recursal/Fanatic-Fandom huggingface dataset:
Conventional Warhead

**Conventional Warheads** are highly explosive propelled munitions which are most useful against military targets including armor. Infantry, armor, aircraft, buildings, naval, helicopters and populations will all be affected if a Ballistic Missile or Cruise Missile is used.

Warheads are produced in cities, like any other unit. Produced warheads act as currency, and are automatically deducted whenever you launch a Conventional Cruise Missile or Conventional Ballistic Missile.
City

A city is a special type of province. It always either produces large quantities of a resource or produces more than usual amounts of money. Units can only be mobilized in cities. Different types of buildings can be built in cities as opposed to non-city provinces. Coastal cities spawn with harbors, which cannot be destroyed or built on non-city provinces (instead replaced by pontoons). Cities can increase in population.

As you conquer new cities, the local population will not appreciate your invasion into their homeland. The base morale will be lower compared to homeland cities, produce only 25% resource, and you will not be able to mobilize units. You can, however, construct buildings. If an occupied city has less than 35% morale, there is a chance for an uprising.

## Trivia

* In the nationalization update, any city used to be able to be turned into a Homeland City if a nation had less than 5 homeland cities. This feature has since been removed.
Croatia

**Croatia** may refer to:

* Croatia (Flashpoint Europe)
* Croatia (Z)
* Croatia (World War III)
* Croatia (Red Blue)

**Croatia** is a small-sized southern-European nation. The threat of invasion is imminent at the start of the game due to it sharing borders with many nations. With priviledged access to the Adriatic Sea, Croatia has two coastal cities (Zadar and Split). Protection of home provinces is difficult due to the many bordering nations, but this nation is relatively easy to play compared to other large nations. Additionally, Croatia is only playable in the Flashpoint Europe campaign map.
Australia

**Australia** may refer to:

* Australia (Overkill)
* Australia (Z)
* Australia (World War III)
* Australia (Red Blue)
* Australia (Antarctica)

Its ingame description reads: "Geographically large island nation. With an island the size of a continent, the natural path of expansion leads north. A strong navy is essential, as is the ability to quickly deploy infantry across a vast expanse. A word of advice: this nation is best suited for experienced players or players who like a slow start."

## Strategies

It is best for Australia to eliminate nearby countries like New Zealand before continuing their expansion northward
Army

An **army**, commonly referred to as a 'stack,' is a collective term for units that have been grouped together to function as a single entity. The overall strength and health of an army are calculated as the sum of the individual strengths and healths of its constituent units. The movement speed of an army is determined by its slowest unit.
Chad (World War III)

Nov 27, 2022

A nation in the World War III scenario.

## Tatics

#### Coalition:

Try to make african and middle eastern nations part of your coalition. Libya, egypt, algeria, mali, ethiopia, kenya, cameroon, DR congo and cameroon are top picks to join your coalition or... destroy. Be enemies with at least 1 of the above that has a coastline to build a decent navy.
Antarctic Colonies

**Antarctic Colonies** is a group of three AI nations located in Antarctica in the Rising Tides campaign map. The starting population of all the capital cities of the Antarctic Colonies is 1. The population grows rapidly later on in-game, and increases the victory points of the colonies.

## Central Antarctic Colonies

Capital: Troll Settlement (Rare Materials)
Coalition

Coalitions are groups of 1 to 5 people that help each other. The victory point requirement of a coalition victory is higher than that of an individual victory. In the Flashpoint Europe map and the Cyber Black map, there is a maximum of 3 players in a coalition, while in the World War III and the Overkill map, there is a maximum of 5 players in a coalition. They have share map with each other, which cannot be removed as long as both members are in the coalition, and they cannot attack each other. In recent games, inactive players will stay in the coalition until the leader kicks them. It takes 48 in-game hours for someone to leave the coalition in 1x speed maps and 96 hours in 4x speed maps (where voluntarily or involuntarily).

Creating a coalition requires a flag of 100px x 100px or less (with 64 pixels by 40 being the optimal size), a name, and an optional description. In order to create a coalition, one must not already be in a coalition. You will automatically be put into the coalition and declared leader. If the leader leaves the coalition, the coalition is disbanded after 48 hours, unless they were the last person in the alliance, in which case the coalition will be instantly disbanded.

In order to join a preexisting coalition, you must first not already be in a coalition. Then, you can send applications to coalitions via the "Coalitions" button. You must not be at war with any of the coalition members. If the coalition leader accepts your application, you are in the coalition and you automatically receive share map with all members. You may send multiple applications, but you can only be in one coalition at a time.

"Coalition"

The flag and the name is under the Coalition stat.

[NATO FLAG] nato

"Leader"

The leader is who created the coalition. The leader may give his or her rank to someone else in the coalition.

**szym2007**

"Provinces"

They are next to the "Leader" stat.

**62**

"Members"

It shows you how many members the coalition has.

**1**

"Score"

It shows you how many victory points the coalition has out of how many are required to win.

**89/1600**

"Info"

to see info, you need to click on the "**Details**" tab.

Every number and the leader can change.

However, the flag and the name cannot, unless you are the leader of the coalition. Then there is a tab that says "Coalition Details" that allows for changes (But note that on mobile, there is a bug that glitches your ability to change the description of your coalition).

