Declaring War
Tell a moderator or administrator
Say what you are doing in the war (puppeting the nation, giving the Radion treatment, or stealing military bases, etc)
War can’t be declared if you have a low stability (lower than 45%)
Invasion (By Sea/Air)
You can ask to plan an invasion before declaring, but it will still take time
Use the stats sheet to see if there is actually any ability for said country to invade (also, the admin or moderator will be able to give an assumption based on the statistics)
Normal invasion time: 3 real days (to get the troops there)
Invasion time if you are far away (judged by an admin): 5 real days (to get troops there)
Possible combat bonuses, you can have up to 3 (for coastline ONLY):
Bonuses can be gained in this order: top to bottom
Command of the Sea (+10% MS) - you have +30 more ships than your enemy and have a better navy rating by 2 ratings
Better Armor (+5% MS) - you have a better armor rating by 2 ratings
Better Guns (+5% MS) - you have a better gun rating by 2 ratings
Trained Troops (+5% MS) - you have a better experience rating by 2 ratings
Invasion (By Land)
You (or an allied country bordering both you and that country) have to border the country you are invading (unless you’ve already invaded by sea or air and have arrived in the territories)
Possible combat bonuses, you can have up to 3 (for border areas ONLY):
Bonuses can be gained in this order: top to bottom
Air Superiority (+15% MS) - you have +50 more planes than your enemy and have a better air force by 2 ratings
Better Armor (+10% MS) - you have a better armor rating by 2 ratings
Better Guns (+5% MS) - you have a better gun rating by 2 ratings
Trained Troops (+5% MS) - you have a better experience rating by 2 ratings
Recruiting Units (Defenders Only)
You won’t start with your whole army in the land that you want to invade, because some will be in military bases or in puppet states
Your amount of troops that you have at the start of a war is your military readiness % - 30%
Recruiting Units (Attackers Only)
You can send up to 2 million units if you are small-to-ok sized
You can send up to 3 million units if you are bigger than that
If you are navally invading a country, to get reinforcements you have to mobilize using the naval formula
If you are ground invading a country, use the normal formula
Formula
The normal formula is 100,000 every 3 real days
I. The naval formula is 100,000 every 3 real days + 3-5 days depending on how far away you are from the country you are invading
Types of Units (UN) (Unfinished) DEPRECATED
Every day is a day in real life
Form combat groups (Armies)
ECO is consumed by all units (unless a special cost is mentioned in the description of the unit). This is calculated every 10 days using this formula: # of Units a player has / 2 rounded to the nearest whole number
Do not count units with special ECO costs
Infantry - can move 2 sectors a day, no bonuses, -1 ECO when killed, consumes 1 FD every 5 days
Tanks (Normal) - can move 3 sectors a day, +1 BP, -2 ECO when killed, consumes 1 F every 3 days, consumes 2 ECO every 10 days
Mechanized Infantry - can move 4 sectors a day, +1 BP, -1 ECO when killed, consumes 1 F AND 1 FD every 3 days
Shock Troops - can move 2 sectors a day, +2 BP, -3 ECO when killed, consumes 1 FD every 3 days, consumes 1 AMMO per attacking order (add-on)
Paratroopers - can move 3 sectors a day, +2 BP, -2 ECO when killed, consumes 1 F every 3 days, consumes 2 AMMO per attacking order (add-on)
Heavy Tanks - can move 1 sector a day, +3 BP, -3 ECO when killed, consumes 2 F every 3 days, consumes 1 AMMO per attacking order (add-on)
Actual Combat
Combat is based on a map of regions/provinces
Everybody knows where troops are to avoid confusion and arguments over where they are
Only one unit can fight another in one province, but units can be in the same province as each other (but get moved to another province if that province is being attacked)
Actual Battles
Both sides use a percentage gambling thing, idk the name 🥀, (gamble a percentage of blank) with the exception of battles that are during naval invasions (this is only during special situations)
Both sides add MS bonuses (if possible)
Anywhere from 2-20+ battles are fought for the land in the country the attacker is invading
All battles in the defending country must be won; there can be more than one battle (ie. the 1st, 2nd, & 3rd Battle of Souzagrad)
The number of battles fought in the defending country depends on the land of the country & the army size of the attacker(s)
Ending Wars
To end a war, all three of the following must have been accomplished by the attacker:
Capital must be captured for at least 3 real days
Most tiles have been captured (85-95%?)
The enemy has lost most territory (85-95%?)
War Exhaustion
If a war drags on for more than 17 real days, both sides pay 100,000 Squigglebacks every day
If a war drags on for more than 23 real days, both sides lose 1 S every day
If a war drags on for more than 28 days, both sides lose 3 S once
Once a war ends, the stability of both countries increases by 2 S if war exhaustion was suffered; more stability can be gained through political acts (write them in the news on Huggiepedia!)
IMPORTANT NOTE: If your stability drops below 45%, you have to retreat out of the enemy country (if the stability is below 45% when attempting to start a war, the war declaration and/or act of war is declared null)
Stats
If you have a 5 or higher in all soldier columns (armor, guns, training, and experience), add +5% MS to all infantry fighting rolls in all areas EXCLUDING during the invasion of the border/coastline area
Patch 1.1.1
Owning a militarily controlled territory (foreign) for more than 10 real-time days will result in a 0.5 decrease in stability every day, unless control is lifted. If oppression is applied to the occupied territory, which will result in a 0.2 decrease in stability every day, press freedom will decrease. This rule does NOT apply to voluntarily joined colonies and puppet states to the mother country, AND it also does not apply to autonomous regions (ie, Plainsboro) or states/provinces/regions of the mother country. If a mother country wants to make their occupied territory a part of themselves (ie, becoming a region, state, province, autonomous region), the chairman must roll the 1d10 dice, and if it is 1-5, it is a no, and if it is 6-10, it is a yes, and it must be approved by the game admins in a vote (prior history of the colony's treatment must be accounted!) This patch is to make sure countries do not abuse their colonies and territories.