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| Name | Tech | Cost | Att. vs. Land |
Att. vs. Air |
Def. vs. Land |
Def. vs. Air |
Move | Armor | Deployment Factor |
| Land Units | |||||||||
| Scientist | 1 | 4 | 0 | 0 | 0 | 0 | 1 | 1 | 1 |
| Chariot | 1 | 2 | 2 | 0 | 1 | 1 | 1 | 2 | 10 |
| Phalanx | 1 | 2 | 1 | 0 | 2 | 1 | 1 | 2 | 7 |
| Rifle | 2 | 3 | 5 | 1 | 3 | 2 | 1 | 4 | 10 |
| Pistol | 2 | 3 | 3 | 1 | 5 | 2 | 1 | 4 | 7 |
| Light Tank | 3 | 4 | 6 | 2 | 5 | 2 | 2 | 5 | 10 |
| Anti-Tank | 3 | 2 | 2 | 1 | 4 | 2 | 1 | 3 | 7 |
| Artillery | 3 | 3 | 7 | 3 | 3 | 2 | 1 | 4 | 3 |
| Anti-Air | 3 | 3 | 2 | 5 | 1 | 7 | 1 | 4 | 3 |
| Advanced Anti-Air | 4 | 3 | 3 | 6 | 2 | 8 | 1 | 5 | 3 |
| Heavy Tank | 4 | 4 | 7 | 3 | 6 | 2 | 2 | 7 | 10 |
| Air Units | |||||||||
| Bomber | 4 | 4 | 7 | 1 | 6 | 2 | 2 | 7 | 5 |
| Fighter | 4 | 3 | 1 | 5 | 2 | 4 | 2 | 6 | 10 |
| Stealth Bomber | 5 | 4 | 8 | 2 | 7 | 2 | 2 | 8 | 5 |
| Stealth Fighter | 5 | 4 | 4 | 7 | 4 | 6 | 2 | 8 | 10 |
| Strategic Units | |||||||||
| Nuke | 5 | 15 | 9 | 9 | 0 | 0 | 1 | 5 | 1 |
| SDI | 5 | 8 | 0 | 0 | 0 | 1 | 1 | 5 | 1 |
When a new game starts, each player starts with one or more countries (in standard games each player starts with one country). In each of these countries, the player has a certain quantity and type of units. The quantity of units is calculated using the following formula:
| Value of R | Value of M | |
|---|---|---|
| Standard Games | Number of resources in the country | 1 |
| Custom Games | Number of resources the country would have if it had a "Medium" level of resources | Based on the "Starting Units" parameter: Low - 0.6 Medium - 1.0 High - 1.5 |
In standard games, players start with chariots. In custom games, the type of units that the players start with is based on the "Starting Tech Level parameter:
| Starting Tech Level | Unit Type |
|---|---|
| 1 | Chariots |
| 2 | Rifles |
| 3 | Light Tanks |
| 4 | Heavy Tanks |
| 5 | Heavy Tanks |
At the start of your turn, you receive new resources based on the number of resources you have in your countries. The number of resources you receive is prorated based on the last time you played. If you last played 24 hours ago, you will receive exactly the number of resources that you have in your countries. If you last played 28 hours ago, the number of resources you will receive is multiplied by 117% (28 / 24). If you last played 23 hours ago, you will receive only 96% (23 / 24) of your resources. You can receive a maximum of 5 days' worth of resources (500%).
There are three types of weather: Clear, snow, and rain. Rain and snow reduce the attacker's attack factor. When the defending country has rain, the attacker's factor is multiplied by 0.80. When the defending country has snow, the attacker's factor is multiplied by 0.67:
| Weather | Multiplier |
|---|---|
| Clear | 1.00 |
| Rain | 0.80 |
| Snow | 0.67 |
For example, A rifle normally attacks land units with a strength of 5. If the rifle is attacking a land unit in a country where it is snowing, it's attack strength becomes 3.35. Similarly, a bomber attacking a land unit in a country where it is raining would have it's attack strength reduced from 7 to 5.6.
The forecast of future weather for a particular country can be obtained by double-clicking on the country. The accuracy of the forecast is based on your "Tech Level":
| Tech Level | Forecast Accuracy |
|---|---|
| 1 | 75% |
| 2 | 80% |
| 3 | 85% |
| 4 | 90% |
| 5 | 95% |
The season changes every 100 hours. The season in the southern hemisphere is the opposite of the season in the northern hemisphere.
