
WarEra is a browser-based strategy game where players represent citizens of real-world countries, work in companies, fight in battles, and participate in politics to help their country grow.
1. PLAYER STATS📊
Every player has four core resource bars, shown at the top of the screen: Health, Hunger, Energy, and Entrepreneurship.
All four regenerate 10% of their maximum every hour, meaning a full refill takes 10 hours. They are capped at their maximum and cannot exceed it.
Health determines if you can fight in battles. Each hit taken in battle costs 10 Health (minimum 1, reduced by your Armor percentage). If your Health drops below 10, you cannot participate in any battle.
Hunger determines if you can eat food. Eating costs 1 Hunger and restores Health. Bread restores 10 Health, Steak restores 20 Health, and Cooked Fish restores 30 Health. Cooked Fish gives the most Health per Hunger point spent but costs more to produce.
Energy determines if you can work as an employee at another player's company. Each work session costs 10 Energy. If your Energy is below 10, you cannot work.
Entrepreneurship determines if you can self-work at your own company. You need at least 10 Entrepreneurship to self-work.
The maximum value of all four stats scales up through their matching Skill.
2. COMBAT STATS⚔️
Combat Stats determine how well you perform in battle. They are increased through Skills and by wearing Equipment.
Attack is your base damage per hit. It is boosted by the Attack skill, a better Weapon, better Ammo (Light Ammo adds 10%, regular Ammo adds 20%, Heavy Ammo adds 40%), and the Pill consumable (adds 60% for 8 hours, then subtracts 60% for the following 15.5 hours).
Precision is the percentage of your hits that land at full damage. On a miss, only half base damage is dealt, but ammo and equipment durability are still consumed. Precision is boosted by the Precision skill and by Gloves.
Crit Chance is the percentage of hits that become critical hits, marked with an exclamation mark in the battle interface. Critical hits deal extra damage multiplied by your Crit Damage. If a hit would be both a miss and a crit, the miss takes priority. Crit Chance is boosted by the Crit Chance skill and by a better Weapon.
Crit Damage is the bonus damage applied on a critical hit, using Attack as the base. The formula is: Attack + (Crit Damage percentage x Attack). So at base 100% Crit Damage, a 10-damage hit becomes a 20-damage critical hit. Crit Damage is boosted by the Crit Damage skill and by the Helmet slot.
Armor reduces the 10 Health you lose per hit by a percentage, capped at 90% reduction (so you always lose at least 1 Health). The formula is: 10 minus (Armor percentage x 10). Armor is boosted by the Armor skill, the Chest slot, and the Pants slot.
Dodge is the percentage chance that a hit causes zero Health loss and zero equipment durability loss, shown as "Dodged" in battle. Ammo is still consumed on a dodge. Dodge is boosted by the Dodge skill and by Boots.
Loot Chance is the percentage chance per hit of receiving a Case at the end of a battle. It can exceed 100%, which gives a chance of multiple cases. Loot Chance is only boosted by the Loot Chance skill.
3. SKILLS🪄
Skills are character attributes improved by spending Skill Points. Skill Points are earned by leveling up: you start with 4 points and gain 4 more with each level. Maxing every skill in the game costs 715 skill points total. The cost to buy a skill level equals the level number itself (level 1 costs 1 point, level 5 costs 5 points, and so on).
Combat skills and the level they unlock at: Health (unlocks at level 5), Hunger (level 5), Attack (level 1), Precision (level 1), Crit Chance (level 5), Crit Damage (level 10), Armor (level 5), Dodge (level 10).
Economic skills: Energy (level 1), Companies (level 1), Entrepreneurship (level 1), Production (level 1).
Special skill: Loot Chance (level 10).
Most stats scale linearly across 10 levels. Attack goes from 100 to 300, adding 20 per level. Precision goes from 50% to 100%, adding 5% per level. Crit Chance goes from 10% to 60%. Crit Damage goes from 100% to 300%. Armor and Dodge both go from 0% to 40%. Health goes from 50 to 150 max HP. Energy goes from 30 to 130 max. Entrepreneurship goes from 30 to 80 max. Production goes from 10 to 40 PP per session.
4. EXPERIENCE, LEVELS AND MISSIONS⏱️
XP is the main progression mechanic. Gaining XP levels up your account and unlocks Skill Points.
Daily missions give you 10 missions, each worth 10 XP. Completing 7 of them lets you claim a bonus reward of 100 XP, 10 Coins, and 1 Case. If you complete all 10, you earn 200 XP total for the day. The first reroll of a mission is free; further rerolls cost 2 Coins each. Daily missions reset at 00:00 UTC.
Weekly missions give you 10 missions, each worth 30 XP. Completing 7 lets you claim 300 XP, 30 Coins, and 3 Cases. Completing all 10 earns 600 XP total for the week. The first reroll is free; further rerolls cost 2 Coins. Weekly missions reset every Monday at 00:00 UTC.
Starting missions are one-time only. There are 14 of them, each worth 50 XP. Completing 10 lets you claim 500 XP, 50 Coins, and 5 Cases. The maximum total from starting missions is 1200 XP.
Mission progress is now shown live on the relevant action buttons across the game, and XP is automatically claimed the instant a mission completes - no manual claiming needed.
XP required to level up increases gradually. Levels 2 through 4 each require 100 XP. Levels 5 through 7 require 200 XP each. Level 8 requires 300 XP, level 9 requires 400 XP, and level 10 requires 500 XP. From there, each level adds 100 more XP required (level 11 is 600, level 12 is 700, and so on) up to a cap of 2000 XP per level around level 30, then 2500 for levels 31 to 40, and 3000 for levels 41 to 50.
5. MILITARY RANK🏅
Military Rank gives a permanent damage bonus based on your total cumulative lifetime damage dealt. It increases automatically and never decreases.
Bronze ranks run from 0 to roughly 875,000 total damage, with bonuses ranging from 0% (Initiate) up to 13.75% (Petty Officer). Silver ranks run from 1 million to 86 million damage, with bonuses from 15% (Chief) to 27.5% (Marshal). Gold ranks run from 100 million to 10 billion damage, with bonuses from 28.75% (Rear Admiral) up to 37.5% (Supreme Commander), which is the highest rank in the game.
6. EQUIPMENT🛡
Every player can equip one item in each of six slots: Weapon, Helmet, Chest, Pants, Gloves, and Boots.
Each slot boosts a specific combat stat. Weapons boost Attack and Crit Chance. Helmets boost Crit Damage. Chest armor boosts Armor. Pants also boost Armor. Gloves boost Precision. Boots boost Dodge.
All non-weapon equipment shares the same six rarity tiers and the same stat ranges across every slot. The tiers from lowest to highest are: Basic (Common, gray, stat range 1 to 5), Reinforced (Uncommon, green, stat range 6 to 10), Advanced (Rare, blue, stat range 11 to 15), Elite (Epic, purple, stat range 21 to 25), Legendary (yellow, stat range 31 to 40), and Mythic (red, stat range 51 to 60).
Note that the ranges 16 to 20, 26 to 30, and 41 to 50 do not exist. These are intentional gaps in the game's design, not missing data. Each tier jumps significantly past the one below it.
Weapons are different from other equipment slots. Each rarity tier is a distinct, named weapon with its own Attack and Crit Chance range and its own short in-game description. From lowest to highest: the Knife is Common with 21 to 40 Attack and 1% to 5% Crit Chance, described in-game as "Deals damage." The Gun is Uncommon with 51 to 60 Attack and 6% to 10% Crit Chance, described as "Deals some damages." The Rifle is Rare with 71 to 90 Attack and 11% to 15% Crit Chance, described as "Deals more damages." The Sniper is Epic with 101 to 130 Attack and 16% to 20% Crit Chance, described as "Deals a lot of damages." The Tank is Legendary with 141 to 170 Attack and 26% to 35% Crit Chance, described as "Deals a fucking big lot of damages." The Fighter Jet is Mythic with 221 to 300 Attack and 41% to 50% Crit Chance, described as "OMG, so OP."
