Battles
Battle Calculation

Battles are calculated using the statistics of each item you have deployed against the deployed item of your opponent. Bonus points and reductions may be applied to either your opponent or your own military items depending upon the terrain in which the battle occurs. Your nations HQ strength is also taken into account here. The stronger your HQ the better your military units will perform in a given category.

battle_flow
Battle Lifetime & Expiry

Once you have selected the items you want to deploy for an attack it takes approximately 6 hours to complete. You then have a window of 2 days to complete the battle before it expires. Once the battle has expired it is no longer valid and it will need to be cancelled.

Battle Mode: Command & Conquer

This battle mode allow you to attack specific territories located around the world. This battle mode grants two reward types:

  • points 5pts to 100 pts (depending on territory)
  • Medals:
    • - for capturing a territory.
    • - for capturing a territory with 50+ pts.
    • - for capturing a territory with 70+ pts.
You can protect one of your captured territories from enemy attacks by deploying defending units to patrol the territories borders. This can be done under the Command & Conquer -> Manage Territory tab. Note that any troops you deploy as defending units for territories can be destroyed if an enemy force captures the territory from your nation. Successfully holding on to a territory however will supply your nation with stream of points along with the initial points gained for capturing the territory in the first place.

Battle Mode: Deploy Attack

This battle mode allows you to directly attack other nations in the game. A successful attack will damage your enemies infrastructure weakening there status in the game. You may only deploy a maximum of three attacks at any one time. This battle mode grants multiple rewards:

  • Destroy up to 10% of your enemies infrastructure.
  • Steal 10% of your enemies resources for one of the following categories - coins, coal, oil, food, bauxite, wood, goods, copper, iron, steel, titanium, educated population, army cadets, navy cadets, air cadets.
  • XP between 10 and 100.
  • Medals:
    • - for attacking an enemy with a XP difference of 500+
    • - for attacking an enemy with a XP difference of 2500+
    • - for attacking an enemy with a XP difference of 5000+.
You can protect your nation from enemy attacks by deploying defending units to patrol your borders. This can be done under the Deploy Attack -> Defending Units tab. Note that any troops you deploy as defending units can not be destroyed, they can only be over come. If your defending units are over come by enemy forces your nation will loss 10% of a random resource along with damages to infrastructure. You can redeploy new defending units at any time.

Cancel A Deployment

To cancel a battle deployment simply select the cancel attack button located under the deployments tab. Cancelling a deployment will end the battle and return the deployed military units back to your infantry.

Combat Move

All military items specialise in a number of combat moves. These combat moves can be used on the battle field for the price of 1 combat points combat point. Combat moves can be used by either player before the completion time of the battle. Combat moves will enhance the performance of your military items on the battle field.

Complete A Deployment

To complete a battle deployment simply select the complete attack button located under the deployments tab. Completing a deployment will immediately bring the battle to its conclusion. The result will be displayed along with any additional information regarding winnings. At the end of the battle the deployed military units will either be destroyed, damaged or returned back to your infantry.

Simulation

Simulate the performance of military items against each other in a battle.

Civilization
Academy

Academies, Schools & Universities can all be purchased under the infrastructure construction tab of a city. These buildings are used to educate or train your nations civilian population. Each item will produce a different number of educated or trained civilians. You can view a academy production report and collect the produce under the government revenue page. Army cadets, navy cadets and air cadets can be used to purchase military items whilst educated population can be used to buy economic or infrastructure buildings. Army cadets, navy cadets, air cadets and educated population can all be bought or sold on the exchange.

Cities

Cities are the building blocks of your nation and provide you with a land area to construct buildings, which allow your population to expand. You can manage the construction and growth of your cities under the city manager. A maximum of three cities are allowed per player in the game, go to the land manager to build a new town. Cities are categories into five types dependent upon the size.

