The war features document describes many aspects of the game. It describes the features that are used to build the army, purchase weapons and ammunitions and the setup of army units. The document is a large collection of many features covering most of the war game.
War is part of life in the real world and it is part of the game for anyone who wants it.
Many of the participants in the game may not be interested in fighting wars and they are welcome to play a peaceful game. Their country can remain in secured mode and will never be attacked.
Anyone who wants to play the full game, will find out that if a small number of countries are planning to conquer others, they will find themselves building up defense forces to prevent being attacked.
In Simcountry, all new players are protected against war and can choose to remain in secured mode indefinitely.
Attacking another country is costly in casualties and it costs game money. The best countries can do is to build a strong army that will deter others from attacking.
A war can end with defeat; with one country being conquered by another. This means the end of the presidency. You can of course start another country, develop fast and get on with a different life or, if you wish, attack your previous enemy and get even.
There is a difference between worlds. The Fearless blue world is intended as a war world. If you play on the Fearless Blue world, you must prepare yourself for war.
War rules on Fearless Blue are more relaxed. Military spending limits are higher and countries can speed up the buildup process.
War may have severe consequences. If you decided to go to war you need to fight hard and convince your enemy to stop or suffer defeat.
An invading army encounters resistance from enemy units, fortifications and garrisons that are stationed to defend cities and corporations. These garrisons must be destroyed before invading units can move forward and conquer more areas.
The air force can attack army units, garrisons, cities, fortifications and corporations.
When large areas of the country are conquered and when most fortifications and some corporations are destroyed the war will be won. Sometimes, more destruction is needed, including corporations and some cities.
2. Using Military Units - Basic Principles [ top ]
To be able to function, the army is organized in army units that can be stationed in bases around the country and can be moved around and will be used to invade other countries. Presidents can decide to declare war and send their armies to invade other countries and conquer them. Army units are moving into enemy's country, fighting their way to essential targets, destroying key locations and winning the war.
Some weapons, including strategic weapons are not organized in military units but are placed in military bases and can be used to attack targets at a long range.
In ground wars, units move into enemy areas and conquer selected targets, taking portions of the enemy territory under control. Victory is achieved if some areas are under control of the invading armies.
Wars will not be decided by bombing of far away targets only. Long-range wars will only be won if military units succeed in landing into enemy territory, building bridgeheads and flying in weapons and supplies.
The war process requires the warring parties to operate their forces in enemy territory and prevail. They can move their forces into positions that make it easier to invade but such positions may not be available if the enemy has spread its forces to block such an invasion.
Military units, including air force units, will have to destroy enemy targets that block their way and invade and conquer large areas, bringing them under their control.
Forces on the ground can be supported by the air force but the efficiency and attack power of the air force depends on the proximity of army units to the target.
If your army units are far away, outside the range of the target, any air force attack or military base initiated attack on that target will be less ineffective.
War will require a combination of ground forces and supporting air force units. Army units will move close to enemy targets and will try to destroy them by ground attacks or using the air force and most times, by a combination of both.
All Simcountry worlds have a navy with defensive, offensive and strategic war ships. All countries can have a navy even if they do not have a coastline. The navy is initially located off the coast as close as possible to its home country.
The navy is organized in fleets that are grouped around aircraft carriers, helicopter carriers and fleet command ships. Each fleet can have defensive, offensive and nuclear capabilities and can be stationed somewhere on the world seas.
Each weapon in Simcountry can be ordered if there is a base where it can be stationed. If such a base is not available, weapons cannot be ordered and a base must be set up first. For Navy weapons, the bases are the carriers and the fleet command ships.
Navy helicopters can be ordered if a helicopter carrier is available. Navy fighters can be orders only if an aircraft carrier is available. All other navy weapons can be ordered if either one of the carriers or navy fleet command ships are available.
Carriers and navy command ships can be ordered independent of any other weapon systems.
Spending limits are separated into two product groups, one for weapons and ammunition and one for all other products. This makes it easier for countries to build strategic reserves to prevent shortages in the country and its corporations.
In addition, amounts that are not used in a specific month are added to the spending space. Using the available amount each month is not necessary. The accumulation of the available funds is however limited to several game months.
In the real world, war can be avoided in many instances by maintaining a large army, nuclear forces and non-aggressive policies. War in the game is not always avoidable as players sometimes take weird decisions. After all, this is a game they say and sometimes they go for a lost case.
Presidents are able to do a lot though to prevent war. They can build up a large defensive force that will deter most potential attackers. The defensive force can be so large that the crazy enemy who is not interested in the results will hit the wall. Such loose cannons are often not so well organized and their armies are small. Players who have a lot to lose are more careful.
Large numbers of interceptors and defensive helicopters with support of thousands of missile interceptor batteries, defensive missile batteries etc. will inflict a very large damage on any attacker and make potential enemies rethink.
Depending on the economy, a large strategic force with nuclear weapons and many cruise weapons may deter too but the cost is high. In general, the more powerful a country army is, the more secure it will be.
