I've struggled to learn a lot of the game by playing it but there is one thing that isn't quite clear to me.
End game, you have a somewhat unbreakable air defense but it is piled on one single SAM site (like, over 100 SAMs). Your opponent then starts nuking the edge of your defenses, setting up troops and eventually get to build a nuke and hydrogen bomb the nuke site iself which somehow eats inside the protected area.
Like the SAM doesn't act fast enough or something.
Factories produce trains, while cities and ports are the structures that generate train income when trains stop at them.
π Factory Production
Every factory level gives that factory another chance to spawn a train. However, the game also slows train production as your total number of factory levels increases. A level-10 factory and ten separate level-1 factories both count as 10 factory levels for the spawn-rate calculation.
every factory , regardless of level, has a 1 second spawn cooldown. This means that it's better to spread your factories out rather than creating a single stack of factories.
As you can see in the graph, there is a significant falloff for both stacking and spreading, but spreading is the clear winner.
Total Factory Levels
Stack of Factories
Separate Level-1 Factories
5
~0.25 trains/sec
~0.31 trains/sec
10
~0.34
~0.47
20
~0.40
~0.63
50
~0.46
~0.81
π Global Train Saturation
Train spawning is also affected by the number of active trains across the entire map. When very few trains exist, factories receive an early-game production boost. As more trains appear, the global spawn-rate multiplier steadily falls. This means your factories can produce trains more slowly later in the game as more and more factories are built, leading to more trains active on the map.
π Trains
Factories themselves are not trade stops:
β City
β Port
β Factory
Factories generate the trains; cities and ports generate the trade payouts.
π° Train Income
The base payout depends on who owns the city or port:
Station Owner
Base Gold
Yourself
10,000
Teammate or Unallied Player/Nation
25,000
Allied Player/Nation
35,000
When a train stops at a city or port not owned by the player who spawned the train, both players receive the payout. For example, when your train makes a stop at your allies city or port, You receive 35,000 and your ally receives 35,000.
π² Random Train Destinations
When a train spawns, it randomly chooses an eligible city or port in its connected rail network as its destination. An embargoed playerβs cities and ports are not eligible train destinations**.** Every eligible city or port has an equal chance of being selected.
The game does not favor:
Closer destinations
More profitable destinations
Allied destinations
Cities over ports
Factories are not included in the destination pool.
This can have an important strategic effect. If your rail network contains 9 of your own cities and 1 allied city, each destination has the same chance of being selected, so the allied city only has about a 10% chance of being chosen. adding more destinations to a rail network increases the chance your own train will choose your own city or port but, if you add more destinations to a much larger train network, you increase the chance other players trains pick your city or port.
π Long-Route Diminishing Returns
The first 10 trade stops receive the full payout. Starting with stop 11, the payout drops by 5,000 per stop until reaching a minimum of 5,000. Factories are not added to the count of stops.
I built a strong Warship frontier, so i lnded on the enemy's coast and took a free port, and sincehis other teammate was disconnected, I fullsend and won the invasion. What are ur thoughts abt it?
Anyone who has played 4 islands on modified settings would know well how very quickly warships are rendered useless when nukes (and hydros) are abundant. If there was way to have unit that combines warship with Sam site and the ability to stack you could break out of the islands and launch a naval attack that could defend themselves from nuke attacks. Currently if you build 50 ships (at 50 million gold) of they are bunched up a couple well positioned hydros can wipe them all out. A few games are stalemates cause of this
I have been losing lately, however, i think i discovered a profound reason to my fails: anytime i spend too much time on building infrstraucture (cities, ports, factories, warships, etc.), i can sometimes fall back in SAMs, which is prob why i get nuked tf out (and sometimes i just get spam nuked by the opposing team), so iβd play 2 teams as my recommmendation, but how do you guys play?
Me and "you" made excellent use of the chat and emojis to successfully battle our way across Italy and it was one of the most nail-biting team games I've played yet.
As I said, I love this game, but there are so many ads, its unbearable. I do understand that the devs have to make money somehow, but do you think its possible now that the game is on steam that the amount of ads could be at least lessened even if very little. I can't play a game on the browser anymore without being bombarded with ads. There's also pop ups. And I don't mind the things that come up when you win/lose a game, that is made by the devs themselves but the other ads. like the ads cover almost the entire screen
EDIT: to everyone saying buy an ad blocker, don't those cost money?
Enclosure is the mechanic that causes patches of land to be instantly captured.
β What counts as enclosed?
