recursal/Fanatic-Fandom huggingface dataset:
Pulgatory

Pulgatory is a deep underground network of tunnels in London owned by the Nosferatu. Founded by Kain Pulgatory is a hub of information from all over the city. Using agents **Kain** is able to hack almost anything and get any type of information he wanted.

Pulgatory was kept secret and only a rumors emerged of its existence as only 'trusted' cilents were able to enter Pulgatory; Kain charged a lot of money for his services and ran Pulgatory with an iron fist.

Yumi and the Ujains found out from Kimari that Pulgatory was real; claiming he was once an agent for Kain himself. This caused the players to try and hunt down the famous Kain leading the team to a fight club where the players were given one instruction: win - however Kain secretly hired **Rjudi Goda** one of the Sabbats most ruthless and strongest leaders the battle was won however, as **Kazuma Kiru** stepped in aiding the players.

During the civial war between the PK and the Rebels; kain stole a lot of tech from the PK and used it to make pulgatory 'mobile' upgrading his camera and moving his agents and although Kain did not claim to support the either side he was a huge help to the Ex-Cult during the search for the cure from the virus.
Saudi Arabia/Saudi Arabia (World at War)

Saudi Arabia is one of the playable countries on the World at War map. It is surrounded by Qatar, Hejaz, Oman, Syria, and Iraq.

## Cities

Saudi Arabia starts with five (5) cities:

* Medina (Capital) - Produces Food
* Hodeida (Eligible for a Naval Base) - Produces Oil
* Jauf- Produces Goods
* Riyadh- Produces Rare materials
* Dam- Produces Metal

## Provinces

Saudi Arabia starts with twenty-one (21) Provinces

* Kaf- Produces Metal
* Sakaka
* Jubbah
* Qasr Al Haiyanya- Produces Goods
* Taima
* Hail- Produces Rare materials
* Buraida
* Khaibar
* Shaqra
* Mubarraz- Produces Oil
* Hajariya
* Qunsuliya
* Laila
* Jabrin- Produces Metal
* Sabiya
* Debaba
* Rayda- Produces Oil
* Ash Shalfa
* Rub' Al Khali
* Maqlaf
* Dhamar
Railroad Gun

* Lvl. 1

*Railroad guns have the longest range of all units. Best suited to bomb dug in troops from far behind the front.*

-Call of War

**Railroadguns** are part of the Secret tech branch. It is artillery with larger range, about 90 KM larger than normal artillery. However, it is considerably slower and meant for bombardments behind the main line. It also does more damage than normal artillery, making it useful for pre-assault bombardments.

## **Overview**

Railroadguns can be researched from day 4. Railroadguns are slow but effective weapons of bombardment. They have good range and damage, effective at destroying engaged enemy troops from behind the front line. There is only one level of railroad guns, so you'll only have to research them once.

## **Strategies**

NEVER leave Railroadguns by themselves! They are fragile against attacking units if they manage to engage in the same spot the gun is in. Always have support like heavy tanks, infantry, and anti air to make it less vulnerable to attack. It is also vulnerable to rocket attacks due to its slow speed. Use units with low speed, units with high speed will be slowed down drastically by this unit.

## **Attributes**

### **Terrain Properties**

 Units class
 Strength Modifiers

### **Unit Speed**

 Speed in Forest/Hills
 Speed in Mountain
 Speed in Urban terrain
 Speed on Sea
Naval Base

The icon for a naval base.

## Construction

### Cost

400 Food, 600 Goods, 1,000 Manpower, 1,200 Metal, 1,200 Oil, 1,400 Rare Materials, 3,200 Money

## Attributes

### Produces

Destroyers
 Submarines
 Cruisers
 Battleships
 Aircraft Carriers

### Effects

Unit Production
 Embarkment Time

**Naval Bases** are structures that enable the production of sea-going units in coastal urban provinces and also reduce embarkation and disembarkation times for any units moving between land and sea.

## Overview

Naval Bases are structures that can only be built in coastal urban provinces. They are required to produce naval units (Destroyers, Submarines, Cruisers, Battleships, and Aircraft Carriers) for your country.
South China

South China is a playable nation in the maps World at War and Pacific Conquest. It borders Yunnan, Sichuan, Nationalist China, Indochina and Central China in both maps. It only borders Hong Kong in Pacific Conquest.

## Cities

South China starts off with 4 cities. The cities are Canton which produces goods, Nanning which also produces goods, Guilin which also produces goods and Kweiyang which produces metal.

## Geography

The country is mostly mountainous in the north and west with plains and forest in the south and east. It has to worry a lot about Indochina, Nationalist China and Central China. The Philippines is also a threat due to close proximity to the country.

## Trivia

* South China comprises of Guangdong, Guangxi, Macau and Hong Kong in the World at War map. In Pacific Conquest Hong Kong is independent and has Eastern Guangdong as part of it's territory.
* Although called Canton in the game, in real life Canton is Guangzhou. This is because Canton is the old name of Guangzhou.
Terrain

Each province in Call of War has a different terrain type. Terrain types affect the speed and damage of some units.

## Terrain types

### Plains

Motorised units, such as all tanks, Motorised and Mechanised Infantry, and Self-propelled Artillery, move faster and deal more damage on plains. No units move more slowly on plains.

### Forest

Many stealth units, such as Militia and Tank Destroyers, deal more damage when in forested terrain, as well as basic Infantry. Motorised units are slowed down in forest, with the penalty generally being 25%.

### Hills

Artillery and Anti-air units deal more damage in hills, as well as (for some reason) Paratroopers. Motorised units are slowed down in this terrain, with the penalty generally being 25%.

### Mountains

The movement speed of all units is halved in mountainous terrain. Many unarmoured units deal more damage, as well as certain Artillery units.

### Urban

Many infantry and stealth units, such as Anti-tank and Mechanised Infantry, deal more damage in cities. No units are slowed down in urban terrain.