Military might has however its limitations. It is difficult to build an army of 10.000.000 as your country will run out of working people. It is also impossible to deter a very aggressive federation. Many countries look for the safety of a peaceful federation that can bundle its defensive capabilities and prevent wars.
A last but very effective way to prevent war is the temporary war protection that can be used by any country. The temporary war protection can be turned on while you are on vacation or unavailable.
Temporary war protection can be turned on by the use of a war protection booster that will extend the protection for longer periods and can prevent war. It is currently possible to indefinitely prolong war protection but it will require some gold coins each (real) month. War protection is limited on the Fearless Blue world to a small number of countries of your choice. Countries in secured mode do not need temporary war protection. They remain in secured mode and do not participate in any war. On Fearless Blue, also the main country needs to setup war protection to be safe.
10. Switching temporary war protection on and off [ top ]
Turning temporary war protection on costs 3 game months of war protection. Turning the feature on and off frequently will waste the available war protection period. This is needed to prevent players from going off temporary war protection, launching a sneak attack and switching back at no risk.
Country presidents can mutually agree not to attack each other but in some cases, even after such an agreement, one of the countries can declare war on the other. Countries can also offer other countries to sign peace treaties. A peace treaty is a formal agreement signed by both countries for a set period.
Once such agreement is in place, the two participating countries are unable to start a war. A peace agreement must run its course and cannot be revoked by any of the parties.
The defense industry is part of the general industry. Many countries do not have weapon and ammunition factories while some have have many. Defense industries can be taken over in the same way other industries are taken over and become private corporations.
A corporation can reserve up to 100% of its production for private contracts but should make sure these contracts are in place or otherwise, it will build up a stock of unsold products.
Weapons can be traded directly between countries. Such direct trading is important when a country is at war and needs weapons or ammunition for direct use. As some weapons may be in short supply on the world market, the purchase of weapons from a friendly country can become essential. The weapons purchased in this way are automatically placed in the reserves and must be reactivated.
Weapon transfer between countries is also possible between countries that belong to the same empire. Such transfers are easier to perform and are not paid for.
14. The defense index and the country score [ top ]
The defense index of the country is a factor in the total country score. It count for about 5 percent of the total score. The indexes is not limited to any range. The index is however limited by the capability of countries to build their military.
The defense index has three components: The defensive index (counts for 50% of the defense index), the Offensive index (counts for 25% of the defense index) and the Strategic index (counts for 25% of the defense index).
The defensive index is the sum of the number of weapons of each type multiplied by a factor for that type of weapon. The table below shows the details for all the weapons. Only weapons contribute to the defensive index. The individual factors can be changed in time.
The war maps are essential in the war-game as they show many details of the countries involved, positions of military units and essential targets in all countries. The larger maps have the same number of items showing as on the smaller maps but the area is larger. c3wThe maps are clearer and much less crowded than the smaller ones.
When military units are moving, the maps are updated once per 2 minutes and will show the current position of all the military units.
The map also shows zones in the country with their colors. Zones can be empty or can have one or more objects like a city, a factory, a fortification etc. placed on them.
Map customizing and the number of visible objects
In war, all objects in the country show on the map. The map-customizing feature is deactivated. Moving cities and factories remains controversial in peacetime. Moving them around during war is ridiculous and will create impossible situations. Also the choice of objects feature, to select the objects that show on the map, is disabled when war is declared and roads too are painted for the full 100%. A large country may have more than 1000 objects.
Like it or not, war may be declared on your country and you will have to defend yourself. In some cases, there might be reasons for you to start a war.
It is important to have a strong army when war starts but it is equally important to know how to wage war and win. The strategy used can have far reaching consequences. The more attacks inflicted on your country, the more damage your will suffer and your capability to fight back may diminish.
We advise you to improve your defenses. The measures you should take include: Purchase at least one, preferably more, defensive radar plane. Your country might have one from the start but having more is more secure in case one is destroyed. If you are attacked, your air force will be better targeted and know in advance where the enemy is aiming at. Without a radar plane, air force units will be less effective.
The radar planes can be attacked at your air force base. You must protect the air bases with a strong garrison that includes many anti aircraft missile batteries, and preferably also ground forces like tanks and armored vehicles that deploy anti tank weapons. A large garrison has many of these weapons.
Increase the number of interceptor units and defense helicopter units and purchase the ammunition and missiles they use. Protect your fortifications with garrisons, as large as you can afford and make sure they are fully supplied. If you have more resources, set up more garrisons to protect your cities and industry.
You can upgrade the quality of your units, and certainly the quality of your interceptor wings. It will make a big difference in case of an attack. A strong air force with many defense wings is an important component in the defense. Although expensive, many defense wings at a high quality can make it next to impossible to defeat you.
Setup fortifications to protect your borders against invasions. Fortifications can be protected with high quality garrisons, they are harder to destroy and extract a high price from the attacker.
Improve the defense of invaded areas by moving defensive army units to such areas and block the movements of invading forces.
Setup many garrisons to defend all the potential targets in your country. If the enemy must destroy a very large number of targets and your defensive air wings hit back with each attack against each and every such ground target, your enemy will bleed continuously and will lose his appetite.
