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| Military model
There are several types of military units in Global Wars:
Ground forces Air forces Rocket forces
Ground forces are made up of infantry, tanks, artillery and AA.
Air forces are made up of airplanes and helicopters, but helicopters can participate in ground operations only.
Units fighting efficiency is determined by the following stats: Attack – stands for firepower and accuracy Hitpoints – the damage a unit can take before being destroyed Range – the distance a unit starts firing from Speed – determines the traveling and battle speed of units. When traveling any army moves with the speed of its slowest unit, while in battle all units approach the enemy with their best speed.
Army unit types::
+ Ground forces
Infantry – Light infantry, Mobile infantry and Modern mechanized infantry.
- Good in defending with their ability to dig in, well protected against air raids. - First infantry class is very slow, second and third classes are much faster thanks to the vehicles they use. - All infantry classes are vulnerable against all types of ground vehicles especially against artillery. Tanks – Light tanks, Heavy tanks and Modern heavy tanks. - Tanks are the backbone of the attacking ground forces. - Their speed and range are very good and can easily overrun fortified positions such as bunkers. - When they are involved in urban warfare their strength decreases, while the infantry strength increases. - Totally vulnerable against helicopters and ground attack aircraft. - Not very suitable for defending, because they cannot dig in. Artillery – Field artillery, Heavy artillery and Rocket artillery. - Vital for both defensive and offensive operations. - Its long range allows it to fire early in the battle and it is irreplaceable for attacking fortified positions and advancing armored units and infantry. - However, if the enemy gets too close, the artillery becomes useless. Anti Aircraft - Low Level AA Defense System, Missile AA Defense System and SAM firing complexes. - The cheapest protection against air strikes. - The SAM can attack stealth aircraft. - Totally useless against other ground forces and rockets.
+ Air forces
Ground attack aircraft – Propelled, Jet and Stealth. - They fight with huge bonus against AA, bunkers and armor groups. - Relatively well protected from fighters. Fighters – Propelled, Jet and Stealth. - The best choice for defending the sky. - They cover the whole territory of the state and suffer no casualties during enemy ground attack. - Extremely effective against bombers and helicopters, good against ground attack aircraft. - Vulnerable to other fighters and AA. Bombers – Propelled, Jet and Stealth - Bombers are the backbone of attacking air forces. - Very efficient at destroying enemy infrastructure, grouped enemy forces and bunkers. - Vulnerable to AA and fighters. Rockets - There are 3 types of strategic missiles: Cruise missile, IRBM and ICBM. - The one and only option when it comes to dealing maximum amount of damage in the shortest possible time. They can’t be intercepted and depend on target distance only. - Their only drawback is their incredibly high price to research and build. - The usage of nuclear weapons brings serious political and diplomatic consequences – the aggressor state can’t use the Global market for 1 week and can be attacked with nuclear weapons by all other states without any penalties for them for 1 week.
Forming military units into divisions
Modern armies are built up of battle groups called divisions.
- To form a division a player will have to provide the necessary population and equipment. - All machines manufactured are kept in the factory until they are needed. - They can’t be seen from enemy spies, but 20% of these machines are destroyed if a successful enemy attack occurs.
During a battle some of the units are killed but the division keeps its battle formation. - Divisions, which have lost some of their troops and equipment, can be retrained to their full size. - If a division is completely destroyed during battle (all of its machines are destroyed), no retraining and recovery is possible – the division disappears completely. - After each battle the winner recovers 30% of its lost units, while the loser recovers 15%, the only exception is when the division is completely destroyed.
Role of the territory
Because the battle occurs in the whole territory of a state rather than on a single spot, all strengths and weaknesses of the territory are taken into account.
Fig 1
- border (each border has 2 Battle zones)
- Battle zone
- reserves
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- Only the outer borders are taken into account when calculating the number of Battle zones in a frontline.
- - The more outer borders, the longer the frontline is. (more Battle zones, more divisions necessary to defend them)
- Divisions that there is no place for on the frontline (Battle zones), wait in reserve to replace any destroyed divisions.
In this case, the front line has 8 Battle zones: 
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For easier viewing we look at the frontline as a straight line.
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maximum width of the frontline |
Fig 2
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If a defender has covered with divisions 6 Battle zones, but the attacker has covered 8, two of the defender's Battle zones will have to fight against 4 attackers instead of 2, which will put them at a great disadvantage.
- Each Battle zone has certain number of Firing positions, on which different type of divisions can be deployed.
