You can change relations with the other countries in Diplomacy. War is embargo and your units fight the enemy automatically; trade embargo is peace, but you cannot trade at the market; peace is the standard neutral relation. By giving Right of Way to someone you allow them to pass your country without triggering war; Share Map is the same but you also share your map with them. Shared Intelligence also shares the reveals of your spies and planes.
Players can form coalitions – teams of countries. If you’re part of a coalition,you cannot have good relations with members of other coalitions and cannot join another coalition for 3 days after leaving (1 day if you got kicked).
If your coalition owns 65% or more of the cities at daychange, you win as a coalition. (you need 45% and not to be in a coalition for solo).
Your popularity affects how AI countries behave to you. Bad popularity causes a lot of AI players to embargo you or even attack you. As AI make the most market offers, your market offers may become terrible.
To boost popularity set share map with all AI by default at the start.
You can also set Share Map with inactive players. Check the newspaper day after day and search for the name of their country. If they declared war on a lot of nations, or – even worse – attacked them without warning, don’t set the share map.
Before attacking, always set War with that country in Diplomacy first. It’s still a surprise if you set it a while before attack.
It’s not good to attack too many small bots. It can be a good kickstarter for new players, but don’t rely on it greatly. Inactive players have more territory and cost less popularity to attack.
Military management
Producing units
In Research units are divided in sections according to the building they require to be produced.
All units in the Infantry section in Research require a Barracks; Ordnance requires an ordnance foundry, tanks tank plant, planes aircraft factory, ships naval base, secret weapons secret lab. Those buildings are called production buildings or factories.
Units can only be produced in cities.
Every unit has its “base” production time and its minimum production time. The base production time is how long the unit takes to produce in a 100% morale city with a lv1 production building. The unit cannot be produced under its minimum production time.
Level 1 units are usually produced at their minimum production time even with a lv1 factory. Units that are researchable later or higher level usually don’t have the same base and minimum production time, though. Instead, the minimum is 2x, 4x, 8x or 16x smaller than the base. As each level of a factory doubles the production speed, a certain level of the factory always perfectly matches with the minimum production time of the unit. For example a lv4 factory works 8x faster than lv1, so any unit that has the minimum 8x smaller than the base will be produced at its minimum production time in a lv4 factory.
So, remember to upgrade your factories as you research more advanced units. I’ve seen many players lose because of not knowing this and having to deal with 6 day production times.
When you research the higher levels you have to upgrade the units.
The upgrade cost is half the production cost of the target level, the upgrade time is half the minimum production time of the target level.This means upgrading across multiple levels (like lv1 to lv4) is more effective.
Managing units
There are 3 types of units – ranged, close combat and planes.
Ranged units have a circle around them andcan attack targets within that circlewithout receiving damage. However, if the target is 5km or closer, the target will defend against the ranged attack using its defensive values and the ranged unit will engage in close combat.
Close combat units don’t have a circle around them and can only attack at the distance of 5km (1/10 Artillery range). They can’t attack without receiving defensive damage from the target and cannot retreat once engaged in a fight.
Planes have a range, but they are rather close combat units. They cannot deal damage to their target without receiving the defensive damage back. However, they have a large range and aren’t locked in the fight (unless they’re attacked in close combat on the ground). You can direct attack or patrol with planes. Direct attack means your plane flies to the target, hits and then returns to the airport to refuel (cannot change orders while returning and refuelling). Patrol deals and receives 1/2 damage from all enemy units within the blue circle every 15 minutes and saves the units within view as intelligence reveals.
Always withdraw planes when going away for a longer time. Upgrade forward airports to make sniping them harder.
In close combat, stacking units is an advantage. Two tanks in a single army can survive 2x longer than a single tank and have 2x more damage. Dealing 2x more damage per hit and having 2x more time to hit means they are 4x stronger than a single tank. However, as damaged units have reduced damage, the tanks will get damaged as they defeat enemies and won’t actually defeat 4 single tanks. Stacking units is still a large advantage, though.
An army moves at the speed of its slowest unit.
In close combat, you cannot attack with multiple stacks without increasing the damage you receive – armies just defend whenever they’re attacked from 5km or less.
If 2 armies attack one the one defends against both of them, sosplitting your close combat army into X groups makes your units receive X times more damage.
However, if you split your army into stacks of 10 or more units, you’re basically speeding up the fight. Splitting 20 tanks into two groups of 10 doubles their damage, but also doubles the damage they receive from the target.
Planes cannot be attacked by land or naval units while in the air (can only receive damage from them defensively), sothey can choose the smallest army to attack. As having a stronger army makes you so much more effective, a group of enemy bombers will be devastating to anyone who has his military spread out in single units or small armies.
Tactical bombers are best against infantry, attack against tanks, strategic against buildings and naval against planes.
In ranged combat (with Artillery), same applies, except keeping the Arty stacked is not as important (even though it’s still better, you prevent the enemy from focusing the Arties down).
It’s important to learn how the research stats work. Once you do, you can tell the role of a unit without even trying it out.
Any nation that you have peace with is neutral.
If any of your units passes a centre of a neutral province, it will trigger war inevitably.
An exception is if another neutral nation has its units there but the owner hasn’t, in which case your units will just pass.
This also applies to stealth units like commandos. You just can’t sneak into enemy or neutral territory with stealth units. They are hidden, but they cannot pass an empty neutral province centre or a neutral unit on its own territory without fighting.
If there is no scout unit able to reveal the stealth unit in a plane army, the plane army cannot damage the stealth unit with patrol, even if the stealth is visible (revealed by other units).
Sabotage
Especially for active players, it’s very beneficial to find a way to mess up the enemy’s plans – destroy the buildings he’s using to produce, his economy, or make him into retreating to deal with your annoying forward units, so you can comfortably take the land on the front.
day is just the rate.
It was supposed to be 3 threads 9k characters each, but as it kept telling me it's over 10k characters, I gave up on that.