The defense cost is much lower than the cost of attacking you. Staggering cost and loss of many weapons have proven a great way to deter an attacker.
The defense of a country is taken care of by several weapon systems. Each of these defensive weapons is effective against some of the offensive and strategic weapons. It must be part of the unit or garrison that is attacked if you want it to participate in the defense.
Not all weapons are participating in the defense. The participation of weapon systems depends on their distance from the attacked target. The same is true for the federation air force that is called on to help in the defense.
Some of the defensive weapons are used to attack missile batteries in the attacking country. Defense helicopter units and defensive missile batteries (as a part of defensive divisions) are effective in destroying attacking weapons systems. Interceptor units attack incoming bombers and fighters.
When an air wing with interceptors is called to participate in the defense, it will shoot down airplanes that are attacking the target. The interceptors in the defense wing must be in range. The distance we measure is between the place where the interceptors came from and the target that is under attack.
If the interceptors are part of a defense wing that belongs to the country that is under attack, the range is considered zero. If the attack is directed against a military unit that is outside your country, the range is between the air base where the interceptors come from and the military unit that is under attack. If the defending interceptors come from an air wing that belongs to a federation member, the war engine looks at the distance from that federation member to the target.
However, a defense helicopter wing that is called to support the defense is used to attack the attacking unit and its missile batteries at the source. This is the country (or navy) that is attacking the target. The defense helicopter wing must be in range of the source of the attack. The distance is measured between the place where the helicopter came from and the military unit that launched the attack.
The same applies to defensive units and defensive navy missiles that are used in the defense. The distance is measured, between the attacked target where the defensive unit is stationed and the place where the attack comes from (the source of the attack).
Long-range units with missile batteries operating from a long distance will be immune to defensive weapons and must be destroyed by use of offensive weapons that have sufficient range and are effective against these missile batteries.
The defense must rely also on missile interceptors that will reduce the effect of such attacks and on offensive weapons that are used to destroy attacking forces.
Not all defensive weapons are effective against all offensive weapons and they will only participate in the defense if they can be effective against some of the attacking weapons.
Example: Anti aircraft missile batteries will participate in the defense if attack helicopters are used but will not participate if the attacker uses only heavy tanks.
If a target is attacked, the garrison that resides at the target will participate. Some of the weapons in the garrison may be effective and some may not be effective against the attacking forces. It depends on what weapons are used. More details will follow.
In addition, the air force will participate too. If you do not have a defensive radar plane, the air force will not know where the attack will hit. The air force wing that is involved in the defense may send its airplanes to a wrong place and the target will not be defended. If you do have one or more defensive radar planes, the defending air force wing will defend the attacked target.
If you are a member of a federation and members have committed a percentage of their defense forces, then that percentage will participate in the defense if their weapons are within range of the attacker. Losses will be divided between the air force wings of the participants. However, only one air wing that belongs to a federation member will support the defense. The choice will be for the strongest air wing within range.
The best-equipped air wing will be sent for the defense. If the unit suffers losses, the next attack may trigger a different air force unit.
In case there are mobile units in the country and some of the mobile units are within range of the attacked target, the best equipped mobile unit will participate in the defense.
20. The details of attacks and the way the defense reacts [ top ]
Each attack has several steps it goes through and ends up with a message that specifies the details of the attack and the results in terms of destruction and losses on both sides.
There are several stages in each attack:
Stage one: Inventory of the participating weapon systems.
When an attack is launched, the war engine starts by collecting data on both the attack force (most times an army unit), the ammunition that is available to the army unit and all the details on the defending forces.
The weapons of the attacking army unit are counted. The weapon systems that are selected to participate in the attack are specified by the attacker. There are no other parties involved in an attack. The available ammunition for the weapon systems is also taken into account. If any of the weapon systems is out of ammunition, it will not participate. If the army unit is out of supplies or gasoline, it will not be able to participate.
The defending garrison weapons, stationed at the attacked target, that are potentially effective against weapons that are used in the attack are taken into account. Such weapons will participate if the ammunition is available.
The defending forces may also include 2 defensive air force wings of federation members who are within range of the attacked target.
The federation forces must be within range of the attacked target. If the attacked target is a navy ship or a carrier, the federation forces must be within range of that navy. All ranges of all the weapon systems are specified in the weapons document.
The war engine counts the available weapon systems that are within range for each member of the federation. One of the federation members can contribute one air force unit but participation depends on the percentage of forces committed to the defense of federation members.
If the federation rules call for a 50% participation in the defense, the federation member will in fact participate in about 50% of the defense events. The best-equipped air force unit will be sent to support the defense. Some federations commit 100% of their defensive air force. Some commit much lower percentages.
Independent of the percentage of forces, the participation is limited to one air force unit.
Once the numbers of all participating weapons are collected, the attack proceeds to the next stage.
Stage two: Executing the attack
Each attack round in Simcountry is executed as a series of mini attacks and defense actions, each using part of the available resources. Up to 16 mini rounds of fighting can be identified in each attack round but many times, some of them will not execute because weapon systems are already destroyed, or out of ammunition.