## Doctrines

Countries of the Pan-Asian doctrine gain an additional 20% absolute bonus to terrain-based extra damage. This makes Pan-Asian units very effective in terrain that they are strong in. For a more detailed investigation, see Doctrine Analysis.
Self-Propelled Anti Aircraft Guns

* Lvl. 1

## Overview

Self Propelled Anti Air are armored units that are effective at countering air attacks from aircraft. They cost more resources to produce, take more time, and consume 50 oil instead of 45 manpower, but are stronger than regular anti-air units when invested in.

## Strategies

Self propelled anti air units are only available once two requirements are met:

1. It is at least Day 16 in game.
2. You have already researched 2 levels of the regular anti air.

They are faster versions of anti air units and need to accompany your armored units when trying to go fast. In later games, their property of faster travel time will not be as effective, as anti-tank and a tank destroyer can destroy armored units, and thus need artillery and unarmored units to accompany them, which are slower.

Always accompany SP Anti Air with other units to prevent it being picked off by other units. It also suffers a penalty from mountains and cities, just like the other armored units(except mechanized infantry, who only have the mountain debuff).

These SPAAs are excellent at keeping large air forces at bay, as they are even more effective than regular AA. However their high cost render them pretty inefficient, which is why unless your opponent has too many fighters, you should make an air force of your own. As the saying goes, the best anti air gun is an interceptor.

## Terrain Properties

 Unit Class
 Strength Modifiers
Yugoslavia/Yugoslavia (Historic World War)

## Yugoslavia

Flag of Yugoslavia

The **Kingdom of Yugoslavia** was a state in Southeast and Central Europe that existed from 1918 until 1941. From 1918 to 1929, it was officially called the **Kingdom of Serbs, Croats and Slovenes**, but the term "Yugoslavia" (literally "Land of Southern Slavs") was its colloquial name due to its origins. The official name of the state was changed to "Kingdom of Yugoslavia" by King Alexander I on 3 October 1929.

## Overview

Yugoslavia has by far one of the worst starts in the Historic World War gamemode. Not only is it one of three countries that borders with two superpowers (the others being Manchukuo and Poland), but the options for expansions are very limited. Taking Bulgaria will extend the Romanian border as well as bordering Turkey. Taking Hungary will extend both the Romanian and German border. Taking Greece will border you with Turkey and gives Italy much more desire to invade you.
Self-Propelled Artillery

* Lvl. 1

**Self-Propelled Artillery**, also known as **SP Artillery**, is a more effective version of the main artillery unit in Call of War. They are faster, but cost more, and are more effective at defense than the base artillery units.

## **Overview**

Self-Propelled Artillery is an Armored unit capable of bombarding enemy units from a distance. Self-Propelled Artillery is a more versatile version of the base Artillery unit and deals more damage toward enemy units from a safer distance. SP Artillery deals greater damage while in a province with plains (+50% strength boost compared to 0% for base Artillery units), while suffering greater drawbacks in Urban provinces.

These weapons are very useful if your army is comprised solely of quick-moving units that would leave regular artillery behind. SP artillery are extremely useful in all places and can rush over to required areas to provide support if needed in a very short time.

Noticed is although the usage of supplies is higher when producing,the other costs are generally lower than the light tank.SP artillery can bombard costal ships( through upgrading,the features of SP artillery can be extended).It is also a weapon which can be relied as it only needs infrastructure 1 and one factory,and it can be produced quickly(building times vary from 11 hours to 24 hours,depending on the factors of region morale,level of factory,and also enemy factors.)it is noticed that the producing time of SP artillery is technically lower than the time producing a light tank

## **Attributes**

### **Terrain Properties**

 Units class
 Strength Modifiers
Southern United States

The **Southern United States** uses the allies doctrine. They are south of the **Northern States of America** and far south of **Michigan** and **Canada.** Their cities include **Atlanta, Charlotte, Savannah, Jacksonville, and Miami.** They are nearby the nation of **Cuba**, which can be an easy invasion by the South.

## Provinces

### Cities

Atlanta, Charlotte, Savannah, Jacksonville, Miami
Syria/Syria (World at War)

Syria is one of the playable countries on the World at War map. It is located at below Turkey, in the Middle East. It is bordered by Turkey, Iraq, Saudi Arabia, Egypt, and Hejaz.

## Provinces

### Cities

Beirut
Aleppo
Deir ez Zor
Jerusalem
Nicosia

## Strategic Importance

### Neighbors

Iraq
Hejaz
Saudi Arabia
Turkey
Egypt

## Cities

Syria starts with five (5) cities:

* Beirut- Capital- Eligible for a Naval Base- Produces Goods
* Nicosia- Eligible for a Naval Base - Produces Oil
* Deir Ez Zor- Produces Food
* Jerusalem- Produces Rare materials
* Aleppo- Produces Metal
Sweden/Sweden (Europe: Clash of Nations)

**Sweden** is a playable nation in Scandinavia in the Europe: Clash of Nations map. It borders Norway and Greater Finland. It uses the Axis doctrine.

## Provinces

### Cities

Stockholm
Uppsala
Karlskrona
Gothenburg
Malmo

## Strategic Importance

### Neighbors

Norway
Finland

## Strategy

Place industries in Uppsala and either Karlskrona or Gothenburg, as those provinces produce Food, Oil and Metal respectively, very important resources in the early game. Then focus on building an army to annex Norway and Denmark, which are pretty easy to conquer, Joining a coalition is strongly advised. More strategies to be added.
Trade

Trade is a diplomatic interaction in Call of War 1942.

## **Overview**

Players (Not AI) can trade between themselves. To trade, go to the diplomacy screen, select the message icon in the player you want to trade with and create an offer. The other player then may accept or refuse.

You may directly buy resources from the market instead, but you can only do this with money.