Type Size
Town 0 km2 to 10 km2
City 10 km2 to 50 km2
Metropolis 50 km2 to 100 km2
Megalopolis 100 km2 to 1000 km2
Megacity 1000 km2 +
Construction

Using the city manager you can construct different types of buildings for your nations cities. Buildings are key to your nations success within the game, and will help your nation improve its overall performance whilst also increasing revenues. There are three buildings categories:

  • Housing - Increases your nations civilian population.
  • Economic - Produces resources to supply the demands of your population whilst providing work for your educated population.
  • Infrastructure - Improves nation service supply whilst some buildings can be used to train your civilian population.

Land

Purchasing land increases the size of your nation and decreases population density providing space to grow your population and develop civilian, economic or infrastructure buildings.

Population

Civilian population can be educated or trained to become military cadets. Once educated, economic and infrastructure buildings can be purchased which will increase tax revenue and national performance. Alternatively civilian population can be trained to become military cadets that allow the purchase of military items improving military strength and performance.

population_flow
Repair Infrastructure

Your infrastructure can become damaged over time after successive attacks from enemy nations. To repair this infrastructure navigate to the Civilization -> Population Manager and select the repair icon on the row infrastructure. It cost 10 finance to repair 1 ton of infrastructure.

Statistics

Civilian statistics can be found under the Civilization -> Population Manager tab.

Crime Rate This represents the current level of crime committed through out your nation, the rate can vary between 0% and 2%. The figure is calculated based on the finance demand compared to the supply of goods. Supplying more finance to your population can help to reduce the amount of crime. The crime rate is used when collecting revenue from your nation, your government has to payout for any damages that have resulted from crime. It is therefore in your interest to reduce the crime rate to a minimal level.
Disease Rate This represents the number of infectious disease that have spread through your population and the rate at which it is harming your civilians. This rate can vary between 0% and 1%. The disease rate is used when collecting revenue and leads to the death of working population. Note however that any available educated population will automatically replace any deceased working population. Purchasing more infrastructure helps to reduce the disease rate.
Pollution Rate This represents the level of pollution generated by your nation. This rate can vary between 0% and 5%. Energy producing buildings and infrastructure create pollution. But creating more farms and increasing the amount of food supply helps to reduce pollution level. The pollution rate is used when collecting revenue, your government has to payout for any environmental costs as a result of pollution.
Supply & Demand

As your population grows and develops your citizens demands will change. In order to increase the supply of items to meet these demands you will need to build more economic or infrastructure buildings. The current demands of your citizens can be found under the Civilization -> Population Manager tab. The demands of your citizens can be altered depended on different government positions and buildings owned. Meeting the demands of your citizens will help to improve your overall national performance rating and revenues.

Government
Combat Points

combat points 1 combat points can be collected during the collection of revenue. These points can then be used on the battle field to increase the performance of your military items.

Current Affairs

A list of issues affecting your nations performance.

Elections
A government is made up of 100 seats located in your nations house/senate. You can hold an election once a week. This will allow citizens to elect the most appropriate party, given the Current Affairs affecting your nation. There are five political parties: Economists, Socialists, Greens, Liberals, Democrats. A party must have more than 50 seats to gain power. The positions of the party in power will automatically be set when successfully elected. Your population happiness is set to 99% after an election is held.
elections
Population Happiness

The most important factor of population happiness is that it will effect your nation's tax income. The happier your citizens the harder they work resulting in better tax income revenues. Happiness is effected by your nations performance rating.

Performance

The performance of your nation is calculated on the performance report page. This report looks at: how well your nation is meeting the demands of your population, how happy your population are and how strong your military capability is. The better your nations performance the more coins you can be collected from tax income under the revenue tab.

Positions

The performance of your nation is primarily calculated from the supply of resource & services that meet the demands of your citizens. Your government however can also alter these demands by changing its view on certain positions. When changing positions however it is important to note that the increased performance and reduced demand in one category will negatively affect another category.