The defense starts the first mini round. It uses one sixteenth of the available defense weapons (counted and validated in stage one) to attack the offensive forces that are ready for the attack.
This mini counter attack can destroy some of the missile launching batteries. If many defensive missiles are available and the attacker has missile systems involved in the attack, some of the attack batteries may be destroyed before they even fired once.
If the defense has a very large number of these batteries and the size of the attack is small, potentially all of the attacking batteries could be destroyed in the first mini round.
This is unlikely and in most cases, only a small part of the attacking force will be destroyed in the first defense round.
Following the defense, a first mini attack will take place with about 1 in 16 attack weapons of each type, attacking their target. The force of the attack may be reduced by anti missile missiles that the defense can deploy to stop any incoming missiles. Also here, only one in 16 of the available missile interceptors will be used in each round.
The attack will in most cases cause destruction, although the size will depend on the numbers of weapons already destroyed in the first defense round and the number of intercepted missiles.
The first mini attack round will be followed by another defense round that will be executed in the same way the first defense round was conducted. Depending on the remaining numbers on both sides, there will be more losses to the attacker, followed by more attack rounds and defense rounds.
The attack will be completed after 16 rounds. In many cases, either the defense weapons or the attacking forces may have all been destroyed or have fired all the available ammunition.
If the defense falters, the attack will continue, uninterrupted by any defense rounds. If the attacker is exhausted, the complete attack will be terminated.
Stage three: Losses and casualties
Each mini attack round and defense round will result in losses in weapons and in dead and wounded civilians, soldiers and officers. The numbers are accumulated during the attack. When fighting stops, the numbers of lost weapons, both on the attacker side and the defender side, are updated into the country records of both countries and if federation members have lost weapons and ammunition, their country records are also updated.
Losses on the attacker side are also updated into the country record, including the number of missiles and other types of ammunition that were used in the attack.
Stage four: Reporting
The closing part of the attack is the detailed reporting of the attack in the country newspaper. The report shows which target was attacked and details the damage to the target, the number of casualties and wounded on both sides, numbers of weapons participating, number of weapons lost in the fighting and more. The report is also showing on the attack screen.
The attack round is now completed.
Attack rounds represent major computing runs with massive and complex computations of the attacks and mini attacks that process each step in details. Attack processing takes place blow by blow with each and every shot or a missile launch processed and the results recorded.
The chance that a missile will destroy a target, both on the defense and the offensive side is described in the weapons document. If a missile has a chance of 12% to hit a target, it means that randomly, about one in eight missiles will hit the target.
This random procedure that is used at the low level in the details of each attack with very high frequency, guarantees that the hit rate is accurate but the complete attack process is unique. Two attacks will never be exactly the same and as the defense is also changing all the time, attack results are never predictable in details.
Experienced players may be able to approximately predict the next attack results, based on the results of the first one but even they will be frequently surprised.
The war process is designed to be unpredictable and complex. The process is however fair and correct and it uses the same rules in all attacks no matter who fights on each side.
The rules might be tuned and improved from time to time but they are always applied in the same way to all attacks in all wars.
The army needs soldiers and officers to operate all its weapons and military units. The numbers per weapon are published in the weapons document. Deactivated weapons use 50% of the number of soldiers and officers that are needed for activated weapons. When there are shortages of people in the country, the army might need to deactivate weapons and units and reduce the numbers.
Deactivation is carried out in a way that preserves the army units while deactivating weapons that are less essential.
Army units have the highest priority and they are the first to have all the soldiers and officers they need. If shortages of man power in the country are severe and there are not enough soldiers and officers for the military units, some of the units might be disbanded and weapons will return to base.
If all units are fully equipped, the space center is checked to make sure that all the weapons stored there are fully equipped and have all their crews completed. If there are shortages, some of the weapons stored at the space center may be moved out and back into the military bases.
The last to be equipped are all the weapons that are stored in the military bases. If the country has any shortages of soldiers and officers for the weapons in the military bases, some of these weapons might be deactivated.
22. Losses to the defending forces during attacks [ top ]
When a country is attacked, its defense forces will always suffer losses. The losses depend on the number of defensive weapons that are involved in the defense against a specific attack.
23. The war process - showing distances to potential source of enemy forces [ top ]
When in war, you can select a target and before you decide to launch an attack, it is possible to see the distance to the target you selected along with the distances to all the countries that are in a federation with your enemy and may participate in the defense of the target.
This option does not show the number of weapons that might be involved in the defense coming from each of these countries but just the distances to these countries.
24. Intelligence gathering missions by Radar planes [ top ]
The reconnaissance function makes the collection of information about enemy forces and their defenses, subject to intelligence missions over the target by long-range radar planes.
When war is in progress, it is important to identify targets on enemy territory and look into all the details of their defense.
When you look into the offensive military airports, you would like to see how many weapons of each type are stationed there. The same applies to all other targets like bases, fortifications, factories and cities.
Collecting such information requires flights by long-range radar planes over the target and such flights, if successful, will deliver the information. When you try to view the details of a target, you will be asked to setup a mission by radar planes and specify how many will participate.