## **Trading**

You can trade three things:

* Relations
* Resources
* Provinces

You can cross trades, ex. provinces for resources

## **Notes**

* You can only trade 1 province per day.
* Units and provinces can only be traded after day 7.
* Units you give/receive will have the level of their original owners. This means that you can have units with a higher/lower level than you have currently researched.
Rocket Fighter

* Lvl. 1

**Rocket Fighters** are the fastest units, together with the Rocket Level 4 and Nuclear Rocket. They are used to take down enemy aircraft units

## **Overview**

Rockets level 2 must be researched before reasearching the Rocket Fighter.

The usage of Rocket Fighters is simple, they are stronger interceptors, with much more speed, but less range and they can land into aircraft carriers. As the interceptors, they have a patrol command, and can be combined with bombers for their protection.

A secondary use is scouting, due to their air superiority and speed, they can be used to scoute near provinces.

## **Strategies**

Rocket fighters are exceptionally capable air-to-air units that can easily wipe out even higher-level enemy aircraft squadrons. They are best utilised by a player who lacks a technological edge and who is on the defensive; their pathetically short range hampers them when trying to keep up with the progress of an advancing front line, but they can be deployed in a minute's notice when aircraft enter a player's airspace. Their relatively easy research requirements causes them to be a worthy investment for the player who typically lacks the research priorities for high-level interceptors and who prefers a much cheaper alternative to interceptor aircraft while still maintaining mobility(as opposed to anti-aircraft weaponry).

Due to their short range and poor defensive stats against aircraft, the rocket fighter performs best when left as a standalone unit or in tandem with each other; escorting bombers using rocket fighters is typically a poor choice due to the lack of operational range and fragility of the fighters on the defensive. A viable alternative, however, is to launch bombers towards the enemy and subsequently launch rocket fighters to intercept any aircraft the opponent sends to attack your bombers instead, as this takes full advantage of the rocket fighters' superior attack.

They are the go-to choice for any minor and/or technologically inferior faction in the Historical Call of War game, especially for factions like China and Poland who have to face high-level aircraft from the start of the game.

## **Attributes**

### **Unit speed**

 Speed in Forest/Hills
 Speed in Mountain
 Speed in Urban terrain
 Speed on Sea
 Speed in Air
Secret Lab

The **Secret Lab** is a structure added in the 1.5 update used to produce units from the secret weapons technology branch. Just like other unit production buildings, it can only be constructed in urban provinces. Also like other unit production buildings it decreases unit production time every level until production time is 1600%. Additionally, the level of each secret lab is hidden to others.

1700 rare materials, 3600 money
2250 rare materials, 4800 money
 **Building time** | 30 minutes
 **Production time reduction** | None
Strategy Guide template

## Overview of Strategy

Basic outlining of strategy. e.g My defense strategy is for new players and requires infantry and anti-tank, by using choke points and forts you can repel a invading force with ease. Its great for defending from invasion but less good for attacking as infantry and anti-tank are better in defensive positions than offensive ones.

## The Strategy

My strategy of game is on the first day you get your units out and defeat all the AI countries adjacent to you. On day 2 you could start making industrial complexes and buildings in big cities. In normal provinces, make barracks in all of them so you could get a lot of militia on the next day. in your big cities make artillery as they are awesome long-ranged assistance. don't forget to upgrade your infantries and militia. In day 3, (if you are a next to sea country) you can start building up your navy. Navy is very important at the end of the game as I find out that the most powerful countries are often next to the ocean. start by building naval bases, and as they are fast to build, you can build the industrial complexes right after them. while this is happening, research destroyer and cruiser (they are quite useful). after this, you can just go around and continue to get rid of small countries next to you. In Mid-game, you NEED MEDIUM TANKS!!! Always have your infrastructures ready. Don't use heavy tanks for the main force of attack, they work best assisting your medium tanks.

Key points:

-On your first day get yourself into a coalition.

-Make artillery!

-Make medium tanks!

-Do not attack players unless you are very confident.

-Make infantry (make tons of them)

-Level up your industries (they produce more resources)

### How to use planes

I personally like to use planes to destroy enemy units that would easily destroy my advancing units this also speeds up your advancing units
Recruiting Station

The **Recruiting Station** is a structure that can be built in all provinces, urban or rural. It increases the manpower produced by the province it was constructed on. Each level of recruiting station further increases manpower production in the province. It, along with the **Propaganda Office** are the newest structures in the game that didn't replace older ones.

400 metal, 2700 money
550 metal, 3600 money
 **Building time** | 6 hours
 **Manpower production** | +35%
Hart children

The Hart children were part of an extremely poor farming family on the far edge of settlement. The Harts managed to grow just enough food to support themselves and sell a few stringy, tasteless gourds but Mister Hart soon drank any profits. Violet Hare, Mary Sunflower, Lottie and son Teedy spent most of their free time wandering the woods or loitering around the Witch Grounds. After Violet and the others drank from the old well on a dare, they were stricken with a severe illness and died within an evening. Teedy, away at the time of the poisoning, was the sole survivor.
West Yakutia

West Yakutia is a nation in the Russian region in Call of War. The nation is able to be played in two maps, World at War and Pacific Conquest

## West Yakutia

West Yakutia at the start of a World at War Game

## Provinces

### Number of Resource Provinces

Aykhal(Oil), Saskylakh(Rare Materials), Ust-Olenek(Oil), Kyusyur(Metal), Zhigansk(Food), Vilyuysk(Food), Mukhtuya(Food), Tiksi(Goods), Siktyah(Goods), Nyurba(Metal)

### Total Provinces

Eyik, Usun, Sheya, Khaty, Peleduy, Nyuya, Sayylyk, Olyokminsk, Sangar, Lybalakh, Nayba, Kryusyur, Bykovsky, Ulakhan-Kyuel, Bolotisoy-Derevne, Yuryung-Khaya, Olenyok, Baytakh,

## Strategic Importance

### Neighbors

Siberia(Player), East Yakutia(Player), East Siberia(AI)

## World At War

At the start of the game, West Yakutia has a coast up at the Laptev Sea, and borders three countries, Siberia, East Yakutia, and East Siberia.

