I know this has been an eventful past couple of months, but we’re only just getting started, so buckle your seatbelts up and let's dive into the next military-focused content update: Generals
Is this you?
Do you wish there was more to warfare than plane plane tank plane?
Are you bored of doing nothing during peacetime besides logging in for your daily bonus and clicking a button every once in a while?
Well, let me introduce you to a revolutionary idea: another button to click!
Or something like that.
Currently, all conventional battles (i.e. not Spies, Missiles, or Nuclear Weapons) consist of 3 rolls (for each side of the battle) to determine the outcome, with each side rolling between 40% and 100% of their combat value. If a nation gets a higher army value in all 3 rolls, then they get an immense triumph. If they get a lower army value in all 3 rolls, they get an utter failure.
Generals are units that can be selected to lead a specific army group (ground, air, naval) and will act as a modifier to the lower end of this range (but only in battles for the group it is assigned to). Their impact will depend on their level, with the max level (10), providing a +10% modifier, changing the lowest possible roll from 40% to 50%.
Levels and Experience
With each level a general has, the % of the lowest value will increase by 1%. However, as a general levels up, they will require more XP to get to the next level. To max out a general, they’ll need 3000 XP points.
Generals will become Level 1 at 100 points, Level 2 at 150 points, Level 3 at 250 points, Level 4 at 400 points, Level 5 at 600 points, Level 6 at 850 points, Level 7 at 1150 points, Level 8 at 1700 points, Level 9 at 2300 points, and Level 10 at 3000 points.
Generals can gain XP through one of three ways:
The most basic way to gain XP is through military exercises, which will passively accumulate XP while consuming gasoline and munitions relative to a player's city count. Military exercises will give generals 18 XP every day (or 1.5 per turn), which means that it would take 167 days (or roughly 5 months) to max out a general through military exercises.
However, generals, like baseball players, age over time. They are recruited at an age of 40, and will retire at an age of 65, giving them a natural lifespan of 150 days (based on baseball aging which is 5 days every turn). Therefore, it is impossible to get a general to level 10 solely through military exercises, and you'll need to rely on the other two options to advance your general.
The second method of gaining XP is through offensive war attacks. However, different battle results will give different amounts of XP. An IT battle will give 12 points of XP, a MS battle will give 36 points of XP, a PV battle will give 60 points of XP, and a UF battle will also give 12 points of XP. MS and PV battles give more XP since logically, a difficult military battle will give more experience to a general than an easy one.
Gains from an IT battle will also depend on how much more military you have compared to your opponent. Attacking with more than 2x your opponent’s military will reduce your XP gains from IT attacks to 6 (from 12). Attacking with more than 3.2x your opponent’s military will reduce your XP gains from IT attacks to 1.
Intense fighting is the fastest way of grinding XP, but it is also the riskiest method due to the possibility of generals dying on the battlefield (see below).
The third method of gaining XP is through training battles. Training battles can be done once per day and will consume gasoline, munitions, steel, and aluminum relative to your city count. Training battles will give 60 points each, so it would take 50 days to get to 3000 XP (assuming they use no other methods of gaining military XP) or 39 days to get to 3000 XP (assuming passive gains from military exercises in addition to their war attacks).
At first, nations will be able to have up to 3 generals at a time, though they can increase this to 6 through a project unlock. When doing passive military exercises or simulated battles, nations will select which general they want to receive the XP from doing so. When doing war attacks, whichever general is assigned to the unit type of the attack (i.e. ground, air, or naval) will receive the XP. Generals are interchangeable between each unit type, with a 1 day cooldown to switch a general after appointing them, but generals can develop army specific traits.
The easiest way to think of traits are perks for individual generals that randomly develop after a general reaches level 8.
There is a 2% chance from simulated battles/3% chance from any war attack of a general developing a trait at level 8, a 4%/6% chance of a general developing a trait at level 9, and 8%/12% chance of a general developing a trait at level 10.
The chance of a general developing a trait is reduced to 0 for war attacks if a nation’s opponent has under half their military.
There are two tiers of traits: tier 1 traits and tier 2 traits.
Each tier provides an additional score modifier (see the score section).