The mission will then take place and some radar planes may be damaged or destroyed. In most cases, all will return but may be partially damaged.
If only one radar airplane is involved, and it is partially damaged, the flight will be aborted and no data will be presented.
If the radar plane returns undamaged, or multiple radar planes are involved (with an increased risk of damage or loss), the data will be shown.
These flights should only take place only if the information is essential to the war effort.
The defensive land forces consist of military units that are stationed anywhere in the country or even invade enemy territory.
Deployment means that you are stationing garrisons at targets you want to protect. If you station a garrison with many missile interceptor batteries at the capital of the country, these weapons will intercept incoming missiles that are aimed at the capital city, or at the garrison itself. Depending on the number deployed, all the incoming missiles may be intercepted or if the number of defensive batteries is smaller, some of the incoming missiles will be intercepted. The other incoming missiles that were not intercepted, will hit their targets.
If the garrison also includes some defensive missile batteries, these installations will defend the city by attacking the source of the attack. If the incoming missiles are cruise missiles, the defending defensive missiles will aim at the cruise batteries trying to destroy them and prevent or reduce future attacks.
The more defending installations, the smaller the damage you will incur and the chance of hitting at the source becomes higher.
Your enemy will try to hit your defense installations trying to reduce your defense and open your city or factories for easier follow up attacks. Once your defenses are destroyed, the enemy will move more army units into your territory and conquer large parts of your country.
Garrisons should be deployed to many other targets, including large cities and factories. Military bases are important, as attacks will be directed at these bases, aiming at destruction of weapons and military aircraft. In addition, destruction of the military bases prevents the purchase of new weapons. Weapons can only be purchased if bases are available to station these weapons.
26. The number of weapons in military bases [ top ]
The maximum number of weapons a country can have is limited to about 20.000 per military base. The number is quite large and will be reduced in the future.
The number of weapons includes all the weapons that are stored in military bases or in military units and also weapons stored in space centers. Weapons that are stored on space stations are not included in this function.
Nuclear defense batteries and missiles are the only weapons in Simcountry that make it possible to defend against nuclear attacks and the destruction that can be cause by such attacks.
One nuclear defense battery must be deployed at each potential target to protect it against nuclear attack. Two batteries are needed to protect against strategic bombers. Nuclear defense missiles must be available for these batteries or otherwise they will not function.
Potential targets are all military bases and airports, the capital and the large cities. Smaller cities, corporations and fortifications cannot be attacked by nuclear weapons.
Nuclear defense batteries and missiles are not part of military units and remain in strategic bases. The deployment of such weapons is manual.
All nuclear defense batteries that are not deployed to a target remain stationed at the defensive military bases in the country and in general, they are equally deployed between these defensive bases.
If all nuclear defense batteries are deployed to targets, none will remain in the defensive bases and these bases can be destroyed in a nuclear attack.
When new batteries are ordered or new defensive bases are constructed, the available nuclear defense batteries that have not been deployed to cities or other bases will be distributed between the existing defensive bases. Such deployment can take everal hours after the delivery of the nuclear defense batteries.
The Offensive army
The war is conducted as a combination of army units invading the enemy and support from air force units. All attacks, except for attacks by strategic weapons are conducted by army and air force units.
When units get close to an enemy target they are stopped. The unit can decide to attack or call the air force. If the unit is within a striking distance, the air force attack will be at full force.
Attack the defense of the target. If the defense is destroyed, you can move on and the target will be in the area you have occupied. You do not need to destroy all targets. Civilian casualties are less important. You just need to destroy the defense to be able to move on.
Try to destroy the defensive air force units. They are active in defending targets and will increase your losses.
Try to conquer large areas. If you take many areas, the war index of your enemy will decline substantially.
Attack fortifications. Each destroyed fortification will decrease the war index of your enemy. If you reduce their numbers to zero, the war index will decline by 50 points.
Bases are well protected. There may be many weapons stationed there. Destroying these bases may help in preventing counter attacks and good defense by your enemy but may be very difficult. Destroying bases does not reduce the war index.
Attacks by the air force can be very effective but their effectiveness depends on the situation around the target.
Attacks against an enemy target will be effective if your own army units are very close to the target the air force attacks. If none of your army units is within a close range to the attacked target, the air force attack will be less effective and may fail.
Your army units in the proximity of the target will provide the air force with the intelligence it needs for an effective attack. If the attack takes place without such support, it will be much less effective.
30. Air attacks on remote targets in countries with no common border. [ top ]
Attacks against far away targets in countries with no common border will be moderately effective. The reason for this is the inability or larger difficulty of army units to invade such countries and it is impossible for such units to get very close to the target. Special forces can be landed and will be able to approach the targets.
Depending on the size of the nuclear weapon used, a major disaster will occur, and may occur also in countries around the country that was hit directly.
The number of dead and wounded can be very large. Hydrogen bombs and nuclear missiles, hitting a small country can cause millions of casualties. Casualties in neighboring countries are always much smaller but we have seen nuclear attacks taking place that were aimed at damaging the neighboring countries.
