Users must choose from a variety of nations when they register.
Each nation offers different advantages, leading to a different set of strategies and game play. The nations are all equally playable and able to ascend the ranks - if you use your skills wisely!
You can change your race at anytime you want, but it comes at a cost
China: 25% attack bonus
Britain: 25% covert bonus
USA: 25% income bonus
USSR: 25% defense bonus
The game is turn-based, with turns occurring every thirty minutes. Upon each turn, you generate a certain amount of in-game currency, and 'untrained' units . You can use currency for everything from training troops to upgrading technology or buying weapons. You must guard this well, for the more money you have, the more likely it is that someone will try and attack you to take it. In turn, though, you can use your attack turns to attack other players, to get their money.
Untrained units are gained from your Unit Production, generate an income on their own, and are also trainable into the various unit types in the game . Either on their own, these units (and therefore UP) is critical to grow your army, and should be a primary focus when starting.
Another part of the game is either recruiting other players as your officers, joining a commander, or joining/creating an alliance. These in-game relationships can be crucial to your survival, or you can risk being a lone wolf. Each option has different bonuses, advantages and disadvantages, explained in more detail below.
When you first start, there are several things to do, and several ways to progress your account. While the options are numerous, a simple yet effective strategy is outlined here. With your few units, you will likely want to train at least one attacker, and one defender. You will want at least one weapon for your attack soldier. Get what you can afford after training the units from the "armory". One spy would also be helpful but not necessary. Now you need more money. Going to the "Battle Rankings" screen will give you available targets from whom you can get money. The more you see out the better. You can then either spy on them, to see what their defense is, or you can attack with 1 turn to"'test the defense out" and see if you can win. If you can, use the full 15 turns to take their money. With your money, you will want to first repair your weapons, then put all or most of it into unit production to increase your daily UU rate. This is key early in the game. You can -optionally - put more into weapons, defenders, or attacking units. Build your technology lvl, along with the siege/fort lvls to 10 as fast as possible, and -when you are comfortable with how to get money you can look at upgrading your covert levels too. As a tip your covert level should be 2 levels higher than your fort/siege once you get started.
If you can find a good commander higher than you in the ranking, they will help by providing you income (and hopefully other help). You can find people looking for officers on the forums, or just by clicking "make this user my commander" on a players base page. An alliance likewise may help, but both of these are completely optional. When you get enough units such that you do not want to easily lose the money they produce to others, start to build defense and more covert power so you can defend, and avoid easy sabotages. Once you have done the above a few times, you are well on your way!
To get you more familiar with the different pages I referred to in this guide, I will explain what each button on your side tab does and what you can do there:
Voting: Make sure to vote everyday for a free 255 turns. 255 units, and a 15,500,000 in-game money. Be sure to support your game everyday for these fantastic bonuses!!!
Ingame Bug Tracker:
Here you can report any bugs you find ingame. You write a brief description of the bug and once seen by an admin it will be assigned to someone and you will be notified in your in-game message box.
Here you will find the game forums, to where you can post game suggestions, bugs, wars, or just spam. There is also a shout box at the bottom of the forum where you can talk to others without writing a PM
Here is where you will find all of your bases stats and tech levels. From here you can manage your officers, go to your commanders base page, go to the member list of your alliance (if you are in one), check promotions points, and military records.
When you have officers, you must first set them at an income to receive any uu from them. If you officer has 1000 UP, and you pay 25% to him (max), then you will receive 125 uu extra a day. You get the "true" benefit of having officers when you have 2 or more and set them at a total of 50% (max for 2+ officers). The difference is that with two officers at 1000 UP each you would receive a total of 500 uu a day instead of 1 officer with 2000 UP.
They add a certain % of covert depending on which setting you choose and reduce your income in return.
Your def con level can only be changed once every hour, and costs three attack turns.
These bonuses go as followed:
Def Con Level
% Spy Increase
% Income Decrease
Def Con Level 5
Def Con Level 4
Def Con Level 3
Def Con Level 2
Def Con Level 1
Once on this page, there are a few things you will notice.
Rank: Shows the players rank. Your rank is calculated by the avg of all 3 base stats (attack, defense, and covert)
Name: This shows the players name, alliance, and whether he/she is on protection.
Race: This shows the players current nation he/she is using.
Army Size: Shows the players army size. Does not show what is in brokers, or auction house. If you see ??? then this means your covert is not high enough.
Treasury: Shows how much money/dollars this person has out in the open (meaning it can be stole). If it appears ??? then you do not have enough covert to spy them.