## Trivia

* The 48-hour timer was implemented to help prevent coalition members from quickly backstabbing each other.
Attack Helicopter

**Attack Helicopters** are heavily armed rotary-wing attack aircraft designed to hit hard or heavily armed targets. They are usually armed with auto-cannons and guided anti-tank missiles, in addition to being able to detect stealth units. Attack helicopters evade most radar detection by flying low altitude, Nap-of-the-Earth (NOE) courses that use geographical features such as valleys or ravines to avoid detection of SAM and TDS.

## Description

* Western: AH-64 Apache
* Eastern: KA-50
* European: A129 Mangusta

## Features

This unit has the following features on its final tier:

* Unlocked with Day 2 Research: Ranged Combat - Maximum distance at which this unit can engage. Eastern doctrine gain access to this later, Western doctrine gain access to this earlier.
* Unlocked with Day 2 Research: Reveal Stealth - Reveals stealth units. Eastern doctrine gain access to this later, Western doctrine gain access to this earlier.
* Unlocked with Day 2 Research: Carrier Launch - Unit can launch from Aircraft Carriers. Eastern doctrine gain access to this later, Western doctrine gain access to this earlier.
* Unlocked with Day 2 Research: Radar - Unit can detect air, ground, and naval units. Eastern doctrine gain access to this later, Western doctrine gain access to this earlier.

## History

### Western Doctrine

A high-speed reconnaissance and attack compound helicopter, the Raider has a distinctive rigid co-axial rotor system which enables the aircraft to fly two pilots and six crew 10,000 feet high, 276 mph, and all while experiencing extreme temperatures. Fitted with 7-shot rocket pods and .50 caliber guns, and an exhaust system that masks its heat signature so that heat-seeking missiles fail to reach their target, this helicopter is designed to be the next generation of helicopter aviation.

### Eastern Doctrine

Deadly and efficient, the Russian MI-28 Havoc, is a dedicated attack helicopter known worldwide for its speed and all-weather versatility. It has a chin-mounted 30mm Shipunov 2A42 cannon along with stub wings which can mount, among other armament configurations, 16 Ataka-V anti-tank missiles and 40 S-8 rockets. This machine is all deserving of its name.

### European Doctrine

The Eurocopter Tiger is a resilient and well equipped all-composite multirole attack helicopter. The Tiger is both agile and stealthy, and has a high rate of survivability due to these characteristics. Being armed to the teeth doesn’t hurt either, a nose-mounted .30mm turret, various gun pods, rockets, and air-to-air and air-to-surface missiles. The two pilots and one weapon systems officer are sitting comfortably wherever the Tiger takes them.
Cruiser

**Cruisers** are the largest and most dangerous surface vessels in any fleet, besides the aircraft carrier. Predominantly used as a platform for cruise missiles, artillery, and torpedoes, these heavily armed offensive ocean going vessels are equipped with radar in order to detect air, ground, and naval vessels. They are capable of launching 3 cruise missiles every 12 hours at high research levels.

* Strongest against surface vessels, best artillery bombardment from sea to land and largest cruise missile capacity.
* Weak vs. submarines and high-level cruise missiles.

## Features

This unit has the following features on its final tier:

* Unlocked with Day 3 Research: Ranged Combat - Maximum distance at which this unit can engage.
* Unlocked with Day 3 Research: Radar - Unit can detect air, ground, and naval units.
* Unlocked with Day 3 Research: Can launch Cruise Missiles

## Requirements

### Infrastructure

* Naval Base Level 4
* Arms Industry Level 1
Alliance

Alliances are groups of players that can play against each other in internal matches or against other alliances in alliance challenges. The most active alliances form a group called the Challenge Alliance Community.

## Alliance Games

All alliances start with an Elo of 1000. Playing internal matches or non-elite challenges will not affect Elo. Playing elite challenges will award the winner Elo while deducting Elo from the loser.

## Creation

To create an alliance, one must have Security Council. There is a default maximum of 40 players in an alliance, but this limit can be raised to any number at the discretion of the staff of Conflict of Nations.
Ballistic Missile

The **Ballistic Missile** is a Medium-range guided missile, delivering several conventional, chemical or Nuclear Warheads against strategic targets. Ballistic missiles can only target the center-points of provinces or cities, not individual units/stacks. This missile is strongest at the Center Point and splash damage is dealt within it's range.

Ballistic Missiles are not mobilized like other units. In order to fire Ballistic Missiles, you must produce conventional, chemical, or nuclear warheads. Every missile that you launch will automatically consume the specified number of warheads.

## Firing Platforms

* Ballistic Missile Submarine
* Ballistic Missile Launcher

## EU doctrine ballistic missle tier 1- PGM-17 thor

### Attack and defense rating to soft targets

25 attack(convnetional)
125 attack(chemical)
250 attack(nuclear)

### Attack and defense rating to hard targets

80 attack(conventional)
20 attack(chemical)
250 attack(nuclear)

### Attack and defense rating to fixed wing aircraft

75 attack, 1 defense(conventional)
40 attack, 1 defense(chemical)
Comoros

Comoros is a small archipelago located inside the East African Coast (102) naval region. While Comoros starts with absolutely 0 factories and the other half of their islands are owned by France, they have a small focus tree.

## National Focus Tree

Despite being a very small archipelago nation and pretty much irrelevant on the global stage, They do have a focus tree

* **Kickstart the Economy Branch**

This is the economic branch. It gives some small bonuses, some factories and building slots.

Gives trade more trade relations with India and Singapore.

If you decide to choose "the antagonize France sub-branch" it would be best to choose the seek "Russian Investments focus" as if you choose "the French cooperation focus" instead, you will just declare war against your investors.

