Important
Not that important
(doesn't apply to the list of units)
Country management
Provinces
Your country is divided into provinces. All provinces produce money and manpower; provinces with a resource icon under their name also produce that resource. The provinces with an urban texture and their name highlighted on the map are cities (each playable country has 5 of them) and each city produces one of the 5 resources.
When clicking a province on PC a bar displays at the bottom with “Construction” and “Production” at the left side. On mobile, there is a circle around the selected province with a few icons, Construction and Production are there.
In Construction, you can build, upgrade and repair buildings; in Production, you can produce units. Only cities can produce units.
Economy
Growing your economy allows you to produce more units in the future. Every country starts with its core provinces which aren’t striped on the map and produce 4x more resources if owned by that country. It’s key to upgrade core provinces, therefore. To boost a resource, build and upgrade Industry/Local Industry in all your core provinces that produce that resource.
Leaving the industry at level 1 isn’t the worst idea. However, normally players will either invest in army a lot to take territory and gain resources to build industry later, or invest in industry early and limit the production of units. So, it’s not recommended to leave all the industry at lv1 for a longer time (better upgrade to lv2-3 and then invest in military, or go for the maximum level straight away).
Infrastructure does not boost resource production.
A core city with no Industry and 100% morale produces 6.000 of its resource per day. A core non-city (=rural) province with resource production only produces 1.500 of its resource per day.
Local Industry at level 3 increases the resource production by +200% and Industry lv5 by +100%. This means Industry lv5 in a 100% morale core city means an extra +6.000 resources per day;
Local Industry lv3 in a 100% morale core rural province is an extra +3.000 resources per day.
As Industry lv5 is 2x more expensive and long to build, Industry and Local Industry is about equally cost-effective. Normally, players build more Local Industry as their cities are busy with other construction. (Industry and Local Industry also boosts money at the same rate, but not manpower.)
All units in the game cost manpower. If you have a very good economic balance (produce the right units to make sure you don’t have tons of a resource and lack another) and/or boost economy the right way, you will be able to produce a lot of units, causing you to run out of manpower.
If you see your manpower is decreasing (like it goes from 20k to 15k in one day), you need to boost it. It’s important as manpower can only be bought for gold and all units need it.
Do that by building recruiting stations and upgrading them to level 3 in core provinces. Start with core cities (if they aren’t busy with other buildings) and core provinces that don’t produce a resource. The non-city provinces that don’t produce a resource produce 3x more manpower.
You gain the resources continuously in 1’s; X/day is just the rate.
The market is where all players can sell or buy resources or create their own trade offers. Most of the offers are usually made by AI players.
Morale
You can build propaganda offices in all core cities except the capital (which has +10 target morale already) to boost morale.
Occasionally build them in conquered cities if you need faster construction and production.
What propaganda offices do is increase target morale. Each province has its own target morale which depends on many influences:
How far it is from the capital, the size of your country, if you’re short of resources, bad morale neighbours, enemy neighbours or enemy armies on the territory (negative);
If there is a propaganda office (and at what level), if it’s the country’s capital, good morale neighbours (positive).
The factors have values like -5 and those are added and subtracted from 102 to make the target morale. So, if the influences are +12 for good morale neighbours, +10 for a lv1 propaganda office and -2 for Expansion (the size of your country), the target morale of the province will be 122.
Every daychange, the morale of the province rises towards its target morale by about 22% (in my tests it always is 20%-25%).
Lower morale in a province causes slower construction and production, lower resource production and if it’s under 31%, also a revolt chance.
Daychange happens in 24-hour intervals at the time the game started.
Revolts
If a province has less than 31% morale, it has a chance to revoltat daychange; the lower the morale, the higher the chance. If the owner has an army in the central point of the province, the chance of a successful revolt is decreased (and, if the army is strong enough, eliminated). If there is no army and the revolt happens it will always be successful.
A successful revolt shifts the province to another country. It may be the country it was taken from (if the province was recently conquered), or a country that has high individual popularity with the owner – so the owner’s allies usually. (High individual popularity means the owner has good relations and shares the same allies or enemies with that country, or trades with them often).
If the revolt is not successful, it may damage the army in the province centre, the buildings or morale, but won’t shift the province. If there is an army in the centre and the revolt is still successful, the army gets destroyed or shifted to the target country with the province.