- The Firing positions are:
- Tank or infantry divisions, you can never have both in a single Battle zone
- Helicopter squadron
- Static defense (Bunkers and/or Mine field)
- AA division (First generation AA only)
- Field artillery
- Heavy artillery
- Rocket artillery
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Firing positions |
There are total 7 Firing positions in a Battle zone and each Firing position can be occupied only by the type of division it is for. |
Frontline, Borders and Territory
Every state in the Global Wars is made up of certain number of territories. - Each territory is represented by a square – it has 4 borders which can be attacked. - When there are more than 1 territory only the outer borders are counted (2 territories have 6 outer borders because 1 of their borders is internal – a border to another colonized territory). - Outer borders determine the length of the battlefield – the more outer borders a state has, the more divisions will be able to attack it at once and the more divisions are necessary to cover the frontline (Fig. 1). - Every border is divided into 2 Battle zones in which a certain amount of divisions can be deployed (Fig. 2). - If one of the sides lacks divisions to cover all the zones, its divisions will have to fight against 2 or more enemy battle zones( Fig. 2) which will put them in unfavorable position.
Fig 3
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Defender |
This figure shows one battle zone. The defender (in blue) can hold only one ground-based (Infantry or Tank) division, plus Bunkers, plus Helicopters on first front line. All artillery stays on second front line. |
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Defender's Mine field |
Defender's Mine Field is the first obstacle that he attacker will come upon. |
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Attacker |
Attacker (in red) moves towards the defenders line. Only one ground-based (Infantry or Tank) division plus Helicopters approaches from the first front line. Artillery moves until it reaches it's fire range. |
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Fig 4
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* 9 territories with 24 battle zones |
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* 9 territories with 40 battle zones |
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The length of the front line depends of count of outer borders. |
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battle zone |
Role of the territory in land battles
Ground forces are battling on the border frontline.
- Their battle zone is the circumference of the territory, not its surface. - The efficiency of the air force and the AA on the other hand is determined by the surface they need to cover. - Surface is an absolute number which is always the same – all territories are equally sized. - Circumference can differ depending on how territories have been colonized – if 9 territories are colonized in the shape of a 3x3 square the total circumference of the state will be 12 (4x3 outer borders), if the same 9 territories are colonized in a straight line the circumference of the state will be 20 (9x2 + 2 outer borders)(Fig. 4). - The most efficient way to defend is to concentrate the territories – maximum territory at the price of minimum borders to defend. - Each infantry or tank division can effectively cover 1 Battle zone. - In order to defend yourself efficiently you need enough divisions to cover all the Battle zones.
Ground battle mechanics
- Each Battle zone has 7 firing positions (Fig. 2) which can be used by certain types of units only. - The order is as follows: 1. Infantry and tank divisions, bunkers and helicopter divisions are in first line. There is place for only 1 tank/infantry division(never both of them in the same time), 1 bunkers(for the defender only) and 1 helicopter division (helicopters fly above the battlefield and can engage the enemy on the same level as ground forces). 2. The second line is for field artillery and AA (only Low altitude AA Defense System can take part during the land battle). 3. Third line is for Heavy artillery 4. Fourth line is for Rocket artillery.
Once the battle starts the attacker’s divisions start moving towards the defender’s divisions. Their goal is to reach a distance where they can fire at 100% at the enemy (Fig. 3).
- The speed they move at depends on their stats, the faster they can get closer to the enemy, the less casualties they will suffer in the process. - The moment they reach 100% distance they stop and fire from it till they run out of ammo or get killed. - All units, except the artillery, fire at the first enemy line only. - The artillery fires at the same power at all enemy firing positions. - All units fight till they are destroyed or run out of ammo, at which point they retreat from the battlefield. - The defender can choose the divisions to remain on the battlefield after they run out of ammo; they will not be able to shoot at the enemy but will hold the position. - Once they are in range, artillery and helicopters always fire at 100% while the other units start firing at 10% and gain power as they move forward until they reach 100%. (with the exception of Field artillery, which fires as Light tanks do)
The Air Combat
Basically the Air Combat can be broken down into few rules – how much damage can be inflicted upon the enemy infrastructure, civil population and units, as well as how to defend effectively from them. You have 4 kinds of units which you can use to attack from air: - Ground attack Aircraft - Bombers - Fighters. - Missiles (they are sent always alone and always in offensive) How do the aircraft work?
+ Ground Attack Aircraft
- - They hit the enemy ground units and bunkers.
- - For 100% damage, the density of the enemy units need to be 900 per 1 territory.
- - When they hit, the system calculates the strength of their attack and then a division is chosen which to be hit.
- - Each squadron hits 1 enemy division.
- - Vulnerable to defending fighters.
+ AA Systems and Fighters
- - Low Level AA System targets the enemy helicopters and first generation Strikers and Fighters
- - Rocket AA System can hit both low flying and jet propulsion bombers, strikers and fighters
- - SAM Complexes are the only systems that engage the stealth generation aircraft. They also make all previous generation aircraft pretty easy targets.
- - The firepower of the AA Systems depends on their density.
- - If a player has 4 AA systems on each territory, he defends his skies effectively.
