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.
Appendix B: Build Cost
Summary
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.
Commands
happen in the following sequence:
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).
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) |
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.
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.
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 |
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 |
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 |
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
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
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
0 |
1 |
0 |
1 |
1 |
1 |
1 |
Air Repair Points |
|
HRP |
0 |
1 |
1 |
0 |
2 |
2 |
1 |
Heavy Repair Points |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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%.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
+---+ +---+ +---+ +---+
| | +---+ +---+
+---+ +---+ +---+
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
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.
|
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 |
|
|
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 |
0 |
1 |
0 |
1 |
1 |
1 |
1 |
Air Repair Points |
|
HRP |
0 |
1 |
1 |
0 |
2 |
2 |
1 |
Heavy Repair Points |
V8.05 2008-Aug-09
V8.03 2007-Aug-05
V8.02 2007-Jan-24
V8.01 2006-May-09
copyright @ 1995 EMG
Site maintained, and constructed by Doug Greening Last updated: