Total Conflict: Resistance

Total Conflict: Resistance

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Key aspects of the global campaign.
By Nomad
In this guide, I'll try to cover the main aspects of the game in as much detail as possible.
This guide is valid for version 1.0 of the game.
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Faction Types
At the beginning of the game, you will have to choose a state that you will have to lead to dominance in the region.
All factions are divided into three groups, which have their own technological development trees.


Sambro, Malaga, Bud-Rodach, Benevento, Holstebro, Tunderey, Arvik - conditionally "Western" countries. They research and produce weapons and equipment of the NATO
+ Balanced branch of equipment development, the most durable tanks in the middle of the game, weak unification of small arms ammunition at the initial stage of the game.
- vulnerable equipment at the start, excess of the same type of small arms requiring a long time of research.

Features: Strong intermediate tanks with high survivability and good depression angles. Strong top-end MBTs. A wide range of small arms with good ballistics. Availability of the "Elite" detachment. MLRS ammunition capacity is low. Availability of bomber aircraft.


Golubichi, Nozai, Baikadam, Belomorye, Rekvik, Bearish - conditionally "Eastern" countries. Research and production of Soviet-Russian weapons and equipment
+ Balanced branch of equipment and small arms development, a wide variety of artillery and powerful top artillery, fairly balanced unification of ammunition.
- Relatively weak tanks in the middle of the game.

Features: A wider range of tanks, which are less durable than Western products but cheaper to produce. A wide range of artillery (including DLC). The most powerful MLRS (TOS-1A). Strong top-end BMPTs and MBTs. Relatively limited variety of small arms.


Whalen, West Anjou, East Anjou, Valiland, Akutan - conditionally "Southern" countries. Have a combined branch of weapons and equipment research.
+ early appearance of tanks, strong air defense.
- accordingly complex research branch, requiring preliminary planning of the combination of standard weapons, equipment and ammunition, poorly protected elements of equipment at the beginning of the game, weak top tanks.

Features: A wide range of air defense weapons. The game's most powerful air defense (the Shilka). transport for early games with low health. The earliest MLRS in the game. Artillery is researched later than other factions. Top tanks are weaker than others.
Western factions
1) Sambro. Located in the southwestern part of the continent. Includes 5 settlements, including: the capital, two rural areas, an industrial center, and a seaport. Has land communication with Holstebro and Malaga.
+ land borders consist of small factions, an optimal number of settlements and battalions, the presence of aviation at the start.
- no objective disadvantages.
Conclusion: the faction has a comfortable start, the presence of a small number of neighbors allows you to protect yourself from unexpected attacks with the help of diplomacy. Balanced basic economic and military potential. This faction is adapted for players with any experience of the game.




2) Malaga. Located in the south of the central part of the continent. Includes 4 settlements, including: the capital, rural areas, an industrial center, and a seaport. Has land connections with Sambro, Holstebro, Benevento, Golubici and Nozay.
+ no objective advantages
- long land border, weak economic and military potential at the start, no aviation at the start.
Conclusion: playing for this faction requires a lot of effort due to the large number of neighbors, as well as the central location on the mainland, and weak basic military potential makes it difficult to expand territories. This faction is adapted for for experienced players.




3) Bad-Rodach. Located in the western part of the mainland. Includes 5 settlements, including: the capital, rural area, industrial center, seaport, airfield. Has land connections with Tunderey and Holstebro.
+ land borders with a small number of factions, the optimal number of settlements and battalions, the presence of aviation at the start.
- the presence of one rural area.
Conclusion: the faction is very comfortable at the start, the presence of a small number of neighbors allows you to protect yourself from unexpected attacks with the help of diplomacy. The presence of only one rural area can complicate the provision of food in the medium term. This faction is adapted for players with any experience of the game.



4) Holstebro. Located in the western part of the continent. Includes 7 settlements, including: the capital, three rural areas, an industrial center, a seaport, an airfield. Has land connections with Tunderey, Bad-Rodach, Sambro, Benevento and Malaga.
+ a large number of settlements and battalions, the presence of a large number of rural areas, the presence of aviation at the start.
- an extended land border, inconvenient geography of the state.
Conclusion: the faction has average comfort at the start, the presence of a large number of neighbors complicates security, which is further aggravated by the inconvenient drawing of the borders, which complicates the complex transfer of troops between the southern and northern regions. Therefore, it is necessary to plan in advance for the exit from non-aggression pacts. Three rural areas improve the quality of food production. This faction is adapted for players with experience in the game.


5) Benevento. Located in the north of the central part of the continent. Consists of 5 settlements, including: the capital, rural areas, two industrial centers, a seaport. Has land connections with Holstebro, Malaga and Golubichi.
+ optimal the number of settlements and battalions, the presence of a large number of industrial centers, the convenience of drawing borders.
- the presence of only one rural area, no aviation at the start.
Conclusion: the faction provides comfort at the start, the presence of a large number of neighbors is compensated by the convenience of drawing borders. The border with Malaga and Golubichi is small in length, which allows you to concentrate troops in case of conflict. But despite this, it is necessary to plan in advance for the conclusion of non-aggression pacts. Two industrial centers will provide good economic and production potential, reducing dependence on resource imports. Having only one rural area can make it difficult to provide food in the medium term. This fraction adaptate for players of all experience levels.


6) Tunderey. Located in the eastern part of the mainland. It consists of 4 settlements, including: the capital, rural areas, industrial center, seaport. It has a land border with Holstebro and Bud-Rodach.
+ land borders with a small number of factions.
- low economic and military potential at the start, no aviation at the start.
Conclusion: playing for this faction has a number of difficulties due to weak economic and military potential, which is offset by the ease of ensuring security through diplomacy. Weak economic potential will quickly force you to expand your borders. This faction is adapted for experienced players.





