Glossary with Attack/Action types below April 11, 2010
Action Station - The control center for a members military actions. The Action station is where players plan and carry out attacks as well as gather intelligence on districts or other empires. Here you can also join the Militia, which is free and gives you up to 1500 light troops (2000 for made members) added to the defense of all of your districts under control when you join. The Action station also has the Prefecture News that you can add to when you win a Blitzkrieg. After you win one a link will appear in your combat log asking you if you want 10 community points to write about your victory. Click it and it unlocks the Blitzkrieg feature.
Bank - Members of the United States of Earth can create their own banks, charge any interest they please and create their own banking policies. Member must be a Made Player to do so. Points will become very needed with buildings and structures which are being added in December to make districts more valuable and more easily defended.
Blog and Blog Script - on your regime page on the right there is a link to download the blog script. If you download (takes 2 seconds) you will be able to right click on any photo on the net (please don't hotlink to photos you don't own or not on communal sites) and then choose USofE PostPhoto and it is instantly on your blog. You can also make entries, add video etc. Firefox only we are working in IE version
Community and Community Activist - community points are mostly acquired by being a part of the community section here at U.S. of Earth. There is a separate ranking system for community activists as well. The top 2 Communist Activists per Battalion are paid commissions for Made members.
Battalion Commander - A Member that has shown himself to be a superior tactician and has created an Empire or Regime larger than any other player in his entire Battalion. He/she makes 150 credits per month and has a 2 month term. The Battalion Commander
County Military Base - This is where newbs can hide their forces for up to 5 days when starting up. After 5 days no trooper/member can transfer any troops in any County Military bases. Any troops left in them after 5 days will be transferred out by Central Command into one of your districts.
District Troops - IMPORTANT - if you attack a district and it says there are 0 Light, 0 Medium and 0 Heavy troops defending, there are still 200 DT's or District troops there to defend their homes. They are in every district and can be formidable if you attack with smaller forces. They have the strength of light troops so beware. Also they are not under your control ever unless you are a Made player and have that command authority from Central Command of the United States of Earth Military forces. Basically they are like Reservists and will not follow any command unless you have such authority from Central Command. To get control of your DT's for attacking you can become a Made member and then use them as you please. Militia also are for defense only and you can have a total of 1500 Militia and 200 additional Dt's totally 1700 troops in every district you control for defense just by joining the Militia Defense Initiative located on your Action Station. It is free and easy to join. To have control completely over these troops for offensive actions just get 'Made' and they are yours to command. One important aspect of District troops is if they are in a target district in a blitzkrieg and their Empire loses the war, they, like Militia, do not join the attacking Army under any circumstances. They return to their civilain lives and their homes.
Fortifications - Fortifications before buildings begin cost 50 points to build and can take as long as a full day to build. The offer superior defenses to districts and can be the deciding factor in any battle. If a fortification has been built an F will appear on the map over the district. The attacker will never know what type of fortification you have even after buildings begin. With the start of buildings there will be 3 levels of Fortifications and the highest level being the most effective and damaging to invading or attacking armies.
Hacker Group - A Hacker Group can be created by any member who is a paying or 'Made' member. A Hacker Group can collect dues, as well as Net/Info Attack against any member or Union or other groups causing a large loss in points to the target commander. Hacker Group members' knowledge points are cumulative and may be decisive in Net/Info Attacks against districts as well as entire Regimes. Anyone can join the listed hacker groups by paying the required dues. This offers much protection against all free players. As the attacker's Knowledge points are figured up against your Hacker Group's combined knowledge points of all members. The sum total of the brainpower of your Hacker Group will almost always beat any attacker in any Net/Info attack. On October 19th 2009 A 'made' Hacker Group began. This Hacker Group is called United States of Earth Hackers Alliance which allows members to protest/riot against any player. His/her own points in knowledge is what matters most, even against fellow union members who are made. This will make the Net/Info attacks more potent and results reliant on your own individual points in the knowledge section. Hacker group dues start to go into a members resources (Made member who starts the group)after 30 members have joined. These members must not be from your own I.P. address.
