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==Remarks:==
 
==Remarks:==

Revision as of 11:43, 1 August 2013

War, and Peace

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The Strategic Map

This is your Strategic Map. This is the place to give orders to all your infantry brigades, tank divisions and battle groups when all diplomacy and negotiation has failed. While moving your troops and units - of what kind ever - to a specific destination, you have to know some important things:


  • Acts of war: if your troops are on their way through a specific nation, your troops will cause a war if they meet troops from the nation you're walking through. This happens if their state towards you is "war", "ceasefire/trade embargo" or even peace! Peace just means that troops don't automatically fight or fire on each other when they are in range (for long range weaponry such as artillery, railguns or battleships). The only possibility for them to cross their way in one of these states without causing a war is on international territory.
  • Nations that have Right of Way or Share Map to each other can cross their ways on any point on the map without causing war with each other.
    Warning


Warning that appears when trying to cross foreign territory without Right of Way or Share Map.


Selecting an army

By clicking left, you can select each visible army. If they are close enough, information about their composition and constitution (morale) will be shown. Subsequent left clicks will select new armies.

Tip: If there are many different armies close by each other it can get hard to select the correct one. To help with this, you can right click near to that group of armies and select the correct one from the appearing pop up menu.

Properties of selected army units

You can now see the selected army's properties. The strength of an army in battle is mainly influenced by its morale and mobilization.To reach a maximum mobilization of your armies, you will have to meet their oil demands. Armies will slow down, if the mobilization value is low.

The select units section shows the units the selected army or armies consist of.

Hints:

-To select some specific units from the map, you can also Ctrl+left click them. Hold ctrl key down while selecting as much units as you like. -For selecting all units you have or units in a specific region on the map, zoom the map out and draw a circle over the area you like by holding the right mouse button down plus bordering the area that contains the troops.

Move army

To move an army, select the 'Move' button and a destination on the map.

You will now see the route the army will take and the estimated arrival time in the new command panel.

Tip: If you do not want to see the path before accepting it, you can simply double left click the target location.

Split army

Normally you do not want to move the whole army but leave behind a certain amount of men as garrison in a city. To achieve this, you can use the slider(s) in the selected units panel. For each type of units within that army (infantry, artillery, tanks, railguns, battleships) you can adjust the slider to choose the desired number of units.

By scheduling a command like move or attack, the chosen troops split from the previously existing army, forming a new one executing your orders.

Note: Armies join forces when they reach a common location and either have no additional command, or the same attack command. Thus you cannot have two separate armies standing at one location.

Move army via an intermediate location

Sometimes you want to move your army a different way than the shortest path that has been proposed to you. In that case use the 'Via' checkbox. You can simply select the desired army, check via and add move/attack commands as you wish. Right-click to reset the selected path.

Tip: You can skip pressing the 'Via' button for each waypoint by Shift + Left Clicking on the locations in your path. Selection multiple such waypoints by shift + left click and performing a normal double left click on the last target location is the most effective way to define a custom route for your army.

Attack foreign units

To attack a hostile army or province, select an own army, press the 'Attack' button on the right side and left click on the target army or city. Your army will start moving there and attacks when it arrives at the target location.

If an army contains long-range weapons, it will approach the enemy only until the first weapon is in range and starts bombarding.

Note: Most attacks occur automatically: when your moving army crosses path with a hostile army, or when it's way passes by the main city in a hostile province. If your army wins the fight, the remaining troops will execute the previously given command and commence moving into the original direction.

Artillery also has an auto-bombardment feature: Idle long-range weapons will start firing at the closest enemy. It is often better to have units select their own target instead of giving an explicit attack order.

Tip: You can directly schedule an attack command for an already selected army by Ctrl + left clicking (Strg + left clicking) on the target army / location.

Schedule a command for later execution

All move and attack commands can be scheduled for later execution. To do so, change the 'Arrival Time' to any time you like. The army will wait on its current location as long as necessary to arrive just in time at the target location.

Tip: You can use the arrival time to make sure that a group of armies attacks at different times



Unit Speeds

Remember that a lack of oil will result in a decrease of the mobilization of all of your units, which again will lower their travel speed.


Your Territory Foreign Territory Enemy Territory Sea
Infantry

36 km/h

(90 km/h)

25 km/h

(63 km/h)

12.5 km/h

(31 km/h)

21 km/h
Armored Car

72 km/h

(90 km/h)

50 km/h

(63 km/h)

25 km/h

(31 km/h)

21 km/h
Artillary

25 km/h

(62,5 km/h)

18 km/h

(43,75 km/h)

9 km/h

(21 km/h)

21 km/h

Tanks

36 km/h

(90 km/h)

25 km/h

(62.5 km/h)

12.5 km/h

(31 km/h)

21 km/h
Railguns

- -

(12.5 km/h)

- -

(9 km/h)

- -

(4.4 km/h)

21 km/h
Balloons

25 km/h

(62,5 km/h)

18 km/h

(43,75 km/h)

9 km/h

(21 km/h)

21 km/h
Battleships

- -

- -

- -

- -

- -

- -

30 km/h
Light Cruisers

- -

- -

- -

- -

- -

- -

40 km/h
Submarines

- -

- - 

- -

- -

- -

- -

30

km/h

Airbourne units Speed on land Speed in air - - - -
Bombers: 18 km/h 114 km/h - - - -
Fighter: 18 km/h 215 km/h - - - -

parenthesis denotes speed on railways








Remarks:

  • The speed of a compound army group consisting of different kinds of units is determined by the slowest unit. For example, if an infantry division is accompanied by an artillery brigade, the resulting army will travel at a maximum speed of 25 km/h.
  • Embarking and disembarking takes some time (3 hours). Harbors speed up that process to 1.5 hours. On enemy shores, these values will increase to 4.5 / 2.25 hours.
  • Upkeep costs: Each unit consumes 20 tons of grain and 5 tons of oil upkeep per day.

Lack of oil slows armies down. All movement that does not happen on railways needs oil to run. If you do not provide enough oil, your mobilization value will drop and your armies will not be able to travel at full speed. The lack of mobility also strongly effects their strength in battle.
Grain shortage harms the troop's morale and thus also their strength.

  • Army view width: Enemy armies can be seen within a radius of 150 km. Details (size, morale) are only visible within a radius of 90 km.
  • If you wish to learn more about the battle system, have a look at the FAQ forum.