- - Defending fighters fire always with 100% of their attack.
+ Bombers
- - Can be sent to attack infrastructure, civil population and enemy units
- - In order the civil population to be killed, its density needs to be above 2000 per 1 land.
- - The Bombers’ firepower has to be enough to kill 10% of the population, otherwise the mission will not begin.
- - The maximum amount of killed civilians can not exceed 20%.
- - A successfully bombed player is protected from such attack for the next 168 hours.
- - Bomb shelters decrease Bomber’s efficiency by 1,1 per level.
- - Bombers inflict optimal damage upon the infrastructure.
- - If they are sent to attack ground units, their attack is divided between 10 enemy divisions.
- The damage they cause to the ground armies is 4 times bigger than the Strikers;
- - Extremely vulnerable to enemy fighters
- - When home, they stay on the ground and can be attacked by invading Strikers, Bombers and Missiles.
How do the Missile Strikes work?
You have 2 options for missile strikes in GW – Cruise Missile and Ballistic Missile.
+ Cruise Missile Strike
- - Cruise missiles are used for attacking single enemy divisions of choice.
- - Each Cruise missile targets 1 enemy division, which you can choose to strike upon the missile’s arrival at destination.
+ Ballistic Missile Strike
- - IRBM and ICBM hit infrastructure, civil population and units, inflicting the same damage to all of them.
- - This damage is calculated by dividing their firepower to the amount of territories the targeted player possesses.
What happens after the battle
There are two types of land Attacks: Attack and Attack and Raze – The regular Attack destroys the defender’s army and takes away as much as possible from the resources found. - The Attack and Raze, not only takes the resources of the defender, but also attempts to destroy the defender’s infrastructure. - The infrastructure carries its hitpoints from battle to battle and if it is not repaired it will be with fewer points for the next battle. - Once the infrastructure is destroyed, the player will have to repair it in order to construct new buildings and technologies. Everything else continues to work as before. ATTENTION: If the infrastructure of a Resource base is destroyed, the Resource base seizes to exist and needs to be constructed again!
How are resources taken after battle
To take resources from a defending player, you have to first defeat his army and then you have to have Transports in order to load the resources. - The transports load equal percentage from all discovered resources - Only land armies can take resources away. - Air armies can only destroy units and infrastructure, but cannot take resources.
Role of the territory in air battles
Air units ignore borders and frontlines; the whole surface of the state is their Battle zone.
- Anti-Aircraft efficiency depends on its concentration. - Fighter airplanes always defend 100% of the territory, because their range is enough to reach any point in the state (the AA is static and able to guard a single point only). - Fighters are very expensive but are a more efficient option than AA when it comes to defending a large state territory.
Same rules apply to attacking airplanes. - A single airplane can kill even 5 tanks on a single mission as long as it can find them. - The higher the land units’ concentration is, the more efficient airplanes are.
Attacks upon the civilian population
1. Each civilian has 1 Hit point Example: If your population is 256’000 people, they have 256’000 hit points.
2. A state with population density less than 2’000 people/land can't be killed. You can increase this limit by building Bomb Shelters. Example: If your country has 4000 land, with 2000 density, that means 8’000’000 people are already safe. (2’000 * 4’000 = 8’000’000)
3. Each level of Bomb Shelter gives you extra 150 people/land that are absolutely safe from air or missile attack. Example: If you have Bomb Shelter [3] and your Country has 4000 land, with 2000 density, that means 9’800’000 are already safe. (2’450 * 4’000 = 9’800’000)
4. The Firepower of the incoming air or nuclear missile attack depends on your current population density and your safe population density. Example: If you have Bomb Shelter [3] you have 2’450 people per land that are absolutely safe. A) If your total population is 12’000’000 and your Country is 4’000 land big, then your population density is 3’000 people/land. You have 3’000 – 2’450 = 550 people/land that are unsafe and can be killed. Attack will be at 100% of its firepower for every 1’000 people/land that are unsafe. In this case that means the attack will hit with 55% of its fire power. B) If your total population is 15’200’000 and your Country is 4’000 land big, then your population density is 3’800 people/land. You have 3’800 – 2’450 = 1350 people/land that are unsafe and can be killed. Attack will be at 100% of its firepower for every 1’000 people/land that are unsafe. In this case that means the attack will hit with 135% of its firepower.
We recommend you to build more Bomb Shelters as soon as possible in order to guarantee your population’s safety.