Home District - Your Home District is your protected land that the General Staff of the U.S.E. will not allow to be Blitzkrieged or Conquered by other Troopers or Empires. This district will have an M on it on the map and will keep this protection for as long as you log on once per week. If you fail to do so you are AWOL (Absent without Leave) from the military forces of the United States of Earth and your command will be lost and be at the mercy of other Empires, including the home district. Made players Home districts never expire as long as they are Made players. Other attacks can be launched against your Home district by other members so be warned of this.
Intel and Espionage - We put these together due to the relationship they to each other have in the United States of Earth. Any major power on Earth will tell you that these are incredibly needed for any Empire or nation to survive. Firstly by week 2 of January you must replace Janet Reno as your Chief in charge of your Department of Homeland Security. If you do not you will notice many terror attacks against your Empire just like America experienced back in 2009,2010 and 2012. All due to Napolitano and President Obama with his Dept. of Justice that gave America citizen Constitutional Rights to terrorists in the NY trial. We all knew it was designed to embarrass America and showcase the left's humiliation of American Justice and Freedom. If you do not replace her with someone else you will see terror attacks occur and many lives will be lost. For your people's sake replace her immediately. Secondly not all Intel Services are created equal. There are four that operate within the U.S.E. They are the C.I.A., the N.S.A., the N.A.U. and U.N. Intel Services. The best of the best is the C.I.A. and the N.S.A. which are reserved for the Made members and who get 99% accurate reports on invading armies in all blitzkriegs. The others are better than being blind but obviously not as good. See Intel page linked near your combat logs on the Action Station to join one. If you do not join one you will not know who is conducting any campaign against you and therefore will not be able to respond to that enemy. Also only Made members usually can tell who is attacking in this manner. Exception is if you are a free Empire and have invested heavily in your Operations. Espionage is incredibly effective as a war option and it entails not just information but also Sabotage, bribery, terrorism and all kinds of options that will be performed against enemies. All actions are reported to your by your service in your combat logs. To emphasize the importance of this here is a real example of what can happen we are putting up a guideline of events in the Zine on 1/10/2010. It will be in the category called Intel/Espionage. Read it and understand why the U.S.E. is already the most interesting and realistic War and Real time strategy game in existence according to our members. We are also only in Alpha so there is much more on the way as we roll out more features weekly.
Knowledge Warrior - Someone who loves the Knowledge trivia section. Top Warriors have set bonuses per Battalion. Knowledge warriors get 1 pt per question answered in the section and 10 pts for adding questions that are accepted. Please be sure to have a link in every question submitted that has the answer or submitted questions are deleted. Submitting questions guideline is use your common sense. Please do not spam us with the same questions over and over with slight variations such as Jim Jones had how many stolen bases, Kevin Hanson had how many stolen bases etc. Our members are not interested in such questions unless they are of the top players or main people. We call such questions 'question spam' and will delete them.
Leave - Days Leave can be taken by all troops (members) of the United States of Earth. A total of 6 days leave are granted monthly and if you go on leave no other officer or member can attack or take any territory from you. If you are AWOL (Absent without Leave) for 10 days, temporary command of your forces can be given to other commanders or AI(computer) commanders. After 30 days of being AWOL your Empire can be dissolved or given to others.
Militia Defense Initiative This is perhaps the easiest and most powerful defense any member (Free or Made) can get without paying anything. Only questions need to be answered and you can have 1500 extra Militia (with the strength of light troops) rise to your defense in every district if attacked. An M will also appear in all of your districts, warning others away since they will know of your increased defense. Made members get a total of 2000 Militia to defend in each district. Militia Defense begins after the first 5 questions are answered. This means if you wait 23 hours to do another 15 questions, just one hour later you lose Militia until you renew by answering more questions. Also keep in mind that any districts you take after you renew or begin Militia will not be covered until you renew again.