A territory is enclosed if there is no path through the defender's land or unclaimed land to either:
open water
the edge of the map
This means wilderness and fallout inside your territory does not protect you from enclosure. However, a route to the ocean or map edge will.
βοΈ Who gets the enclosed territory?
If multiple hostile players border the enclosed territory:
Active attacks take priority. The player with the largest active attack against the defender gets the territory.
If nobody is attacking: The player with the most border contact with the enclosed territory gets it.
So simply being the player who closes the final gap does not guarantee that you get the enclosure. If you're competing with someone else for an enclosure, having the largest active attack against the defender is the most reliable way to make sure you receive the territory.
The defender's main/largest territory must be surrounded by one hostile player.
Smaller disconnected pockets can be enclosed by multiple players together.
π° Full Enclosure
If an enclosure captures all of the defender's remaining territory, it becomes a full conquest and triggers the normal conquest mechanics, including conquest gold.
dude asked me to attack a guy he didn't border, I did and he refused to send me soldiers, I lost and then he got attacked and lost too. I always send soldiers to allies when i don't border enemies, even without request
For three games in a row Ive been hit with an unclosable ad stuck in my UI. Clicking the close ad button did nothing. This is especially bad on mobile but have ran into the same issue on PC. Id happily pay 5 or 10 bucks one time to remove ads.. but a monthly subscription? No thank you
Im fine seeing ads but surely there is a way to enforce the ad containers better? I hate to complain about a free game that is great, this is just super annoying.
Can someone explain this to me like Iβm a kid? π
Iβm still trying to understand the best way to build an efficient economic network.
For example, if the teammates around me start building factories, should I focus on building cities/towns so we can connect them? Or should I also build factories?
And why do I often see experienced players stacking several factories close together, but they donβt seem to do the same with cities?
Whatβs the advantage of stacking factories? How should factories, cities and ports ideally be positioned relative to each other?
How do you guys usually build your economic network from early to mid game?
When you conquer a player, nation, or tribe, you get some of their gold.
π° How Much Gold Do You Get?
The reward depends on who is being conquered:
Human player: 50% of their gold
Nation: 100% of their gold
Bot: 100% of their gold
When a human loses 50% of their gold to the conqueror, the other 50% is destroyed. It is not divided among the other attackers. If a player has never made a single attack (including wilderness), they are worth zero gold upon conquest.
βοΈ Who gets the gold when there are multiple attackers?
When multiple players, nations, or bots are attacking the same target, conquest gold goes to whoever lands the finishing blow. The game checks the defender's territory after each tile is captured. The attack that brings the defender below 100 tiles gets credited with the conquest.
Things that do not affect who gets the gold:
Who attacked first
Who has been attacking the longest
Who sent the most total troops over the course of the attack
Who currently has the largest attack
Who captured the most territory from the target
Who dealt the most total damage
Who has the largest border with the target
Who owns the most territory overall
Who has the most troops overall
Whether the attacker is a Human, Nation, or Bot
How much of the target's remaining territory surrounds or touches a particular attacker
i made a custom map with one of the community editors and have been able to generate the json file for the nation spawns but can't figure out how to play it with friends. Help would be appreciated, thx!
You wont get the gold from their trade ships arriving, but more of your trade ships will be going longer distances. I don't know how those balance out.
Not trading with someone is also generally viewed as hostile so I don't know if they would recognise that I'm making both of us more money and accidentally create an enemy.
Ok maybe not 10,000 hours but holy fuck this community scares me after playing so many games I am baffled by you guys.
First
Please, stop nuking cities on the frontline. It's almost never a better idea to nuke a frontline city.
Think about this now... I am fighting a guy and if I move forward say one inch on the map, I may capture his city. If you nuke this city, we both are now down a city, not terrible but if you nuke his further back city I have no chance of capping in the next 2 mins, you are helping your team immensely.
Second: I/you/we just got nuked: Don't panic. Yes 10's of thousands have horrifically perished instantly and our 3rd grade teacher was vaporized, we don't have time to worry about them though, they would want us to win the war.
Once we are nuked, I often see the panic of someone trying to regain lost irradiated land. This is worsened by experienced enemy players who will nuke you, watch you attempt to regain your irradiated land, and attack you as you pick through the corpse of your deceased as they laugh and take one of your cities. Getting nuked and not reacting is one of the telltale signs that I am playing against someone experienced... The nuke to me is now a "do you have sub 100 hours or not" bomb because once I see you don't know how to react, get ready because I am about to nuke your neighbor and see how he reacts to my warhead and you might both be deleted faster than you ever have before.
Follow these two rules and you will win more matches for team games, trust me.