Note that Crit Chance also has intentional gaps between tiers: 21% to 25% and 36% to 40% do not exist, same design pattern as the armor/dodge stat gaps.
Ammo is not a weapon but works alongside it. Light Ammo, regular Ammo, and Heavy Ammo each boost your Attack by 10%, 20%, or 40% respectively and are consumed during battle. Ammo is incompatible with the Knife - if you equip a Knife, ammo has no effect.
Durability: every piece of equipment has a durability percentage starting at 100%. Based on community reports (not yet officially confirmed by the developers), each hit consumes 1% durability from non-weapon equipment, except dodged hits, which cost 0% durability. Weapons are the exception - they lose 1% durability even on a dodged hit. When an item reaches 0% it breaks. If auto-equip is enabled (it is on by default), the game automatically replaces it with your best available item of the same rarity or lower in that slot.
Equipment can be obtained in three ways. First, you can buy or sell it in the Equipments section of the Market. Second, you can open a Case or an Elite Case (Elite Cases have much better odds at higher rarities - see the Items section below for details). Third, you can craft it directly through the Craft Items menu using Scraps and Steel. The crafting cost scales steeply with rarity: each tier roughly triples the Scraps cost and doubles the Steel cost compared to the tier below it. You can choose a specific slot to craft, or press Craft Random if you do not mind which slot you get.
7. ITEMS AND RESOURCES🎒
Items fall into three categories: Raw Materials (produced from Production Points only), Processed Materials (produced from Production Points plus raw ingredients), and Equipment (covered in the section above).
Raw Materials:
Iron is used to produce Steel and costs 1 PP per unit.
Lead is used to produce Ammo of all tiers and costs 1 PP per unit.
Mysterious Plants are used to produce Pills and cost 1 PP per unit. They only spawn as deposits in tropical climate regions.
Fish is used to produce Cooked Fish and costs 40 PP per unit - the most PP-intensive raw material in the game. Fish deposits only spawn in cold climate regions.
Livestock is used to produce Steak and costs 20 PP per unit.
Grain is used to produce Bread and costs 1 PP per unit.
Petroleum is used to produce Oil and costs 1 PP per unit.
Limestone is used to produce Concrete and costs 1 PP per unit.
Wood is used to produce Paper and costs 1 PP per unit. Wood deposits spawn in moderate, tropical, and polar climates.
Every raw material gets a 30% production bonus when the company producing it is located in a region with a matching resource deposit.
Processed Materials:
Steel is used to upgrade companies, Military Units, and fortifications, and to craft equipment. Recipe: 10 PP and 10 Iron.
Concrete is used to create companies and Military Units. Recipe: 10 PP and 10 Limestone.
Oil is used as fuel for Military Unit HQs, Bunkers, and Military Bases. Recipe: 1 PP and 1 Petroleum.
Light Ammo boosts Attack by 10% in battle. Recipe: 1 PP and 1 Lead.
Ammo boosts Attack by 20% in battle. Recipe: 4 PP and 4 Lead.
Heavy Ammo boosts Attack by 40% in battle. Recipe: 16 PP and 16 Lead.
Bread restores 10 Health when eaten, costing 1 Hunger. Recipe: 10 PP and 10 Grain.
Steak restores 20 Health when eaten, costing 1 Hunger. Recipe: 20 PP and 1 Livestock.
Cooked Fish restores 30 Health when eaten, costing 1 Hunger. Recipe: 40 PP and 1 Fish.
Pills give a temporary combat buff. Consuming one increases your Attack by 60% for 8 hours, then reduces it by 60% for the following 15.5 hours. Pills do not consume Hunger. Recipe: 200 PP and 200 Mysterious Plants.
Paper is the political currency of the game, introduced in version 0.25.0. It pays for diplomatic agreements, laws, battle orders, and party motions. Recipe: 1 Wood produces 1 Paper.
Scraps are used to craft equipment through the Craft Items menu.
Cases:
A Case is an openable container that grants a random piece of equipment. Cases can be obtained from the Market, from a percentage chance per hit at the end of a battle (which increases with the Loot Chance skill), or from weekly ranking rewards.