Prefecture - A group of 3 counties that a member uses as their field of battle/negotiation. Members start in one prefecture and are given a second to work in as well when they ask and also control at least 10 districts in their first Prefecture. Guidelines for additional Prefectures: To get a third Prefecture you must control 70 Districts combined in all Prefectures. To get a 4th Prefecture you must take and hold 80% of the districts in any one County in any of your Prefectures. To get a 5th Prefecture you must control 75% or more of the districts in any 1 Prefecture. For more than 5 Prefectures you must conquer an entire Prefecture and hold 95% of all districts within before any additional Prefectures are granted. Remember this is War and if you are friends to all then just be friends and hang out in community and chat. The exception to all of these guidelines is if you have a Prefecture assigned to you and no Empire in it at all. Do not ask for another one if you have not staked your claim in any Prefectures already assigned to you. Leave the Prefectures for those interested in war strategy. If you lose it isn't the need of the world. Perhaps you can rebuild after restarting in another Prefecture and come back to re-invade with others in the future. This is the nature of war. Do not feel bad for attacking Patriots, this game is just a war strategy game and most Patriots in it understand that it is not an attack on Freedom or them personally. Maybe it is, but we leave that end to all of you. If you feel you are ready for a new Prefecture or want to request one and think you qualify contact Central Command from your Regime Page on right.
Regime - A Regime is your empire. You can call it anything that you wish as long as the name is not of a sexual nature or blatantly offensive. An Alliance or Group can also be a Regime if any player forms one. Please use common sense. Offensive to us is using racial or sexual names.
Newbs - A Newb is someone who just joins and not as a 'made' or paying member. Newbs typically begin with a rank of E-1 or Private. Newbs may not make a bonus but may collect any prizes won in Contests where they pay the entrance fee (Such as 2011 Obama's Coup Fails Scenario linked from homepage on bottom) Or from other contests once they are Made.
Made Member - The most powerful players who can participate in the contests and to become a top player (Battalion Commander, Top Knowledge Warriors etc).Only Made members may collect cash bonuses for any position within the United States of Earth. Made members have many advantages in the system, as they are considered a 'known person' as opposed to anyone who can log on and play like a newb. Other advantages include: less cost for spying and probing. Also half off on cost of all contest entrance fees. Made members also take 50% or more less time for all troops to return to base for re-use Made members also may form their own banks and make points lending to other players. They may form their own Unions and collect dues. Also on October 19th 2009 A 'made' Union began. For other Unions and details on Protest/Riots see community section on right side. This Union called United States of Earth Workers Union allows members to protest/riot against any player. His/her own points in community is what matters most, even against fellow union members who are made. Made members also can have an enhanced Militia which they can control a full 1500 extra troops per district for even offensive operations by just joining the militia. Made members can also be re-assigned other commands and be given special missions by Central Command. Made members can never be completely destroyed and Central Command will even work to negotiate with superior powers to not destroy Made members. Central Command can be persuasive as all commanders in the U.S.E. Military are in a chain of command.
Union - Members of the United States of Earth who love hanging out in the community can create their own Unions (made members only). A Union can collect dues, as well as Strike against any member causing a large loss in points to the target commander. Union members' community points are cumulative for the Union and may be decisive in Protest/Riot's against districts as well as entire Regimes. The rules to launch a Protest Riot are if you are defending you combine the points of your Union Backing with your own up against only the attackers community points. Usually this means the defender will win. On Monday October 19th, the U.S. Of Earth Workers Union begins, designed exclusively for our Made members. Membership in this union will allow members to launch Protest/Riots against any other player, and adds union points with players for attacks as well as defending. This gives the made member a slight advantage in game play when it comes to points and causing other players to lose their points. If tow members of the 'Made' union battle each other then the deciding factor is their own community points alone. Union dues start to go into a members resources (Made member who starts the group) after 30 members have joined. These members must not be from your own I.P. address.
U.S. of Earth Government - Our online global government of the people, by the people and for the people. We will be designing it shortly with elected officials from the membership, with debates, politics and elections.
Warrior Caste - The members who love Art of War section are called members of the warrior caste. Only items, facts and videos with the topic of war and all that it entails is allowed in this section. Top Warrior Caste members make 50 credits per month per prefecture that they are the top player in. Warrior Caste section is developing into its own subgame as is the Knowledge and Community sections.
