Author Topic: Game Guide  (Read 30383 times)


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Game Guide
« on: January 29, 2014, 01:36:38 pm »
Welcome to Worlds at War:
A galacto-political simulator!

Mostly accurate though still under construction

The aim of the game is to survive in the galaxy, developing your economy and military to ever-growing heights while keeping your people happy, your rule solid and your world safe.

General game turns are every 12 hours, midnight and noon server time (UTC).

Economy - Main Page
Economy - Policies
Economy - Growth
Domestic Affairs - Main Page
Domestic Affairs - Policies
Diplomacy - Main Page
Diplomacy - Policies
Military - Main Page
Military - Policies
World News
Galactic Market
The Galaxy


There are 4 sectors to choose from, each giving various bonuses:

Amyntas - Gives you 20% higher income.
Bion - Gives you discounts on ships - 15% on cost, and 20% on resources.
Cleon - Gives an additional 30% to prospect chance, and a 10% decrease in mine price.
Draco - Gives you 15% more research, and a 20% bonus to all spy skills.



Main Page

Economic System
This is either Free Market, Mixed Economy or Central Planning.
This affects what policies you are able to execute with respect to growth, and greatly influences your playstyle with respect to other players.

How much money you have at your disposal. Almost every policy you enact will require money. You gain money every 20 minutes, for a total of your GDP's worth every turn.
The money you gain increases if you are in Amyntas, and also varies according to your quality of life - the higher your qol, the higher your income, and vice versa.
Budget is capped at 3*GDP, or 3 turns' worth of money. This varies slightly according to your stability - the higher your stability, the higher your cap, and vice versa.
You can still accumulate money above this point (through policies or trades) but there will be no regular income.

The main measure of your economic success. It dictates how much you earn, and thus is a major concern. You gain GDP through growth and war. Methods of growth are expanded upon below.

Policy Growth
How much your GDP will grow next turn due to policies you have enacted. This is one way of increasing your GDP.
Note that policy growth is capped at 100 per turn, and resets to 0 every turn.

Trade Resource
The trade resource produced by your world. There are 12 resources:
Abbasid Salmonite, Personal Drones, and Ice Moss for Amyntas. Being the richest sector, their resources are focused on comfort and pleasure.
Bion has Hyperfibres, Dyon Crystals, and Small Arms, being a manufacturing-oriented sector.
Cleon produces Boson Condensate, Chronimium Gas, and Tetramite Ore, all highly-valued raw materials.
Draco instead produces Maintenance Spiders, Entertainment Holos and Quantum Dot CPUs, the latest in technological progress.
When you first create a world, a resource will be randomly assigned to you based on the sector you choose.

Resource Production
How many lots of the above trade resource you produce per turn.


Build [resource]
Increases the production of your trade resource by 1.
Price starts at 50 GEU and goes up by 10 for each successful production.

Industrial Program
Set how much you want to dedicate to your industrial program here.
This subtracts money from you over turn change, and provides you with guaranteed growth (+- a small random amount).
Free Markets do not have access to this policy.
Mixed economies can dedicate a maximum of 1200 GEU to it, and will receive an average of 15 growth at this maximum.
Central Planning worlds can dedicate 2400 GEU to it, and will receive an average of 40 growth at this maximum.

Cheap goods
Guaranteed increase in policy growth by 2, but is only available to worlds with a GDP below 115.

Buy Bonds
Not available to Central Planning worlds. Has a medium chance of increasing policy growth by 2.

Improve Predictive Model
Only available to Central Planning worlds. Has a high chance of increasing policy growth by 2.

Quantitative Easing
Has a medium chance of increasing growth by 2, but decreases stability.

Forced Labour
Only autocracies have access to this policy.
A very high chance of increasing growth by 5, a low chance of failing, and a very low chance of failing and increasing rebels.
Enacting this policy will cost you contentment and stability regardless.

