Attacking is how you capture regions from other players. Once your attack fleet arrives and the battle begins, there is no way back. Make sure you are prepared before launching an attack!
- You cannot attack a player who has only 1 region remaining.
- You cannot attack a player within their first 48 hours of joining the world.
- You cannot attack your own regions.
Ground troops and ships travel region by region, aircraft fly in a straight line.
| Unit Type | Range |
|---|---|
| Soldier, Sniper, Mine Sweeper, Tank, Artillery | Regions next to your regions. Troops march through your own connected regions to reach them. |
| Fighter | 3 tiles |
| Bomber | 5 tiles |
| Strategic Bomber | 7 tiles |
| Naval Units | Water and coastal regions your ships can sail to through your own water and open sea |
Aircraft range is the maximum of the horizontal and vertical distance between regions (diagonal movement counts as 1 tile). A region is considered coastal if it is a land region that shares a border with a water region. Ships sail from and to water and coastal regions.
- Click on an enemy region on the world map.
- The game shows you which of your regions have units that can reach the target.
- Select a source region to attack from.
- Choose which units to send.
- Your attack fleet will travel to the target. Travel time depends on the length of the route (the straight distance for aircraft) and the speed of the slowest unit in the fleet.
- When the fleet arrives, the battle begins automatically.
Battles are resolved in 3 phases, each based on a different combat domain:
Phase 1: Air BattleUnits with air combat stats fight first. Air defense power hits attacking units, then air attack power hits defending units.
Phase 2: Sea BattleUnits with sea combat stats fight next. Sea defense power hits attacking units, then sea attack power hits defending units.
Phase 3: Ground BattleUnits with ground combat stats fight last. Ground defense power hits attacking units, then ground attack power hits defending units.
How casualties are calculated:
Each unit type has attack and defense stats for each combat phase (air, sea, ground), as well as health and armor values. The total power in a phase is the sum of all units' relevant attack or defense stat multiplied by their count. Casualties are determined by dividing the opposing power by each unit type's effective health (health multiplied by armor).
Constant fighting wears an army down. The units in a region share one morale (0 - 100%), as do the units of a fleet. Units fight with 50% of their strength at 0% morale, rising to full strength at 100%. Buildings have no morale.
- An attacking fleet loses 10% morale every battle, up to 40% more for its casualties, and another 10% when it loses the battle.
- Defending units, including reinforcements, only lose morale for their casualties: up to 30% when all of them die.
- A region recovers 4% morale per hour. Fleets don't recover while they are away.
- A fleet leaves with the morale of its region. When it joins a region, their morale is averaged by the people crewing the units.
- Newly trained units join the morale of their region.
Rest your armies between attacks, or attack from a region with fresh troops.
After all three battle phases, if the defender has no defense power remaining and the attacker still has attack power, the attacker wins the battle.
The winner captures the region along with all its buildings intact. The losing attacker's fleet is destroyed.
Both players receive a battle report detailing the outcome.