Actions and Attack Types Defined - in the wargame part of this website there are various types of Actions and Attacks that can be performed. They are:
Intelligence/Info gathering
Probe
This enable you to see info on a members data Combat Events
Combat Units: There are 3 basic combat units that can be purchased with points and recruits:
1. Light Units: These are your lightly armed and highly mobile combat units they are great for hit and run attacks but are not very strong and cannot take too much of a pounding before being destroyed. It costs 1 points and 1 recruit to create 1 Light unit
2. Medium Units: These units are your average do-it-all troops, they are better suited to defense but are fairly capable attacking units when used in numbers. They are slightly more durable than light troops. It costs 3 points and 1 recruit to create 1 Medium Unit
3. Heavy Units: These are your hard hitting assault units. As such you can expect them to have a good punch when attacking but all that heavy firepower makes them fairly poor at defending. They are however very durable and are capable of taking a lot of damage before being destroyed. It costs 5 points and 1 recruits to create 1 Heavy Unit.
Tactics: Tactics are used by both the attacking player and the defending player. Currently there are 6 attacking tactics and 3 defending tactics.
Attacker: The Attacking player will select his tactic when setting up an attack on another player. The specific tactic that he uses will affect his force’s Attack rating (ATT), Mobility rating (MOB) and quite possibly the number of casualties that are caused.
1. Frontal Assault: This tactic is designed to hit the enemy head-on as hard as possible, so as you can imagine units with a good attack value will benefit the most from this type of attack. If the attack is successful there is a good chance that additional casualties will be caused, but if the defense is strong enough there is a good chance that you will receive high casualties as well.
2. Raid: The Raid tactic is a basic hit and run attack that is designed to steal your enemy’s resources. While a large enough raiding force can deal damage to the defenders, the damage caused won’t be as high as either of the other 2 tactics.
3. Skirmish: This tactic focuses more on a units Mobility. This tactic is good for going up against heavily fortified districts, as the units use their high Mobility rating to encircle defensive fortifications cutting them off from supplies.
Taking Territory and/or taking over troops
4. Blitzkrieg - This is the way to go if you want to surround and pound the enemy. A win here nets you 100 points, possession of the entire surrounded and demoralized army in the district you Blitzkrieg against, plus 100 experience points.
Beware, if the attacker wins the results will be devastating as the defender's army will completely overwhelmed and 'blitzkrieged' as we call it. All survivors will switch sides to the better commander right there. Winning a Blitzkrieg if you are the attacker results in you getting the district as well as all that follows by controlling any district. Blitzkriegs can be a 2 day event if the commander attacked is not on duty and is able to regroup with allies or his/her own troops. Also generally speaking the results can come from 15-30 hrs unless other circumstances are present that we call the fog of war. Expect the unexpected always in warfare. 20 Politics points are also awarded to attacker if a negotiation ensues that is accepted by the attacked player. The player that accepts demands of a blitzkrieg get 1 politics point.
CAUTION: If you go to Blitzkrieg any district your forces are committed and cannot be used again until the Blitzkrieg is finalized. This can take up to 24 hrs as the defender has that time if not online to respond. If no response a default win goes to the attacker.
Defender: Defending player plays a passive role in combat as most attacks will take place while the defender is doing something else in the game or not even logged in at all. To give the defending player a fighting chance he has a choice of 3 defensive tactics. These tactics are set by the defender at any time prior to combat and will stay in effect until he sees fit to change them. A separate Defensive tactic can, and should be set for each district that is controlled by the player.
1. Static Defense: This defensive tactic takes full advantage of any fortifications that are built in the district that is being attacked and casualties will be reduced due to the effective use of defensive cover. As such it is a good counter for the Frontal Assault tactic.
2. Reactionary Defense: This defensive tactic is an average well rounded defense that is somewhat effective against all offensive tactics. This should be your default defense in any district if you don't know what you are doing.
3. Mobile Defense: This defensive tactic is designed to counter Skirmish attacks and to a lesser extent raid attacks. The down side is that due to the mobile nature of the defense it receives little benefit from fixed fortifications, instead relying on high mobility for survival.