When you open a Case, there is a 30% chance the item is a Weapon and a 70% chance it is one of the other equipment types. The rarity of the item is then determined separately: 62% chance for Common, 30% for Uncommon, 7.1% for Rare, 0.85% for Epic, 0.04% for Legendary, and 0.01% for Mythic.
An Elite Case uses the same 30% Weapon / 70% other split, but gives much better rarity odds: 0% Common, 50% Uncommon, 32% Rare, 15% Epic, 2.5% Legendary, and 0.5% Mythic.
8. COMPANIES🏢
Companies allow players to produce items and hire employees.
New players start with one free Grain company when they sign up. Additional companies can be purchased, with the cost increasing each time: the formula is 50 plus (50 multiplied by the number of companies you already own), paid in Concrete. So the second company costs 100 Concrete, the third costs 150, and so on.
Every company has two upgradeable components. The Automated Engine passively generates Production Points per hour with no player input, scaling from 1 PP per hour at level 1 up to 7 PP per hour at level 7. Storage determines how many PPs can be banked before production is blocked, scaling from 200 at level 1 to 1400 at level 7. Both are upgraded using Steel, with the cost roughly doubling each level.
There are two ways to generate PP. Self-work lets the company owner spend their own Entrepreneurship stat to produce PP directly, at any time. Employee work lets other players work for your company; each session costs the worker 10 Energy and produces PP based on their Production skill (base 12 PP per session). The owner automatically pays the worker a wage per session.
The wage payment flow works as follows: the wage equals the PP produced multiplied by the wage-per-PP rate set by the owner. Country income tax is then deducted and sent to the country treasury. If the worker is not a citizen of the country where the company is located, 30% of the income tax goes to the worker's citizenship country instead, and the rest goes to the country where the company operates. The worker receives what remains after taxes.
Companies receive production bonuses from two sources that stack additively: a country-wide bonus from Strategic Resources in regions the country owns, and a 30% bonus if the company is located in a region with an active matching resource deposit.
Company management: renaming a company is free and can be done at any time. Moving a company costs 5 Concrete. Downgrading or destroying a company refunds 80% of the materials that were invested in it.
Production recipes for all items: Grain takes 1 PP. Limestone takes 1 PP. Lead takes 1 PP. Petroleum takes 1 PP. Mysterious Plants take 1 PP. Iron takes 1 PP. Livestock takes 20 PP. Fish takes 40 PP. Steel takes 10 PP and 10 Iron. Concrete takes 10 PP and 10 Limestone. Oil takes 1 PP and 1 Petroleum. Bread takes 10 PP and 10 Grain. Steak takes 20 PP and 1 Livestock. Cooked Fish takes 40 PP and 1 Fish. Light Ammo takes 1 PP and 1 Lead. Ammo takes 4 PP and 4 Lead. Heavy Ammo takes 16 PP and 16 Lead. Pills take 200 PP and 200 Mysterious Plants.
9. BATTLES💥
A battle is a fight between two countries over a single region. Battles are only possible while both countries are at War, which must be declared through a law. Only one battle between the same two countries can be active at a time. Battles can be started by the President, Vice President, or Minister of Defense.
There are two types of battles. An attacking battle requires the attacker to own a region that borders the target region. If the attacker wins, they occupy the target region. If they lose, the defender keeps it. A revolt battle allows a country to fight for a core region that is currently occupied by another country. The revolting country gets a Resistance Bonus ranging from 1% to 40%, based on how full the region's resistance bar is. If the revolt succeeds, the region returns to its original owner and the resistance bar resets to 0.
Battle process: battles run over 3 rounds (best of 3 - the third round is skipped if one side wins the first two). Every player on a side contributes damage to a shared damage pool, which resets each round. Every 2 minutes, whichever side dealt more damage wins terrain. The amount of terrain gained per tick depends on the total terrain already gained that round: below 100 terrain, the winning side gains 1 terrain; at 100 to 199 terrain it gains 2; at 200 to 299 it gains 3; at 300 to 399 it gains 4; at 400 to 499 it gains 5; at 500 to 599 it gains 6. The first side to reach 300 terrain wins the round. The first side to win 2 rounds wins the battle.