### Geography

The country only has one mountain province near the border of East Yakutia, the rest of the country has a terrain of either plains, hills, or forests. This makes the area more vulnerable to a blitzkrieg attack with tanks than its eastern counterpart.

### Military

Most of the army of this nation is stationed in the north of the country near the coast. In case of immediate attack by East Yakutia, the northern army will take a while to resupply the south of the country with reinforcements to stop the attack.

### Resource Production

Like a good chunk of the Russian nations, West Yakutia has very poor rare material production. Their greatest strength is its metal production, with a double metal and two metal producing provinces, followed by goods, food, and oil.

### Diplomacy

East Siberia, the nation below West Yakutia, is a very big AI nations, effectively acting as a big buffer between the nation and Mongolia. Siberia also has one direction it can attack, via your West. East Yakutia can attack via the East. For allies, try to ally someone nearby or get into a Russian coalition. Possible allies include Siberia, Mongolia, Khabarovsk, maybe even East Yakutia.

### How to Play

Immediately research Infantry and Armored Car, and begin to build barracks in the cities, not the provinces. Once Infantry and barracks are done, wait until your manpower is big enough to build 4 infantry units. After that, you can research either artillery, anti air, or anti tank. Naval units and air units are not important for now, especially with the flat terrain of your enemies, so research light tanks as fast as possible.
SP Rocket Artillery

## Allies

* Lvl. 1
* Lvl. 2

Xylophone

Calliope

SP Rocket Artillery is the self-propelled counterpart to rocket artillery. It's a more powerful unit, though it costs more resources and time to produce. Available only in CoW 1.5 rounds, SP Rocket Artillery can be researched from Day 8, but Rocket Artillery Level 1 must be researched first. It needs a secret lab to be produced.
Manpower

Manpower is a resource in Call of War. It is used in the production of all units.

## Obtaining

### Province production

Manpower is produced by all provinces. Core city provinces produce 600 manpower per day (without Recruting Stations), rural provinces with no other resource production produce 450 manpower per day, and rural provinces with other resource production produce 150 manpower per day.

## Use

All units require manpower to produce and maintain. Most units require between 700 and 1500 manpower to produce, with the exceptions being one-use units (i.e. Flying Bombs and Rockets) which require less, and exceptionally powerful units (i.e. Railroad Guns, Nuclear Bombers and Nuclear Rockets) which require much more.

Manpower is not required for the construction of any buildings, and it cannot be traded on the stock market.
Swift Strike

The **Swift Strike** event is an event that takes place on the Europe: Clash of Nations map and goes at 10x speed. It goes extremely quickly and you will need to be paying attention to it at almost all times if you play it. Because it takes place on the Clash of Nations map, it can have up to 22 human players and several AI. All players are flagged as inactive after 1 day of inactivity and, if not won earlier, the game will end after only 4 days. This means you will have to rush to win the game before it ends.
Rockets

* Lvl. 1

Rockets are secret weapons in Call of War 1942.

## **Overview**

Rockets are different from normal aircraft. They can't move between Air Bases flying (but they need an air base to launch), so they must move in convoys, which takes time. Note that they cannot travel on aircraft carriers.

Once you use them, you can't call back or change their target. Note that if you attack fast units that are moving your rocket may not hit them.

They are good against everything, especially buildings. At level 1, it can be destroyed with firearms. At other levels, there are no way to destroy them. Make sure to research level 2 as soon as possible.

There are also Nuclear Rockets, which are far more powerful than regular rockets.

## **Strategies**

### Strategic Warfare

Rockets are ideal for strategic warfare, especially for small countries, as level 2+ cannot be shot down, they are devastating against buildings, and only take 25 manpower. Best used as long range artillery, they need an airbase to launch, their long range makes up for this deficiency. They are superior to the Strategic Bomber as they do more damage and cannot be shot down. Their downside is they are more expensive in everything but manpower, and can only be used once each.

### Don't Need to Build Airbase Lvl.2 Tactic

So firstly you build lots of lvl. 1 rockets, now the result of that is you don't need to build a lvl. 2 airbase if you think the number of rockets is sufficient to destroy the enemy army when rocket is upgraded to lvl 2 or even lvl 3. That is correct, this tactic involves the cheap tactic of not upgrading the lvl. 2 airbase by simply not upgrading the rocket until you have a sufficient amount.

## **Attributes**

### **Terrain properties**

 Units class
 Strength Modifiers

### **Unit speed**

 Speed on Land
 Speed at Sea

## **Buidings Required**

* **Level 1:** Air Base lv. 1, Industrial Complex lv. 1
* **Level 2:** Air Base lv. 2, Industrial Complex lv. 1
* **Level 3:** Air Base lv. 2, **I**ndustrial Complex lv. 1
* **Level 4:** Air Base lv. 2, **I**ndustrial Complex lv. 1
* **Nuclear Rocket:** Air Base lv. 3, **I**ndustrial Complex lv. 1, Nuclear Reactor

## **Trivia**

* Rockets always show up separately from other types of units.
* When nuclear rockets hit a province, all active users will see a Breaking News video the next time they log in, indicating where it hit, which country shot it, and which country was affected by it.
Revolting

**Revolting** is a game mechanic that can prove troublesome for massive, full-scale invasions. When provinces don't have enough morale, they revolt. However, there is a certain number of unit strength that can actually prevent revolts from happening. This means that all you have to do is send a unit or two to secure a province that has red stripes and smoke that might revolt. Revolts always happen at day change. When a province's morale is at 31% or lower, it has the possibility to revolt. The chances of revolt get bigger the lower the morale is. When a province had just been conquered, its morale will be at 25%, meaning that it has a 19% chance to revolt.

