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 beach provinces ONLY):
Bonuses can be gained in this order: top to bottom
Command of the Sea (+2 BP) - you have +20 more ships than your enemy and have a better navy rating by 2 ratings
Better Armor (+1 BP) - you have a better armor rating by 2 ratings
Better Guns (+1 BP) - you have a better gun rating by 2 ratings
Trained Troops (+2 BP) - 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 provinces ONLY):
Bonuses can be gained in this order: top to bottom
Air Superiority (+2 BP) - you have +50 more planes than your enemy and have a better air force by 2 ratings
Better Armor (+1 BP) - you have a better armor rating by 2 ratings
Better Guns (+1 BP) - you have a better gun rating by 2 ratings
Trained Troops (+2 BP) - 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
Here is the formula (universal to all units) to recruit units: BP bonus + 1
The outcome is the number of days it takes to recruit a unit (ie, a heavy tank unit would take 4 days to recruit)
You can start with 3 units if you are a small country (judged by an admin)
You can start with 4 units if you are somewhat small (judged by an admin)
You can start with 5 units if you are a medium (average) sized country (like Babshrek)
You can start with 6 units if you are a larger country (like the Niatnoum Republic)
You can start with 7 units if you are a chugag-sized country (like the Shadow Union)
Recruiting Units (Attackers Only)
You can send up to 5 units if you are small-ok sized
You can send up to 7 units if you are bigger than that
If you are navally invading a country, it takes the normal formula to recruit a unit + the time it takes to arrive there (3 or 5 extra days 🥀)
If you are ground invading a country, use the normal formula
Types of Units (UN) (Unfinished)
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)
Result of Unsupplied Units
No food: unit dies after 2 days of no food, -2 BP if being attacked
No fuel: unit can’t move elsewhere, -1 BP if being attacked
No Money: Unit dies after 10 days, -2 BP if a unit is in a province and is fighting with another province
No Ammunition (add-on): unit can’t attack and faces -4 BPif being attacked
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 roll a 1d10
Both sides add BP bonuses (if possible)
Whoever has a higher number wins the battle
Winning and Losing
Win by 1-2 points: enemy retreats, no penalties suffered by the enemy
Win by 3-4 points: enemy retreats, enemy loses 1 ECO
Win by 5-6 points: unit is killed, enemy loses 3 ECO
Win by 7-8 points: unit is killed, enemy loses 4 ECO
9 and up: unit is killed, enemy loses 5 ECO, enemy also loses any other unit that was kicked from the tile
The opposite applies to losing
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 days
Most tiles have been captured (65-75%?)
The enemy has lost at least 1 unit
War Exhaustion
If a war drags on for more than 17 real days, both sides pay 1 ECO 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 (add-on?)
If you have a 5 or higher in all soldier columns (armor, guns, training, and experience), add +2 BP to all infantry fighting rolls
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.