7) Arvik. Located in the eastern part of the island north of the mainland. It consists of 6 settlements, including: the capital, two rural areas, an industrial center, a seaport, an airfield. It has a land border with Rekvik.
+ optimal number of settlements and battalions, land border with a single faction, aviation at the start.
- no objective disadvantages.
Conclusion: the faction is very comfortable at the start, the presence of a single land neighbor will allow you to prepare for war with it or conclude a non-aggression pact and wait for someone's intervention only in the seaport area, which will complicate a massive invasion. The presence of two rural areas can provide sufficient food production. This faction is adapted for players with any experience of the game, ideal for beginners.
Eastern factions
1) Rekvik. Located in the eastern part of the island north of the mainland. It includes 6 settlements, including: the capital, a village, two industrial centers, a seaport, an airfield. Has a land border with Arvik.
+ optimal number of settlements and battalions, land border with a single faction, a large number of industrial centers, aviation at the start.
- the presence of one rural area.
Conclusion: the faction is very comfortable at the start, the presence of a single land neighbor will allow you to prepare for war with it or conclude a non-aggression pact and wait for someone's intervention only in the seaport area, which will complicate a massive invasion. Two industrial centers will provide good economic and production potential, reducing dependence on resource imports. The presence of only one rural area can complicate the provision of food in the medium term. This faction is adapted for players with any experience of the game, suitable for beginners.


2) Golubichi. Located in the north of the central part of the continent. It consists of 4 settlements, including: the capital, rural areas, an industrial center and a seaport. It has land connections with Benevento, Malaga, Baykadam and Nozay.
+ no objective advantages
- an extended land border, low economic and military potential at the start, no aviation at the start.
Conclusion: playing for this faction requires a lot of effort due to the large number of neighbors, as well as the central location on the mainland, and weak basic military potential makes it difficult to expand territories. This faction is adapted for experienced players.




3) Nozay. Located in the southeastern part of the continent. It consists of 6 settlements, including: the capital, rural areas, two industrial centers, a seaport, an airfield. It has land connections with Malaga, Golubichi, Baykadam and Belomorye.
+ a large number of settlements and battalions, the presence of a large number of industrial centers, aviation at the start.
- an extended land border, inconvenient geography of the state, one rural area.
Conclusion: the faction has average comfort at the start, the presence of a large number of neighbors makes it difficult to ensure security, which is further aggravated by the inconvenient drawing of the borders, which complicates the transfer of troops between the eastern and western regions. Therefore, it is necessary to plan in advance non-aggression pacts. Two industrial centers will provide good economic and production potential, reducing dependence on imported resources. The presence of only one rural area can complicate the provision of food in the medium term. This faction is adapted for players with experience in the game.


4) Baikadam. Located in the north-eastern part of the continent. It includes 6 settlements, including: the capital, two rural areas, two industrial centers, a seaport. It has a land connection with Golubichi, Nozay and Belomorye. + land borders with a small number of factions; a large number of settlements and battalions, a large number of industrial centers.
- no aviation at the start.
Conclusion: the faction has good comfort at the start, the presence of a small number of neighbors allows you to protect yourself from unexpected attacks with the help of diplomacy. Good military potential. Two industrial centers and two rural areas will provide a good level of production of both industrial and food resources. This faction is adapted for players with any experience of the game.



5) Belomorye. Located in the northeastern part of the mainland. Consists of 7 settlements, including: the capital, two rural areas, two industrial centers, a seaport and an airfield. Has a land border with Nozay and Baykadam.
+ land borders with a small number of factions; a large number of settlements and battalions, the presence of a large number of industrial centers, the presence of aviation at the start.
- no objective disadvantages.
Conclusion: the faction is very comfortable at the start, the presence of a small number of neighbors will allow you to protect yourself from unexpected attacks with the help of diplomacy. Good military potential. Two industrial centers and two rural areas will provide a good level of production of both industrial and food resources. This faction is adapted for players with any experience of the game, ideal for beginners.


6) Bearish. Located on a separate island to the northeast of the mainland. Consists of 3 settlements, including: the capital, an industrial center, a seaport. Has no land borders.
+ no land borders;
- very few settlements and battalions at the start, no aviation at the start.
Conclusion: the faction has a number of problems at the start. Extremely low economic potential, which will force you to quickly expand your territories, but expansion will be hampered by weak military potential, as well as an island location. The absence of neighbors with a land border will allow you to protect yourself from unexpected attacks, allowing you to wait for someone's intervention only in the seaport area. This faction is adapted for players with extensive experience.
Southern factions
1) West Anjou. Located on a separate southwestern island. It consists of 6 settlements, including: the capital, two rural areas, an industrial center, a seaport, and an airfield. It has no land borders.
+ no land borders; a large number of settlements and battalions, and aviation at the start.
- no objective disadvantages.
Conclusion: the faction has moderate comfort at the start, the absence of neighbors with a land border allows you to protect yourself from unexpected attacks, and expect intervention in the seaport area. Balanced basic economic and military potential. This faction is adapted for players with any experience of the game.



2) East Anjou. Located on a separate southern island. It consists of 4 settlements, including: the capital, a rural area, an industrial center, and a seaport. It has no land borders.
+ no land borders.
- a small number of settlements and battalions at the start, no aviation at the start.
Conclusion: the faction has average comfort at the start, the absence of neighbors with a land border allows you to protect yourself from unexpected attacks, and expect intervention only in the area of the seaport. Weak basic economic and military potential. This faction is adapted for players with existing game experience.




3) Valiland. Located on a separate southern island. It includes 4 settlements, including: the capital, rural area, industrial center, seaport. Has no land borders.
+ no land borders.
- a small number of settlements and battalions at the start, no aviation at the start.
Conclusion: the faction has average comfort at the start, the absence of neighbors with a land border allows you to protect yourself from unexpected attacks, and expect intervention only in the area of the seaport. Weak basic economic and military potential. This faction is adapted for players with existing game experience.





