Military Units and Battles
It
takes one turn to build one military unit. You cannot use them on the same turn
you purchase them. New military will always appear in the zone with your
capital city. Each unit also costs 25% of the original price per turn. All
military movement takes place between turns.
For
democracies and constitutional monarchies, the draft determines how many
military units can be recruited.
Troops
can be upgraded to a +10% combat bonus with certain structures to become
“veterans” (War College, Naval Academy, Air Force Academy). Combat strength can
be increased with the National Command Center (+20% combat bonus for land, sea
and air units).
Land Units: The only unit that can
take and hold territory. Can be transported by some air and sea units.
Air Units: Planes.
Sea Units: Ships and submarines
WMDs: Nukes.
Defense systems: Protection from
other military units.
.
To
control a zone it must be a) a land zone b) occupied by at least one of your
military units and c) devoid of enemy units. Captured zones give you their
resource production and control over any cities in that zone, as well as Big
Projects.
Outcome
of battles is decided with a 10-sided die. Defending ground forces will receive
a 10% combat bonus vs. attacking ground
forces who suffer a 10% combat penalty. If the battle takes place on difficult
terrain, the respective combat bonus and penalty are doubled. The
morale-boosting campaign results in a +10% combat strength to land, sea and air
units for the remainder of the simulation.
City
walls halve incoming damage, while high fortresses third it. Mines can be
placed in the water to protect from naval invasions by minelayers, and the
invader can undo this with minesweepers.
Non-aggression
pacts allow your units to share the same territory as another country’s units.
WMDs
are bad for everyone. Don’t build them.
The
Chief Decision-Maker can close terrorist bases by signing an executive order
and eliminate terrorist camps or forces with ground forces.
Spies and Covert Ops
Agreeing to an exchange of
ambassadors is the best way to gain intel on another country. Not only is this
a display of trust and friendship, but an ambassador exchange will give each
participating country information each turn about the country’s QOL indicators,
domestic approval ratings, resource production, defensive structures and
military units (both within zones containing a city).
You can expel a country’s
ambassador whenever you want, which will also remove your own ambassador from
the respective country.
Other actions include:
-Spy missions: Gather intel.
-Covert ops: Requires 007 training
center. You can spread propaganda, sabotage resource production, manipulate QOL
indicators, and steal technology.
-Counterterrorism operations:
Requires 007 training center and national command center. Used to destroy
terrorist bases/training camps and kill/capture leaders. Terrorists cannot be
destroyed with normal troops.
If a spy is captured, they will
reveal their country of origin and their objective, and may even spill valuable
intel on their country.
-Spies cost 25% of their purchase
price to maintain.
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