* **Army Innovations Branch**

* **Air Innovations Branch**

You need to finish the air innovations branch to continue in the French-Comorian defense treaty or the Chinese-Comorian defense treaty

* **Naval Innovations Branch**

* **The federation Referendum**

* **Orange Party Branch**

* **Convention for the Renewal of the Comoros Branch**

**Social Democratic Diamond of Africa Sub-Branch**

**Maintain a Military Dictatorship Sub-branch**

* **The Influence of Islam**
Afghanistan

**Afghanistan** may refer to:

* Afghanistan (Overkill)
* Afghanistan (Z)
* Afghanistan (World War III)
* Afghanistan (Red Blue)

In the World War III map, Afghanistan is a medium-sized nation that starts off with 6 cities and 71 victory points. Afghanistan consists of 45 provinces. In the World War III map the cities it consists of are, in alphabetical order, Herat; Jalalabad; Kabul; Kandahar; Kunduz and Mazari Sharif.

The in-game description for Afghanistan reads: "Medium-Sized Nation. This semi-arid country is dominated by rugged mountains and dry plains. Fought over for decades, Afghanistan has been called the graveyard of empires."

Afghanistan's military doctrine is Eastern, favouring Tanks, Mobile Artillery, and Helicopter Gunships.

Pros

- Uzbekistan, Tajikistan and Turkmenistan are all A.I. controlled

- Doesn't border a body of water, so you don't have to worry about naval bombardments

Cons

- Only the HQ has buildings when you first start
Buildings

Buildings are an essential aspect of Conflict of Nations. Some buildings increase production in a city, others unlock the mobilization of a troops, and still others allow units to heal.

There are many types of buildings that can be built in a city:

* Homeland City
* Annex City
* Army Base
* Air Base
* Naval Base
* Recruiting Office
* Arms Industry
* Secret Weapons Lab
* Military Hospital
* Underground Bunkers

In addition, there are buildings that can be built in a non-city province:

* Combat Outpost
* Airfield
* Field Hospital
* Local Industry
* Pontoon
* Military Logistics
Brazil (Red Blue)

## Nation Data

### Initial Terrain

7 Urban
4 Suburban
14 Open Ground
11 Forest
12 Jungle
7 Mountains

### Initial Cities

HQ: Brasilia (5)
São Paulo (6)
Rio de Janeiro (6)
Salvador (4)
Fortaleza (4)
Belém (5)
Manaus (5)

### Initial Borders

Argentina
Colombia
Bolivia
Paraguay
Uruguay
Venezuela
Peru
Guyana
Suriname

### Doctrine

European

A nation in the Red Blue scenario.

## City Statistics

*Last Updated Dec 24, 2022*

Template:Navbox countries/Red Blue
Blood and Oil

Blood and Oil is a game mode where there are 9 victory sites and some cities are claimed homeland by multiple nations. Special features include the New Caliphate.

## In-game description

Blood lust is rampant, and the smell of sulfur-ridden smog permeates the lands of the Middle East beside oil rich Crescent. Nations clash in the ultimate race for domination over the war torn land in a desperate attempt to fuel the raging fires of eternal war.

This map features:

* 50 Players across Europe, Middle East, North Africa and parts of Asia. Including ex-territorial bases and Territories (US in the Middle East, China in Africa, Russia in Syria, Turkey in Libya)
* Coalition Sizes of 3
* 10 Strategic Sites
* Specific cities occupied as homeland by two opposing nations

"Secure your nations access to fossil fuels or become the scrap-yard of history"

## Strategic Sites

The Strategic Sites in Blood and Oil host the most valuable Oil refineries, Mining Sites and the Suez Canal, making them your highest priority when viable for conquering.

* Oil Refineries offer a boost of production on Fuel and 100VP
* The Canal Gate will provide the sole owner a flat resource bonus of 16,000 Money
* Mining Facilities will provide 1,000 Rare Materials
Conflict of Nations Gold Tips & Tricks

Are you tired of losing battles and struggling to grow your territories in Conflict of Nations WW3? Look no further! Our community has compiled a list of the best gold tips and tricks that can help you become a master strategist and outsmart your opponents.

But that's not all! One of our members has written a comprehensive blog post on their website, detailing these gold tips and tricks in-depth. From investing in infrastructure to upgrading your units and managing your resources, this blog post covers everything you need to know to dominate the world in Conflict of Nations WW3.

So if you want to take your game to the next level, **check out this blog post** and learn from the best. Don't miss out on this opportunity to become a formidable player in Conflict of Nations WW3!
Armored Fighting Vehicle

**Armored Fighting Vehicles** are well equipped to face combat situations in full force, making them a very attractive offensive option early on in the game. AFV's will prove to be a credible foe against both Infantry & Armored units. Highly versatile and well armored, these units will make your ground force threatening early on in the game.

## Description

* European Doctrine: FV101 Scorpion
* Eastern Doctrine: BMP-2
* Western Doctrine: M551 Sheridan

## Features

This unit has the following features on its final tier:

* Unlocked with Day 2 Research: Airlift - This unit can be transported between airports/landing strips via airlift. Note that it is completely defenseless while in the air. Western Doctrine gains access to this earlier, whereas the European Doctrine gains access to this later.
* Unlocked with Day 18 Research: Limited WMD Protection - Unit is better protected when attacked by missiles armed with chemical/nuclear warheads. Western doctrine gains access to this earlier, whereas the European doctrine gains access to this later.
Base Production

Assuming no buildings that affect production are in a province and ignoring production debuffs due to occupied/annexed statuses, its production is calculated by two fomulae.