4) Akutan. Located on a separate southeastern island. The faction consists of 6 settlements, including: the capital, two rural areas, an industrial center, a seaport, and an airfield. It has no land borders.
+ no land borders; a large number of settlements and battalions, and aviation at the start.
- no objective disadvantages.
Conclusion: the faction has moderate comfort at the start, the absence of neighbors with a land border allows you to protect yourself from unexpected attacks, and expect intervention in the seaport area. Balanced basic economic and military potential. This faction is adapted for players with any experience of the game.



5) Whalen. Located on a separate western island. The faction consists of 3 settlements, including: the capital, rural area, and a seaport. It has no land borders.
+ no land borders;
- an extremely small number of settlements and battalions at the start, no aviation at the start.
Conclusion: the faction has a number of problems at the start. Extremely low economic potential, which will quickly force you to expand your territory, but expansion will be difficult due to weak military potential, as well as the island location. The absence of neighbors with a land border will allow you to protect yourself from unexpected attacks, and expect intervention only in the area of the seaport. This faction is adapted for players with more experience.
Global Campaign Interface
The screenshot shows the general interface of the global campaign.

1) Resource line.

When you hover your mouse over the icon of a given resource, a window appears displaying how much of this resource is stored and in which settlements it is stored. At the bottom, the production of what and how much of this resource is consumed is displayed.
2) List of cities and battalions. This list shows the settlements under your control, as well as a list of battalions. Next to the name of each settlement there is an icon indicating its type. In addition, the row of each settlement displays icons of the resources produced in it, the numbers in the row of the settlement display the number of reservists located in it. If the name of a settlement is displayed in red, this means that there is not enough food in the settlement. Clicking on a locality in the list will open a menu advising the city, double-clicking will move the camera to it. The battalion line displays its name, level, and strength. The presence of an exclamation point in the line of a certain battalion symbolizes a lack of food or fuel. You can open the battalion menu or move the camera to it in the same way as described above in relation to cities.
3) The "Stability" indicator.
4) The "Political Power" indicator Displays the amount of the same resource, which gradually increases and is spent ti pass laws in the "Politics" menu.
5) Date and time indicator.
6) Game speed control menu on the global map.
7) Control menu. Switch to the modes of the management sections such as technology research (production adaptation), construction, production, squad editor, politics, diplomacy, world market, economic graph, management menu from the general pool.
8) Music player.

You can move the camera using the movement keys (W, S, A, D), moving the cursor to the edge of the screen or moving the mouse while holding down the mouse wheel.

Stability and food consumption
Stability an important indicator reflecting the loyalty of the population. The base value cannot exceed 50%. Certain passed laws in the Politics menu allow you to increase the maximum possible stability value to 100%.

Stability depends on establishing control in populated areas. To ensure control in a populated area, it is first necessary to provide it with food.

There are three food resources in the game: bread, fish and canned food.

It is important to note that provision of consumption occurs in a gradual order: first canned food, then bread and lastly fish. Until the village runs out of canned food, there will be no expenses for bread and fish, and accordingly, fish will not begin to be consumed as long as there is bread in the settlement.

A settlement's consumption is calculated based on its population. Every 100 residents consume 1 unit of provisions per day. Only a full hundred is counted, meaning a settlement with a population of 799 will consume 7 units per day, and once the population rise to 800, consumption will rise to 8 units per day. Provisions in settlements are written off every two days.

Battalions, on the other hand, consume 2 units of provisions per 25 soldiers + 2. Every quarter of a hundred is counted. For example, a 49-man battalion consumes 4 units of provisions per day, while a 50-man battalion consumes 6 units. A battalion of fewer than 25 men consumes no provisions. Provisions are written off daily.

Food alone is not enough to ensure control over a settlement; to control a settlement, you need to fulfill one of the following two conditions:
1. Equip the garrison with the required number of troops. To ensure control in a populated area, it is necessary to have 1 policeman per 70 residents or 1 other type of fighter per 40 residents. As the number of garrisons increases, the dictatorship indicator increases (Dictatorship has not yet been implemented)
2. Provide the settlement with alcohol. As long as there is alcohol in the settlement, control in the settlement will be ensured, even if there is no garrison in it.

The main thing is to ensure control in the capitals; the lack of control in the capitals entails a decrease in stability.

As a hint about the stability trend, there's a stability icon in the lower left corner. If a green arrow appears next to the value, it means the country is experiencing positive stability trends and the value will increase to its maximum.

If the value is displayed in red and there is a red arrow next to it, this means that stability is declining in your country.



Hovering your cursor over the stability icon will display information about which settlement is low on alcohol or garrison.



Important: Please note that at the start of the game there is not enough garrison in the capital to ensure control; Initial control of the capital is ensured by the availability of alcohol.

Low stability entails more frequent appearance of rebels in the territory you control.

By ensuring control over settlements, stability gradually increases on its own. The level of stability also increases the adoption of certain laws in the “Politics” menu.

The level of stability is negatively affected by:
1. lack of control over settlements
2. your capture of new territories (-10% for capturing the capital, -5% for other types of settlements)
3. adoption of some laws in the “Politics” menu
4. some random and trigger events on the global map.

IMPORTANT: If a law that reduces stability is passed or any events related to a decline in stability occur, the stability icon will remain red for a period of time.
Settlements and Resources
All settlements are divided into five types and are indicated by the icons shown in the picture below.By hovering the mouse cursor over a settlement, a window (1) will open, which displays the name of the settlement, population size, name of the battalion stationed there, daily/weekly/monthly food consumption taking into account the battalion stationed there and ensuring stability.
Clicking on a settlement will open the settlement menu.
At the top of the menu (2) is the name of the settlement and population size.
Below are three tabs (3): garrison, supplies and troops.
The supply menu displays a table of resources stored in the settlement. Each resource line (4) displays a resource icon, its name and its quantity.

By clicking on a specific resource, the resource management menu will open.