Each country is located in a "Weather Zone." The weather in each country changes every 20 hours and is based on the weather zone and the current season in the northern hemisphere. The following table shows the various weather zones and seasons, and the probabilities of experiencing different types of weather:
| Zone | Spring | Summer | Fall | Winter | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Clear | Rain | Snow | Clear | Rain | Snow | Clear | Rain | Snow | Clear | Rain | Snow | |
| Arctic |
30% | 10% | 60% | 40% | 20% | 40% | 30% | 10% | 60% | 10% | 10% | 80% |
| Northern Temperate |
40% | 35% | 25% | 65% | 35% | 0% | 40% | 35% | 25% | 20% | 20% | 60% |
| Northern Mediterranean |
55% | 40% | 5% | 70% | 30% | 0% | 55% | 40% | 5% | 50% | 25% | 25% |
| Tropical |
60% | 40% | 0% | 80% | 20% | 0% | 60% | 40% | 0% | 25% | 75% | 0% |
| Southern Mediterranean |
55% | 40% | 5% | 50% | 25% | 25% | 55% | 40% | 5% | 70% | 30% | 0% |
| Southern Temperate |
40% | 35% | 25% | 20% | 20% | 60% | 40% | 35% | 25% | 65% | 35% | 0% |
| Desert |
95% | 5% | 0% | 95% | 5% | 0% | 95% | 5% | 0% | 95% | 5% | 0% |
Each country has terrain (e.g. hills, plains, etc.), and the terrain never changes. Terrain adversely affects the attacker if both the attacker and defender are land units. The following table shows the terrain multipliers:
| Terrain | Multiplier |
|---|---|
| Plains | 1.00 |
| Hills | 0.80 |
| Forest | 0.67 |
| Jungle | 0.67 |
| Mountains | 0.50 |
A heavy tank attacking a land unit in the forest would have its attack score reduced from 7 to 4.69 because of the terrain. The same tank would have an attack score of 3 (unchanged) when attacking a plane.
Terrain and weather adjustments are cumulative. For example, a rifle attacking a land unit in a country with snow and a hilly terrain would have an attack score of 2.68 (5 * 0.67 * 0.8 = 2.68).
The following table shows information about the 59 countries. In standard games all countries have a "Medium" quantity of resources.
| Name | Terrain | Weather Zone | Resources | ||
|---|---|---|---|---|---|
| Low | Medium | High | |||
| North America - 12 Countries | 24 | 40 | 63 | ||
| Alaska | Mountains | Arctic | 1 | 2 | 3 |
| B.C. | Mountains | Northern Temperate | 3 | 5 | 8 |
| East U.S. | Forest | Northern Temperate | 5 | 8 | 12 |
| Greenland | Plains | Arctic | 1 | 1 | 2 |
| Mexico | Hills | Tropical | 2 | 3 | 5 |
| N.W. Terr. | Plains | Arctic | 1 | 1 | 2 |
| N.W. U.S. | Mountains | Northern Temperate | 2 | 4 | 6 |
| Ontario | Forest | Northern Temperate | 2 | 4 | 6 |
| Quebec | Forest | Northern Temperate | 2 | 4 | 6 |
| S.W. U.S. | Mountains | Northern Mediterranean | 2 | 4 | 6 |
| Sask. | Plains | Arctic | 2 | 3 | 5 |
| Yukon | Mountains | Arctic | 1 | 1 | 2 |
| South America - 7 Countries | 15 | 24 | 38 | ||
| Amazon | Jungle | Tropical | 1 | 2 | 3 |
| Bolivia | Hills | Tropical | 2 | 3 | 5 |
| Brazil | Jungle | Tropical | 4 | 6 | 9 |
| Chile | Hills | Southern Temperate | 2 | 3 | 5 |
| Colombia | Mountains | Tropical | 2 | 3 | 5 |
| Peru | Hills | Tropical | 2 | 4 | 6 |
| Uruguay | Plains | Southern Mediterranean | 2 | 3 | 5 |
| Europe - 11 Countries | 26 | 44 | 69 | ||
| Austria | Hills | Northern Temperate | 2 | 4 | 6 |
| England | Hills | Northern Temperate | 2 | 4 | 6 |
| France | Forest | Northern Temperate | 3 | 5 | 8 |
| Germany | Plains | Northern Temperate | 5 | 8 | 12 |
| Greece | Hills | Northern Mediterranean | 2 | 3 | 5 |
| Italy | Mountains | Northern Mediterranean | 2 | 3 | 5 |
| Poland | Plains | Northern Temperate | 2 | 4 | 6 |
| Romania | Hills | Northern Temperate | 2 | 3 | 5 |
| Spain | Mountains | Northern Mediterranean | 2 | 3 | 5 |
| Ukraine | Forest | Arctic | 2 | 4 | 6 |
| Yugoslavia | Hills | Northern Mediterranean | 2 | 3 | 5 |
| Africa - 11 Countries | 25 | 39 | 63 | ||
| Algeria | Plains | Desert | 2 | 3 | 5 |
| Angola | Forest | Tropical | 2 | 3 | 5 |
| Egypt | Plains | Desert | 2 | 3 | 5 |