If

population

<
5

{\textstyle {\text{population}}<5}

:

floor

(

baseProduction

×
(

morale

×
0.8
0.25
)
×

resourceProductionFactor

×
(

population

×
0.2
)
)

{\displaystyle {\text{floor}}({\text{baseProduction}}\times ({\text{morale}}\times 0.8+0.25)\times {\text{resourceProductionFactor}}\times ({\text{population}}\times 0.2))}

else if

population

>
5

{\textstyle {\text{population}}>5}

:

floor

(

baseProduction

×
(

morale

×
0.8
0.25
)
×

resourceProductionFactor

×
(

population

×
0.05
0.75
)
)

{\displaystyle {\text{floor}}({\text{baseProduction}}\times ({\text{morale}}\times 0.8+0.25)\times {\text{resourceProductionFactor}}\times ({\text{population}}\times 0.05+0.75))}

resourceProductionFactor is given in the table below:

resourceProductionFactor
 Supplies | 0.525

Note that Manpower is not calculated using this formula and is instead given fixed values based solely on population. Also note that the level 1 Air Base that spawns by default in the HQ contributes a +5% production bonus.
Attrition

Attrition was a game mechanic that decreased the number of hitpoints a unit had in certain terrain types, such as high seas, mountains, or tundra. This mechanic was mostly removed on May 26, 2018 for being unrealistic.

Certain naval units, such as Corvettes, Attack Submarines, and Ballistic Missile Submarine's, suffer a reduction in hitpoints on certain types of waters, but these units do not gradually lose hitpoints whilst being in these waters, with their hitpoints reverting to normal after leaving these waters.

## Changelog

* May 26, 2018: Attrition for all units removed
* January 6, 2017: Attrition for ships on high seas removed, attrition for ground units is now 2.5 HP/day in tundra, mountains, and jungle

## Related Articles

* Healing
Brazil

**Brazil** may refer to:

* Brazil (Overkill)
* Brazil (Z)
* Brazil (World War III)
* Brazil (Red Blue)
* Brazil (Antarctica)

Brazil is one of the largest countries in the World War III map, both in size and in victory points. Its cities are highly spread out, but all but the capital have direct access to the ocean.

Its in-game description reads: "A large nation, with the vast Amazon Basin shielding this nation from the north, Brazil needs to quickly find a solution to overcome it's *[sic]* inherent transport and mobility problems."
AWACS

The **Airborne Warning and Control System** (AWACS) and **Airborne Early Warning and Control** (AEW&C) aircraft provide long-range radar surveillance. Equipped with powerful sensors, these planes can often spot distant enemy airplanes, helicopters, and armored ground unit movement. Upgrades are available which would allow it to reveal stealth units. They are not equipped with weapons or counter attack measures.

## Requirements

* Air Base Level 4
* Arms Industry Level 1
China (West) (Red Blue)

## Nation Data

### Initial Terrain

6 Urban
4 Open Ground
9 Desert
4 Forest
18 Mountains

### Initial Cities

HQ: Lanzhou (5)
Kashgar (5)
Ruoqiang (5)
Sanya (5)
Lhasa (4)
Chongqing (5)

### Initial Borders

China (East)
India
Afghanistan
Kyrgyzstan
Mongolia
Myanmar
Nepal
Pakistan
Tajikistan
Vietnam
Uyghur

### Doctrine

Eastern

A nation in the Red Blue scenario.

## City Statistics

*Last Updated Dec 24, 2022*

Template:Navbox countries/Red Blue
Ballistic Missile Submarine

**Ballistic Missile Submarines** are the strongest nuclear deterrence weapons platform, equipped to survive and retaliate with deadly precision against any attack enemy power. Vulnerable in shallow coastal waters. Reduced Damage, 50% HP. They are used to launch Ballistic Missiles, naturally.

## Requirements

* Naval Base Level 4
* Secret Weapons Lab Level 1
* Arms Industry Level 1
Chemical Warhead

**Chemical Warhead** is a warhead containing highly toxic chemicals. Used to manufacture chemical cruise missiles and chemical ballistic missiles. These warheads are focused on inflicting chemical devastation to infantry and populations.

This warhead is considered a Weapon of Mass Destruction, capable of inflicting long-lasting nuclear, biological, chemical, or radiological damage upon all life forms within a massive area. Probably the strongest weapons ever invented, these are the ultimate killers – albeit with a double edge. The resulting loss of life, devastation, and contamination wrought by one of these WMD’s will not go unchecked by other nations, or by the perpetrator’s own population. However, if you choose to incorporate them in your arsenal, you should know that, technically speaking, WMD’s are potent. When a WMD hits, it applies its initial contact damage; they also have 3 Nuclear, Biological, or Chemical (NBC) stats associated with them:

* Strength
* Radius

Damage is applied in a splash area. Damage is inflicted on all units within the splash radius, based on NBC strength. Units may have a NBC defense stat which counters this damage over time, and the civilian population can have some protection against NBC damage in the form of Underground Bunkers. It is also important to note that this warhead does also do friendly-fire damage. Any friendly units caught in the radius will also get damaged.

Warheads are produced in cities, like any other unit. Produced warheads act as currency, and are automatically deducted whenever you launch a Chemical Cruise Missile or Chemical Ballistic Missile.