1 Selector for selecting the location where the resource will be sent.
2 Slider for selecting the amount of resource.
3 By checking this box, the sent convoy with the specified amount of resource will be sent weekly. (to cancel a repeating convoy, uncheck the box and send any amount of resource. You can also select a zero value).
4 By checking this box, a convoy with all the resources stored in the city will be sent to the specified location.

You can also manage resources from the shared resource pool. Hovering over any resource will display information about its availability in cities.
Important: You cannot send resources from the shared resource pool to the capital

It is important to note that resources while they are being moved in a convoy are not taken into account in resource statistics.
Trade








The trade menu on the left side displays the goods that you have put up for sale. On the right side there is a list of goods that you can purchase on the world market, indicating the name, quantity, price and flag of the state that sells this resource.

You can remove a resource you have put up for sale by clicking the cross next to the corresponding resource.

All resources purchased or removed from sale are moved to the capital of your state.

The product filter is highlighted in red. Using it, you can determine the type of resources that will be displayed in the list of products available for purchase.

If the trade icon on the global map flashes red, this means that all the goods that you put up for sale have been sold out.

To put a resource up for sale, select the appropriate resource in the settlement or in the general resource management menu. Next, in the destination selector, select “World Market”, indicate the quantity and after clicking the “Send” button, the selected resource will appear on the market.
Construction








In this menu you can build buildings in populated areas.

By selecting an empty slot in a certain locality, you will see buildings available for construction. (In each type of settlement, the available buildings differ)

By hovering the cursor over the desired building, a window will appear, which displays what and how much (the amount of resource produced in one batch) it produces, the amount of resources required for construction, the resource consumed, as well as the amount of labor required (operational reserve).













You can upgrade some buildings. This increases the maximum production efficiency of that building. To upgrade a building, click the construction crane icon in the corresponding slot. IMPORTANT: The upgrade icon only appears when you have enough resources for the upgrade.


Buildings can also be destroyed, returning 70% of their value.

If the construction icon on the global map is blinking red, it means that you are not currently constructing any buildings.
Population


By opening the construction menu on the right, you will see the “Ministry of Labor” table, which reflects extremely important information about the population.
The population plays a vital role in the life of your state and it is vital to ensure an increase in its numbers.

You can increase the population by building residential buildings in cities. Constructed residential buildings give rise to population growth in a particular city, but this growth goes into general statistics. That is, it is not necessary to build up all settlements with residential buildings, but the more residential buildings are built in the state, the faster the population grows.
Important: population growth in a particular city increases its food consumption

The construction of residential buildings in rural areas provides a greater increase in reservists. The construction of residential buildings in other types of settlements provides a more effective increase in the operational reserve.

Population growth indirectly influences everything that happens in your country. As the population grows, the number of scientists increases, and they, in turn, accelerate the research of weapons, equipment, and ammunition. The number of people working on construction sites accelerates the speed of construction. And the number of people in ministries accelerates the speed of diplomatic missions.

In this table, the main indicators that you need to pay attention to are operational reserve and maximum production efficiency, which are interrelated.

Operational reserve is one of the most important indicators. Reflects the number of available workers; the operational reserve is spent when constructing or capturing production facilities.
(For example: the screenshot shows the value 1852, building a military plant requires 150 workers. That is, having built a military plant or captured a settlement in which there will be a military plant, the value of the operational reserve will decrease by 150 and become equal to 1702. This example also works in the opposite direction: after destroying a military plant, the value of the operational reserve will increase by 150)

Maximum production efficiency - the maximum potential value of production efficiency (for more details, see the "Production" section)
Production






Production is one of the most important components of the game, ensuring your economic prosperity.
Let's start with the fact that all weapons, equipment and ammunition are produced in military factories. All other products are produced at the specialized production facilities.
Hovering your mouse over the desired product (number 1) will display information about the amount of resources required to produce one batch of that product.
At the bottom of the product type window, the time required to produce one batch is indicated, assuming the batch is produced at 100% efficiency.

Now about production efficiency. After you place the desired product into production, the first batch will be produced at 20% efficiency (number 2) (this applies to all types of production), meaning it will take five times longer than the specified value. The remaining production time is displayed below (number 3). Over time, production efficiency will increase to its maximum value. If you cancel production of, for example, a pistol whose production efficiency has already been adjusted to 100%, and then restart production of the same item at the same factory, the production efficiency counter will reset to 20%..

In the game, accidents can occur in resource production (wheat fields, sawmills, quarries, ore mines and oil rigs), if an accident occurs in a specific location, production efficiency drops to 20% and is restored over time.

At the beginning of the game, the maximum efficiency of any production is 75%. This value for different types of production can be increased by adopting appropriate laws in the “Policies” section.

As a note, it is worth noting that at the time of writing this guide, the maximum production efficiency value for different types of production, taking into account the adoption of all laws, is:
- food industry – 112%;
- resource extraction and manufacturing industry – 122%;
- military factories/airfields/shipyards -125%

It is quite obvious that you will have a question about what then does the indicator “Maximum production efficiency” mean in the Ministry of Labor, which is initially equal to 125%?

To answer this question, we need to mention the impact of operational reserve on production efficiency.
So, when the operational reserve indicator has a positive value, then the maximum potential production efficiency is equal to 125%, that is, subject to the adoption of laws that increase production efficiency, the maximum efficiency cannot exceed 125%. In the case when the operational reserve indicator has a negative value, the maximum potential value of production efficiency is reduced.


An example is shown in the screenshot, after the value of the operational reserve dropped to -88, the value of maximum production efficiency dropped to 98%, while all production facilities in the country, regardless of the laws adopted and the level of production, began to operate with an efficiency of 98%.
To correct the situation, you will need to bring the operational reserve indicator back to a positive value, either by building residential buildings, or by passing laws that increase the number of workers in the country, or by demolishing any production in the construction menu, which frees up labor.

If in the list of cities the icon of the product being produced is colored red or in the production menu the production time is red, this means that there are not enough resources to produce this product.