Provinces you capture from other nations always have 25% morale. If a province has X% morale in your hands and gets conquered it will also be at 25% morale, but will return to a bit under X% when you recapture it. The buildings are also damaged whenever the province is captured, and the size of the conqueror’s army does not matter.
Provinces with a chance of a successful revolt flash red on the map.
A good way to get rid of revolts is attack just after daychange and take all provinces till next daychange. The opponent’s capital has to be the last province you take; if you capture a capital all your provinces receive +10% morale, so all your provinces at 25% will go to 35% and won’t have a revolt chance anymore.
As the morale of provinces rises/falls towards target morale at daychange, the provinces that didn’t revolt the first time after being captured won’t usually still be under 31% morale. However, there is a chance for 31%-35% morale provinces to lose morale at daychange, and then they can revolt again later. That can be sometimes annoying but isn’t a big issue.
Propaganda offices shouldn’t have any effect on revolts, except that if the province does not revolt first daychange it will gain more morale. However, I’ve heard propaganda offices now decrease revolt chances.
As the provinces you conquer are non-core anyway and propaganda offices cost a considerable amount of food and goods (goods are important for artillery and bombers, food sells well at the market), I only recommend building propaganda offices in the core cities and occasionally core non-city provinces with resource production (if they already have local industry lv3 and you have enough food and goods, or you lack oil and metal for industry).
Building propaganda offices in non-core territory is highly unrecommended.
This does not include building propaganda offices in captured cities to boost the morale and fasten the unit production, or building economy in lategame (sometimes it makes sense, especially as small countries in the All-in event).
Diplomacy
On PC, there is a flag at the top left and a row of 4 icons under it. The 2nd from the left in the row is Diplomacy. The list of countries is there.
For each country there is a player icon on the right. A black player icon with a green dot is an active player; active players
become inactive and get replaced by AI when they’re gone the third daychange (if the minimum activity period is 2 days as usual).
A black player icon with a red dot is an inactive player; a white icon means an AI by default or a not yet picked country.
On mobile, Diplomacy is at the lower left and a green dot on the flag means an active player, red dot an inactive player or AI by default.
Not that important
(doesn't apply to the list of units)
Country management
Provinces
Your country is divided into provinces. All provinces produce money and manpower; provinces with a resource icon under their name also produce that resource. The provinces with an urban texture and their name highlighted on the map are cities (each playable country has 5 of them) and each city produces one of the 5 resources.
When clicking a province on PC a bar displays at the bottom with “Construction” and “Production” at the left side. On mobile, there is a circle around the selected province with a few icons, Construction and Production are there.
In Construction, you can build, upgrade and repair buildings; in Production, you can produce units. Only cities can produce units.
Economy
Growing your economy allows you to produce more units in the future. Every country starts with its core provinces which aren’t striped on the map and produce 4x more resources if owned by that country. It’s key to upgrade core provinces, therefore. To boost a resource, build and upgrade Industry/Local Industry in all your core provinces that produce that resource.
Leaving the industry at level 1 isn’t the worst idea. However, normally players will either invest in army a lot to take territory and gain resources to build industry later, or invest in industry early and limit the production of units. So, it’s not recommended to leave all the industry at lv1 for a longer time (better upgrade to lv2-3 and then invest in military, or go for the maximum level straight away).
Infrastructure does not boost resource production.
A core city with no Industry and 100% morale produces 6.000 of its resource per day. A core non-city (=rural) province with resource production only produces 1.500 of its resource per day.
Local Industry at level 3 increases the resource production by +200% and Industry lv5 by +100%. This means Industry lv5 in a 100% morale core city means an extra +6.000 resources per day;
Local Industry lv3 in a 100% morale core rural province is an extra +3.000 resources per day.
As Industry lv5 is 2x more expensive and long to build, Industry and Local Industry is about equally cost-effective. Normally, players build more Local Industry as their cities are busy with other construction. (Industry and Local Industry also boosts money at the same rate, but not manpower.)
All units in the game cost manpower. If you have a very good economic balance (produce the right units to make sure you don’t have tons of a resource and lack another) and/or boost economy the right way, you will be able to produce a lot of units, causing you to run out of manpower.
If you see your manpower is decreasing (like it goes from 20k to 15k in one day), you need to boost it. It’s important as manpower can only be bought for gold and all units need it.