## Requirements

### Research

* Conventional Warhead
* Chemical Weapons Program

### Infrastructure

* Secret Weapons Lab Level 2
* Arms Industry Level 1

## Trivia

* A newspaper article will pop out once a player researches on Chemical Warheads:
Amphibious Combat Vehicle

**Amphibious Combat Vehicles** are tracked or wheeled amphibious warfare vehicles developed as ship to shore assault and fire support unit. It is an armoured support unit for naval infantry during amphibious landing operations.

## Features:

**Radar Signature**: It has a high radar signature and is a ground unit.

**Conquer Territory**: This unit cannot conquer territory

**Airlift**: Unit can board a C-5M Galaxy for strategic airlift between airports; Ferry Range: 10000

**Scout and Reveal Stealth**: Unit can scout for units and reveal their stealth within sight-range

**NBC Protection**: Slightly protected against chemical and nuclear warheads

## Combat Properties

* Can ATK and DEF against Soft and Hard Targets on the ground
* Can DEF against Fixed Wing and Rotary Wing Aircraft
* Has no ATK nor DEF against Missiles, Surface Vessels and Submarines
* Can ATK Buildings and Population

## Mobilization Requirements

* Army Base Lvl. 2
* Arms Industry Lvl. 1
* Research for this unit
Destroyer

**Destroyers** are fast and agile fleet escort vessels designed to protect larger ships against both submarine and surface threats. Equipped with radar and sonar technologies, Destroyers are capable of revealing stealthed naval vessels. They have some standoff capabilities via cruise missiles; they can launch 2 every 12 hours.

* Strong against both surface fleets and submarines, fast speed with cruise missile capacity.
* Weak against air units especially Naval Patrol Aircraft, alongside relatively mediocre defense against cruise missiles at higher tiers.

## Features

This unit has the following features on its final tier:

* Unlocked with Day 2 Research: Ranged Combat - Maximum distance at which this unit can engage.
* Unlocked with Day 2 Research: Reveals Stealth - Reveals stealth units.
* Unlocked with Day 2 Research: Radar - Unit can detect air, ground, and naval units.
* Unlocked with Day 2 Research: Sonar - Unit can detect submarines.
* Unlocked with Day 13 Research: Launch Cruise Missile - Unit can launch cruise missiles.

## Requirements

* Naval Base Level 3
* Arms Industry Level 1
Battleground USA

**Battleground USA** is a campaign type and a playable mode in Conflict of Nations which concerns North and Central America. Canada is split into provinces and USA and Mexico are split into states. However, Central America and the Caribbean are not affected, with them retaining their sovereignty.

## Nation Statistics

*Last Updated Oct 8, 2022*

*Last Updated Oct 8, 2022*

Last updated: Oct 8, 2022
Arstotzka

**Arstotzka** may refer to:

* Moldova (Overkill)
* Arstotzka (Flashpoint Europe)
* Moldova (Z)
* Moldova (World War III)
* Moldova (Red Blue)

Arstotzka is a small unplayable country that exists only in the Flashpoint Europe map only, replacing Moldova and the southern part of the Ukrainian oblast of Odessa. It is bordered on the north and east by Ukraine, southwest by Romania and south by the Black Sea. The only way to access it by sea is by its only naval province, which has a port.

## Trivia

* This country is a reference to the country that the 2013 game *Papers, Please*is set in. The headquarters, province, and default leader name agrees with those in *Papers, Please*. However, the Arstotzkan flag used in *Conflict of Nations* is not that used in *Papers, Please* but rather a fan-made flag. The leader of Arstotzka is not stated in game, but in Conflict of Nations, the ruler is stated as Jorji Costava, described in the game *Papers, Please* as from Obristan.
* It is one of the two countries that occupy real-life Ukrainian territory, the other being Donbass.
Airfield

Airfields allow air units to operate from non-city provinces.

Embarkation time for troops is 30 minutes. Disembarkation time is 1 hour, affected by the health of the airfield as 1/(health) \* 1 hour (so an airfield at 40% HP would have a 1/0.4 \* 1 = 2.5 hour disembarkation time). Refueling time for planes is 15 minutes, affected by the health of the airfield as 1/(health) \* 15 minutes.
ASW Helicopter

**Anti-Submarine Warfare (ASW) Helicopters** are specialized rotary wing aircraft equipped to detect and engage submarines and surface vessels with torpedoes and missiles. They evade most radar detection by flying NOE, and are capable of detecting stealth units. ASW uses sonar to detect and identify submarine units which are within the respective range.

## Features

This unit has the following features on its final tier:

* Unlocked with Day 3 Research: Ranged Combat - Maximum distance at which this unit can engage.
* Unlocked with Day 3 Research: Reveal Stealth - Reveals stealth units.
* Unlocked with Day 3 Research: Carrier Launch - Unit can launch from Aircraft Carriers.
* Unlocked with Day 3 Research: Radar - Unit can detect air, ground, and naval units.
* Unlocked with Day 3 Research: Sonar - Unit can detect submarines.
VERSION 1.2

En esta versión inicial, la Matrix de Magnopvs que es lanzada al publico utiliza como método de crecimiento y desarrollo, la fagocitacion de material, ya existente, reciclando y re organizando, interpretandolo de acuerdo a la nueva configuración de la matrix.