Nationalise Businesses
This policy is not available to Central Planning worlds.
Moves you towards a Central Planning economy, but costs some stability.
You can only enact this policy once a turn.

Privatise Services
This policy is not available to Free Market worlds.
Moves you towards a Free Market economy, but costs some stability.
You can only enact this policy once a turn.

Set up Fuel Refinery
A 95% chance of success. Upon success, you gain 10 fuel production a turn.

Prospect for Duranium
A 60% chance of success (90% for Cleon). Upon success, you gain 5 duranium production a turn.
The price for prospecting starts at 500 GEU and goes up by 50 every successful prospect (for Cleon, starts at 475 and goes up by 45).

Prospect for Tritanium
Only available once you can produce Light Cruisers.
A 50% chance of success (80% for Cleon). Upon success, you gain 2 tritanium production a turn.
The price for prospecting starts at 600 GEU and goes up by 100 every successful prospect (for Cleon, goes up by 90).

Prospect for Adamantium
Only available once you can produce Heavy Cruisers.
A 40% chance of success (70% for Cleon). Upon success, you gain 1 adamantium production a turn.
The price for prospecting starts at 750 GEU and goes up by 250 every successful prospect (for Cleon, goes up by 225).


Growth is the main way you will increase your GDP, and thus your economic prowess. There are 4 ways to increase your growth:

1) Trading resources; 2) Industrial Program; 3) Policies; and 4) Stability.

Trading Resources
All worlds can engage in this. The objective is to trade the resource that you have for ones that you don't.
You can only trade one lot of a resource to a world at a time, so you'll need to find many worlds to trade with!

However, the objectives of and results from trading resources vary according to your economic system.

A Free Market world's objective is to make sets of these resources, and the result is growth directly.
A set of 5 will produce 2 growth, a set of 10 produces 4 growth, and a full set of 12 produces 6 growth.
A maximum of 10 sets will be counted (that's a cap of 60 growth from trade), though you will be able to receive 12 of each type of resource.

A Central Planning world, on the other hand, doesn't care about sets. It gains a tariff of 20 GEU off every single trade route (that's a cap of 2400 GEU).
However, you'll need to balance out the types of resources you're receiving: there cannot be an imbalance of more than 2 in your amounts (i.e. if you're receiving only 1 Abbasid Salmonite, amounts above 3 of any other resource won't count for tariffs).

A mixed economy world gains half the benefits from each system. It gains +1/+2/+3 growth from sets (cap of 30), and 10 GEU (cap of 1200) per route, subject to the same conditions as the above systems.

You can see what's going on with trade on the Trade Center page.

On the left you can see an example trade centre screenshot for a free market. Visible is a production of 11, a full set of 12 and a smaller set of 5.
Each + sign has a tooltip showing the sender. On the right you can see the exact same trades, but from a central planning perspective. The last salmonite is not taxed because it is at a production of 4 whereas the minimum is 1.

Industrial Program
Refer here.
You'll notice that the caps on tariffs and industrial program are the same: this is by design, allowing growth potentially even with 0 budget over turn change.
However, nothing is preventing you from dedicating budget that is not from tariffs to this program.
If you're an isolationist player, then being a Mixed Economy or a Central Planning world might be more for you.

Refer here.

If you have high or low stability, you will receive a bonus (or a negative, respectively) to GDP over turn change.
From high green to low green, you'll get +5, +2, +1.
From high red to low red, you'll get -5, -2, -1.


Domestic Affairs

Main Page

Political System
There is a choice between Liberal Democracy, Totalitarian Democracy, Single-party Rule, Fleet Admiralty and Autocracy.
This affects the way in which you balance your other domestic world stats.
The more autocratic you are, the more stability will depend on quality of life, whereas the more democratic you are, the more stability will depend on contentment.
Random events and some policies will be different depending on what political system you world is.

How happy people are with your rule.
This ranges along God amongst men, Planetary hero, Loved, Liked, Decent, Middling,Disliked, Hated, Despised, Planetary enemy.
High/low contentment will raise/lower your stability by varying degrees depending on your government system.