Scenario Information (For Scenarios such as 2011: Obama's Coup Fails)
Time is sped up to one turn per minute. There are no Protest/Riot or Hacker attacks in 2011 Obama's Coup Scenario. Also the news is set as players have no time to write the history as they do in the regular game.
Bank - Members of the United States of Earth can create their own banks, charge any interest they please and create their own banking policies. Member must be a Made Player to do so. Points will become very needed with buildings and structures which are being added in December to make districts more valuable and more easily defended.
Blog and Blog Script - on your regime page on the right there is a link to download the blog script. If you download (takes 2 seconds) you will be able to right click on any photo on the net (please don't hotlink to photos you don't own or not on communal sites) and then choose USofE PostPhoto and it is instantly on your blog. You can also make entries, add video etc. Firefox only we are working in IE version
Community and Community Activist - community points are mostly acquired by being a part of the community section here at U.S. of Earth. There is a separate ranking system for community activists as well. The top 2 Communist Activists per Battalion are paid commissions for Made members.
Battalion Commander - A Member that has shown himself to be a superior tactician and has created an Empire or Regime larger than any other player in his entire Battalion. He/she makes 150 credits per month and has a 2 month term. The Battalion Commander
County Military Base - This is where newbs can hide their forces for up to 5 days when starting up. After 5 days no trooper/member can transfer any troops in any County Military bases. Any troops left in them after 5 days will be transferred out by Central Command into one of your districts.
District Troops - IMPORTANT - if you attack a district and it says there are 0 Light, 0 Medium and 0 Heavy troops defending, there are still 200 DT's or District troops there to defend their homes. They are in every district and can be formidable if you attack with smaller forces. They have the strength of light troops so beware. Also they are not under your control ever unless you are a Made player and have that command authority from Central Command of the United States of Earth Military forces. Basically they are like Reservists and will not follow any command unless you have such authority from Central Command. To get control of your DT's for attacking you can become a Made member and then use them as you please. Militia also are for defense only and you can have a total of 1500 Militia and 200 additional Dt's totally 1700 troops in every district you control for defense just by joining the Militia Defense Initiative located on your Action Station. It is free and easy to join. To have control completely over these troops for offensive actions just get 'Made' and they are yours to command. One important aspect of District troops is if they are in a target district in a blitzkrieg and their Empire loses the war, they, like Militia, do not join the attacking Army under any circumstances. They return to their civilain lives and their homes.
Fortifications - Fortifications before buildings begin cost 50 points to build and can take as long as a full day to build. The offer superior defenses to districts and can be the deciding factor in any battle. If a fortification has been built an F will appear on the map over the district. The attacker will never know what type of fortification you have even after buildings begin. With the start of buildings there will be 3 levels of Fortifications and the highest level being the most effective and damaging to invading or attacking armies.
Hacker Group - A Hacker Group can be created by any member who is a paying or 'Made' member. A Hacker Group can collect dues, as well as Net/Info Attack against any member or Union or other groups causing a large loss in points to the target commander. Hacker Group members' knowledge points are cumulative and may be decisive in Net/Info Attacks against districts as well as entire Regimes. Anyone can join the listed hacker groups by paying the required dues. This offers much protection against all free players. As the attacker's Knowledge points are figured up against your Hacker Group's combined knowledge points of all members. The sum total of the brainpower of your Hacker Group will almost always beat any attacker in any Net/Info attack. On October 19th 2009 A 'made' Hacker Group began. This Hacker Group is called United States of Earth Hackers Alliance which allows members to protest/riot against any player. His/her own points in knowledge is what matters most, even against fellow union members who are made. This will make the Net/Info attacks more potent and results reliant on your own individual points in the knowledge section. Hacker group dues start to go into a members resources (Made member who starts the group)after 30 members have joined. These members must not be from your own I.P. address.
Home District - Your Home District is your protected land that the General Staff of the U.S.E. will not allow to be Blitzkrieged or Conquered by other Troopers or Empires. This district will have an M on it on the map and will keep this protection for as long as you log on once per week. If you fail to do so you are AWOL (Absent without Leave) from the military forces of the United States of Earth and your command will be lost and be at the mercy of other Empires, including the home district. Made players Home districts never expire as long as they are Made players. Other attacks can be launched against your Home district by other members so be warned of this.