Battle orders: country leadership and Military Unit leadership can issue battle orders to boost damage for a side. There are three priority levels - Low gives +5%, Medium gives +10%, and High gives +15%. Orders are now paid in Paper (not Coins), and the cost scales with the issuing country or MU's development rather than being a flat amount.
All damage bonuses that can apply in battle:
- Alliance bonus: up to +10%, scaled by the alliance's share of total world development (full bonus at 15% share or less, drops to 0% at 35% share or more).
- Sworn Enemy bonus: ramps up +1% per day to a maximum of +10%, applies on both attack and defense against your sworn enemy.
- Defensive Pact bonus: ramps up +1% per day to a maximum of +10%, only applies when defending a pact partner's territory.
- Resistance bonus: +1% to +40% for revolting attackers, based on resistance bar level.
- Core region bonus: +15% for citizens defending one of their own country's core regions.
- Military Base bonus: +5% to +25% for attackers fighting from a region with an active Military Base.
- Bunker bonus: +5% to +25% for defenders in a region with an active Bunker. Allied countries receive only half of these fortification bonuses; citizens receive the full amount.
- Battle order bonus: +5% to +15% when a country or MU has an active order on your side.
- MU HQ bonus: +5% to +20% for members of a Military Unit with an active HQ.
- Supply line penalty: -25% for defenders whose region is not connected to their capital.
10. DEVELOPMENT🛠
Development is a visible score that is shown directly on every country's and alliance's page. It scales the cost of nearly every political and diplomatic action in the game, and determines how much passive income a region generates for whoever currently controls it.
Since version 0.25.0, country and alliance development is split into three values.
Core Development is calculated from the country's population and average citizen level, then split equally across its core regions. It is stable and is not affected by conquest - it does not change if regions are lost or gained. Core Development is used for things like the unrest bar, government wages, and party motions.
Current Development is the total development of every region the country currently controls, including any conquered or occupied regions it holds.
Average Development is the midpoint of Core and Current: (Core plus Current) divided by 2. This is the value used for most Paper costs, including battle orders, alliance maintenance, diplomatic upkeep, and law enactment fees.
The formula for a country's total development is: ((Population x Average Level) / 20) x 0.95, where Population counts active citizens at level 10 or above. This total is then split evenly across the country's core regions.
Each region has its own development value. A region's resistance bar maximum equals its development multiplied by 100 (with a minimum of 100). A region's daily income goes entirely to whoever currently controls it. The old mechanic that redirected some of that income back to the region's original owner based on resistance level no longer exists as of version 0.25.1.
11. DIPLOMACY🤝
Since version 0.25.0, all diplomacy is shown on a dedicated Diplomacy grid displaying alliance status, active wars, sworn enemy, defensive pacts, and total daily Paper upkeep.
Alliances are no longer a simple agreement between two countries. They are now a real multi-country entity with their own leader, laws, development value, chat, and rankings. A country creates an alliance by passing a Create Alliance law. Other countries join through an Invite/Accept vote process. A country can only belong to one alliance at a time. When you leave an alliance, you cannot rejoin that same alliance for 14 days, and you cannot create or join any alliance for 7 days after leaving. If an alliance loses its last member it becomes permanently disbanded - it cannot be revived. The alliance battle bonus scales with the alliance's share of total world development: the full +10% bonus applies at a share of 15% or below, and drops by 0.5% for every percentage point above that, reaching 0% at a 35% share. Each member pays daily Paper maintenance based on its own Average Development plus 50% of the alliance's total Average Development.
Defensive Pacts are a mutual 2-country agreement, separate from alliances. Proposing and accepting each costs 20 Paper. A pact can be broken at any time for free. A country can hold multiple pacts at once. The bonus only applies when defending a pact partner's territory (not your own land, and not a non-pact ally). The bonus starts at +1% and increases by +1% per day, capping at +10% after 9 days. Maintenance costs the floor of (Average Development divided by 10) Paper per day per active pact, with a minimum of 1.