Como en esta versión en punto de inversión económica es mínima, el juego se desarrolla, por ahora sin ánimo de lucro y con el único fin de que sus ganancias sean invertidas en los proyectos sociales Padmekrishnas; y por ende usa como herramientas de funcionamiento de la plataforma, las redes sociales, y otros software online gratuitos, a través de los cuales con el tiempo se irá construyendo la red de juego que por ahora no es oficial, pero que sirve como Laboratorio, para observar las reacciones de los jugadores, y poder recolectar la mayor cantidad de información posible para poder crear una version 2.5 totalmente oficial, y totalmente original en todas sus gráficas y conceptos.

Tanto sus gráficas como muchas otros componentes de

Esta versión inicial del juego es creada de forma anónima y colectiva ya que cualquiera puede solicitar hacer parte del staff de producción o alimentar fácilmente las base de datos que se usan para el juego.

La Version 1.2 de la Matrix de Magnopvs es una version Underground, sus partidas, sus reuniones, sus materiales de juego, y además las historias que se pueden jugar aun, no son por algún modo decirlo oficiales, si no que mas bien, es un extraoficial, creado y jugado por los fans, del juego que están conociendo su historia y que esperan con ansias el lanzamiento de la la Plataforma de Realidad Aumentada para Steam vr.

Por ahora ingresar al juego es gratis, pero se recomienda, una donación voluntaria, para que el proyecto siga creciendo.
Air Base

* Level 1
* Level 2
* Level 3
* Level 4
* Level 5

Air bases are necessary to mobilize every air unit. They also increase resource production.

Embarkation time for troops is 30 minutes. Disembarkation time is 1 hour, affected by the health of the air base as 1/(health) \* 1 hour (so an airbase at 40% HP would have a 1/0.4 \* 1 = 2.5 hour disembarkation time). Refueling time for planes is 15 minutes, affected by the health of the air base as 1/(health) \* 15 minutes.
Dead Zones

Dead Zones are provinces in the Rising Tides map where ground units cannot pass through. They will give everyone right of way so you can still patrol your Aircraft over them.

There is a total of 10 dead zones.

## List of Dead Zones

(west to east)

* Salt Basin Dead Zone (Bordered by California Republic to the west and The Free West to the east)
* Sahara Dead Zone West (bordering Mali, Algeria and Mauritania)
* Sahara Dead Zone North (bordering Niger, Chad, Libya and Algeria)
* Sahara Dead Zone East (tiny zone, bordering Libya, Sudan and Chad)
* Sahara Dead Zone South (bordering Central African Republic, East African Federation, Sudan and Chad)
* Arabian Dead Zone North (inside Saudi Arabia)
* Arabian Dead Zone South (inside Saudi Arabia)
* Registan Dead Zone (bordering Afghanistan, Iran and Pakistan)
* Gobi Dead Zone (Mongolia - Uyughur border)
* Great Sandy Dead Zone (inside Australia)
Frigate

**Frigates** are medium-sized, multi-purpose combat vessels effective at creating a solid anti-air envelope around friendly surface vessel units. They have radar to detect air, ground, and naval units as well as a ranged anti-air capability with a range of 150. These units are more expensive to produce than the Corvette, but in return they promise stronger weapons, and better equipped technology for mid to late game. As a result of this they are very capable against incoming missiles and aircraft.

* Strongest naval unit against fixed wing aircraft and cruise missiles.
* Weak against other naval vessels especially submarines and also helicopters.

## Features

This unit has the following features on its final tier:

* Unlocked with Day 2 Research: Ranged Combat - Maximum distance at which this unit can engage.
* Unlocked with Day 2 Research: Radar - Unit can detect air, ground, and naval units.
* Unlocked with Day 2 Research: Ranged Anti Air - This unit can engage hostile aircraft that enter its AA envelope.
* Unlocked with Day 24 Research: Reveals Stealth - Reveals stealth units.
Homeland City

*(Removed feature)*

A Homeland City produces resources at full cost. If it is occupied and is recaptured by the original nation, its morale increases much faster than normal. During the nationalization update, if a country starts with less than 5 homeland cities, they may turn any city into a homeland city until they have 5 homeland cities. This is technically already built in the homeland cities that a country already starts with and is destroyed upon conquering, allowing a nation to eventually move all of their homeland cities elsewhere.

## Trivia

* Converting occupied cities into homeland cities was a feature added in the Nationalization update of January 1, 2019.
* On February 28, 2019, nationalization was permanently disabled.
Iran

## World War III

On the World War III map, Iran is a country that starts with 7 cities and 76 victory points, making it a relatively large country. In the World War III map, the cities it starts with are (east to west) Tabriz, Ahvaz, Rast, Tehran, Isfahan, Bandar Abbas, and Birjand. Its immediate neighbors are (counterclockwise) Azerbaijan, Armenia, Turkey, Iraq, Pakistan, Afghanistan, and Turkmenistan.

Pros:

* Thanks to the countries relatively fair amount of cities to provinces you can train a relatively large amount of troops to protect Iran.
* Relatively fair positioning with a lot of neighboring computer controlled states in reach early-game, this is a minor amount of threats compared to other comparable nations.
* Starts with many homeland provinces with resource fields (great for local industry)

Cons:

* Due to the relatively large size of the country it can be a bit harder to defend.
* Iran has only two costal cities with only one of them having access to the ocean.

## Flashpoint Europe

On the Flashpoint Europe map, Iran is a country that starts with 5 cities and 75 victory points, while being a relatively small country. On the Flashpoint Europe map, the cities it starts with are (east to west) Kermanshah, Sanandaj, Tabriz, Tehran, Ardabil. Its immediate neighbors are (counterclockwise) Azerbaijan, Armenia, Turkey, Iraq.