Tier 2 traits also decrease the effectiveness of the general by 25% (reduced to +0.75% from each level instead of +1%).
Once a general triggers the event to obtain a trait, players will get an event that will allow them to choose whether they want to develop a trait for that general or not. The event will also tell them whether it is a tier 1 or tier 2 trait.
Traits can be rerolled once per general with a credit. Credit resets will choose any tier 1 or tier 2 perk regardless of what the previous trait is.
To prevent their generals from dying, nations can move their generals from active to reserve, though this also removes the bonus from the units they were assigned to. There is a 1 day cooldown between moving a general to reserve and moving them back to active duty.
Nations can also discharge their general if they are not active, which will get rid of that general and open up a space for a new general.
A list of traits can be found here.
General Recruitment and Death
Recruiting a general is simple. You either choose to recruit a level 0 general for $1m, a level 1 general for $10m, or a level 2 general for 1 credit. Nations can have up to 3 generals recruited at a time (unless they have the project that allows them to recruit more).
Generals also have a random chance of dying during any battle (whether it be offensive or defensive).
Generals are guaranteed not to die in their first 10 battles.
The chance of a general dying is dependent on the ratio between a nation’s army value and your opponent’s army value, with the highest chance (1%) occurring at a 1:1 ratio. The formula used to determine death chance is (1-(x-1)^2). The result of the battle also modifies this chance (immense triumph gives a 0.8x modifier, moderate success gives a 0.9x modifier, pyrrhic victory gives a 1x modifier, and utter failure gives a 1.1x modifier) The chance for a general’s death in any defensive battle remains the same (1x modifier) regardless of battle result. You can find a helpful graph here.
Each General adds score per city to your nation, depending on your general’s traits and level.
General score = ((City score/50) + ((military score) * (general level/10)) * 0.07) + (military score/city count * trait modifier)
This would increase a city 40’s military score by roughly 7.2% at max mil for each general assuming the general is level 10 and has no trait.
Tier 1 traits provide a score modifier of 0.5 and tier 2 traits provide a score modifier of 1.25. If a general has no trait, the modifier is 0.
All public stats about Generals can be found under a nation’s Factbook page, which includes a General’s age, level, and whether they have developed any tier 1 or tier 2 traits.
However, the specific traits that Generals have are hidden and can only be seen on the ground/air/naval battle page.
Just like now, Generals can be named, but they can also have a profile picture uploaded for them for users with VIP.
Generals will appear on the battle page (much like they do now, but with a portrait if one is provided along with all of their stats).
Due to the lack of resource intensive wars and the resource inflation caused by inactivity deletion not working and RPC, the prices of all resources have been steadily declining over the past couple of years as supply continues to outstrip demand. Despite previous efforts to address the problem through resource sink, the problem persisted due to the temporary nature of the sink. We know that any solution must involve a continuous scaling resource sink that will consume resources long past its release date, and Generals has been designed with that in mind.
Consumption for Generals are as follows:
Military exercises will consume 3 gasoline and ~5 munitions per city per day (or 0.25 gasoline and 0.42 munitions per turn).
Training battles will consume 5 gasoline, 7 munitions, 4 aluminum, and 3 steel per city.
Due to the competitive advantage Generals give a nation, we expect resource consumption to increase substantially, and we will continue to monitor the markets to ensure that a healthy balance is maintained between supply and demand.
Projects + Perks
A list of related projects and perks can be found here.
Additional Features Under Consideration
Options to choose between offensive/defensive traits
Military Rebuy traits
Lower ranking officers that provide smaller benefits
Group Training (training with other players)
The Military Generals feature aims to increase player engagement during peacetime by introducing a new mechanic that rewards activity and introduces passive consumption of warchest resources. Generals are units that can lead a specific army group and act as a modifier to the lower end of the range of conventional battles. Generals can gain XP through military exercises, offensive war attacks, and training battles. Generals can also develop traits that can be rerolled once per general with a credit. Generals can be recruited for a higher level with additional cash, and they also have a random chance of dying during any battle. The feature also includes projects and perks that enhance the generals' abilities and XP gain.
Let us know what you think! If there's something that's confusing to you, just let me know and I can explain it further.