3

-

-

-

1

1

3

1/2

-

Naval Transport

 

 

Build Costs

Code

FD

FL

HM

LM

CR

PD

Turns

Description

Supply

1

2

0

1

1

1

1

Supply (5)

Prod

3

4

3

1

10

0

1

Production (10)

Airbase

1

0

1

0

2

0

1

Airbase (6)

Port

0

1

2

1

5

0

1

Port (4)

Fort

0

0

3

2

4

0

1

Fortification

Agent

0

0

0

0

5

5

1

Agent

SM

1

4

1

1

5

5

1

Strategic Movement

LRP

1

1

-

-

1

1

1

Light Repair Points

ARP

1

0

1

1

1

1

Air Repair Points

HRP

0

1

1

0

2

2

1

Heavy Repair Points

 


Appendix C: Changes

V8.05 2008-Aug-09

V8.04 2008-Jan-13

V8.03 2007-Aug-05

V8.02 2007-Jan-24

V8.01 2006-May-09

V8.00 2005-Jul-27

V7.03 2005-Jan-10

V7.02 2004-Oct-13

V7.01 2004-Apr-27

V7.00 2004-Feb-17

V6.05 2002-Oct-19

V6.02 2002-Mar-25

V6.01 2001-Mar-16

V6.00 2000-Jun-23

V5.01 2000-Jun-01

V5.00 2000-May-12

V4.03 2000-Feb-24

V4.02 1998-Nov-16

V4.01 1998-May-29

V4.00 1998-May-28

V3.10 1998-Feb-27

V 3.09

V 3.08

V 3.07

V 3.06

V 3.05

V 3.04


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