recursal/Fanatic-Fandom huggingface dataset:
Insurgents

**Insurgents** are the result of a city with low morale (Under 34% morale) rebelling. If the city does not have soldiers stationed on it, it will be conquered by them. If the city does have stationed troops, the Insurgent unit and the unit in the city will engage in combat.

A newly conquered city at 25% morale has a 50% chance of rebelling. This risk goes down when troops are stationed on the city, or the morale is higher.

Insurgents are weak and will not be upgraded, but insurgent-controlled cities can spawn more insurgents, units can move around, becoming dangerous if they capture other cities, as they can spawn more insurgents from that city. Insurgent units are part of the Eastern doctrine, but countries with the Eastern doctrine are unable to research insurgents.

All insurgency-controlled countries are part of the same "nation", either called "Local insurgency" or "Rogue state", depending on game mode, for normal insurgents. It is called "The Chosen" in the Rising Tides map. Insurgent units can cross borders and invade countries not already at war with the insurgency.

They are worth 3 season points.

Insurgents are the result of rebellions within a nation. These act as a global threat and are listed as their own nation under the campaign’s ranking. Insurgents can only cause an uprising in cities that have a low morale but if left to fester they will spread to neighboring provinces, conquering and expanding. When conquering a city, morale will be low, be sure to monitor your Target Morale and leave a garrison while the city recovers. Otherwise, the city may rebel and spawn insurgents which can cause you problems later on.

## How Insurgents Spawn

Cities and are at risk of rebellion while their morale is below ~34%, but this risk increases greatly when the morale of a city is under ~25%.

* Undefended cities and provinces are immediately captured the moment insurgents spawn on them, but insurgents will not conquer the city or province until your troops are defeated
* If you have units stationed in a city/province which is hit by an insurgent rebellion, they will engage in combat. In that case, your units will benefit from a defensive garrison bonus.

Revolts will occur once at any time during the 24 hour day, the timer is absolutely random 24 hours at what specific time they will revolt. It is important to note that each city type has it's own respective timer which will apply to all city types.

For example:

* ALL Homeland cities under your control on Day 1 will (if applicable) revolt @14.00 ingame time. But on Day 2 another random timer is set for 18.00
* ALL Occupied cities under your control on Day 1 will (if applicable) revolt @19.00 ingame time. But on Day 2 another random timer is set for 12.00
* ALL Annexed cities under your control on Day 1 will (if applicable) revolt @22.00 ingame time. But on Day 2 another random timer is set for 2.00

## Garrisons

Insurgents will build up over time, swelling in numbers and spawning more insurgent units. They will not conquer nearby provinces, rather remaining in the city they were mobilized in.

## Trivia

* Non-city provinces used to have a very small chance of rebelling.
Jaws

**Jaws** é um vilão clássico dos filmes de 007 que aparece numa fase extra do jogo, Aztec. Muito mais resistente e mais alto que os inimigos comuns, ele usa um par de AR33 na missão, o que o torna um dos adversários mais temíveis do jogo - contudo, enfrentá-lo não é tecnicamente obrigatório, embora seja bem difícil completar a fase sem eliminá-lo.

Jaws apareceu nos filmes *The Spy Who Loved Me* e *Moonwaker* (*007 - O Espião que Me Amava* e *007 Contra o Foguete da Morte* nas versões brasileiras), além do jogo *007 Everything or Nothing*. Ele é quase sempre um vilão, mas em *Moonraker* ele e sua namorada acabam se aliando a Bond no final. Nos filmes ele nunca morre; no jogo ele morre pela primeira vez em que aparece em algo relacionado a 007 e em *Everything or Nothing* seu desfecho é incerto.

## Aparições

* Aztec - está com dois soldados no último salão do complexo que Bond pode acessar caindo na passagem entre o início da fase e a sala negra com o arquivo da trajetória do ônibus espacial. Teoricamente é preciso derrotá-lo para obter um cartão que abre a porta de vidro inquebrável para reprogramar o lançamento, mas se o jogador conseguir fazer um inimigo topar com a porta, ele a abrirá automaticamente, dispensando o uso do cartão.
Silo

**Silo** é a sexta missão do jogo e, como o nome indica, passa-se dentro de um silo de lançamento de satélites. Nesta missão, exclusiva do jogo, Bond deverá recuperar chips de telemetria do satélite e uma fita cassete, fotografar um satélite, plantar explosivos em todas as quatro salas de computadores e poupar a vida dos cientistas.