There are some who could not resist the urge of using nukes. We have seen that some countries cooperated in taking some of them out. We expect many, including federations and empires to rethink their defenses and their policies toward such risks.
If automatic defense is turned on, the system will take over all the defense activities. It will protect targets in the best way it can. The automatic defense does not purchase weapons rather it uses the available weapons as effectively as possible. The more defensive weapons, garrisons and units are available, the better this defense feature will function.
If your country has Stealth Bomber wings, it will have an extra auto defense feature that can make attacks on your country even less effective.
Stealth Bomber Wings are small units of stealth bombers that can be used during war, to auto attack the enemy. When the enemy attacks your country, these units will carry out automatic attacks on air force units and other targets in the attacking country and try to destroy or reduce their capabilities. Including stealth units in your defense will improve your chances to survive an attack.
The automatic defense is not as good as defense that is customized to fit the specific needs of each country. It is however reasonably good and with enough well equipped garrisons and units in place it might do a good job. The automatic defense is mainly intended for defense of a country if it is attacked while the president is not on line, on vacation or does not login for several days while war is started.
A much better way however, is to turn temporary war protection on and prevent war while you are out.
Private corporations and Enterprise controlled public corporations are protected from attacks during a war.
This feature has several implications; mainly it reduces the risk for enterprises and for countries with many such corporations, during war.
The immunity from destruction does not altogether eliminate possible damage from war. The country may suffer many casualties and may call the reserves. As a result, corporations will suffer from workers shortages.
Countries with many private and enterprise-controlled corporations also suffer less from war damage because their economy cannot be completely devastated.
Winning a war against countries with many such corporations is a little more difficult. The war index computation does not take private and public corporations into account.
Defensive fortifications should be positioned mainly along the borders of the country or as a defense of specific targets. The fortifications are targets that must be destroyed by an enemy if he wants to win a war. Each fortification represents war index points and these points are considered lost if the country does not have these fortifications.
The more fortifications there are, the more complex the war becomes for your enemy. It takes time to mount attacks and with many fortifications, attacks may take a long time to complete which gives the defense more time to reorganize, purchase weapons from friends, or bring in mobile units and rethink strategy.
Deployment of garrisons to defend fortifications is effective as these units, when stationed in the fortification are more effective than near cities and factories. If the defensive army is large enough, Well-protected fortifications form a major obstacle.
38. Defending your country against Nuclear Submarines [ top ]
Nuclear submarines carry nuclear missiles that are as powerful as the best land based strategic weapons. They can destroy the capital or any other target it attacks. Any target that is hit by a nuclear submarine missile will be completely destroyed.
Defense against these missiles is possible with nuclear missile interceptors. One nuclear missile interceptor battery stationed at the capital, with some nuclear defense missiles in stock, will provide full protection, using one nuclear defense missile each time an attack is launched. If such weapons are not stationed at the target, any attack by a nuclear submarine will be devastating.
Defense against the submarines themselves is possible using frigates with torpedoes. For effective attacks, several frigates should fire simultaneously to increase the hit chance and resulting destruction. The defense by frigates is however limited because they only attack if the submarine attacks a target where they are stationed. Defensive weapons react to attacks; they never initiate any.
There may be several reasons to start a war and launch attacks. The most obvious one is war waged by aggressive presidents who are convinced that waging war, conquering countries and running an empire will enable them to get to the top of the list. Many play the game to fight wars and need no reasons. text] War can also start because a neighbor is expanding fast, building a large army and may have made clear that he will conquer more countries including yours. You might be forced to take action, sometimes together with others, to prevent worse.
When a fortification, a military base or a military unit is destroyed in fighting, it is removed from the map. Destroyed factories and airports are also removed from the map. The object show a "destroyed" picture temporarily and it will be removed one to three game months later.
A military unit that has lost all its weapons is considered destroyed. All its remaining ammunition and supplies will be removed. Military units should not carry very large quantities of ammunition and supplies to limit the losses in case the unit is destroyed.
When a target is damaged for more than 50%, a "damaged target" picture will show on the map. This includes damaged factories, fortifications, military bases and military units.
40. Dead and wounded soldiers and officers in war [ top ]
Soldiers and officers are killed in war activity. The numbers are shown in the newspaper message describing the attack and its results. Large numbers of soldiers and officers will disappear from the armed forces and will have to be replaced by fresh recruits.
Losing 300 tanks in a battle may result in 750 dead and wounded soldiers and officers. They will have to be recruited from the unemployed or employed low-level workers and mid level managers.
The number of casualties during fighting is specific for each type of weapon. Tanks, Jeeps and other small weapon systems will have a smaller number of casualties (dead and wounded), larger weapon systems will have higher numbers of casualties.
The numbers of wounded is updated after each attack in and each game month. Some of the wounded heal and some die. The numbers depend on the number of wounded and the availability of war hospitals.
Wounded can be treated in war hospitals that can be created by converting existing hospitals at a rate of up to ten hospitals per game month.
Converting many hospitals into war hospitals will reduce the health index and may cause other problems but war hospitals are essential in the treatment and recovery of war wounded. We are recommending that any player, who is in war or plan to be involved in one, will increase the number of hospitals in his country so that they can be converted into war hospitals.