How solid your rule is.
This ranges along Unsinkable, Pillar of society, Efficient, Ticking over, Manageable, Growing Tensions, Rioting, Chaotic, Brink of Collapse, Anarchy.
High/low stability will raise/lower your contentment by varying degrees depending on your government system.
In addition, if your stability is in the green you gain 1/2/5 growth per turn, depending on how high it is. Similarly, if your stability is in the red, you lose 1/2/5 growth per turn.
If your stability is Anarchy, you risk a revolution! This will reset your domestic attributes to normal levels but will take half of almost everything else.

If your stability is low, rebels may spring up in your system!
They range along None, Scattered Fighters, Organised Squadrons, Tenacious Guerrillas, Open Rebellion, System-wide War.
Make sure to eliminate them as soon as possible, as even a small quantity will have ongoing detrimental effects on contentment and stability.

Quality of Life
The living standard your people have.
It ranges along Utopia, Sophisticated, Civilised, Decent, Reasonable, Average, Disdvantaged, Abject misery, Edge of collapse, Wasteland.
It decays fairly slowly (though the higher the faster), so be sure to keep an eye on this.
Green values will give you small bonuses to contentment and stability, but red values will very quickly send your world into unhappiness and unrest.
QoL also acts as a modifier to income: the highest level will give you +20% income, whereas the lowest will give you -20% income.


Round Up Dissenters
You cannot enact this policy if you are an Autocracy.
This increases your stability and moves you towards an autocracy, but drops contentment.
There is a very small chance that you arrest some rebels, reducing their strength.

Free Political Prisoners
You cannot enact this policy if you are a Liberal Democracy.
This increases your contentment slightly and moves you towards a liberal democracy, but you lose stability.
There is a small chance that your dissenters go on to join the rebels.

Martial Law
You cannot enact this policy if you are already a Fleet Admiralty or an Autocracy.
You may only enact this policy if you have been in a war for over a day, and in any case only once every 5 days.
This changes your government type to Fleet Admiralty, heavily increases your stability but drops contentment a bit.
It also gives you ships, the level of which depends on your production level.

Citybuilding Program
This increases the contentment of your people, with a low chance of also increasing their quality of life a bit.
Cost scales linearly with GDP, and is subject to a factor increase of 1.5 if you are Mixed Economy and 2 if you are Central Planning.

Literacy Program
Costs your GDP's worth in budget. Increases quality of life one level, and contentment slightly.

Healthcare Program
Costs 1.5 * your GDP's worth in budget. Increases quality of life two levels, and contentment slightly.



Main Page

Shows a link to your federation, if you have one.


Institute Federation
You can only enact this policy if you are currently not in a federation.
The fee will be deducted and you will be redirected to a page to create your new federation.
If you by chance navigate away from this creation page, you can click on this policy again and it will not double-charge you.

Train Secret Agent
Trains a spy. How can have a maximum of 5 spies at once.
More information about spies is in the Intel Agency section.

Counterintelligence Sweep
If you have an available spy, you'll make a counterintelligence sweep with a chance of finding and eliminating enemy spies in your world.

« Last Edit: September 09, 2014, 09:43:21 pm by heidi »


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Re: Game Guide
« Reply #1 on: September 02, 2014, 08:44:39 pm »


You have the ability to make 5 fleets, plus a hangared one.
You are able to perform most actions only from your home sector, but can move ships between sectors at will.
Beware that a sector move will generally take 8 hours of real time, however!

Main Page

If you are currently in any wars, they will show up in a red box here.

If you have any war statuses (e.g. war protection), they will show up here with the time remaining.

Consumable materials will show up here.