Sworn Enemies are a one-way declaration made through a law, costing 10 Paper. A country can only have one sworn enemy at a time; declaring a new one replaces the old. The bonus applies on both attack and defense against your sworn enemy and ramps up the same way as a defensive pact: +1% per day up to +10%. Maintenance is double a defensive pact's upkeep: 2 multiplied by the floor of (Average Development divided by 10) Paper per day, with a minimum of 2.
Foreign-citizen income tax: when you work in a country you are not a citizen of, 30% of your income tax goes to your citizenship country and the rest goes to the country where you are working. This replaced the old resistance hijack mechanic, where an occupied region's resistance bar would redirect up to 40% of company-wage income tax and development income back to the region's original owner. That mechanic no longer exists.
12. POLITICAL PARTIES AND ETHICS🗳
Political parties were introduced in version 0.23.0. Creating a party costs 150 Concrete. Every party within a country gives the whole country the bonuses of its chosen Ethics, but only while a party member is serving as President.
Each party has 3 ethic points to spend across four axes. Each axis has a basic level (costs 1 point) and a Fanatic level (costs 2 points, stronger bonus but with additional restrictions or requirements).
The Expansionism vs. Pacifism axis: Expansionist reduces region-upgrade cooldown to 4 hours (Fanatic: 2 hours, plus pacification bonuses and occupied regions benefit more from resistance). Pacifist makes core-region revolt-defense orders cost half (Fanatic: revolt-defense orders are free, revolts copy the region's bunker bonus, and the country cannot have a sworn enemy).
The Diplomacy vs. Isolationism axis: Diplomatic reduces defensive pact upkeep to 80% of normal (Fanatic: 50%, and pact-support orders cost half, but the country cannot have a sworn enemy). Isolationist makes the sworn enemy bonus ramp at +2% per day instead of +1% (Fanatic: starts at +5% and ramps +5%/day, anti-enemy orders cost half, but the country cannot have alliances and all treaty upkeep costs 1.5x).
The Imperialism vs. Republicanism axis: Imperialist gives +10% tax income (Fanatic: +30% tax income, no ministers, laws cost double, and region-upgrade maintenance costs 1.5x). Republican gives +50% development income (Fanatic: +150% development income, but development only counts from core regions, with a minimum of 10 congress seats required and citizenship auto-accepted).
The Industrialism vs. Agrarianism axis (unchanged from the original system): Industrialist gives +10% bonus to manufactured-goods specialization, including Steel, Concrete, and Paper (Fanatic: +30%, but resource deposits cannot spawn). Agrarian gives +10% bonus to food and buff resource deposits - Grain, Livestock, Fish, and Mysterious Plants (Fanatic: +30%, but only food and buff deposits, and specialization bonuses do not apply).
In version 0.25.0, a new fifth option was added called Unethical. It uses all 3 ethic points and cannot be combined with any axis. It doubles the damage bonus of national battle orders but also doubles their Paper cost. The country cannot hold any treaty at all - no alliances, no sworn enemies, and no defensive pacts. If the country's capital is occupied, the order bonus drops back to normal and a full-resistance revolt is automatically started on the capital.
Switching to a restrictive ethic automatically breaks any incompatible treaties. Switching to Unethical immediately breaks all treaties. Switching to Fanatic Pacifist drops the sworn enemy. Changing a party's ethics has a 2-week cooldown.
Parties hold their own internal elections. Council elections happen on the 14th of each month. Leader elections happen on the 21st of each month. Primary elections (for presidential candidates) are triggered manually. The party leader can also nominate a treasurer. A party has no permanent owner - if you lose the leadership through an election, you lose control of the party.
13. MILITARY UNITS🪖
Military Units (MUs) allow players to boost their damage and Health recovery as a group.
Creating an MU costs 300 Concrete. Any player can own up to 3 MUs, but can only be an active member of 1 at a time.