No caminho, passará por cientistas, enfrentará soldados armados com KF7 Soviets e encontrará Ouromov, que pode ser morto ou escapar.

## Diferenças com relação ao filme

Embora tenha a presença de Ourumov, trata-se de uma missão exclusiva do jogo, não sendo em nenhum momento mencionada no filme.

## Armas

* PP7 (silenced) - arma padrão de Bond no início da fase
* DD44 Dostovei - usada por Ourumov e por cientistas, quando atiçados.
* KF7 Soviet - arma padrão de todos os soldados da fase
* Grenades - podem ser usadas por soldados ou por cientistas atiçados

## Bugigangas

* Plastique - explosivos a serem instalados nas quatro salas iguais de computadores. Se um ou mais forem detonados, uma cadeia infinita de explosões com aproximadamente meio segundo de distância entre uma e outra e que não deixam fumaça como rastros se desencadeará e acompanhará Bond para onde quer que ele vá na fase. Sem o truque de invencibilidade, a morte é quase imediata. Dependendo do local em que o explosivo seja detonado, é impossível não falhar a missão, pois mesmo com o truque "Turbo" ativado, Bond nunca conseguirá passar por cientistas sem que as explosões os matem, nunca conseguirá coletar uma placa de circuito sem que ela estrague antes (o mesmo vale pra fita) e nunca conseguirá fotografar o satélite antes que ele seja destruído.
* Camera

## Curiosidades

* Esta é uma das duas fases do jogo que têm sempre a mesma animação de abertura. A outra é Train.
* A porta acima do foguete pode às vezes ser aberta se Bond guardar suas armas e ficar só com unarmed.
* Se Bond chegar muito perto de Ourumov ou se ele for ferido excessivamente, ele ficará invencível e baterá em retirada até o elevador, onde desaparecerá, e fechará as duas portas pelas quais passa. No processo, ele deixará cair a mala que carrega. Se for morto, deixará cair também uma chave e sua Dostovei. Nem a mala nem a chave têm qualquer utilidade para a missão, sendo provavelmente resquícios de algum objetivo retirado da fase antes do lançamento do jogo.

## Dicas

* Das passarelas que passam pelos silos em si, é possível acertar inimigos nas passarelas mais acima. Tire proveito disso para não correr o risco de ser surpreendido. Em uma passarela em especial (a última passarela retilínea da fase), é possível posicionar-se encostado na porta usada para sair dela, olhar para trás e um pouco para cima, e acertar um guarda logo após uma porta aberta. Outros três virão e poderão ser abatidos a distância, sem que ofereçam risco a Bond.
* Os circuit boards são objetos destrutíveis. Não permita que os computadores onde os dois últimos ficam dispostos sejam destruídos antes que você os colete, ou as explosões danificarão os ditos-cujos e missão falhará.
Headquarters

- Losing HQ imposes negative Morale factor on all cities and provinces

The headquarters building is extremely important to maintain Morale. Without a headquarters, the morale of all non-city provinces immediately drops to about 70%, homeland cities to 60%, and non-homeland cities to 40%. Each province suffers a -20% penalty thereafter on target morale.

The building is called "Relocate Headquarters" in-game.

Before the Nationalization feature was removed, relocating the headquarters did not cost any resources and only took 12 hours to occur.

You always start with a Headquarters as the capital of your country, and it destroys like a Army Base, once taken over by rivals. The City with this building should be the most protected against attacks. Unlike most buildings, this does not appear as a building on the construction details when you click on the city or province.

Even after you liberate your former headquarters, you still have to rebuild/relocate it.