First up, will show warpfuel. You lose warpfuel per turn for fleet fuel upkeep (1/4 of base fuel cost).
If you hover over the fuel quantity, it will show you how much your fuel upkeep is and whether your production will balance it out.
Be sure you have enough fuel to balance upkeep over turn change, or you will suffer heavy weariness losses!
Warpfuel is also used for fleet actions like attacking and raiding, so make sure you have enough in reserve in case you need to attack multiple times.

Next up, materials. These are used up in ship construction.
Note that tritanium and adamantium are only used for progressively higher tier ships, so you may want to hold off on gathering those.

If you have a piece of the ultra-rare rumsoddium, it will also show up here.

General details about your fleets are shown here.

Military Production Level: The highest ship class you can produce.

Progress: Research progress to the next ship production level, rounded down to the nearest 5%.

Shipyards/ Shipyards in use: Shipyards are used for the real-time construction of ships.
If you are currently using all your shipyards, you will not able to produce any ships until they free up.

Freighters in use: The number of freighters away delivering trade/aid goods.

War points: A measure of how warlike you are.
Every time you win a war, you gain all of your opponent's war points + 1.
If you lose a war, you lose all your war points.

How prepared for battle your fleet is.
Ranges along Finely-honed, Well-trained, Coordinated, Disorganised, Ragtag.
You can only train your home sector and staging fleets. Training plays a large part in deciding the outcome of battles.
Be aware that building new ships will dilute the training of your fleet, lowering it.

How battle-weary your fleet is.
Ranges along Raring to go, Fresh, Ready, Tired, Weary, Exhausted.
Weariness decreases after fighting rebels or war actions, and replenishes a certain amount every turn change.
This means that if your weariness decreases too much during a turn, it won't necessarily go back up to 'raring to go'.
Weariness also plays a large part in deciding the outcome of battles.

Base Power
What the base power of your fleet is (power excluding modifiers from training and weariness).
Each ship contributes a certain number to fleet power.

Shiptype    Fighter  Corvette  Light Cruiser  Destroyer  Frigate  Heavy Cruiser  Battlecruiser  Battleship  Dreadnought

There is also a bonus system for tiered fleets: a higher level ship gives +1 power bonus to 2 ships one level below it, 4 ships two levels below it, and so on.

Arrangement 1Arrangement 2Arrangement 3
Light Cruiser    221
Power2*10 + 22*10 + 21*10 + 1
Power4*5 + 4 + 41*5 + 1 + 13*5 + 3 + 2
Power8*1 + 8 + 8 + 8    12*1 + 8 + 8 + 2    8*1 + 8 + 4 + 6   
Tot. Power977472

Arrangement 1 is perfectly balanced, gaining the maximum amount of bonus power.
Arrangements 2 and 3 have incomplete bonuses, due to uneven balancing of ship types.

Of course, nothing is forcing you to build your fleet in this configuration.

Base Fuel Cost
Each ship has a base fuel cost, specified on the military policies page.

ShiptypeFighter  Corvette  Light Cruiser  Destroyer  Frigate  Heavy Cruiser  Battlecruiser  Battleship  Dreadnought
Fuel Cost    12345681015

It can be noted that as a ship's tech level increases, so does its fuel efficiency with respect to power.

This value is very important, and plays into several fleet actions.
Any war action, such as attacking, will require this fuel cost in full.
Attacking rebels will require 1/10 of this fuel cost.
Taking ships out of hangars will require 1/2 of their fuel cost.
Warping ships requires 1/2 of their fuel cost.

In addition, 1/4 of your fuel cost added over all sectors (except hangars) will be levied over turn change, as upkeep.
See here for more details.

Supply Freighters
The number of freighters assigned to each fleet.
You should make sure that you have enough freighters to match your fleet's base fuel cost (the value above).
Each freighter can transport 200 fuel.
If your freighters are sufficient to refuel the fleet, this value will be green.
If not, this value will be red, and a tooltip will show you how many more freighters you need to satisfy the requirement.
If you don't have enough fuel, your fleet's base power will suffer!
Smaller ships will start dropping out first, and will keep doing so until you have a fleet small enough to fit the fuel supply.
Base power will turn red and a warning will be added to the tooltip if this is the case, showing you your effective fleet power.