Pros:

* Thanks to the small size of the country, it is easily fortifiable.
* Great positioning due to it being in the south west corner of the map.
* Starts with an extra rare materials homeland province and one for fuel (great for local industry)
* Starts with only one non computer neighboring country.

Cons:

* Due to it being positioned in the south west corner of the map, you are not able to expand in that direction.
* Iran has no costal cities.

## Trivia

* Iran, traditionally ‘Persia,’ is a country in Southwest Asia.
* The Middle East has Iran as its second-largest country.
* Iran was founded on April 1, 1979.
* *Tehrān* (warm slope) is the capital of Iran located south of the Elburz Mountains.
* As of March 2020, Iran has a population of 83,678,670.
* In the Persian language, the Iran means “Land of the Aryans.”
* Carpets are second only to oil in the largest export of Iran.
* Iranian females over the age of nine are required to wear a hijab in public.
Cuba

**Cuba** may refer to:

* Cuba (Cold War)
* Cuba (Overkill)
* Cuba (Battleground USA)
* Cuba (Flashpoint Europe)
* Cuba (Z)
* Cuba (World War III)
* Cuba (Red Blue)

**Cuba** is a small island located in North America in the Caribbean. It does not border any countries, but there are several countries in its proximity. Being an island nation, it needs a strong navy. It starts with 22 provinces, 6 of which are cities.

Its in-game description reads, "A minor island nation, this Caribbean nation was for decades ruled by 'El Comandante' and is now looking for new alliances and partners in a changing world. A word of advice: this nation is best suited for experienced players."
India (Red Blue)

## Nation Data

### Initial Terrain

7 Urban
5 Suburban
23 Open Ground
2 Desert
6 Forest
6 Jungle
8 Mountains

### Initial Cities

HQ: New Delhi (6)
Mumbai (6)
Ahmedabad (5)
Hyderabad (5)
Bangalore (5)
Kolkata (5)
Patna (5)

### Initial Borders

Myanmar
Nepal
Pakistan
Bangladesh
Kashmir
China (West)

### Doctrine

Eastern

A nation in the Red Blue scenario.

## City Statistics

*Last Updated Dec 24, 2022*

Template:Navbox countries/Red Blue
Algeria

## World War III

On the World War III map, Algeria is a country that starts with 6 cities and 70 victory points, making it a relatively large country. In the World War III map, the cities it starts with are (east to west) Constantine, Ouargla, Algiers, Oran, Béchar, and Tindouf. Its immediate neighbors are (counterclockwise) Algeria and Mauritania.

Pros:

* Thanks to the countries relatively fair amount of cities to provinces you can train a relatively large amount of troops to protect Algeria.
* Relatively fair positioning with only three countries and three neighboring computer controlled states in reach early-game, this is a minor amount of threats compared to other comparable nations.

Cons:

* Due to its mountainous terrain it is difficult to move troops internally.
* Algeria has only two costal cities with both of them having access to the Mediterranean Sea.

## Trivia

* Algeria is a country located in North Africa bordered by Tunisia to the east, Morocco to the west, Libya to the southeast and Mali and Mauritania to the south.
* As of January 2021, Algeria has a population of 44 million people.
* The official language of Algeria is Arabic but French is also widely spoken.
* Algerian cuisine includes dishes such as couscous, tajine and mechoui which are prepared with ingredients such as dates, honey, olives and almonds.
* Algeria's main exports include petroleum products and natural gas as well as agricultural products such as wheat and barley.
* The currency of Algeria is the Algerian dinar (DZD).
* The highest mountain in Algeria is Tahat situated at 3003 meters above sea level in the Ahaggar Mountains range.
* Traditional Algerian clothing consists of bright-colored robes for women called jalabiyas paired with headscarves for men called khamisas or tarboushes for special occasions.
Canada

**Canada** may refer to:

* Canada (Cold War)
* Canada (Overkill)
* Canada (Flashpoint Europe)
* Canada (Z)
* Canada (World War III)
* Canada (Red Blue)
* Canada (Antarctica)

## World War III Map

Canada is one of the three major countries of North America. It is a playable country in the World War III map. The United States is its only neighbor, so it is wise to either join an alliance or prepare for war. Its headquarters is in Ottawa.

Its in-game description reads: "Geographically a large nation, located at the very tip of North America, this nation has no potential enemies except the United States in the south, and Alaska to it's *[sic]* west. Being so large, it lacks the population centers of other similarly sized nations, and must decide early on how to proceed."

Pros:

* The only major threat is the United States of America in the South.
* The Northern part is mostly snow, slowing down invading units that try to flank through the North.

Cons:

* Can be very easily flanked through Alaska by the United States.
* All the cities are in the South, making the North of Canada highly undefended.

## Flashpoint Europe

Canada is a nation on the top right corner of the map.

## Trivia

* There are many islands in northern Canada, but they are not considered provinces and ships can move through them.
* The in-game province boundaries do not follow real life province boundaries.
* In the Flashpoint Europe map, although Ottawa is a province, it is not the headquarters of Canada.
* Before February 21, 2019, in the Flashpoint Europe map, Canada was a small AI-controlled country in the upper left-hand corner of the map. Its headquarters and only city was Toronto (Electronics).
* Before September 25, 2019, Canada's flag was different, as shown below:
Valentin Zukovsky

**Valentin Zukovsky** é um personagem que aparece brevemente em apenas duas fases do jogo, mas que tem grande importância para o enredo. Na primeira fase em que aparece, ele arranja um encontro entre 007 e Janus, o antagonista da história. Na sua segunda e última aparição, ele fornece uma ajuda providencial para atrasar os planos do vilão Ourumov.