If the production icon on the global map flashes red, this means that one or more production facilities are currently idle.
Reservists
The question often arises of where to get reservists.
Reservists gradually appear only in rural settlements. Over time, residents of a rural settlement become reservists. To prevent the population from dropping to 0, you need to build residential buildings in it; this will ensure an unlimited supply of reservists. However, situations may arise where the growth rate is insufficient. In these cases, you will need to pass appropriate laws. (See the "Politics" section.)
When such laws are passed in all your settlements, the percentage of the population specified in the law is converted into reservists. These reservists are subtracted from the overall population statistics, so this can reduce the number of people in the corresponding industry, which in turn will reduce the speed of building construction, diplomatic missions, and research.
Diplomacy






When you open the diplomacy menu, you'll see a list of in-game countries on the left. In each country's row (number 1), you'll see your relations level, which ranges from -100 to +100, and any agreements or war status with that country. In the upper right section (number 2), you'll see the general status of your country, including all agreements with countries and a list of countries with which you're at war.
After selecting the desired country, a window will open to interact with it. This menu displays the country's status (number 1) and a list of available diplomatic missions (number 2).
Please note that if your relations with any country are below 0, you will be blocked from concluding any agreements in the list of available diplomatic missions.

Functions available in the menu.
Improve Relationships – upon successful completion of a mission, the value of relationships improves.
Trade agreement - opens in the world market menu goods that are provided by the state with which you have entered into a corresponding agreement.
Non-aggression pact - upon successful completion of the mission, the country with which you enter into this pact is not to attack you.
It is important to note that a positive relationship with the state does not guarantee that it will not attack you. The guarantor of security is precisely the conclusion of a non-aggression pact. Although in extremely rare cases, AI can violate the non-aggression pact.
Military access - upon successful completion of the mission, gives the mutual right to move troops using each other's territory.
Import of resources (opens after concluding a trade agreement) - upon successful completion of the mission, you will continue to buy the offered resource from the selected state at the offered price. (ore/oil)
Export of resources (opens after concluding a trade agreement) - upon successful completion of this mission, you will continue to sell the offered resource to the selected state at the offered price. (ore/oil)
Alliance – upon successful completion of the mission, you will be able to observe the location and number of troops of the state with which you are in an alliance. In addition, after concluding an alliance, if someone declares war on you, the state with which you are in an alliance will also go to war against it. Also, if your alliance comrade enters into a war with someone, you will also find yourself in a state of war, regardless of your relationship with the enemy. (If a war with someone was started before the alliance was concluded, then it does not apply to alliance members)

There are also diplomatic missions that cancel the above agreements.

Justify the goals of the war - upon successful completion of the mission, relations deteriorate and all previously accepted diplomatic agreements are broken.
Declare war - upon successful completion of the mission, an official declaration of war occurs on the selected state or alliance in which it is a member.
Truce (opens only in a state of war) – upon successful completion of the mission, peace is concluded with the state with which you are at war.


By selecting the type of diplomatic mission, you will be shown the chance of successfully completing it. You can use the “Give a Bribe” function, which, for a certain amount for each diplomatic mission, will significantly increase the chance of success.

Successfully completed diplomatic missions related to the conclusion of a trade agreement/military access/alliance slightly improve relations with the state with which they were concluded.

Having successfully completed a diplomatic mission to conclude/cancel agreements, the corresponding icon will appear or disappear in the state line.

Declaring war also worsens relations with other states of the same type that you opposed. (Example: when you declare war on Sambro, your relations with Malaga, Bud-Rodach, Benevento, Holstebro, Tunderey and Arvik will deteriorate slightly)

If you invade someone's territory without declaring war, your relations with all states will worsen.

Relations with states are also affected by trigger events associated with the expansion of your borders. Thus, the capture of every 3-5 new cities causes public discontent in the region and you will be accused of an aggressive policy. When these events are triggered, relations with everyone except states of your type deteriorate in the early stages, and with everyone in the later stages.

If the diplomacy icon on the global map is blinking red, this means that a diplomatic mission is currently available to you.
Politics
In the politics menu, you can pass various laws that provide various improvements. Hovering your cursor over a law will provide information about its cost and its positive and negative effects.
Political power points accumulate gradually. Additionally, when various events occur on the global map, you can also gain additional political power points by choosing certain responses.
In the screenshots, laws are color-coded based on their intended purpose.
Green - Increases maximum production efficiency.
White - Increases maximum stability in the country.
Orange - Increases the operational reserve value.
Blue - Accelerates building construction.
Yellow - Accelerates production adaptation (research).
Brown - Strengthens battalions (increases experience and discipline).
Red - Obtains reservists.
Also, in the military laws section, two branches of laws are highlighted in red; they will only become available for research after the war begins.
Superpowers
Three superpowers have been added to the game, their territories located outside the game world. They represent their own faction types: Terrasilva (the western countries), Novolathania (the eastern countries), and Solansia (the southern countries). You can improve relations with them and conduct trade. These countries can sell you more advanced weapons and equipment that are ahead of the current year's development.
These countries also react to the player's aggressive actions. If you capture or puppet more than half of the game world's territories, two countries that are not of your faction type will declare war on you. (For example, if you play as Nozay, Terrasilva and Solansia will declare war on you.) At the same time, 10-15 battalions of these countries will appear on the game map, depending on the selected game difficulty.
Settlement manipulation and puppet states
After defeating the troops guarding the enemy settlement, you have several options for further action.
The following menu will appear.
1) Occupy. By selecting this option, the settlement comes under your control and becomes part of your state. By capturing a settlement, you increase its production capacity, which you can use at your own discretion. However, capturing a settlement will decrease stability, and the operational reserve value will decrease according to the production capacity in the captured settlement. It's also worth noting that after a settlement is threatened, its population is reduced to 0 in all settlements except capitals and settlements in which residential buildings have been built.
2) Loot the ssettelment. By selecting this option, the battalion collects all resources in the settlement, including reservists. To obtain resources, it begins to look at your resource pool; these resources must be unloaded into your settlement. To do this, you can either manually send a convoy with a mission to your settlement from the battalion supply menu or send a headquarters battalion to your settlement, and it will automatically unload all resources except ammunition. Ammunition must be transferred manually.
This feature is worth using when you are mitigating interference but do not have enough operational reserve or stability.
3) Destroy the ssettelment. By selecting this option, the battalion plunders the settlement as described in the previous step and destroys it. The settlement disappears from the global map and is restored after a short time under the control of the rebel battalion. The restored settlement will have only basic buildings.
4) Return Province. This option is only available if you have captured a settlement located in the territory of an alliance ally or puppet. By selecting this option, the captured settlement and its resources are transferred to the ally's control. Also, if a country has already been completely captured by another faction, you can create a puppet by liberating its territory by selecting this option.
5) Peace enforcement. This option becomes available only when you capture your enemy's last settlement. A puppet state is created in the enemy's original territories, restoring stability and releasing operational reserves based on the production facilities transferred to the puppet. The remaining territories remain under your control. All diplomatic agreements will automatically be concluded between you and the created puppet, but the base relations will be negative.
Puppet states will supply you with resources (materials, food, weapons, equipment, reservists, as well as mineral resources and their processed version, depending on the availability of the corresponding mine in the puppet's territory).