Actions: These are your quick click actions that allows you to use all your spies to spy on that persons acc, do a 15 turn attack for their money, or a 15 turn raid to steal their untrained units.
You navigate through these rankings at the bottom of the page.
Here you can see who you have attacked, spied, sabotaged, or stole a territory from. You can also, see incoming logs as well.
Incoming/Outgoing Attack Logs: These are attacks made by you and others. Raiding and Farming logs show here.
Incoming/Outgoing Territory Logs: These are attacks made by yours or others tank in order to take a territory
Incoming/Outgoing Spy Logs: These are the spy attacks made that show you account details of you or another player
Incoming/Outgoing Sabotage Logs: These are attacks that you have made with your spies to destroy weapons. If ??? shows up in the incoming logs then the player sent enough spies to stay hidden while sabbing you
On the training page you can train or untrain your units. This is also the place where you upgrade your tech levels. (fort, siege, technology, and UP).
Attack Soldiers: These are your soldiers that will arm your strike and participate in attack missions. These units participate in farming and raiding strike missions. If you beat your opponents defense then you steal all of their money or steal a % of units in the open.
Defense Soldiers: These are your soldiers that defense your nation from your opponents strike. These units defense from farming and raiding missions. If your defense is higher than their attack then the attacker gets nothing.
Covert Units: These are used for protecting your weapons, spyiing on others, and sabotaging other players weapons. They are also used for hiding your money. If someone fails a sab attempt then the opponent will lose 50% of the spies sent. Use defcon to confuse your opponents.
Anti-Covert Units: These units are strictly used for killing enemy spies. Your anti-cov must be higher than your opponents covert power in order for it to work properly. Also, attacking a defense with anti-cov units is a horrible idea as you will lose a lot of them. It is necessary to make your opponents defense 0 before attacking with anti covert units.
It should be noted that the higher your anti covert is compared to your opponents covert power the less damage you take and the more they take!!!
Finally (pro tip), when you do a raid mission, your anti covert units DO NOT participate in battle.
Workers: These units boost your income and will be your main unit throughout the game. Every time you train 10 units you lose 1 worker as a un-retrainable worker. These units also boost bank size
Technology: At levels, 10, 20, and 30 you gain the power of new and more powerful weapons you can use in the armory
This is where you buy/sell weapons for your attack/defense soldiers.
You buy and upgrade your tank here. Tanks are used for searching for territories, stealing other player's territories, and adding to your defense/strike. Your tank can give you up to 50% of your base attack/defense as a bonus when attacking/defending.
Example: Strike action 100mil Tank attack power 150mil. Max power boost is 50mil so when attacking you have a 150mil strike at full power.
Tanks defend your territories but they must be at your base for it to be effective. Tanks that are searching for planets or on their way home do NOT add any bonus to territories OR attack/defense.
The place where you buy/install technologies. As you increase your technology level you will gain access to new and more powerful techs. You can NOT have more than 1 of the same type tech installed at the same time. This means you can not have a 15% strike boost added on top of a 20% strike boost.
Another thing that should be noted is that there is a certain technology level requirement that is needed to research each tech. Be sure to have the required level before attempting to buy any and all techs.
The last thing you need to know about techs is you must click on it and then a option to install appears. This price can vary depending on the power of the tech so be sure to check first before you take your money out in the open!
Here you buy/sell mercenaries. You can have a total of 1/4 your defense/strike in mercs.
Example: I have 1000 defense soldiers, I can have 250 defense mercenaries.
Mercenaries give 50% the power of regular soldiers though so be cautious of arming them.
Here is where you check your messages from other players or system notices.
You can reply, send, save, and even forward messages other players have sent you.
If you are a commander then you can use the "Officer wide" option to send the same message to all of your officers.
If you are a member of an alliance then you can use the "Alliance wide" option to send to everyone in your alliance.
Hurtful messages (insulting), any other player is not permitted and will result in ban. We are all here to have fun so instead of fighting with words, use your units!!!
UN Trade Office:
Here you have 1 free time to use the market. you can gain turns, in-game money, increasing bank size, and even gaining 2 free points to use towards a SS.
There are also a few other things that you can do in the UN Trade Office. The World Market being one of them. Here you will get the chance to trade 3 (max of 6 with SS) times in exchange for resources.
Trade Brokers are also here which allow you to send player to player transfers. Money goes directly into the bank regardless of bank size so its a great way to store funds!!
Note that abuse of the Trade Broker system MAY lead to ban/dis continued use of the broker system.