A war hospital can treat up to 1000 wounded. Each game month, 200 will recover and return to normal life and 50 will die.
When no war hospitals are available or their numbers are insufficient, many war wounded may remain untreated. Untreated war wounded will die at a rate of 1% of their number per game month.
Wounded are removed from the work force, from schools, universities etc. They will return to the general population after being treated in war hospitals.
The difference between Fearless blue and the other worlds is significant. This is due to several additional features:
Attack rounds can start each three minutes and there can be 10 attacks within each attack round. This is now 10 attacks per 120 seconds and is in fact unlimited.
Weapon purchasing can now reach 150 B per game month. The limit is in fact so high that nearly no country will be able to survive economically if purchases are at that level for a long time.
The operating cost and numbers of soldiers needed for many weapon systems are lower on Fearless blue.
Fearless blue does not have secured mode and all players are at risk of war. You can of course purchase war protection for a limited number of countries in your empire. Fearless Blue is intended to be a place where war is easier and setting up secured mode for each and every country is not part of it.
A war will end if either party will be defeated or there is a peace offered by one of the two and the other party accepts. War will also end if there are no attacks by either side for 6 game months. This is one real-world day on all the Simcountry worlds.
Wars can sometimes drag forever and are kept going to increase damage while the war cannot be won by any of the participants.
It is now possible for a country in war to terminate the country and with it, stop the war. Deregistration is possible if the war is going on for at least 30 game months and the requesting country has a war index > 10. The net cash of the country must be negative.
If these conditions are met, it is possible to deregister the country. The negative net cash will be inherited by the main country in the same empire.
The war index is a number between 0 and 100. It may be lower than 100 if your economy is weak which means that you are an easier target. The index will be reduced when you are hit and the reduction depends on what is destroyed, death numbers, destroyed factories, damaged military bases etc.
If your country is invaded and partially occupied, the war index will decline with each area that was occupied.
The war index of both parties in war is recomputed after each attack and you can see how badly your country is damaged and compare with the damage you inflicted on your enemy. The index will be reduced with every military target being destroyed. Each military base and each fortification is counted and destruction reduces the war index. Each area unit that is conquered counts for 0.4 points of the index with a maximum of 30 index points.
The war index is also influenced by the number of casualties; as a percentage of the total population. The more casualties of course, the lower the index.
The war damage in Billions is also a factor in the war index. If factories are destroyed, military bases and cities wiped out, the material damage will increase and drag the war index down.
If the index hits zero, the country has lost the war. It is not easy to get so far but possible if targets are all destroyed and many cities bombed with many casualties. Once the war index is at the zero level, there is no turning back and war is over.
The way the war index is computed in details
The war index of your country and its computation are available in details in the war menu. During war, the war index of your enemy is also available on the war pages.
There are several parameters that influence the war index:
War casualties and the war index
When war casualties occur and many people die, both in cities or in Factories and in fighting, the war index will decline. If 4% of the country population is lost in war, the war index will decline by 40 points. (On Fearless Blue, that percentage is 3.5%)
More casualties than 4% of the population will not change the war index. War casualties cannot reduce the war index by more than 40 points.
Fortifications and the war index
Fortifications have a major weight on the war index. If all fortifications in a country are destroyed, the war index declines by 50 points. Every destroyed or absent fortification reduces the war index by 0.5 points. If a country has 10 fortifications, the war index can reach a maximum of 55 point (not 100) and the destruction of each fortification will reduce the index by 0.5 points.
During war, while fortifications are being destroyed, you can purchase new fortifications and when these are delivered, it will be taken into account and the war index may increase again.
Corporations and the war index
Destroying corporations is another factor in the war index. A country is assumed to have one corporation per 1,000,000 of its population. Some countries may have more corporations and some have smaller numbers.
If a country is assumed to have 40 corporations (population around 40 million), and four of the corporations are destroyed in war (or 8 corporations damaged for 50% each), the war index will decline. Four of the 40 corporations represent 10% of the assumed number of corporations in the country and it will cause the war index to decline by 2.5 points. If all corporations in the country would be completely destroyed, the war index will decline by 25 points.
If the country is assumed to have 40 corporations but in reality has 60, the destruction of the first 20 corporations will not influence the war index.
All index reductions together, can reduce the index to 10. Any further destruction will have no effect. 10 index points must be reached by invading the country of your enemy and occupying at least 25 areas for a total of 10 damage points.
War Damage and damage repair.
Each attack on a city or other assets causes damage to the attacked country. The war damage accumulates and causes a reduction in the War Index. Each country has an assumed maximal damage it can sustain. If the maximal damage is reached, the war index will be reduced by a maximum of 35 points.
The max war damage a country can have is population * 470.000. For a country with a population of 20 millions, the max damage is 9.4 T. If the damage to the country is 9.4 T the war index will be reduced by 35 points. A damage of 940 B will reduce the war index by 3.5 points.
War damage can never cause more than 35 points reduction in the war index.