Intel and Espionage - We put these together due to the relationship they to each other have in the United States of Earth. Any major power on Earth will tell you that these are incredibly needed for any Empire or nation to survive. Firstly by week 2 of January you must replace Janet Reno as your Chief in charge of your Department of Homeland Security. If you do not you will notice many terror attacks against your Empire just like America experienced back in 2009,2010 and 2012. All due to Napolitano and President Obama with his Dept. of Justice that gave America citizen Constitutional Rights to terrorists in the NY trial. We all knew it was designed to embarrass America and showcase the left's humiliation of American Justice and Freedom. If you do not replace her with someone else you will see terror attacks occur and many lives will be lost. For your people's sake replace her immediately. Secondly not all Intel Services are created equal. There are four that operate within the U.S.E. They are the C.I.A., the N.S.A., the N.A.U. and U.N. Intel Services. The best of the best is the C.I.A. and the N.S.A. which are reserved for the Made members and who get 99% accurate reports on invading armies in all blitzkriegs. The others are better than being blind but obviously not as good. See Intel page linked near your combat logs on the Action Station to join one. If you do not join one you will not know who is conducting any campaign against you and therefore will not be able to respond to that enemy. Also only Made members usually can tell who is attacking in this manner. Exception is if you are a free Empire and have invested heavily in your Operations. Espionage is incredibly effective as a war option and it entails not just information but also Sabotage, bribery, terrorism and all kinds of options that will be performed against enemies. All actions are reported to your by your service in your combat logs. To emphasize the importance of this here is a real example of what can happen we are putting up a guideline of events in the Zine on 1/10/2010. It will be in the category called Intel/Espionage. Read it and understand why the U.S.E. is already the most interesting and realistic War and Real time strategy game in existence according to our members. We are also only in Alpha so there is much more on the way as we roll out more features weekly.
Knowledge Warrior - Someone who loves the Knowledge trivia section. Top Warriors have set bonuses per Battalion. Knowledge warriors get 1 pt per question answered in the section and 10 pts for adding questions that are accepted. Please be sure to have a link in every question submitted that has the answer or submitted questions are deleted. Submitting questions guideline is use your common sense. Please do not spam us with the same questions over and over with slight variations such as Jim Jones had how many stolen bases, Kevin Hanson had how many stolen bases etc. Our members are not interested in such questions unless they are of the top players or main people. We call such questions 'question spam' and will delete them.
Leave - Days Leave can be taken by all troops (members) of the United States of Earth. A total of 6 days leave are granted monthly and if you go on leave no other officer or member can attack or take any territory from you. If you are AWOL (Absent without Leave) for 10 days, temporary command of your forces can be given to other commanders or AI(computer) commanders. After 30 days of being AWOL your Empire can be dissolved or given to others.
Militia Defense Initiative This is perhaps the easiest and most powerful defense any member (Free or Made) can get without paying anything. Only questions need to be answered and you can have 1500 extra Militia (with the strength of light troops) rise to your defense in every district if attacked. An M will also appear in all of your districts, warning others away since they will know of your increased defense. Made members get a total of 2000 Militia to defend in each district. Militia Defense begins after the first 5 questions are answered. This means if you wait 23 hours to do another 15 questions, just one hour later you lose Militia until you renew by answering more questions. Also keep in mind that any districts you take after you renew or begin Militia will not be covered until you renew again.