| Madagascar | Hills | Tropical | 1 | 2 | 3 |
| Mali | Plains | Tropical | 2 | 3 | 5 |
| Nigeria | Jungle | Tropical | 2 | 3 | 5 |
| S. Africa | Hills | Southern Mediterranean | 3 | 5 | 8 |
| S. Arabia | Plains | Desert | 5 | 8 | 12 |
| Somalia | Plains | Tropical | 2 | 3 | 5 |
| Tanzania | Forest | Tropical | 2 | 3 | 5 |
| Zaire | Jungle | Tropical | 2 | 3 | 5 |
| Asia - 12 Countries | 27 | 43 | 67 | ||
| C. Russia | Forest | Arctic | 2 | 3 | 5 |
| E. Russia | Hills | Arctic | 2 | 3 | 5 |
| East China | Hills | Northern Mediterranean | 5 | 8 | 12 |
| India | Hills | Tropical | 4 | 6 | 9 |
| Iran | Hills | Northern Mediterranean | 3 | 5 | 8 |
| Japan | Mountains | Northern Temperate | 1 | 2 | 3 |
| Kazakhstan | Plains | Northern Temperate | 1 | 2 | 3 |
| Mongolia | Hills | Northern Temperate | 1 | 2 | 3 |
| Pakistan | Hills | Northern Mediterranean | 2 | 3 | 5 |
| Thailand | Jungle | Tropical | 1 | 2 | 3 |
| W. Russia | Forest | Arctic | 4 | 6 | 9 |
| West China | Mountains | Northern Mediterranean | 1 | 1 | 2 |
| Australia - 6 Countries | 12 | 20 | 31 | ||
| Borneo | Jungle | Tropical | 2 | 4 | 6 |
| N.E. Aust. | Hills | Southern Mediterranean | 2 | 3 | 5 |
| N.W. Aust. | Plains | Desert | 1 | 2 | 3 |
| New Guinea | Jungle | Tropical | 2 | 3 | 5 |
| S.E. Aust. | Hills | Southern Temperate | 4 | 6 | 9 |
| S.W. Aust. | Plains | Desert | 1 | 2 | 3 |
This section describes the algorithm that is used to determine the casualties when an attack is performed. Attacks involving nuclear weapons are described in the nuclear weapons section.
Each of the attacker's units gets one attack. It is first determined what type of unit will be attacked: "Land" or "Air." If there is only one type of enemy unit defending (e.g. only land units), then that type of unit will be attacked. If the attacking unit is only capable of attacking one type of unit (e.g. chariots can only attack land units), then that type of unit will be attacked. If there is a mix of enemy unit types, and the attacking unit is capable of attacking both types of units, then a complex algorithm is used to determine what type of unit will be attacked. The type of unit attacked is based on the ratio of enemy land units to air units, and on the capabilities of the attacking unit.
The attacking unit's attack strength multiplied by 10 represents the probability that it will score a "hit." For example, an artillery unit has an "Attack vs. Land" score of 7 and an "Attack vs. Air" score of 3, so it has a 70% chance of scoring a "hit" against a land unit, or a 30% chance of scoring a "hit" against an air unit.
The attacking unit's attack strength is adjusted for terrain and weather. Terrain adjustments only apply when both the attacker and defender are land units.
If an attacking unit scores a "hit", then a defending unit is selected to "take the hit." If the hit was scored against a land unit, then a defending land unit (or strategic unit) is selected. This selection is random, but is based on the "Deployment Factors" of the defending land units that are present. Units with higher deployment factors are more likely to be selected. If the hit was scored against an air unit, then a random air unit is selected to take the hit (based on deployment factors).
The selected defending unit must defend against the hit. The probability of defending against the hit is the unit's armor factor multiplied by 10. For example, a unit with an armor factor of 3 has a 30% chance of absorbing the hit. If the defending unit cannot absorb the hit, then it is destroyed.
After all the attacker's units have attacked, then the defending units can counterattack. Even defending units that have been destroyed in the attack can counterattack. The counterattack is resolved in the same way as the attack, except that the counterattacking units are not penalized for terrain or weather. Units performing counterattacks use their "Defend vs. Land" and "Defend vs. Air" factors to counterattack.
