This guide was compiled by GoebelBird and the 1st Trade Bloc to support all new players, and to make information readily accessible and understandable. War consists of attacking and defending troops. It takes a minimum of 12 hours for defending forces to reach their destination in the same region, 24 hours for attacking forces to reach their destination in the same region, 36 hours for defending forces to reach their destination from another region, and 48 hours for attacking forces to reach their destination from another region. Once this travel time has passed, the troops will arrive on the next war tick. Free Markets lose 100 sat for attacking other Free Markets, State Controlled economies lose 100 sat for attacking other State Controlled economies, and additionally, Democratic, Independent, or Decentralized nations lose 200 sat for attacking other Democratic, Independent, or Decentralized nations. These numbers are per attacking group. You do not get your satisfaction back if you recall your forces. Maintaining an army: You lose 1 satisfaction per turn for every 2 total size of forces you have over 20. If you cannot pay a unit's upkeep, its ponies lose confidence in your leadership and it immediately evaporates. Don't make a bigger army than you can afford. To travel between regions, cavalry, tanks, and unicorns must be transported, either by air or water, by being in groups with units with enough carrying capacity. You cannot attack a nation that is younger than Age 21. If you take over another nation, you lose 20 sat per turn per nation for having an empire of 2 nations. This loss increases to 80 for an empire of 3, 180 for an empire of 4, etc. Freshly conquered nations will take on the government and economy of the conquerer's oldest nation. If you have a multi-nation empire, you can transfer your forces from one nation to another. Move the forces to the receiving nation to enable transferring them on the Send Forces page. Combat: Each war tick, all present units will attack. Each attacking unit will choose what unit type to attack based on their weapon; The unit type their weapon does the most damage against will be prioritized. If a weapon does equal damage to several unit types, it will attack in the following order: Cavalry, tanks, pegasi, unicorns, naval. For example if a unit does 2 damage to tanks and pegasi, but 1 damage to all other units, it will prioritize attacking units in the following order: tanks, pegasi, cavalry, unicorns, naval. The turn order of attacking units is determined by their damage, with the highest damaging unit taking the first turn. If two units will deal the same amount of damage, the unit with the larger size will attack first. This considers raw damage, so whatever highest damaging weapon is present will attack first, so you do not need to take into account armor. The size of the unit will determine how many times it will attack during a round of combat. For example a unit with a size of 6 will attack 6 times. Damage does not bleed over, so dealing 2 damage to a cavalry with 1x damage reduction will die, but the extra 1 damage will not bleed over to the next unit. However, the following attack will move to the next unit. Targeting priority is calculated after every turn. Damage taken is reset if the unit is not killed, so you must deal at least 1 damage in a turn to eliminate a unit. The unit type being attacked will be defended by the unit with the highest amount of armor until it is dead. If two units will have the same amount of armor, the unit with the larger size will defend first. All weapon damages are per-hit values. A loses 1 size once it has taken 1 damage. A unit reduced to 0 size is eliminated. Units without weapons do .25 base damage. All armor are multiplicative damage reduction modifiers. Lower is better. Defending units in their home country have an additional .75x damage reduction, unless the nation's owner is in stasis during the fight in which they receive no damage reduction (1x). Both attacking and defending units hit simultaneously. In each round of combat, both the defending and attacking side will attack the other simulatenously. A defending unit does not need to be attacked to deal damage, as each defending unit will attack incoming units in the same method described above. Training improves units on a slight curve. Units automatically get 1 training at midnight (after any combat). Units' training cancels out enemy units' training. Units with the maximum amount of training, 20, do 1.5x damage to untrained units and take 0.667x damage from untrained units. Should attacking units survive and completely eliminate all defenders, the nation will capitulate. The nation becomes the property of the biggest attacker.