Prefecture - A group of 3 counties that a member uses as their field of battle/negotiation. Members start in one prefecture and are given a second to work in as well when they ask and also control at least 10 districts in their first Prefecture. Guidelines for additional Prefectures: To get a third Prefecture you must control 70 Districts combined in all Prefectures. To get a 4th Prefecture you must take and hold 80% of the districts in any one County in any of your Prefectures. To get a 5th Prefecture you must control 75% or more of the districts in any 1 Prefecture. For more than 5 Prefectures you must conquer an entire Prefecture and hold 95% of all districts within before any additional Prefectures are granted. Remember this is War and if you are friends to all then just be friends and hang out in community and chat. The exception to all of these guidelines is if you have a Prefecture assigned to you and no Empire in it at all. Do not ask for another one if you have not staked your claim in any Prefectures already assigned to you. Leave the Prefectures for those interested in war strategy. If you lose it isn't the need of the world. Perhaps you can rebuild after restarting in another Prefecture and come back to re-invade with others in the future. This is the nature of war. Do not feel bad for attacking Patriots, this game is just a war strategy game and most Patriots in it understand that it is not an attack on Freedom or them personally. Maybe it is, but we leave that end to all of you. If you feel you are ready for a new Prefecture or want to request one and think you qualify contact Central Command from your Regime Page on right.
Regime - A Regime is your empire. You can call it anything that you wish as long as the name is not of a sexual nature or blatantly offensive. An Alliance or Group can also be a Regime if any player forms one. Please use common sense. Offensive to us is using racial or sexual names.
Newbs - A Newb is someone who just joins and not as a 'made' or paying member. Newbs typically begin with a rank of E-1 or Private. Newbs may not make a bonus but may collect any prizes won in Contests where they pay the entrance fee (Such as 2011 Obama's Coup Fails Scenario linked from homepage on bottom) Or from other contests once they are Made.
Made Member - The most powerful players who can participate in the contests and to become a top player (Battalion Commander, Top Knowledge Warriors etc).Only Made members may collect cash bonuses for any position within the United States of Earth. Made members have many advantages in the system, as they are considered a 'known person' as opposed to anyone who can log on and play like a newb. Other advantages include: less cost for spying and probing. Also half off on cost of all contest entrance fees. Made members also take 50% or more less time for all troops to return to base for re-use Made members also may form their own banks and make points lending to other players. They may form their own Unions and collect dues. Also on October 19th 2009 A 'made' Union began. For other Unions and details on Protest/Riots see community section on right side. This Union called United States of Earth Workers Union allows members to protest/riot against any player. His/her own points in community is what matters most, even against fellow union members who are made. Made members also can have an enhanced Militia which they can control a full 1500 extra troops per district for even offensive operations by just joining the militia. Made members can also be re-assigned other commands and be given special missions by Central Command. Made members can never be completely destroyed and Central Command will even work to negotiate with superior powers to not destroy Made members. Central Command can be persuasive as all commanders in the U.S.E. Military are in a chain of command.
Union - Members of the United States of Earth who love hanging out in the community can create their own Unions (made members only). A Union can collect dues, as well as Strike against any member causing a large loss in points to the target commander. Union members' community points are cumulative for the Union and may be decisive in Protest/Riot's against districts as well as entire Regimes. The rules to launch a Protest Riot are if you are defending you combine the points of your Union Backing with your own up against only the attackers community points. Usually this means the defender will win. On Monday October 19th, the U.S. Of Earth Workers Union begins, designed exclusively for our Made members. Membership in this union will allow members to launch Protest/Riots against any other player, and adds union points with players for attacks as well as defending. This gives the made member a slight advantage in game play when it comes to points and causing other players to lose their points. If tow members of the 'Made' union battle each other then the deciding factor is their own community points alone. Union dues start to go into a members resources (Made member who starts the group) after 30 members have joined. These members must not be from your own I.P. address.
U.S. of Earth Government - Our online global government of the people, by the people and for the people. We will be designing it shortly with elected officials from the membership, with debates, politics and elections.
Warrior Caste - The members who love Art of War section are called members of the warrior caste. Only items, facts and videos with the topic of war and all that it entails is allowed in this section. Top Warrior Caste members make 50 credits per month per prefecture that they are the top player in. Warrior Caste section is developing into its own subgame as is the Knowledge and Community sections.