Supplies from puppets are as follows.
You can also request a battalion in the diplomacy menu. This will transfer one of the puppet's battalions under your command. Please note that the battalion transferred to you will not have any resources in the supply menu.
Manufacturing adaptation






This menu displays the technology branches available for research and production in your country.
1) Research tabs.
2) Available for research are highlighted in bright colors.
3) These samples will become available for research in the specified year.
4) Samples marked with a lock are not added to the game.
The number of days required for research is displayed under each weapon, vehicle, or ammunition available for research. The research time can be reduced by adopting the "Long-Term Planning" law and by increasing the number of scientists through population growth.

By clicking on any sample of weapons/equipment/ammunition, you will launch a step-by-step study of all samples of the flesh branch up to the selected one, and the samples being studied will be marked with an hourglass.

An already started study can be canceled by right-clicking, while the remaining time for the study is saved.

The opportunity to research more modern types of weapons and equipment becomes available only with the onset of a certain game year; on the blocked research branches, the year at which they can be researched is indicated.

Vehicles with a castle icon on them are not available for research as they are not included in the game.

After researching equipment and small arms, the editing function opens to you. How it works and why this function is used for more details in the Squad "Default" section
Squad Editor





The Squad Editor allows you to change the weapons and equipment of your troops.
1. Unit class selector. At the beginning of the game, you have a choice of four classes: Police, Militia, Regular, SpecOps. These units differ in the equipment they use, armor, stealth, and the number of grenades used in battle.
Police - wear light armor (no head protection), one hand grenade.
Militia - wear light armor and carry two hand grenades.
Regular - wear medium armor, four hand grenades.
SpecOps - wear medium or heavy armor, six hand grenades.
Heavy I - Use the "Heavy I Uniform," wear heavy armor, and carry eight hand grenades.
Heavy II - Use the "Heavy II Uniform," wear the heaviest armor, and carry eight hand grenades.
Western countries have a feature in the form of an additional unit class.
Elite - Wear ghillie suits or heavy armor and carry six hand grenades.
2. Selecting the type of units. There are four types of units.
Motorized – number of 10 people, can be equipped with vehicles.
Infantry - number 10 people, not equipped with armored vehicles.
Armored – number of 2 people (for using vehicles without infantry)
Recon – number 5 people, can be equipped with vehicles.
3. Equipment selection selector.
4. Squad composition allows you to switch between squad members and customize each one individually. (it is worth noting that if the squad is equipped with military equipment, then the first two fighters on the list will be the crew. The exception is equipment with ZU-23, these samples have a crew of 3 people)
5. Customizing the appearance of troops.
6. Selector for selecting small arms.
7. Setting up small arms.
8. Equipment selector for hand-held anti-tank grenade launcher.
9. By clicking on the “Copy to entire squad” button, the settings for clothing and weapons of the selected fighter will be copied to all members of the squad.
10. By clicking on the “Save preset” button you will copy the settings of the clothing and weapons of the selected fighter.
11. By clicking on the “Load preset” button, the previously saved clothing and weapon settings will be transferred to the selected fighter.
12. Saving editing changes.
13. Squad name. Allows you to name your own squad template; after saving the squad, a new item with your name will appear in the “Squad” selector.
14. Tactical sign.
15. Creating a new squad template based on the selected one.
Battalion


To create a new battalion, you must click on the “Create battalion” button in the lower left part of the settlement menu. To create a battalion, reservists and weapons are needed in the settlement. The “Create Battalion” button appears when there is no other battalion stationed in the settlement.

The battalion menu has the following items:
The battalion menu contains the following items:
1. A portrait of the battalion commander indicating the battalion level.
2. A battalion name editor.
3. Delete squad.
4. A squad line displaying the tactical designation, the commander's/vehicle's weapon (the blue bar next to the vehicle indicates its ammunition loadout), the equipment used, the squad's size, and the squad name.
5. Clicking on the squad line opens an expanded table displaying each squad member and their equipment.
6. An arrow to move the squad to the end of the list.
7. The Rearm button rearms the squad according to the changes made in the editor.
8. A squad class selector and a tactical designation icon, which, when clicked, creates a new squad.
8. Delete battalion button.
10. List of battalion supplies.
11. List of missing supplies (If the battalion runs out of provisions or fuel, its movement speed will decrease. If the battalion remains without provisions for an extended period, some soldiers will desert).
12. Supply replenishment button (appears only when the battalion is stationed in a settlement). The battalion replenishes its supplies from the settlement's stockpiles.

The garrison is the security of the settlement. Creating units in a garrison is similar to creating units in a battalion.