Revenue

Revenue is a fundamental part to the game and primary source of income for your government. Your nations revenue income is broken down into four parts:

  • Tax Income - A gross coin income collected from taxpaying citizens. Note that your population happiness and nation performance will effect the number of taxpaying citizens. The happier your citizens are the harder they work, resulting in better tax revenue. Note that only working citizens will be suitable to pay taxes. Civilian, military and educated citizens are not compatible for tax collection.
    income_flow
  • Expenses - Costs that need to be paid to maintained your nation will be taken into account during the revenue collection process, after which a net income will be produced as your coin income from tax.
    expenses_flow
  • Resource Production - Revenue available from buildings producing resources, note that usages from other buildings and your population will be deducted from this income before you collect your net income.
    resource_flow
  • Academy Production - Revenue available from buildings producing educated population, army, navy or air cadets.
    academy_flow
Revenue Collection

You can collect revenue from your population. The collection time will vary dependent on the size of your nations population.

Population Size Time
Less than 5,000 6 hours
Greater than 5,000 and less than 10,000 12 hours
Greater than 10,000 24 hours
Military
Damaged Items

After military deployments some items may return damaged. Damaged items cannot be used anywhere in the game until repaired. To repair an item selects the repair icon next to the damaged items under the Military page. Note that after military deployments items will either have been: destroyed, returned to you infantry or damaged.

Deployed Items

When deploying a military item you will be asked to select three items from your infantry. You may select the same item more than once so long as you have enough available in your infantry. The items that appear in the lists will be dependent on the specific mission requirements.

Elite Items

Elite military items can be purchased within the game and are marked with a gold ELITE logo below them. These items are superior compared to their standard counterparts and perform with greater impact in battle situations. They can only be purchased using credits which can be gained through capturing territories or completing battles in Command & Conquer.

Infantry Items

Your infantry displays all of your nations military items that are available for: deployments, patrols or battles. Upon making a deployment you will be asked to select a variety of military items from your infantry. Once successfully deployed an item cannot be used for anything else with in the game until the deployment has been completed. When a battle has finished items will either have been: destroyed, returned to you infantry or damaged.

infantry_flow
Purchasing Military Items

There are a variety of different military items with in World Of Warfare. All military items can be purchased in the store. Every item is different having its own advantages and disadvantages; some may have better attack capabilities whilst others have better strength, defence, power, accuracy, range or speed. All items have different requirements however it is mandatory that each item requires: coins/credits , technology, resources and cadets. Once purchased military items will appear in your infantry and will be available for deployment.

Technology Improvements

Technology improvements unlock military items within the game that can be purchased in the store.

Resources
Collection

Resources are gathered from your nation when collecting your revenues under the Government -> Revenue tab. A net value of resources produced minus any usages is collected. You can adjust the percentage of resources supplied to your population using the "Population Resource Supply" option under the Government -> Positions tab. The higher the rating the more your population receives. A lower rate will allow you to obtain a higher net income, but note that a lower supply to your population will reduce your performance.

Exchange

You can exchange resource with other members using the Civilization -> Exchange tab.

Usages

Resources are used to produce or purchase many items, alternatively resources can be sold on the exchange.

Resource Usages Construction
wood Wood Economic Buildings Housing Buildings, Economic Buildings, Infrastructure Buildings
coal Coal Economic Buildings Battleships
bauxite Bauxite Housing Buildings, Economic Buildings, Infrastructure Buildings
oil Oil Economic Buildings Tanks, Vehicles, Aircraft Carriers, Destroyers, Frigates, Fighters, Bombers, Helicopters
copper Copper Tanks, Vehicles
iron Iron Economic Buildings Housing Buildings, Battleships, Destroyers, Frigates
steel Steel Housing Buildings, Aircraft Carriers, Submarines
titanium Titanium Fighters, Bombers, Helicopters
energy Energy Population Demands Submarines
food Food Population Demands Soldiers
goods Goods Economic Buildings, Population Demands Technology Improvements
finance Finance Population Demands Infrastructure Buildings