## Tatics

Almost never ever relocate it unless you re-liberated your headquarters.
Greenland

**Greenland** may refer to:

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

**Greenland** is a country in the Rising Tides Camapign Map. It can only be played in the Rising Tides map. It is also an unplayable nation in the World War III map.

Spawn resources you get are 4 Motorized Infantry, 1 Combat Recon Vehicle, and 1 Air Superiority Fighter.
Iceland

**Iceland** may refer to:

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

**Iceland** is an island nation that is mostly an unplayable nation in most game modes, except for Cold War. Due to its strategic position, it is likely to be seized by player nations early in game.

## Features

### Advantages

* All cities of Iceland are coastal in every game

### Disadvantages

* With only one city for each kind of resource, Iceland will lack all resources and has to extend its territory to upkeep its buildings, units and research
Healing

If units lose HP in battle, they must heal in order to have a full HP bar. Ground units only heal in cities and non-city provinces with field hospitals. In cities, units will regenerate at a rate of 1 HP/day with the unit's health updating every hour unless the player builds a hospital. Hospitals increase healing rate by their level, i.e. a level 5 hospital increases the healing rate by 5 HP/day. Field hospitals allow a unit to regenerate 1 HP/day in non-city provinces. The unit does not need to be entrenched at the center of the province to regenerate HP. HP updates once every hour.

Units will also heal at a rate of 2 HP/day in coastal waters.

## Changelog

* December 29, 2016: Doubled healing tick to 12 hours, halved healing on land to 1 HP/day
* December 31, 2016: Healing rate of hospitals has been reduced
* January 6, 2017: Ground units heal 1 HP/day in cities without hospitals and ships heal 4 HP/day
* February 8, 2017: Hospitals show actual healing rate rather than an arbitrary percentage
* March 15, 2017: Coastal water healing reduced from 4 HP/day to 2 HP/day
* May 26, 2017: Field hospitals can enable healing in non-city provinces
* November 30, 2017: Healing indicator added to the city bar
* December 15, 2017: Aircraft no longer heal during a mission
* June 13, 2018: Healing tick decreased from 12 hours to 1 day

## Related Articles

* Attrition
Germany

**Germany** may refer to:

* West Germany (Cold War)
* East Germany (Cold War)
* Germany (Overkill)
* Germany (Flashpoint Europe)
* Germany (Z)
* Germany (World War III)
* Germany (Red Blue)
* Germany (Antarctica)

**Germany** is a medium sized nation located in Central Europe. Situated at the heart of the continent and surrounded by powerful nations, a formidable army is very crucial for Germany.. After two disastrous World Wars, Germany needs to defend the west and the east and avoid another two-front war. As the 'motor of Europe', Germany is known to be one of the most resourceful nations in the game, with 8 starting cities, and mostly has a few resourceful provinces. It has 75 starting victory points, ranked 18th in the first in-game day.

### Advantages

* Two Supplies, Components and Electronics cities respectively which favours mass mobilisation of units

### Disadvantages

* Has a deficiency of Fuel and Rare Materials
* Borders on almost all sides call for a powerful military force
* Deficiency of Fuel and Rare Materials means that the construction of buildings will be less efficient.

## External links

https://en.wikipedia.org/wiki/Germany - germany in real life
Insurgent Outpost

(*Removed Building*)
***Insurgent Outposts** are buildings that provides defense bonuses for Insurgents as they ignore defense bonuses from other buildings. This building can only be built in insurgent-controlled provinces and cities, and the building is destroyed once conquered by a non-insurgent player.*
Helicopter Gunship

**Helicopter gunships** are medium-armed, rotary-wing combat aircraft especially effective against soft or lightly-armored targets such as infantry. Usually equipped with heavy machine guns and missile pods, these 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 from SAM or TDS.

Helicopter gunships are capable of being carrier-based.

## 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. European doctrine gain access to this later, Eastern doctrine gain access to this earlier.
* Unlocked with Day 2 Research: Reveal Stealth - Reveals stealth units. European doctrine gain access to this later, Eastern doctrine gain access to this earlier.
* Unlocked with Day 2 Research: Carrier Launch - Unit can launch from Carriers. European doctrine gain access to this later, Eastern doctrine gain access to this earlier.
* Unlocked with Day 2 Research: Radar - Unit can detect air, ground, and naval units. European doctrine gain access to this later, Eastern doctrine gain access to this earlier.