Battle experience of the units
Units accumulate battle experience in regard to the damage they have inflicted during the battle. Тhe more expensive the price of the unit that increases its battle experience level is, the slower the battle experience accumulates. The maximum level of battle experience that a unit can reach is 10 - after level 10 the unit does not receive experience. When engaging land units, air units should not receive battle experience - bombers do not receive battle experience at all. Bunkers and Mine fields do not accumulate battle experience When a division is retrained and new units are added to the veterans, the division’s experience is equally distributed, thus by introducing new units the overall experience of a division is decreased. (so if a division has 50% of its original strength and has gathered 6 experience, when retrained will have experience 3) It will be wise to try to keep divisions alive so they can retain their battle experience from battle to battle, rather than throw them into suicide missions. Each level of experience gives 10% increase in firepower and hitpoint strength. To gain 1 level of experience a division needs to kill army equal to 50% of its own cost. (so a light infantry division that cost 10 000 ore will need to kill army that cost 5000 ore in order gain 1 level)
Rules of Engagement
There are rules of engagement that are to protect players with very different stages of development to fight each other.
- The new player protection is until a player reaches 250 points. Players with less than 250 points cannot attack nor be attacked. - When players cross 250 points they can engage in combat under the following rules:
1. Players that are 2 times stronger or weaker are considered fair fights. 2. After that for each 0.1 difference the attacker loses 2% of his army attack.
Or as described in the following table:
x3 – 20%
x4 – 40%
x5 – 60%
x6 – 80%
x7 – 100%
The hitpoints of the army remain the same, so if you attack a player that is 7 times weaker or stronger than you, your army will have 0 attack and will not be able to inflict any damage on the defender, while the defender will be causing damage to yours.
Reputation System
Reputation is a measurement of a player's overall behavior. There are several rules you need to know:
1. Each player starts with 0 points Reputation. 2. Each players receives 20 points reputation every 168 hours, in which he has no committed crimes, punishable by Reputation loss. 3. If an action which brings to Reputation loss is committed, the 168 timer resets and another "clean" 168 have to pass. 4. Each players receives +2% population efficiency for each +100 Reputation gained. 5. Reputation is lost when: - Nuclear attack - 100 points (per attack, no matter how many missiles are sent) - Bombardment upon the civilian population - 20 points - Attacking neutral player, who is more than 0 net worth points - 10 points (abandoned nations attacks are not punished) - No reputation is lost when attacking a player who has used nuclear weapons in the last 168 hours - During Alliance wars nuclear weapons usage is punished by 50 points Reputation loss. No other actions during war are punished. 6. Consequences for having negative Reputation: - Each player receives -2% population efficiency penalty for each -100 Reputation. from -1 to -99 - additional 10% market commission from -100 to -199 - additional 20% market commission from -200 to -299 - access to market is denied from -300 to -399 - transport of resources is denied from -400 up - the player cannot participate in Alliance. If he is in an Alliance, he is automatically expelled from it.
Espionage
Information is power. Tactical advantage. It enables the player to take the necessary measures, knowing what the enemy is up to. Well developed Intelligence helps each statesman to be informed up to date about his adversaries, especially when he wants to start military campaigns against them. No army, no matter how strong it is, cannot win a battle or a war, if it does not know what does it face.
Technologies that influence the Espionage mechanics: Espionage and Counter-Espionage
- With equal levels of Espionage and Counter-Espionage and equal amount of attacking and defending spies, the attacker has 90% chance to successfully infiltrate the enemy. - The more spies are sent in a bulk, the greater their chance not to be caught is. - With equal levels of Espionage and Counter-Espionage spy sends back a report every time you want him to, containing the available resources and level of infrastructure. - With 1 level difference the report will contain the above, as well as any deployed armies and defensive facilities (mine fields and bunkers). If the spy is caught he will remain anonymous.
Capitulation
A player can capitulate from other players, when he sees no other choice to defend himself. There are some rules though:
- Capitulation lasts 168 hours. - During the capitulation both sides cannot attack each other. - If an attack is ordered from the player you have just capitulated from, the attack will hit you and then the capitulation becomes in power. - You cannot capitulate from a player that has never attacked you before. - You cannot attack a player before 48 hours have passed since your capitulation from him has ended. - Only one free capitulation is allowed at the same time. - The second capitulation costs 10 diamonds.
Hostility and Neutrality
There are two relations between players in GW - Hostility and Neutrality. Only attacking hostile players is not punishable with -5 Reputation.
How to make a player hostile? 1. Locate the player on the map. 2. Click on his state and choose "Make Hostile" from the drop-down menu. 3. An 8 hours countdown timer appears in your Personal Statistics. After it stops, the hostility becomes active. 4. When you are hostile to a player, he is hostile to you too. 5. You have 168 hours to attack him, without being taken Reputation points. 6. After 168 hours pass, the player's status changes to neutral again. 7. If you wish to abort hostility, before 168 hours have passed, you can send the player a neutrality proposal.
If you attack a player without declaring him hostile beforehand, he becomes hostile automatically after you attack him and the reputation timer will not be restarted after the next attack. If the attacked player is in an alliance, all the members will become hostile to the aggressor.
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