A player's "Tech Level" represents the technology available to him or her. Tech levels range from 1 to 5. In standard games, all players start with a tech level of 1. In custom games, players may start at any tech level. Scientists are used to perform research to increase a player's tech level.
At the beginning of your turn, research is performed. Each scientist you own has a 50% chance of developing an "advance." The number of advances you receive is prorated based on the last time you played. For example, if you last played 24 hours ago, you would receive 100% of the advances that your scientists discovered. If you last played 36 hours ago, you would receive 150% of the advances that your scientists discovered. A certain number of advances are required to achieve the next tech level:
| Current Tech Level | Advances Required |
|---|---|
| 1 | 15 |
| 2 | 30 |
| 3 | 60 |
| 4 | 120 |
If you do not achieve the next tech level when you start your turn, your advances are saved. You can never lose your advances, nor can your tech level ever decrease.
All players will always be given a certain minimum tech level, based on the player with the highest tech level. No player will be more than 2 tech levels behind the highest tech level achieved. For example, if a player achieves tech level 4, then all players with a tech level of 1 are automatically advanced to tech level 2.
At the start of the game, all countries that are not owned by players contain barbarians. Each barbarian owned country contains 3 to 6 units. In standard games, these units are phalanxes. In custom games, the types of units that barbarians have depend on the starting tech level:
| Tech Level | Type of Units |
|---|---|
| 1 | Phalanxes |
| 2 | Pistols |
| 3 | Light Tanks |
| 4 | Heavy Tanks |
| 5 | Heavy Tanks |
Countries that are restored after they have been nuked also contain barbarians.
Barbarians may attack periodically throughout the day. They are more likely to attack weaker countries than stronger ones.
A single barbarian owned country will never attack more than once in any given 24-hour period. Barbarians will never attack in the first 24 hours of a game.
Nuclear missiles are used to destroy all enemy units in a country. SDI defense systems are used to protect against nuclear missiles. A tech level of 5 is required to purchase nuclear missiles or SDI defense systems.
For the attacker, the use of nuclear missiles is optional. If the attacking country has nuclear missiles, you can use the "Nukes" slider to indicate how many missiles should be launched. When a nuclear missile is launched, it is always lost, regardless of the outcome of the attack.
If a defending country has nuclear missiles, they may be launched at the attacking country, even if the attacker does not use nuclear weapons. The defending country will launch all its nuclear missiles if it estimates that it will lose the battle if it does not launch them. This estimation of the battle outcome is not always accurate.
Each SDI system has a 60% chance of stopping each nuclear missile. Each nuclear missile that gets past all the SDI systems has a 90% chance of nuking the country. Multiple SDI systems work well together and greatly reduce the chance that a nuclear missile will get through. The following table shows the probability of a country getting nuked with different combinations of nukes and SDI's.
| Number of Nukes | |||||
|---|---|---|---|---|---|
| Number of SDI's | 1 | 2 | 3 | 4 | 5 |
| 0 | 90.0% | 99.0% | 99.9% | 100.0% | 100.0% |
| 1 | 36.0% | 59.0% | 73.8% | 83.2% | 89.3% |
| 2 | 14.4% | 26.7% | 37.3% | 46.3% | 54.0% |
| 3 | 5.8% | 11.2% | 16.3% | 21.1% | 25.7% |
| 4 | 2.3% | 4.6% | 6.8% | 8.9% | 11.0% |
If the defending country is nuked, the attacking country does not have to use (and risk losing) its conventional forces. However, if the attacking country is nuked, the defending country does use its conventional forces and may take losses. It is, of course, possible for both countries to get nuked.
The nuclear battle is resolved before the conventional attack is performed. If the defending country is nuked, then there is no conventional attack and the attacker does not risk losing any conventional units. However, if the attacking country is nuked and the defending country is not nuked, then there is a conventional attack.
After a country is nuked, it stays radioactive for a period of 6 to 10 days. Units that are in a radioactive country risk being destroyed by radiation poisoning. The more recently the country was nuked, the more damaging the radiation is. Units with high armor factors are less likely to be destroyed from radiation poisoning.
When a country is nuked, its factory is automatically destroyed. While a country is radioactive it produces no resources. No reinforcements can be placed in a radioactive country. No factories can be built in radioactive countries.
A player may nuke an enemy country that does not contain any units. A player may also nuke an enemy country that is already radioactive. Players may not nuke their own countries.
After a country is nuked there may be a chance of nuclear winter. If at least 6 countries are radioactive, there is a 10% chance of nuclear winter. If at least 7 countries are radioactive, there is a 15% chance. The probability increases by 5% for each radioactive country, to a maximum of 50%.
If nuclear winter occurs, then the game is over and all players lose.