## Garrisons

Garrison strength is a good way to stop revolts from being successful. To create a garrison, move an army to the center of the province you want it to be stationed at. The strength of the garrison is determined by the current hitpoints of the army in that province center. Once the garrison is stationed, you can click on the province info dropdown (desktop only) to see the strength of the garrison, as well as the updated chance of revolts.

NOTE: Having a garrison stationed in a low-morale province doesn't eliminate the chance of a revolt, but rather lowers the chance of a revolt happening.

## **What country will the province revolt to?**

This depends on why the province is at low morale, what conflicts the occupying nation is involved in, and what other nations are close to the province. Here are some examples to help you understand:

* If you are Germany and you are starting an invasion of Poland (i.e. it's the first day of the invasion), most rebelling provinces will revolt back to Poland.
* Let's say it's the 3rd day of the invasion, and Poland's major cities have been captured, most rebelling provinces will revolt to neighboring countries, like Romania or the Soviet Union.
* If you are Germany and sending a naval stack to bombard Amsterdam (capital of the Netherlands), and the morale dips below 20%, the city will most likely revolt to Belgium (not Germany) because Germany is the one attacking.

## Kinds of Revolts

1. **Peaceful Revolt** - In a peaceful revolt, the province becomes controlled by another country and its morale raises. No units are damaged or destroyed. This revolt is most common in low-morale provinces with no garrison.
2. **Suppressed Revolt** - In a suppressed revolt, there is a revolt attempt (as can be seen in the newspaper), but it is stopped by the local garrison. This is most common in provinces with a strong garrison. Occasionally, one or two units of the garrison will be damaged or destroyed.
3. **Violent Revolt** - In a violent revolt, the revolt is so strong that it overwhelms the garrison and joins another country. Units of the garrison can either be damaged, destroyed, or they can join the country that the province revolts to. This usually occurs in provinces with less than 20% morale or in provinces with weak garrisons.
Research

**Research** is a major feature in Call of War 1942. Researching allows you to be able to produce and upgrade units to make your army.

## Overview

The research tab can be accessed as one of the major tabs below your country info along with diplomacy, newspaper, front reports, and coalitions. The research tab has 6 different branches/tech trees: Infantry, Ordnance, Tanks, Air, Naval, and Secret. Each of these corresponds to different unit types.

## Research

Here are each of the 6 research trees in the research tab.

### Infantry

* Infantry
* Militia
* Motorized Infantry
* Mechanized Infantry
* Commandos
* Paratroopers

### Ordnance

* Anti-Tank
* Artillery
* SP Artillery
* Anti-Air
* SP Anti-Air

### Tanks

* Armored Car
* Light Tank
* Medium Tank
* Heavy Tank
* Tank Destroyer

### Air

* Interceptor
* Tactical Bomber
* Attack Bomber
* Strategic Bomber
* Naval Bomber

### Naval

* Destroyer
* Submarine
* Cruiser
* Battleship
* Aircraft Carrier
* Transport Ship

### Secret

* Rocket Artillery
* SP Rocket Artillery
* Railroad Gun
* Flying Bomb
* Rocket
* Rocket Fighter
* Atomic Bomb
* Nuclear Bomber
* Nuclear Rocket
Western Australia

Flag of Western Australia

## Summary

Western Australia is a nation in the game Call of War. Available in the map World At War, it has four cities like any other nation. Its only physical neighbor is Central Australia, an AI nation that can serve as a buffer state against the other Australian nations

## Strategy

### Day 1

Start by researching Infantry and Armored Cars to start off. Build barracks in the cities with an Industrial Complex to produce Infantry as soon as the research is finished. Of course, build infrastructure in all resource producing provinces. As you have a double food province and two food provinces, as long as you build more infrastructure and industrial complexes, food will not be an issue for a long time in the game. The main resources to consider are rare materials, and oil, as there are only 1 and 2 provinces producing them respectively. As your neighbor Central Australia has rare materials, you could choose to attack or wait for someone else to do the work so that you can destroy the weakened armies. Look around the map, diplomacy, and coalitions to try to find allies.
Unarmored Units

Unarmored Units, or Infantry Units, are the most simple and common type of land units.

## Overview

Most unarmored units require a barracks to be produced. Unarmored units can move anywhere on the map except the skies. Just like all land units, they can embark on water to cross it and turn into a transport ship. Unarmored units are generally weaker against most other types of units except ordinance units.

## Units

The most basic and simple type of unarmored unit is the militia. The militia is a weak unarmored unit that is decent at defending but absolutely atrocious at attacking. Then there is the infantry, another simple unarmored unit that is just decent at both attacking and defending. Motorized infantry is a great unarmored unit and makes up the bulk of mid-game armies. The mechanized infantry is another good unarmored unit that is great to produce if you have low food and goods. Commandos are elite unarmored units that specialize in mountain and urban combat. Then there is paratroopers which have two phases: unarmored and aerial. The aerial phase is the first phase, in which the paratrooper starts off as an air unit. Once it deploys, the paratrooper becomes an unarmored unit. Paratroopers require a barracks to produce but need an aircraft factory or airstrip to take off in the aerial phase.

### Ordinance Units

Sometimes ordinance units are called unarmored units as well, but in the game it is considered its own armor type and research type and is produced from the ordinance foundry, not the barracks.

Some ordnance units fall into the unarmored category, while others are considered light or heavy armor.

## Unit List

* Militia
* Infantry
* Motorized Infantry
* Mechanized Infantry
* Commandos
* Paratroopers
Tank Destroyers

Allies

* Lvl. 1
* Lvl. 2
* Lvl. 3
* Lvl. 4
* Lvl. 5

M3 Gun Motor Carriage

## Stats

M18 Hellcat

M36 Jackson

## **Overview**

Tank destroyers are the best units to counter enemy tanks. They are best used defensively because their defensive strength is double their attack strength.