## Requirements

* Air Base Level 1
* Arms Industry Level 1
Heavy Bomber

**Heavy bombers** are long-range heavy bombers used to penetrate deep into enemy airspace and attack strategic enemy forces and outposts. They are particularly effective in destroying buildings, resources/population, fortifications, and units including naval. Bombers excel at attacking ground targets, particularly buildings and fortifications which in turn affect the population and ergo resource income. Stacked units are also very susceptible to heavy damage. These aircraft are able to carry and launch cruise missiles. Later tiers are able to bypass bunker defense bonuses. They are capable of carrying and launching 3 cruise missiles every 12 hours.

## Requirements

* Air Base Level 3
* Arms Industry Level 1
France

**France** may refer to:

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

 File:France Flag 2.png
France is a medium sized nation. It is fairly protected from invasions, with only its eastern borders particularly welcome to Germany. It has 7 homeland cities and has 71 starting victory points. Its homeland cities are (north to south): Calais (Supplies), Paris (Electronics), Nantes (Supplies), Strasbourg (Components), Nevers (Fuel), Bordeaux (Components) and Marseille (Rare Materials). The military doctrine of the nation is European.

### Advantages

* Two Supplies and Components cities which favour efficient mobilisation of all units.
* Well protected from Spain and Italy by Mountains

### Disadvantages

* Deficiency of Electronics mean the mobilisation of all units but infantry and armoured units will be affected.
* The Eastern border comprises of a large patch of forest, which favours invasion from Germany
* Deficiency of Fuel and Rare Materials means that the construction of buildings will be less efficient.

## Trivia

* The Carribean Island of Guadelope is a French province exclusively in the Flashpoint Europe campaign map.
How to Play Sweden

If you clicked on this, then you are probably wondering how to play as Sweden to win. So here it is.

Day:1 First thing you want to do is build army bases and recruiting offices in all your city's except your capital and , next build arms industry's in all your city's that give you supplies, rare materials, and components (and you're capital). After that, research National guard and recon vehicles. While you are waiting for that to finish, you should focus on making ally's with Finland, as they can help take over Russia. Once you finish the research for infantry and recon, start mobilizing recon in every city that has a army base. After that you should attack Norway as their capital is very close to you. As soon as the infantry research is done, research air superiority fighters.

Day:2 Research corvettes and main battle tanks, finish building arms industry's in all your cities and build a level two army base in one city and a level two naval base in Malmö. Make national guard and air superiority

Day:3 Mobilize a main battle tank in the city you chose to have the level two army base and add more infantry onto it. Research strike fighters and level two main battle tanks (you will want to get to level three as fast as possible, as that is the movement upgrade) and build a level two air base.

Day:4 Research level three Main battle tanks and corvettes. mobilize strike fighters and more Main battle tanks and mobilize a corvette in Malmö.

After you have done all these things you can start upgrading your Arms Industry's and continue mobilizing units, Just remember, DO WHAT YOUR COALITION WANTS YOU TO. That is the most important rule, also work with your coalition.
Italy

**Italy** may refer to:

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

## Europe 1990

### Starting Cities

*City 1 (6.0)
 City 2 (5.5)*

### Borders

*Country 1
 Country 2*

## Flashpoint Europe

### Starting Cities

 Milan (5.0)
 Venice (4.0)
 Florence (4.0)
 Rome (6.0)
 Naples (5.0)
 Bari (4.0)
 Palermo (4.0)

### Borders

 France
 Switzerland
 Austria
 Croatia

## World at War 2020

### Starting Cities

*City 1 (6.0)
 City 2 (5.5)*

### Borders

*Country 1
 Country 2*

## World War III

### Starting Cities

*City 1 (6.0)
 City 2 (5.5)*

### Borders

*Country 1
 Country 2*

## Overkill

### Starting Cities

*City 1 (6.0)
 City 2 (5.5)*

### Borders

*Country 1
 Country 2*

## Middle East Crisis

### Starting Cities

*City 1 (6.0)
 City 2 (5.5)*

### Borders

*Country 1
 Country 2*
Ideas for the game

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Disclaimer: All of the below are Ideas to improve the game and NOT actual things that are currently in the game

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Add your own ideas here!