The Help System lets any member request help once every 12 hours. Up to 5 other members can each respond, restoring 2 Health to the requester (10 Health total). There is no cost to request or give help.
MU battle orders work similarly to country orders. The owner and commanders can create orders for any side of any battle. The cost scales with the number of MU members rather than development.
MUs can be upgraded in two ways. The Headquarters (HQ) gives all members a damage bonus while active (+5% at level 1, +10% at level 2, +15% at level 3, +20% at level 4). Activating the HQ takes 3 to 4 hours and it consumes Oil per hour while running (1 Oil/hour at level 1, 2 at level 2, 5 at level 3, 10 at level 4). Dormitories increase the maximum number of members the MU can hold (5 members at level 1, increasing up to 25 at level 5).
14. LAWS AND GOVERNMENT🏛
A country's President and all Congress members can propose and vote on laws. Once proposed, a law is open for 24 hours. A majority vote passes it; a tie results in the law being denied.
Government roles: the President is elected. The Vice President, Minister of Defense, Minister of Economy, and Minister of Foreign Affairs are all appointed by the President. Congress members are elected. If a country has no active government, any player can self-declare as President, but abusing this mechanic intentionally is a bannable offense. Players in a government position must resign before switching citizenship.
The law types currently in the game:
- Declare War: starts a war with another country. The attacking country gets attack priority for the first 24 hours.
- Propose Peace: requests to end a war. If the target country also passes an Accept Peace law, the war ends.
- Define a Sworn Enemy: sets a sworn enemy, now costs Paper on a development-scaled formula instead of a flat Coin amount.
- Remove Enemy: removes your sworn enemy status. One-sided, no cost.
- Propose Defensive Pact and Accept Defensive Pact: establishes a defensive pact with another country, each paying 20 Paper.
- Break Defensive Pact: ends a defensive pact immediately, free.
- Create Alliance: creates a new multi-country alliance entity.
- Leave Alliance, Kick Country (alliance law), Invite Country (alliance law), and other alliance management laws.
- Start Presidential Election: triggers an early presidential election (24 hours candidacy plus 24 hours voting). Costs Paper.
- Start Congress Election: triggers an early congress election. Costs Paper.
- Impeach President: removes the current president immediately.
- Impeach Congress Member: removes a congress member. Requires that their last login was over 4 days ago.
- Propose to Buy Region: proposes a region purchase from another country. Both countries need at least 5 eligible active law voters. The buying country now pays an additional paper transfer tax on top of the region price.
- Liberate a Region: returns an occupied region to its original owner. Free.
- Set Welcome Article: sets a published Article as the welcome message shown to new citizens.
- Change Tax: adjusts income tax (percentage of employee wages sent to the country treasury) and market tax (percentage added to equipment sale prices, sent to the country).
- Transfer Money: sends Coins to another country. One-sided. Requires the target country to have 5 active eligible voters. Now carries a paper transfer tax on top of the sent amount (50% extra for alliance members, 100% extra for everyone else; the recipient still gets the full amount).
Law enactment fees are now paid in Paper and scale with the country's Average Development: the formula is the maximum of the base cost or the base cost multiplied by Average Development divided by 10. So larger countries pay proportionally more than smaller ones.
OPEN QUESTIONS
The following details are not yet fully confirmed and should not be treated as fact until verified:
- Equipment durability loss rate (1% per hit) is based on community reports, not official developer confirmation.
- Whether higher equipment rarity changes the durability decay rate, or whether it is the same 1% per hit for all tiers.
- The exact icon and resource names used for crafting costs at tiers below Mythic.
- Whether Specialization or Strategic Resources affect a region's development value directly, or only its separate production bonus.
Personal Note📝:
we have all this info scattered everywhere and I want it to be easily looked up. So everyone pls make this into one of the top guides in this game. Hopefully very soon ill start improving the wiki. Tbh I dont really know why I made this and yes I used ai cuz I have a life and im a terrible writer. Kinda wish you can put colorful text. Also if you spot a mistake pls tell me I dont want false info to spread. also thank you for your time and for reading. Pls share and pin this article🙏 f*** i just realized we can put emojis