## **Strategies**

Tank destroyers are alternatives to the anti-tank. Their fast speed make it great in accompanying attacking armies while not slowing them down, like the anti-tank. However, this unit has to be used to counter armored attacks, do not use it to attack Infantry unless it is in a stack of units that can annihilate infantry.

## **Tank Destroyers Attributes**

### **Terrain Properties**

 Units class
 Strength Modifiers
Transport Ship

* Lvl. 1

**The Transport Ship**is a naval unit in Call of War 1942; it is the sea version of all non-naval units and appears automatically when any non-naval units are finished embarking and sail into the ocean.

## **Overview**

The Transport Ship is a Naval Unit that carries all non-naval units in the water. Once a unit reaches the coast of a province, it will embark onto a Transport Ship. The Transport Ship moves at the same speed and holds the same offensive and defensive capabilities (depending on research level) no matter what unit the ship holds.

Transport ships can also carry any size of army and should be sent across known waters or escorted by a destroyer and/or a cruiser.

Because of their slow speed, transport ships are extremely vulnerable to attacks by enemy submarines, naval bombers, and land-based artillery. Troops that are embarking/disembarking or are already on transport ships also have less HP than they do on land (usually 10 HP). Therefore, when an enemy invasion fleet that is made up only of transport ships is heading to invade you, it is best to destroy all enemy troops before they can finish disembarking.
Soviet Union/Soviet Union (Historic World War)

*This article is about the country in Historic World War. For the similar country in Clash of Nations, see Communist Russia.*

The **Soviet Union** is a country in the Historic World War map that spans Europe and Asia. It is one of the world superpowers and starts with a large military and industry.

## Strategic Importance

### Neighbors

PolandRomania Finland Estonia Latvia Lithuania Turkey Persia Afghanistan British India Xinjiang Mongolia Tannu Tuva Manchukuo Japan

### Geographical Status

No

WIP
1A Class (MHA) VS S Class Hero Power Levels

All characters are ranked by strength level from weakest to strongest. Spoilers alert

## **S Class Heroes**

King (Normal Mode) - 5

Child Emperor (Unarmed) - 30+

Zombie Man - 75+

Puri Puri Prisoner (Base) - 80

Genos (First Appearance) - 85

Puri Puri Prisoner (Angel Style) - 90

Child Emperor (With Backpack) - 100+

Puri Puri Prisoner (Post Training, Base) - 126+

Tanktop Master - 140

Genos (House Of Evolution) - 140

Puri Puri Prisoner (Dark Angel Rush) - 155+

Genos (Anti Saitama Arms) - 160+

Genos (Arms Mode) - 170

Genos (Season 2) - 175

Puri Puri Prisoner (Vibration Dark Angel Style) - 185+

Genos (G4 Upgrade) - 200

Genos (Full Power Core) - 200+

Metal bat - 225+

Pig God - 225+

Amai Mask - 250+

Child Emperor (Brave Giant) - 250+

Genos (Battle With Elder Centipede) - 250+

Drive Knight (Gold Form) - 275+

Genos (Daedric, Suppress) - 275+

Atomic Samurai - 300+

Amai Mask (Webcomic) - 300+

Genos (Lightning Core Upgrade) - 300+

Watchdog Man - 320+

Metal bat (Fighting Spirit) - 325+

Drive Knight (Full Equipment) - ???

Superalloy Darkshine (Suppress) - 350+

Bang (Casual) - 350+

Superalloy Darkshine (Full Power) - 395+

Amai Mask (True Monster Form) - 400+

Bang (Abandonment) - 420+

Bang (Awakening Breath) - 480+

Flashy Flash (Full Strength) - 500+

Atomic Samurai (With Sun Blade) - 550+

Genos (Roaring Dragon Core Upgrade) - 750+

Tatsumaki (Suppress) - 900+

Metal bat (Resonance) - 1,000+

Genos (10 Seconds Mode) - 1,200+

Genos (Ultimate Upgrade) - ???

Bofoi (Metal Knight) - ???

Tatsumaki (Maximum Power) - 2,500+

Blast - (Suppress, Vs Cosmic Garou) - 120,000,000+

King (Super Sparkle King Mode) - One Above All

## **1A Class Students**

Izuku Midoriya (Quirkless) - 5

Mineta Minoru - 10

Toru Hagakure - 15+

Koji Koda - 20+

Hanta Sero - 25

Yuga Aoyama - 25

Tsuyu Asui - 26

Kyoka Jiro - 26

Mina Ashido - 28

Mezo Shoji - 30

Rikido Sato (Base) - 30

Denki Kaminari - 35

Rikido Sato (Sugar Rush) - 35+

Katsuki Bakugou (Teenage) - 40+

Ochako Uraraka - 45+

Tenya Lida - 48+

Izuku Midoriya (5% One For All) - 50+

Momo Yaoyorozu - 50+

Shoto Todoroki (Half Ice) - 55+

Katsuki Bakugou - 60+

Eijiro Kirishima (Red Riot Unbreakable) - 65+

Shoto Todoroki (Ice And Fire) - 70+

Fumikage Tokoyami (Dark Shadow Unleashed) - 75+

Izuku Midoriya (20% One For All) - 75+

Izuku Midoriya (1,000,000% Smash) - 100+

Katsuki Bakugou (100% One For All) - 200+

Shoto Todoroki (Flashfreeze) - 200+

Izuku Midoriya (100% One For All) - 200+

Izuku Midoriya (OFA Power Unleashed) - 250+

Izuku Midoriya (Final Act 100%) - 300+

Izuku Midoriya (Symbol Of Peace) - ???
Yunnan

Sichuan (Playable)

South China (Playable)

Yunnan is an A.I. only nation in the World at War and Pacific Theater mode.