Staging Area
You can only perform most interaction from your home sector (sending aid, trading, etc).
However, you may wish to play as a trading world, building ships on commission for others.
Seeing as new ships start with 0 training, constantly building new ships will dilute your home sector fleet's training and make you more vulnerable.
To fix this, there is a staging area! You can choose in military policies between home sector and staging 'sector' for building ships, sending ships, and receiving ships.
Efficient management of your staging area will thus lessen the effects of training jumps on your primary home fleet.
Note that ships in the staging area do not contribute to any offensive actions, but do contribute towards defense.
However, to be effective, they need to be fueled as described above.
Unless another world has an intel network active in your world, they will staging and home sectors combined as if they were one fleet.

In order to offset fuel upkeep, or save fleet power up for a rainy day, you can mothball ships into your hangars.
Ships so mothballed do not require fuel upkeep, but training will decay at a much faster rate.
It takes 8 hours to mothball/reactivate ships, and there is a warpfuel cost for reactivation.
Ships in hangars will be invisible to other worlds, except if they have an active intel network.
Note if you lose a war, 30% of your hangared fleet will be taken by the enemy.
Also note that ships in hangars are vulnerable to sabotage attempts by spies.


Training Drills
Increases the training of your home or staging sector fleet. It takes 10 training drills to go to fully trained.
Cost increases with the size of your fleet and existing training level.

Attack Rebels
Attempt to engage any rebels in your system! Has a high chance of finding the rebels.
The resulting battle will take into account your training and weariness.
There is a very low chance that regardless of the outcome, the rebels will increase in strength.

Research [shiptype]
Make progress on researching the next ship tier here.
You can research one per turn, and put a maximum of 3 times your current GDP in.
Each research will also consume some resources.

Sector Movement
You may move ships and freighters from one sector to another using this form.
Ships take 8 hours to warp, and freighters only take 2 hours.
When you order warp, your ships start charging up their warp drives, and after the time has elapsed, teleport instantaneously to the destination sector.
You can cancel a pending warp from the tasks page.
If you don't have enough ships to warp, then the warp will fail. I'm planning to change it so that it warps the remaining ships instead.

Mothball Ships
You may mothball/reactivate ships using this form.
Ships take 8 hours to mothball or reactivate.
If reactivating, you must pay 1/2 the ships' warpfuel cost - this will show on the form.
Otherwise, the mechanics work exactly the same as per warp, above.
Staging Area
You may stage/unstage ships and freighters using this form. All such movements are instant and take no fuel.
Stage/unstage all buttons are provided for convenience.

Staging Preferences
Set preferences for your staging area. See here for more details.

Build shipyards, freighters, and ships here.
Take note of the 5 different fields:
Cost is the monetary cost. Resources is the material cost.
The next two fields (shipyards and time) dictate how long it will take to produce that ship in real-time,
e.g. a fighter will take 1 shipyard up for 1 hour.
Finally, base fuel cost is the base fuel cost of that ship. See here for more details.



War is an essential tool in the arsenal of your world.

In order to wage war, go to the world you want to conquer and click 'Declare War'.
You may be in three offensive wars and three defensive wars at a time.
You may only declare three wars per turn.

N.B. Wars are always declared in the defending world's home sector.
Make sure you have a sufficient force in their sector before declaring war, or they will easily win!

You may not attack worlds below 3/4 of your GDP (except in special cases, see below).
You may, however, attack worlds any amount above your GDP, if you wish.
There is a soft cap of 3 times your GDP, above which if you declare war, you will be vulnerable to retaliation from higher GDPs for 5 days.

Attacks are possible every 8 hours per war. When attacking, the fleet powers of you and your enemy are calculated, taking into account the numbers of ships you have plus the bonus (see here), your training and your weariness.
Damage is obtained from a comparison of these two values, and ship losses are then calculated in proportion to how many of a ship type you have.

