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Provinces

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Revision as of 08:17, 21 February 2018 by User (talk | contribs)
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Provinces are the life of your strategic conquest, and will prove to be useful as outposts, airbases, navy bases and more. They have properties attached such as Population, Morale, Production, Terrain type. Healing/Defensive values and Victory points.

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Cities

You can also see the text 'Homeland City', 'Occupied city' or 'Annexed city' written in the province bar which is there to let you know of the different states a city can be in. Cities have the largest strategic value, and allow you to focus on mobilisation or reproduction depending on what you need strategically.

Homeland City

The name being self explanatory, Homeland cities is a city which you own at the start of your game. These cities will have the best starting stats, with high morale and population, so be sure to take care of them!

Occupied City

In you conquest for global domination, the populus do not appreciate your enforcement into their homeland. Morale is capped and stats are generally low, you will not be able to mobilise units but you are able to construct in the city and use it as a strategic base.

Annexed City

Annexed cities remove the Morale cap of an Occupied City and allow you to start mobilising units. As a result of this increase in Morale, also earns you a higher population rate and better resource gathering. To Annex a city, select it in your construction list.

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Population

Population is a game mechanic which allows for Resources and Victory Points to have higher values. Investment in infrastructure, the construction of bunkers and hospitals, and a clearly visible and supportive military contingent of troops will encourage positive increases in population morale, while wars with multiple nations, poor diplomatic relations, and a lack of basic supplies will have negative effects on your campaign.

WDM contamination

WMD missile attacks will cause contamination on the map area which cause damage to unprotected units and population over time. If a city is contaminated you will need to manually decontaminate it.

Morale

The morale of each province or city is based on several parameters. All of them add or subtract something from the target-morale which is recalculated every day at Day Change. The morale of a province directly affects the production of the resources, units, and buildings of a country. If a province has a very low morale level, it will only produce a small percentage of the optimal amount possible. The most dramatic negative contributor to negative population morale is Insurgencies. In order to counter local population uprisings, leave a unit behind to encourage healthy relations, or inject Gold capital to spur the economy back from the devastation of recent war. When looking for cities low on Morale, remember to make use of the Morale view in the settings to pay attention to provinces which need it.

  • Availability of Resources: Citizens need certain goods to be productive and efficient members of society. Players need to make sure to always meet the basic demands of their communities.
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  • Distance to the Capital: Players can conquer other capitals in order to shorten the paths to border provinces.
  • War weariness: Nobody likes war - even when fought for a "just cause". Being at war with too many countries may make citizens lose confidence in their leader.
  • Morale of neighbouring provinces: A revolutionist mood can spread across province borders, including those of neighbouring countries.
  • Enemy armies: If there are enemy troops on a player’s territory it will cause a negative effect on the people's morale.


Headquarters

As the capital is significant for the moral of your whole nation, players should always have an eye on the distance to your far-out provinces. To manage a big area as efficient as possible players have to improve provinces with buildings that raise its morale. Conquest of a capital has the following consequences: The country who lost its capital loses 20% morale in all of his provinces and the target-morale decreases by 40%.

Terrain

Each province has a terrain type which can be seen in the Terrain view or Province bar. Each unit has a different

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Terrain Modifiers
  • Attack Modification- A unit will be influenced either positively or negatively by this percentage when in this terrain while on attack.
  • Defense Modification- A unit will be influenced either positively or negatively by this percentage when in this terrain while in defensive actions.
  • Speed Value- A unit will be modified by this percentage as it travels through the defined environment.
  • Hit Points- a unit’s Hit Points will be modified depending upon terrain.
  • Sight range- The sight at which your unit will be visibly detected varies upon terrain. This is different from radar range, and is shown on the map as the brightest view around your unit