## Strategy

Yunnan is a great early-game target for neighboring nations, although there isn't much reason to invade the nation if you are low on resources. It's only notable resource is Goods and Rare materials.
Boku No Hero Academia Power Levels

## UA Beginnings Saga

### Entrance Exam Arc

Izuku Midoriya (Kid) - 3

Katsuki Bakugo (Kid) - 4

Izuku Midoriya (Age 14) - 5

Kamui Woods - 75

Mt. Lady (Gigantification) - 80

Mt. Lady (Human Form) - 10

Katsuki Bakugo (Age 14) - 30

All Might (Muscle Form) - 160

All Might (True Form) - 5

Sludge Villain - 45

Death Arms - 40

Backdraft - 20

Slugger - 23

Izuku Midoriya (UA Entrance Exam Training) - 15

All Might (Muscle Form) - 150

All Might (True Form) - 5

Izuku Midoriya (One For All) - 60

Katsuki Bakugo - 45

Present Mic. - 35

Ochaco Uraraka - 25

Tenya Iida - 30

Yuga Aoyama - 20

Izuku Midoriya (One For All 100%) - 110

Recovery Girl - 20

## Quirk Apprehension Arc

Kirishima Eijiro 50

Eraser Head 80

Momo Yaoyozoyu - 78

Mina Ashido - 65

Mineta Minoru - 10

Toru Hagakure - 10

Hanta Sero - 40

Tsuyu Asui - 20

Rikido Sato - 25

Rikido Sato (quirk) - 125

Fumikage Tokoyami - 35

Kyoka Jiro - 20

Denki Kaminari - 75

Mashirao Ojiro - 80

Koji Koda - 23

Izuku Midoriya (OFA) - 150

Katsuki Bakugou - 110

Shoto Todoroki (Ice Only) - 50

Shota Aizawa - 32

All Might (Muscle) - 150

## Battle Trial Arc

Bakugou (With Hero Suit) - 50

Deku (Detroit Smash) - 105

Uraraka - 30

All Might - 150

## U.S.J Arc

Tomura Shigaraki - 130

Kurogiri - 50

Electric Villain - 35

Kaminari Denki (High Electricity Attack) - 130

Other Villains - 10

Invisible Villain - 10

13 - 60

Noumu - 145

Eraser Head - 36

All Might - 150

All Might (Plus Ultra) - 190

Rise of Villains Saga

All Might - 150

All Might(One for All) - 235

All for One - 165
Elden Ring Bosses

# Elden Ring Bosses (In Order)

## Limgrave

Soldier of Godrick: 5.3

Tree Sentinel: 10

Flying Dragon Agheel: 20

Erdtree Burial Watchdog: 10

Beastman of Farum Azula: 6

Demi-Human Chief: 6

Grave Warden Duelist: 6

Mad Pumpkin Head: 10

Crucible Knight: 12

Bloodhound Knight Darriwil: 9

Nights Calvary: 5.5

Black Knife Assassin: 6

Tibia Mariner: 7

Margit the Fell Omen: 22

Ulcerated Tree Spirit: 15

Deathbird:
DRAGON BALL SUPER (FEATS SCALING) PT.2

CHAMPA ARC

goku = 5'000'000'000

ssj = 250'000'000'000

suppressed = 3'000'000'000

ssj suppressed = 150'000'000'000

ssj blue = 125 octillions

kaioken x10 = 1,25 nonillions

vegeta = 4'000'000'000

ssj = 200'000'000'000

suppressed = 2'400'000'000

ssj suppressed = 120'000'000'000

ssj blue = 100 octillions

piccolo = 1'500'000'000

super namekian piccolo = 75'000'000'000

magetta = 180'000'000'000

frost base form = 530'000'000

frost third form = 2'120'000'000

frost fourth form 70% = 111'300'000'000

frost fourth form 70% heavily injuried = 84'000'000'000

kyabe = 1'400'000'000

ssj + rage = 105'000'000'000

ssj = 70'000'000'000

hit .1'' timeskip = 110 octillions

hit .2'' timeskip = 220 octillions

hit 1'' timeskip = 1,1 nonillions

bills suppressed = 1,6 nonillions

whis suppressed = 2,4 nonillions

champa suppressed = 1,5 nonillions

vados suppressed = 2,55 nonillions

BLACK GOKU ARC

goku = 25'000'000'000

ssj2 = 2'500'000'000'000

ssj3 = 10'000'000'000'000

ssj blue = 625 octillions

vegeta = 22'000'000'000

ssj blue = 550 octillions

trunks = 20'000'000'000

ssj2 = 2'000'000'000'000

ultra ssj2 = 10'000'000'000'000

black goku suppressed = 2'500'000'000'000

black goku fullpower = 15'000'000'000'000

zamasu = 8'000'000'000'000

FIRST TIME IN FUTURE

vegeta blue = 550 octillions

vegeta blue suppressed = 55 octillions

goku blue = 625 octillions

black goku zenkai = 50 octillions

black goku rosè = 2,5 nonillions

SECOND TIME IN FUTURE

vegeta zenkai = 132'000'000'000

vegeta blue zenkai = 3,3 nonillions

goku zenkai = 150'000'000'000

goku blue zenkai = 3,75 nonillions

goku blue enraged = 5,5 nonillions

rosè zenkai = 5 nonillions

trunks = 125'000'000'000

ssj2 = 12'500'000'000'000

rage trunks = 6,25 nonillions

LAST TIME IN FUTURE

goku zenkai = 300'000'000'000

goku blue zenkai = 7,5 nonillions

vegeta zenkai = 400'000'000'000

vegeta blue zenkai = 11 nonillioins

rage trunks zenkai = 7nonillions

black goku rosè zenkai = 8 nonillions

VS MERGED ZAMASU

merged zamasu (initial) = 20 nonillions

holy wrath = 24 nonillions

rage trunks garrikku ho = 8,4 nonillions

rage trunks garrikku ho fullpower = 12,6 nonillions

vegeta blue garrikku ho = 13,2 nonillions

father - son garrikku ho = 25,8 nonillions

merged zamasu injuried = 18,2 nonillions

holy wrath 2 = 24 nonillions

goku blue kamehameha = 9,15 nonillions

goku blue kamehameha fullpower = 27,45 nonillions

merged zamasu injuried = 14,75 nonillions

goku blue kaioken 11,25 nonillions

merged zamasu collapsed = 1 decillion

vegeth blue = 1,1 decillions

vegeth = 44'000'000'000'000

vegeta = 480'000'000'000

goku = 400'000'000'000

merged zamasu collapsed 2 = 16,5 nonillions

rage trunks zenkai = 10 nonillions