Apesar de ser um traficante de armas, Valentin nunca aparece armado no jogo. Embora no filme seja inicialmente retratado como um rival de Bond, ele acaba ajudando o agente porque Janus também está envolvido no tráfico de armas, o que o torna um concorrente.

## História e diferenças com relação ao filme

Valentin só aparece e é mencionado em duas fases. No filme, ele ganha um pouco mais de destaque. Bond o encontra em uma boate onde é esculachado pelo mafioso, mas consegue convencê-lo a ajudar. Além disso, ele não chega a aparecer no parque de estátuas onde Bond encontra Janus, tampouco nas ruas de São Petersburgo por onde Bond persegue Ourumov de tanque.

## Aparições

* Statue - está escondido em um container vermelho no meio da fase. Contatá-lo é obrigatório para a missão, pois ele possibilitará o encontro de Bond com Janus. Depois de finalizar o diálogo, ele foge do local, com medo de ser confundido pelos soldados com um espião.
* Streets - está escondido em uma casa à esquerda do pátio no início da fase. Falar com ele é obrigatório nos níveis mais elevados de dificuldade, pois ele dará mais tempo para Bond completar a missão.
Fixed Wing Aircraft

**Fixed Wing Aircraft** is a category of flying units in Conflict of Nations.

## Fighters

Fighters will become the foundation of your airforce, and will wreak havoc if left to their own demise. Agile and deadly is the name of the game here. Will you research the Strike Fighter path and use Support Unit types for Air Defenses? Or will you split your precious resources and time into Strike Fighters and Air Superiority Fighters?

### Air Superiority Fighter

A fighter that is specialized in air-to-air combat

### Naval Air Superiority Fighter

An Air Superiority fighter which is able to take off and land on aircraft carriers.

### Stealth Air Superiority Fighter

An Air Superiority fighter which is invisible to most radars and units. Does not declare war when flying through foreign airspace.

### Strike Fighter

A fighter that is specialized for air-to-surface combat.

### Naval Strike Fighter

A Strike Fighter which is able to take off and land on aircraft carriers.

### Stealth Strike Fighter

A Strike Fighter which is invisible to most radars and units. Does not declare war when flying through foreign airspace.

### UAV

An unmanned reconnaissance aircraft. It does not, by default, declare war when entering foreign airspace. Later versions use steal technology and are armed for air-to-surface combat

## Heavies

Heavy units will bring serious damage to whatever is found beneath them, be it Units or Cities, Land or Sea. You can tell that they left their mark by looking at the damage to Morale.

### Naval Patrol Aircraft

An anti-naval and anti-submarine aircraft.

### AWACS

An early warning aircraft fitted with a long-range radar. Can detect and map a wide variety of units. Has no attack or defence capabilities

### Naval AWACS

An AWACS which is able to take off from and land on aircraft carriers. Can detect and map a wide variety of units. Has no attack or defense capabilities

### Heavy Bomber

Long-range heavy bomber which has the capability to launch missiles when sufficiently upgraded. Most effective against infantry

### Stealth Bomber

A Heavy Bomber which is invisible to most radars and units. Does not declare war when flying through foreign airspace.
Flashpoint Europe

Mar 14, 2023

The Flashpoint Europe campaign type features Europe and the East Coast of North America. It is also the tutorial map that players are placed into when creating an account. Because of this, most countries in these maps are abandoned and revert to being controlled by AI.

## Nation Statistics

*Last Updated Mar 14, 2023*

*Last Updated Mar 14, 2023*

## Trivia

* This map replaced the old Europe 1990 map.
* The United States used to be the only playable country in the westernmost reaches of the Europe 1990 map. On February 21, 2019, this game mode was introduced, making Canada playable.
* Greenland was a part of the map from around March 2, 2018 to April 3, 2019.
* On October 4, 2018, the blue hue of the background map was removed.
* Several countries on this map are not independent in real life, such as Scotland and Vermont.

Template:Navbox countries/Flashpoint Europe
Home Page

## Welcome to the Unofficial Conflict of Nations Wiki!

Welcome to Conflict of Nations: Modern War. Conflict of Nations is a free-to-play real-time strategy war game set in modern time. The game features over 100 units and allows players to play as one of many global and regional superpowers. Players fight against both human and AI opponents to dominate the globe.
Denmark

**Denmark** may refer to:

* Denmark (Cold War)
* Denmark (Overkill)
* Denmark (Flashpoint Europe)
* Denmark (Z)
* Denmark (World War III)
* Denmark (Red Blue)

Denmark is a nation only playable in the Cold War and Overkill maps.

## Trivia

* Denmark is composed of 5 islands. Two of them, Bornholm and the Faroe Islands, are often overlooked and not conquered.
* All cities of Denmark are coastal.
India

**India** may refer to:

* India (Overkill)
* India (Z)
* India (World War III)
* India (Red Blue)
* India (Antarctica)

Its in-game description reads: "A very large nation, encompassing the Indian subcontinent, protected by the Himalayas in the north and the sea in the south, India is an ancient nation of staggering diversity and culture."

## Trivia

* CoN places Pakistan-administered Kashmir under Pakistani control, but places China-administered Aksai Chin under Indian control.