The auction house is a SS only place where players set up offers to trade either Untrained units (civilians), Attack Turns, or in-game money. You can currently have an unlimited amount of offers up on the auction house at one time however abuse of the auction house by using it as a bank is not recommended and may lead to your privileges being taken away.
This is where you look for an allinace to join.
If you belong to an allinace you can see your allinace in detail. Here you can use the alliance treasury (must have 3 or more people) to make deposits or withdraws. There is a message board where you can post about anything you want to your alliance mates.
Here you can purchase points to obtain Supporter Status and other items to be determined by admin.
Here you will find your recruiting link. If someone clicks the link and then follows the directions you get 20 untrained units for free per click!!!.
Use of proxies to abuse this however is against the rules and may cause ban.
No spamming your link
Please be considerate when posting your link.
This option takes you to the rankings screen, starting with players at the top rank. You can search for players here, jump to any page (30 per page), or click on a player name to engage them. At the top of the page, are other ranking listings including: Alliance Ranking; Commander Ranking. More information is available in each ranking by clicking the appropriate links - you are encouraged to explore the options to see how you might best use them.
On any ranking screen, clicking a player name takes you to the 'stats' page, which shows their basic information (if your covert is not high enough, it will replace their info with '????') and offers the different ways in which you can interact with them. All options are listed below, although you may not see all options with every player. You may:
This will open a window with which to send an in game mail to this player. Reminder: Players can (if the message is insulting/crude) blacklist you so you will not be able to send them any more messages. Enough blacklists by different players, and the game administration is alerted. Crude/rude or personally threatening messages are illegal.
This option allows you to send intelligence agents into their realm to survey their stats and inventories. If you succeed you have a *chance* to discover each of their stats. The higher your covert action above theirs, the more likely you will discover their secrets but it is not guaranteed no matter how high your covert. Multiple incursions are usually necessary to get all details. With spying and sabotaging, they will not know you were there unless: you fail and you unlucky enough, that they do notice you.
This option allows you to send covert agents in to destroy enemy weaponry. If successful they will do an amount of damage equal to the difference between your, and their, covert action. They will keep destroying - weak weapons first - until either they are not powerful enough to take on the next weapon, or they feel they've destroyed enough at which point they return. All sabotage missions have casualties whether successful or not. Additionally, if an enemy has been targeted with too much covert activity, your agents will refuse to engage, and let you know about the unsuitability of such a 'busy' target. Covert actions require surprise - too much activity forces the enemy to be extra vigilant and paranoid, and prevents surprise
The attack log records all attacks made by, and on your realm. It contains several pieces of information: the amount of turns used, quantitative result of the losses/gains, number of troops losses on both sides, damage done by you, damage done to you (if the damage of the enemy is too great, you can only tell that it was a LOT since you were busy running away), and finally a link to the official battle report.
The armory is, as the name suggests, the place to buy and sell weapons of various strength and costs. The Armory is divided into two main categories: current weapon inventory and weapons purchase, along with a display of your Military Effectiveness and rank and your personnel such that you can balance weapons to units, and see the results of your changes on your military powers.
Current Weapon Inventory
The Current Weapon Inventory (top of screen) lists your current quantity of weapons you own, separated into Attack then Defense Weapons, ordered by weapon power. You can fully repair each weapon type, partially repair each weapon type (input the number of points of repair desired), or scrap or sell your weapons (again input how many to sell if desired). Prices are listed for all activities. Tip: if you want to make a large purchase, consider selling some weapons to get the currency quickly. Weapons sell at a percent of cost, but can still be a great source of funds when needed badly.
This is where you purchase your weapons. The weapons are listed in two sections (on the right column of the screen): Attack Weapons and Defense Weapons, sorted ascending by power. Weapon cost is cost to buy it, the strength is the base damage it can do (which is multiplied by the unit power who holds it), and how much damage it can take before being destroyed. A weapon at 50% strength only does 50% of the damage it would at maximum. You will find that weapons that fall into disrepair get damaged more quickly than ones near or at full repair so it is worth keeping your weapons in good shape. The weapons types and prices differ for each nation
All Military Units are sent into battle, but only those with weapons actually make a difference (the rest stand around looking stupid, likely resenting you for your poor military management) - be it defense or offensive units. They will engage the enemy, with both sides doing damage. Additionally, any weapons used (regardless of enemy size) are partially damaged from use. In an assembly line manner, all weapons of the same type are treated to be as damaged as the most damaged weapon (i.e. no matter how many weapons you have of one type, they are all viewed as equally damaged). If a weapon type is damaged enough, it is 'scrapped' since repairing it would be more costly than buying new.