rage trunks energy sword = 15 nonillions

rage trunks genki sword = 300 nonillions

bills suppressed = 1,2 decillions

whis suppressed = 1,8 decillions
Blue Lock Power Levels

Disclaimers - Each characters power level is in corolation to their indivilsual soccer skill. Characters power levels with be based off of the lowest overall score in Fifa. Seeing as all player is the Fifa games are world class athletes a default rating of 20 with be placed for each character until proven otherwise.
Patience Manning

Patience was a servant girl who managed to charm her employer Albius Manning into a secret marriage, only to see him die from a terrible illness less than a year later. Soon after his death, a fire broke out in the home that killed his cousin Jubal Isinglass and left everything in her hands. She fled in the middle of the night and was never heard from again.
Structures

**Structures** are a major gameplay feature of Call of War. They are constructed in provinces, and have many valuable effects. The game is virtually impossible without them. Each structure provides a different useful buff or feature to your nation. There are three main categories of structures: Unit production structures, province economy structures, and unit support structures.

## Structure list

### Unit Production

Structures that deal with the production of military units, buildable only in urban provinces.

* Barracks-Produces infantry units
* Ordinance Foundry-Produces ordinance units
* Tank Plant-Produces armored units
* Aircraft Factory-Produces air units
* Naval Base-Produces naval units, buildable only in coastal cities
* Secret Lab-Produces secret units

### Province Economy

Structures that deal with resource production, buildable in every province with urban and non-urban counterparts.

* Industry-Increases the production rate of money and resources, buildable only in urban provinces
* Local Industry-Increases the production rate of money and resources, buildable only in non-urban provinces
* Recruiting Station-Increases manpower production in province
* Propaganda Office-Increases morale development in province

### Unit Support

Structures that deal with aiding military units, buildable in every province with urban and non-urban counterparts.

* Airstrip-Allows aircraft to land, buildable only in non-urban provinces
* Bunkers-Reduces damage dealt to units in the center of the province, buildable only in urban provinces
* Fortifications-Reduces damage dealt to units in the center of the province, buildable only in non-urban provinces
* Infrastructure-Increases movement speed of units in the province
* Local Port-Decreases unit embarking and disembarking times, buildable only in non-urban coastal provinces

### Special

* Capitol-Capitol building of your nation, increases morale development in provinces closer to the capitol, buildable only in urban provinces
DRAGON BALL Power Levels

## Pilaf Saga

Goku - 10

Bulma - 1Large Pterodactyl - 8

Turtle - 0.001

Bear Thief - 8

Master Roshi - 96

Oolong - 4

Yamcha - 9

Yamcha (Wolf Fang Fist) - 15

Chi-Chi - 8

Puar - 3

Boss Rabbit - 9

Rabbit Mob Members - 5 each

Ox-King - 18

Master Roshi (100%) - 136

Goku (First Kamehameha) - 21

Pilaf - 3

Mai - 7

Shu - 7

Goku Oozaru - 100

## Tournament Saga

Krillin - 8

Launch (Good) - 4

Launch (Bad) - 7

Krillin (Post Roshi Training) - 83

Goku (Post Roshi Training) - 100

Yamcha (Post Training) - 92

Tournament Announcer - 5

Bacterian - 13

Roshi - 119

Nam - 76

RanFan - 7

Giran - 63

Goku Oozaru - 1000

Roshi (Buff Kamehameha) - 180

## Red Ribbon Army Saga

Colonel Silver - 8

Suno - 3

Jingle Village Chief - 4

Major Metallitron - 101

Ninja Murasaki - 9

Android 8 - 117

Buyon - 90

General White - 7

Dr.Flappe - 4

Hasky - 7

General Blue - 113

Red Ribbon Army Soldiers - 5 each

Captain Dark - 6

Octopapa - 11

Giant Eletric Eel - 9

Pirate Robot - 109

Sourman - 5

Obotchaman - 13,300

Arale - 17,600

Gatchan - 12,400

Dr.Slump - 5

Upa - 4

Bora - 67

Captain Yellow - 6

Mercenary Tao - 135

Korin - 190

Goku (Post Korin Training) 155

Colonel Violet - 6

Commander Red - 4

Staff Officer Black - 7

Battle Jacket Black - 118

## King Piccolo Saga

Goku 180

Tenshinhan 180

Krillin 140

Jiaozi 140

yamcha 162

Jackie chun 175

Pamput 15

Piccolo saga

Goku 185

Tamberine 155

Tenshinhan 180

Piccolo old/with weights 152

Piccolo old fp 200

Young Piccolo 260

Goku 260
drum 210

### Piccolo Junior Arc

kami training

Popo 360

Kami 380

23° tenkaichi

Piccolo 390

Goku 410

Kamehameha + goku 910

Goku with weights 343

Piccolo with weights 335

Tenshinhan 350

Crillin 314

Kami 380

Yamcha 320

Cyborg tao 200
Summerborn Family

The Summerborns were a poor, hardworking family that suffered huge losses over the course of two hard winters. The family fell into even deeper poverty after Keziah's death and were reduced to begging. Once well regarded as a poor but hardworking family, the Summerborns became pariahs in the village.