For example: if the damage is 10, and you have a fleet of 4 corvettes, you'll lose both those corvettes.
If you have a fleet of 10 fighters and 2 corvettes (equivalent base power to the other fleet), you're likely to only lose 5 fighters and a corvette.
Seeing as fighters are more quickly and cheaply replaced, it's in your interest you maintain lower tech ships as fodder during battles.

Instead of attacking the enemy fleet, you can attempt a supply raid instead.
The fighters and corvettes from your fleet will go on a raid, attempting to destroy freighters of the enemy fleet.
There is a small chance of evading the enemy entirely (higher if your fleet has superior training to the enemy), but if you meet, then there will be a battle.
The mechanics of this are the exact same as normal battles, but only fighters and corvettes take part.
If you win this battle, you go on to destroy a random quantity of freighters between 5% of their total, to 5 under their supply requirement.
For example, if an enemy fleet has 2000 fighters and owns 100 freighters, if you skip or win the battle you'll destroy between 5 and 95 freighters.

You win a war when your fleet power is more than ten times your enemy's, either before (in which case you'll automatically gain victory without fighting), or after a battle.
When a war ends, the enemy will lose 1/6 GDP, 1/2 growth (if above 0), 1/2 of budget and all resources, 1/2 freighters, 30% of their hangar power and all their warpoints.
The victor gains 3/4 of the above GDP, growth, budget and resources, 1/10 of the above freighters, and all the above hangar power. They also gain all the enemy's warpoints, plus one.

If you declare war on an enemy and they have a piece of the ultra-rare rumsoddium, you'll get it from them if you win!
If you lose a defensive war, you'll lose some stability and perception.

You are protected from war in two cases: for one week upon joining the game, and for 5 days after losing a war.
You may voluntarily exit war protection by either declaring war on a world (in which case you're obviously ready for war), or by sending ships (if you can transfer your fleet, you can fight with it).
Be aware that exiting war protection before the time is up carries a penalty - for 24 hours after you exit, you will not be able to re-enter war protection at all!
Be sure you are truly ready to exit war protection ahead of time.

World News

On this page you can see all the events that have affected your nation, among which declarations of war, turn change information, random events etc.
Events that require action on your part (to select a choice) will be bumped to the top of the page.

You can delete part or all of your world news by ticking the boxes and scrolling to the bottom of the page.



Here you can see all the messages other world leaders have sent you.
They may be removed as per world news.



This is where you can see all your policies and actions that require real time.

Tasks still in progress are at the top and show time until completion.
Tasks that are completed show outcome, and may be removed as per world news.


Galactic Market

This is where you trade with other players.
There is no NPC market in Worlds at War - all trades are made on the market (or directly between two players, to be added in).

Trades are listed in order of resource offered: money first, then resources, then ships.
You cannot accept trades offering ships above your maximum production level.

You can offer trades, setting your own prices for everything.
Beware, that if you cannot meet your trade when someone accepts it, you will be fined heavily.
You pay a flat fee to offer a trade. 10 GEU for a free market, 15 GEU for a mixed economy, and 20 GEU for central planning.
You do not get your fee back if you retract your trade, so be sure to offer a reasonable price!

This system may be tweaked in the near future.


The Galaxy

All the worlds in Worlds at War are listed here, in order of world ID (this may change). There are 40 worlds to a page.

You can search for a particular world by world name.



Here are listed the federations in Worlds at War, in order of membership total. There are 40 alliances to a page.



You can change your settings on this page.

Firstly, you can find a link that others may follow to find your world.
You may also change your world description, fleet names, and select your flag and avatar from the list provided.
Donators get some additional options as shown here.
Change one item at a time, please.

You may also change your account password by clicking on the link provided.
Account/world name changes will not be entertained unless in exceptional circumstances explained to me.

« Last Edit: September 08, 2014, 10:16:48 pm by heidi »