Peculiarities.
Equipment, weapons, ammunition and reservists of deleted units and battalions are transferred to the menu of the city in which the deletion was made. If you remove a battalion outside a populated area, then all supplies will be transferred to the city in which this battalion was stationed in before removal.

The battalion is replenished based on the availability of reservists and weapons in the settlement. If the required weapon selected in the squad editor in a populated area is not available, then the squad takes another one. In capitals, squads are replenished faster than in other types of settlements.

If the necessary uniform is not available in the settlement, then the fighters are replenished without it, and this icon is displayed in the battalion menu opposite the fighters who do not have the uniform. Such fighters will look like rebels in battle.

The rearmament of the battalion has its own peculiarity. Re-equipping the battalion, it adopts all the equipment of a similar class available in the village, as well as existing pistols as additional weapons. The class of the vehicle is reflected in the tactical design.
For example, in the squad editor you selected the BTR-80, but if in addition to the BTR-80 the settlement also has M113 and MTLB, then when you click “Re-arm battalion”, if the battalion has squads that do not have veihcle, these squads, in addition to the BTR-80, will be armed with M113 and MTLB, since they belong to the same class of equipment.

At this point, if you want to remove any vehicle from a unit in a battalion, you need to remove that unit.

Tactical designations.
- infantry detachment


- a detachment equipped with transport equipment (Ural, KAMAZ, Gaz 66, M923)


- a detachment armed with equipment with 7.62/12.7/14.5 mm machine guns.


- a detachment armed with vehicles with 20/25/30 mm automatic cannons or 73/85/100 mm cannon weapons. (also included here are the M1117 and BMPT)


- a detachment armed with a 76/85/100/105/115/120/125 mm tank. (also included here are ISU-152, M1128)


- a detachment armed with a 20/23 mm air defense system


- a detachment armed with a 120/122/152/155 mm self-propelled artillery mount


- a detachment armed with a multiple launch rocket system BM-21 122 mm/TOS 1A 220 mm / M142, M270 227 mm


A battalion can consist of a maximum of 30 units.

Units can be transferred between battalions. To do this, you need to select a battalion and click on another battalion. The following icon will be displayed.




After the battalions approach each other, the squad transfer menu will open.
Squad "Default"
When creating squads, the selector contains the “Default” squad class.
This unit class is not affected by the unit editor. This class of units uses the best uniform, weapons and vehicles.
Important: all your battalions at the start of the game belong to this class.

In order for the “Default” squad to use the necessary modules for weapons and have the appearance you want, you need to configure it in the production adaptation menu. After the equipment and weapons have been researched, the editing function will become available.



By clicking on the desired weapon or equipment, the following editing menus will open
















After saving the selected configuration, rearmed or newly created “Default” units, taking the edited weapon will use the selected modules, and taking the edited equipment will look appropriate.
Aviation
Airfields are bases for the production of aviation, and they are also necessary for the creation and deployment of aviation battalions.
To create an aviation battalion, you need aviation equipment located at airfields. If you have aviation, a button will appear in the settlement menu located in the lower left part, by clicking which you will form an aviation battalion.




To add a new detachment to the aviation battalion, click the button




The presence of aviation on the global map allows you to carry out airstrikes on enemy positions during the battle.

In addition, aviation battalions consisting of helicopters make it possible to carry out landings on the battlefield. To do this, you need to place a battalion consisting of infantry in an aviation battalion, and the strength of the battalion should be based on the calculation of 10 people per 1 helicopter.
If troops can be loaded into helicopters, an icon will appear when you hover over an aviation battalion.





If the battalion's size exceeds the permissible value, or contains equipment, then when you hover the cursor, a prohibiting icon will be displayed.





The Aviation Battalion menu looks like this.



















This menu is very similar to the menu for ground battalions.
At the time of writing this guide, changing the name of aviation battalions is not available.
If there are landing troops in helicopter aviation battalions, the landing tab appears (1)
To land troops, you need to click the icon in the lower left part of the menu (2)

If an airplane/helicopter is shot down during a battle, it will disappear from the list of the aviation battalion.

Important: if you load an infantry battalion into an aviation battalion, the infantry battalion will disappear from the list of battalions on the right side of the global map. After unloading, the battalion will appear on the list again.


More details about airstrikes and airborne assault can be found in the “combat interface” section.
Fleet
At the moment, the fleet is implemented as a means of transporting troops between islands.
If there are naval vessels in the port, you will have access to creating a naval battalion; to create it, click the button in the lower left part of the port menu.



To replenish naval battalions, click the button.





To load the landing force, the following conditions must be met.
- the fleet must be located in a port (there must be a shield icon next to the naval battalion) or near the shore.
- The number of troops must correspond to the capacity of the naval battalion.

If the landing force can be loaded, an icon will be displayed.




If the number of troops exceeds the permissible limits, a prohibiting icon will be displayed.





The naval battalion menu looks like this.



















This menu is similar to the menu of aviation battalions.
At the time of writing, changing the name of naval battalions is not available.
If there are landing forces in naval battalions, the landing tab appears (1)
To land troops, you need to click the icon in the lower left part of the menu (2)

Important: if you load a ground battalion as a landing party, it will disappear from the list of battalions on the right side of the global map interface; when the battalion is landed on the shore, it will appear in the list again.
Troop unloading is only available in ports.