This section is for all types of troop and population training, the most common being used to train the 'untrained units' you receive each turn into troops or guards. You can also 'un train' units. The only troop type not covered in training are mercenaries. Additionally, the training center has the ability to increase your daily untrained unit production, increase your realm spy level (helps spies). Below is a description (using the generic name of each unit) and training type:
Gained each turn, based on your Daily Unit Production (and commander/officer bonuses if any), they contribute a small amount of income, and can be trained into most other specialized unit types. If you leave these unites untrained they give you money each turn
These are units specialized in offensive battle. They will fight on every attack (if they have a weapon). They will also suffer casualties, so it is good to keep a steady training of these units going -at least enough to match your weapons.
These are units specialized in defensive battle. They will fight on every attack on your own realm (if they have a weapon). They will also suffer casualties, so it is good to keep a steady training of these units going -at least enough to match your defense weapons.
These are units specialized in covert actions including spying and sabotage. Their power is determined not by weapons, but by your 'spy skill' . Every covert action pits your covert agents/spies against those of the enemy. Although counter-intuitive, the more you send on any covert mission, the more your chance of success - since they will work together to create distractions, false leads, counter intelligence and overall confusion while the operation is carried out. Failure (or even success on sabotage) though, costs you a percent of those sent, so finding the perfect number to send to maximize success and minimize loss of agents is important. Your covert agents automatically defend against enemy spy and sabotage attempts.
This is the measure of how many untrained units you can generate per day/turn. Arguably THE most important stat in the game, since this will directly determine possible army sizes, income, covert, and indirectly determine weapon counts, etc - as all things require enough currency which these units generate ( your untrained units generate the currency). This production can never be taken away by enemies. The cost of the next upgrade is always a bit more expensive than the last upgrade.
All covert actions taken by you are recorded here. You can review any sabotage or recon mission via the 'sabotage' link. You can also see a quick summary of the mission on the main Intelligence Log screen. Additionally, missions into your realm are recorded - at least all sabotage and failed recon attempts on you. Successful sabotage does not record who did it to you, and successful recon does not show up at all. If you are missing weapons - check your Intelligence logs immediately, as you were likely the target of sabotage!
Additional Account Options / Misc
Change E-Mail / Password / Vacation Mode
Here you can change your email and password. Changing email automatically changes your password, and emails you the new password. Make SURE you enter your correct email, or you will not be able to get back into your account. Changing password does just that, and is recommended periodically for security reasons. Please DO NOT use the same password as other sites, forums, or chat rooms. There have been NUMEROUS examples of forums, chat rooms, proxy servers, and even other game sites, using this information to break into accounts and remove all the goods, or even delete the account. Also - if your MSN or IM is the same email as you use in game, be very careful not to give other people enough information to guess your 'secret questions/answer' as Hotmail accounts can be broken into this way.
Vacation Mode Here you can put your account in 'suspended animation' -- for a minimum of 2 days, no maximum, your account 'freezes' ... Nobody can attack you, you do not gain income or units, and nothing in your account changes.
Change Player Name (#) This allows you to change your player name. By default you have only a limited number of name changes, and when they are gone, you can no longer change your name.
Change Race (#) Like name changes, race changes are limited. Changing race is also costly - you will lose all technology upgrades, all trained units, all currency in your 'bank', all covert/anti-covert agents, and all weapons. You keep your untrained, covert levels, UP level. More detail is available when clicking this option.
This will remove your account from the game. Please use this option wisely.
You are given a unique link to use. When someone clicks this link, (and the security number displayed), you are given Untrained Units. They then also have the ability to register for the game, with you as their commander. If they register, you get even more untrained, and them as an officer. You are limited to clicks on this link per day. Also - do NOT spam this link - use it responsibly.
% Income to Officers: If you are a commander, you can give a specific percent of your turn income to your officers each turn. The amount varies, up to 30%, and is divided equally amongst your officers.
This setting also determines how much additional unit production you will get per turn - the more you give them, the more they give you. (although unlike income, it does not cost the officer to provide you additional units per turn - an example of the whole being greater than the parts).
This checkbox determines if you are willing to accept new officers. If you are happy with your current officer/commander situation, you may want to NOT accept new officers. If you are not accepting new officers, the 'make this user my commander' option on the stats page (given after clicking a user name on the ranking or attack screen), is not available.