War damage is being repaired each game month and increased by the damage in the last month. If war continues, the war damage may fluctuate.
The war damage is repaired using mainly construction. The damaged country will probably place large orders for construction on the world market to compensate for the increased use of construction.
46. War against Computer Controlled Countries (C3 countries) [ top ]
Wars against C3 countries are used to increase the war level of countries or as a way to enlarge your empire. Players must win wars against such countries to increase their own war level.
Wars against C3 countries are always fought by a single country and a C3 country can only be attacked by a single enemy.
Winning a war against a C3 country of a higher war level delivers gold coins awards on all the worlds. These awards are described in the war level documentation. The awards are higher on FB than they are on the other worlds. War level awards can be earned once for each war level. A second war against a C3 country of the same war level will not deliver any new gold coins.
When winning a war against a C3 country, the winner also earns an amount of money which is stored in the country and can be moved out. Repeated wars against a C3 country of the same level deliver repeated game money awards. Moving up the war levels will deliver more.
Fighting a war against a C3 country by new players is possible. A new player can immediately start a war against a C3 neighbor and win quickly without the need for any additional weapons or ammunition.
A simple tutorial/document is available for beginners, explaining how this should be done, step by step and it always end successfully.
New players always get a country that has at least one neighbor which is a C3 country. It guarantees that all new players can immediately test the war game.
49. Weapons and Army Units in Computer Controlled Countries (C3 Countries) [ top ]
All Computer Controlled Countries have an army that is used if the country is attacked.
The army in C3 countries depends on the war level of the C3 country and may vary widely. It can include: Air force wings that will be used in the defense and defensive divisions to defend against land forces.
C3 countries that are attacked by a player in a high war level have a very large, high quality army with many air force wings, stealth bomber units that auto respond to attacks and counter attack the enemy.
War against such high level C3 countries is difficult to win and requires many resources.
C3 countries are structured to have any required war level and are used as a measure for the capabilities of the war player. Winning wars against C3 countries with increasing war levels will become more complex and at very high levels, it will be challenging.
At the lower war levels, a player can increase its war level by winning several wars against C3 countries of his own war level. This will apply to countries and empires with war levels 1 and 2. Example: a war player of level 2 can fight C3 countries of level 2 and after 3 wins, will be moved to war level 3. Starting at level 3, the only way to move to a next war level is by winning a war against a C3 country which is one level higher.
Stealth fighter wings in C3 countries are used to counter attack air force wings, but also other targets, as a response to attacks on the country. In case, the attacking stealth fighters do not find any air force wings to attack, they start operating against army units.
The construction of a remote air base in a C3 country is immediate. When the RDU unit has landed, it will be able to setup the airport without the need to wait for 12 hours. In countries that are not C3, the 12 hours delay period gives the president of the country the opportunity to try and prevent the setting up of an enemy air port in the country.
Offering peace to a C3 country during war does not make sense as there is no one who can accept the peace offer. Instead, if you decide to stop a war against a C3 country, you should just stop all war activities. The C3 country will not carry out any attacks and the war will be terminated for lack of action within about one day.
55. Financial consequences of winning a war [ top ]
If the country that has lost the war had net cash, the net cash remains in the country and the winner receives the country with all the net cash it has. The net cash is all the available cash and all the loans. However, in case the net cash is negative, the winning country will not inherit more than -2T of net cash. Inheriting some of the debt will make it harder to bankrupt empires by conquering the financially weak members of the empire, causing all the debt to be inherited by the empire leader.
If the country that has lost the war had net debt (net cash < 0), the debt is transferred to the main country in the empire of the country that has lost the war.
The reason for transfering the debt to the empire that has lost the war is that some empires had countries make large profits at the expense of another country in the empire pushing it into very high debt and then had that country be conquered by a temporarily created second account to get rid of the debt. Now, debt remains in the empire and presidents must take care of all their countries.
If war stretches to a longer period, some of the damage may be repaired and the war index will start to recover. New attacks may cause the damage number to increase again and the index will decline.
It is not necessary to destroy all factories, kill 4% of the population, destroy all military assets, create max financial damage and conquer more than 25 areas. The max damage points that is associated with these parameters is 130 while 100 damage points are sufficient for winning the war.
Depending on the reasons for the war, a player may decide to gain more points from one type of damage and less from another or she/he may decide not to push the war to conclusion.
It is possible that countries that are not in war will see their war index computed at less than 100. The reason can be that they have been involved in war before and that damage is not repaired yet to 100%. It is also possible that a country has a smaller number of factories than assumed for the size of its population and it is possible that is does not have 100 fortifications.
Sneak attacks can be launched without any war declaration or any other preparation period. They can be launched against any target in an enemy country that can be reached by the weapons that are available for such attacks.
Sneak attacks are forceful and several types of weapons can be used. Only offensive weapons and the navy can be used in sneak attacks.
Sneak attacks are impossible if the attacked country has any form of war protection. This can be either secured mode or temporary war protection or it may be a newbie in its initial protection period.
The attacked country does not know where the attack came from. The president may have an idea who is responsible but there is no way in the game to verify any such guess.