The fleet can be used as coastline reconnaissance. If a naval battalion has a landing party of at least one person, then the naval battalion will be able to see enemy troops within the viewing radius of the naval battalion.
Fight, combat interface and using of aviation/artillery in combat.
Before a battle, a pre-battle menu will open. It displays information about your and the enemy's troops, as well as available support assets.
In battle, you have access to two troop control modes: first-person and tactical camera. You can switch between modes using the "M" button.
When viewed from the perspective of the selected soldier/vehicle, the following information is displayed in the first-person combat interface:
1. A list of squads currently in combat. (Selecting a squad number from "1" to "0" in first-person mode displays a tooltip with a list of available commands for the selected squad. Also, selecting a squad to the right of the squad list displays a list of the selected squad's soldiers.)
2. The ammunition of the selected soldier/vehicle, as well as its health/durability.
3. A pop-up display of your and the enemy's casualties.
4. The number of your and the enemy's troops.
5. The types of support available to you in combat, indicating the number of times they can be used.
The tactical camera in the first-person battle interface displays the following information:
1. List of squads currently in combat
2. List of soldiers in the selected squad. In tactical camera mode, you can switch to the desired soldier by clicking on them in the list.
3. Control panel
4. Time dilation control panel
5. Pop-up display of your and enemy casualties
5. Number of your and enemy troops
7. Types of support available to you in battle, indicating the number of times they can be used.
8. These icons represent your squads.
9. These icons represent detected enemy squads.

Now in more detail about the features of the battle.
The battle continues until one side loses a critical number of troops. After suffering heavy losses, the AI ​​forces will begin to retreat, and if the battle reaches 10 or fewer troops, the battalion is considered defeated.



By selecting a squad/squads based on the impact points, various actions will be taken: moving to the specified point, attacking, or rotating a building.

The game also features a team selector. By selecting a squad and support (F), or by holding down the support key to select the appropriate squad, or by holding down the support key (TAB) to select all squads, the team selector will appear. The game pauses during this time.

The center of the selector displays the value of the selected command.
You can also use this selector to switch between squad members.


Units appear in battle in the order in which they appear in the battalion menu. Moreover, if a garrison takes part in the battle, then the garrison units appear first, and then the battalion units. The “retreat” command is available for units; when activated, the selected unit leaves the battlefield and moves to the end of the unit queue.

In combat, fire support may be available to you, such as airstrikes and calling in artillery fire.

If you have aviation battalions, then in battle you will be able to carry out an airstrike with the appropriate equipment. To select to carry out an airstrike, press “F6” (planes) or “F8” (helicopters) and indicate the location on the ground or the enemy that you want to attack with aircraft.

If there are battalions equipped with artillery near the battalion that entered the battle on the global map, then in battle you will be able to call fire from the corresponding type of artillery. To do this, press “F7” and indicate the place on the ground or the enemy that needs to be targeted with artillery. (using the support of neighboring artillery, the battalion that provided support uses up artillery ammunition)

If the helicopter aviation battalions are loaded with troops, then you can call for the landing of this force in battle, and a parachute icon will appear next to the helicopter icon. Calling a landing force is done in the same way as calling an airstrike via the “F8” button. After landing, the landing troops enter into battle. At the same time, they can only be controlled if there are less than the maximum number of units left on the battlefield, otherwise you will not be able to control them.
For example, if the battle size is 200 units (10x10 squads), if out of 10 possible squads in the battle you have 9 or less left in the battle, then the landed squads will appear in the list of your units, and you will be able to give commands to it. If you have 10 out of 10 squads on the battlefield, then the landing unit will fight at the place where it landed, and you will not be able to control it, since its presence exceeds the available control limit.
If at the end of a victorious battle the airborne units remain alive, then they become part of the battalion.

First aid kit












The game contains first aid kits. They have two functions.
1. First aid kits are needed to treat wounded soldiers. After the battle, wounded soldiers do not take part in the battle until they recover. The recovery of the soldiers occurs gradually by itself, regardless of whether the battalion is in the city or not. Soldiers recover even without first aid kits, but after recovery you will see a lack of medicines in the battalion menu.
2. First aid kits reduce losses. For this function to work, you need to send first aid kits to the battalion. If the battalion has first aid kits, then after the battle, some of the soldiers who died as a result of the battle will go into the wounded statistics, while first aid kits are consumed for each such fighter.
RPG firing
RPG-7
RPG-23M
Lifehacks
1) If you need to quickly move a resource to your capital or nearby, you can move it to the market and cancel its sale; this will instantly transfer the resource to your capital.
2) Battalions of up to 25 men do not consume provisions; such battalions can be stationed outside of cities and will never starve. For example, you can create such battalions as support battalions, equipping them with 12 Armor squads armed with artillery/MLRS, and not worry about their food supply.
3) Creating huge battalions. After a battle, helicopter landings remain with the battalion that fought, allowing you to create a huge battalion larger than the limit.
4) To avoid worrying about starvation and ensuring your battalions are constantly supplied with everything they need, you can pre-provision them with food, fuel, and ammunition. This eliminates the need to resupply the battalion after each battle, allowing it to exist autonomously outside of settlements.
P.S.
If you notice any errors or inaccuracies, have suggestions for improving the guide, or questions that need to be covered in the guide, write everything in the comments.
4 Comments
Nomad  [author] 26 Aug @ 2:57am 
Yes, that's right.
jbwjr 25 Aug @ 9:47pm 
Just for clarity sake "1 policemen per 70 residents" so that would mean 1 Squad of Police and handle a town 700 people per squad. And every other type of troop can handle a town of 400 people per squad.

Right?
Nomad  [author] 7 Mar @ 3:37pm 
Yes, plunder will give you some resources, but they will run out pretty quickly, and you will also get a point of tension, from which the threat of a counterattack comes. And expanding the territory will allow you to provide yourself with a large number of slots for construction and provide yourself with an uninterrupted flow of most resources. You can not just capture, but create a puppet state that will supply resources itself.
With the next patch I will supplement the guide on the issue of puppets.
docs 7 Mar @ 2:49pm 
Just had a quick look at the beginning, quite nicely done even though I wouldn't agree 100% with all the conclusions.

Re:Bearish - I kinda like to play them ... the real problem is that you don't have any farm cities that would help you increase your troop reserves. You can raise your population (using residential buildings), which helps with production and creates more problems with the food supply.

So personnel management is key. Raiding/plundering foreign port cities can help a bit. No need to expand territory quickly.

(...as always, just my 0.02$ :steamhappy: )