Do that by building recruiting stations and upgrading them to level 3 in core provinces. Start with core cities (if they aren’t busy with other buildings) and core provinces that don’t produce a resource. The non-city provinces that don’t produce a resource produce 3x more manpower.
You gain the resources continuously in 1’s; X/day is just the rate.
The market is where all players can sell or buy resources or create their own trade offers. Most of the offers are usually made by AI players.
Morale
You can build propaganda offices in all core cities except the capital (which has +10 target morale already) to boost morale.
Occasionally build them in conquered cities if you need faster construction and production.
What propaganda offices do is increase target morale. Each province has its own target morale which depends on many influences:
How far it is from the capital, the size of your country, if you’re short of resources, bad morale neighbours, enemy neighbours or enemy armies on the territory (negative);
If there is a propaganda office (and at what level), if it’s the country’s capital, good morale neighbours (positive).
The factors have values like -5 and those are added and subtracted from 102 to make the target morale. So, if the influences are +12 for good morale neighbours, +10 for a lv1 propaganda office and -2 for Expansion (the size of your country), the target morale of the province will be 122.
Every daychange, the morale of the province rises towards its target morale by about 22% (in my tests it always is 20%-25%).
Lower morale in a province causes slower construction and production, lower resource production and if it’s under 31%, also a revolt chance.
Daychange happens in 24-hour intervals at the time the game started.
Revolts
If a province has less than 31% morale, it has a chance to revoltat daychange; the lower the morale, the higher the chance. If the owner has an army in the central point of the province, the chance of a successful revolt is decreased (and, if the army is strong enough, eliminated). If there is no army and the revolt happens it will always be successful.
A successful revolt shifts the province to another country. It may be the country it was taken from (if the province was recently conquered), or a country that has high individual popularity with the owner – so the owner’s allies usually. (High individual popularity means the owner has good relations and shares the same allies or enemies with that country, or trades with them often).
If the revolt is not successful, it may damage the army in the province centre, the buildings or morale, but won’t shift the province. If there is an army in the centre and the revolt is still successful, the army gets destroyed or shifted to the target country with the province.
Provinces you capture from other nations always have 25% morale. If a province has X% morale in your hands and gets conquered it will also be at 25% morale, but will return to a bit under X% when you recapture it. The buildings are also damaged whenever the province is captured, and the size of the conqueror’s army does not matter.
Provinces with a chance of a successful revolt flash red on the map.
A good way to get rid of revolts is attack just after daychange and take all provinces till next daychange. The opponent’s capital has to be the last province you take; if you capture a capital all your provinces receive +10% morale, so all your provinces at 25% will go to 35% and won’t have a revolt chance anymore.
As the morale of provinces rises/falls towards target morale at daychange, the provinces that didn’t revolt the first time after being captured won’t usually still be under 31% morale. However, there is a chance for 31%-35% morale provinces to lose morale at daychange, and then they can revolt again later. That can be sometimes annoying but isn’t a big issue.
Propaganda offices shouldn’t have any effect on revolts, except that if the province does not revolt first daychange it will gain more morale. However, I’ve heard propaganda offices now decrease revolt chances.
As the provinces you conquer are non-core anyway and propaganda offices cost a considerable amount of food and goods (goods are important for artillery and bombers, food sells well at the market), I only recommend building propaganda offices in the core cities and occasionally core non-city provinces with resource production (if they already have local industry lv3 and you have enough food and goods, or you lack oil and metal for industry).
Building propaganda offices in non-core territory is highly unrecommended.
This does not include building propaganda offices in captured cities to boost the morale and fasten the unit production, or building economy in lategame (sometimes it makes sense, especially as small countries in the All-in event).
Diplomacy
On PC, there is a flag at the top left and a row of 4 icons under it. The 2nd from the left in the row is Diplomacy. The list of countries is there.
For each country there is a player icon on the right. A black player icon with a green dot is an active player; active players
become inactive and get replaced by AI when they’re gone the third daychange (if the minimum activity period is 2 days as usual).
A black player icon with a red dot is an inactive player; a white icon means an AI by default or a not yet picked country.
On mobile, Diplomacy is at the lower left and a green dot on the flag means an active player, red dot an inactive player or AI by default.