Actions and Attack Types Defined - in the wargame part of this website there are various types of Actions and Attacks that can be performed. They are:
Intelligence/Info gathering
Probe
This enable you to see info on a members data Combat Events
Combat Units: There are 3 basic combat units that can be purchased with points and recruits:
1. Light Units: These are your lightly armed and highly mobile combat units they are great for hit and run attacks but are not very strong and cannot take too much of a pounding before being destroyed. It costs 1 points and 1 recruit to create 1 Light unit
2. Medium Units: These units are your average do-it-all troops, they are better suited to defense but are fairly capable attacking units when used in numbers. They are slightly more durable than light troops. It costs 3 points and 1 recruit to create 1 Medium Unit
3. Heavy Units: These are your hard hitting assault units. As such you can expect them to have a good punch when attacking but all that heavy firepower makes them fairly poor at defending. They are however very durable and are capable of taking a lot of damage before being destroyed. It costs 5 points and 1 recruits to create 1 Heavy Unit.
Tactics: Tactics are used by both the attacking player and the defending player. Currently there are 6 attacking tactics and 3 defending tactics.
Attacker: The Attacking player will select his tactic when setting up an attack on another player. The specific tactic that he uses will affect his force’s Attack rating (ATT), Mobility rating (MOB) and quite possibly the number of casualties that are caused.
1. Frontal Assault: This tactic is designed to hit the enemy head-on as hard as possible, so as you can imagine units with a good attack value will benefit the most from this type of attack. If the attack is successful there is a good chance that additional casualties will be caused, but if the defense is strong enough there is a good chance that you will receive high casualties as well.
2. Raid: The Raid tactic is a basic hit and run attack that is designed to steal your enemy’s resources. While a large enough raiding force can deal damage to the defenders, the damage caused won’t be as high as either of the other 2 tactics.
3. Skirmish: This tactic focuses more on a units Mobility. This tactic is good for going up against heavily fortified districts, as the units use their high Mobility rating to encircle defensive fortifications cutting them off from supplies.
Taking Territory and/or taking over troops
4. Blitzkrieg - This is the way to go if you want to surround and pound the enemy. A win here nets you 100 points, possession of the entire surrounded and demoralized army in the district you Blitzkrieg against, plus 100 experience points.
Beware, if the attacker wins the results will be devastating as the defender's army will completely overwhelmed and 'blitzkrieged' as we call it. All survivors will switch sides to the better commander right there. Winning a Blitzkrieg if you are the attacker results in you getting the district as well as all that follows by controlling any district. Blitzkriegs can be a 2 day event if the commander attacked is not on duty and is able to regroup with allies or his/her own troops. Also generally speaking the results can come from 15-30 hrs unless other circumstances are present that we call the fog of war. Expect the unexpected always in warfare. 20 Politics points are also awarded to attacker if a negotiation ensues that is accepted by the attacked player. The player that accepts demands of a blitzkrieg get 1 politics point.
CAUTION: If you go to Blitzkrieg any district your forces are committed and cannot be used again until the Blitzkrieg is finalized. This can take up to 24 hrs as the defender has that time if not online to respond. If no response a default win goes to the attacker.
Defender: Defending player plays a passive role in combat as most attacks will take place while the defender is doing something else in the game or not even logged in at all. To give the defending player a fighting chance he has a choice of 3 defensive tactics. These tactics are set by the defender at any time prior to combat and will stay in effect until he sees fit to change them. A separate Defensive tactic can, and should be set for each district that is controlled by the player.
1. Static Defense: This defensive tactic takes full advantage of any fortifications that are built in the district that is being attacked and casualties will be reduced due to the effective use of defensive cover. As such it is a good counter for the Frontal Assault tactic.
2. Reactionary Defense: This defensive tactic is an average well rounded defense that is somewhat effective against all offensive tactics. This should be your default defense in any district if you don't know what you are doing.
3. Mobile Defense: This defensive tactic is designed to counter Skirmish attacks and to a lesser extent raid attacks. The down side is that due to the mobile nature of the defense it receives little benefit from fixed fortifications, instead relying on high mobility for survival.
Scenario Information (For Scenarios such as 2011: Obama's Coup Fails)
Time is sped up to one turn per minute. There are no Protest/Riot or Hacker attacks in 2011 Obama's Coup Scenario. Also the news is set as players have no time to write the history as they do in the regular game.