War
War is how regions change hands and how governments are overthrown. There are three kinds:
- States war: one state attacks another’s region.
- Coup d’état: an attempt to overthrow your own government.
- Revolution: an attempt to break a region away into a new free state.
Declaring war
Section titled “Declaring war”During the current beta, politics has no level requirement. Residency, party age and office permissions still apply. The configured requirement after beta is level 2.
A states war must target a neighboring region. A monarchy’s president can declare directly from the attacking border region; a democracy uses a congressional law. A region with a forming or active conflict cannot host another. Tribal regions cannot be attacked, but cannot declare state wars. Starting a coup or revolution requires being in the target region. Coups and revolutions each have a 7-day regional cooldown.
Fighting lasts 24 hours after an uprising gathers its 3 participants. The side with more total damage wins; ties favor the defender. There is no damage threshold or early victory. A forming uprising is cancelled if it does not gather its participants within 24 hours.
Fighting battles
Section titled “Fighting battles”You attack by sending troops of one type (infantry, tank, missile, or jet). Attacks share the 5-minute action cooldown with working.
In a states war, attackers must stand in the attacking region and defenders in the target region. For coups and revolutions, combatants on either side must be in a region belonging to the defending state. Mustering participants must be in the target region when they join.
The damage of an attack builds from your endurance (strength), the number of troops (each troop committed adds +1%), and your level, then is modified by:
- Party bonus: if your party’s bonus type is damage.
- Military: military buildings boost states-war damage for their own side: the attacking region’s camps and bases strengthen the attack, while the contested region’s strengthen the defense. (Coup/revolution damage is instead reduced by the enemy state’s security index.)
- Terrain: each terrain favors some troop types and punishes others (see Units).
- Citizen loyalty: fighting for your own state with positive loyalty hits harder, up to +10% at +100. (State relations do not affect combat: only trade and travel.)
- Luck: a small multiplier.
- Monarchy: a monarchy’s forces fight weaker on every front: −25% damage, whether attacking or defending, in every kind of war.
- Attacks increase fatigue; higher endurance reduces the increase, to a minimum of 0.5 per attack. Fatigue reduces damage by 1% per point. At 100 fatigue you cannot attack until you rest. Work does not change fatigue. Auto-Rest is the only recovery action.
Every attack also nudges your loyalty: +1 for fighting for your residency state, −1 for attacking it.
The attack panel’s Damage Preview reflects all of these (terrain, luck, monarchy, fatigue, equipped gear), so the estimate matches what actually lands.
The number of troops you can send per attack is capped by your coordination (coordination ÷ 20, +1 per 5 levels above 1), and troops in turn cap your damage: each troop committed can carry at most 50 damage, so a hit lands at most troops × 50. If your computed damage is 100 you apply the full 100 with 2 troops, but only 50 with 1: and if your coordination won’t let you field enough troops, the excess damage simply isn’t applied. Every attack is recorded in the battle log, grants you XP, raises your fatigue, and can drop an equipment box.
Winning a war
Section titled “Winning a war”Every war runs for a fixed 24 hours: there is no threshold to reach and no early finish. Both sides accumulate damage over that window, and the war page shows each side’s share of the total damage dealt (attacker damage ÷ total).
When the 24 hours are up, the side that dealt more total damage wins. Ties go to the defender.
Consequences of victory
Section titled “Consequences of victory”- States war → the target region transfers to the attacking state, and a conquest bounty is paid (see below).
- Coup → the state becomes a democracy; president, ministers, and congress are cleared and a new congressional election opens.
- Revolution → the region secedes as a new tribal state, “Free
”.
A defender’s win changes nothing.
Conquest bounty
Section titled “Conquest bounty”When you win a states war and capture a region:
- The region’s buildings are cut in half: every building level drops to
⌊level ÷ 2⌋. - Your state treasury is awarded 50% of the resource cost of the building levels that were removed (the same resources those buildings were built with).
So conquering a heavily-developed region both sets back the loser’s infrastructure and hands you a one-time pile of resources on top of the land itself. A region’s current potential bounty is shown in the Conquest Bounty panel on its region page. (Coups and revolutions pay no bounty: they’re regime change and secession, not annexation.)