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Double disclaimer: irrational and unrelated ideas can be removed.

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* Removing the abillity to by recources with gold(added by bbbdddaaa)
* Chinese doctrine(added by bbbdddaaa)
	+ Used by china, pakistan, turkey, bangladesh, sudan, cambodia, thailand, myanmar, morocco, chad and nigeria
* African doctrine (added by Nepali Tiger)
	+ Used by all African countries except South Africa, Liberia, Ethiopia and Egypt
* New campaign: Second chinese civil war(added by bbbdddaaa)
	+ Nations: all provinces in china(including taiwan) except that ningxia is part of gansu, beijing and tianjin part of hebei, shanghai part of jiangsu, hong kong and macau part of guangdong; other nations are vietnam, india, north korea, mongolia, south korea, kyushu and okinawa.
	+ AI nations: tibet, qinghai, mongolia, chongqing, okinawa, taiwan, hainan, guizhou, north korea, shaanxi, guangxi, hunan, shanxi, anhui, vietnam, jilin and north korea
	+ Total players: 18
Doctrine

The **Military Doctrine** is the set of fundamental principles that guide a country in achieving its military objectives. Doctrine includes military tactics and strategy, but also the larger policies and procedures of a country, in light of its history, resources, and landscape.

There are three different doctrines: Eastern, Western, and European. Units in the Western doctrine have the highest hitpoints, but have high research and building costs. Units in the Eastern doctrine have the least hitpoints, but have low research and building costs. Units in the European doctrine have intermediate hitpoint values and costs.

The Doctrine intends to provide an authoritative reference for military decisions, while allowing for creative interpretation of its principals so that a country remains competitive in a changing world.

There are three military doctrines in Conflict of Nations: Modern War. Each doctrine plays differently, has access to visually different units, and has it’s own strengths and weaknesses, which of course can be considered and offset, by individual player strategy. Essentially, each doctrine faction has a known and effective counter class that is detectable and allows for counter defense tactics.

Each military doctrine has its own advantages and disadvantages. These mainly come in the form of research availability.

Below is a chart showing the advantages and disadvantages of different doctrines in terms of research.
Greece

**Greece** may refer to:

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

 File:Greece Flag 2.png
Greece is an European country in the Mediterranean Sea. It is bordered by Turkey, Bulgaria, Albania, and North Macedonia. Its military doctrine is Western and its headquarters is Athens.
Intelligence

To defend yourself against enemy agents, select the city you want to protect and assign counter ops.
To spy on your enemies, select the enemy city and either perform an instant action (which gives an immediate result) or assign an agent.
* Agents on a mission will try to complete it once per day.
* Agents receive a daily salary.
* Agents can be captured.

Agents are mainly used to indirectly harm a nation's capability to fight or capture the spies of other nations. Idle agents can be recruited for $10,000 each. Idle Agents are paid $250 per day. They can be stationed in any city or province and can be assigned one of four missions: counter-ops, intelligence, corruption, and sabotage. There can only be a maximum of 3 spies per enemy province or city, although there is no limit to the number of spied in your own provinces.

Spies on counter-ops missions within your own cities or provinces for $250 per day. Counter-ops will attempt to capture the spies of other nations, possibly after they have finished that day's mission. If your counter-op spies capture another nation's spies, you will be informed what mission they were on through a notification and a notice in the spy HQ, and a pertinent article will be posted in CoN News. The article will read: "1 agent on (type of mission) mission, [who was working for  (player name)], has been captured in (province name). [He was able to execute his mission.]", with the square brackets only being there if applicable. Sometimes, the spy will reveal which the player they work for. The other nation whose spies were captured by your counter-op agents will receive the message "We lost contact to this spy before/after they completed their mission" in the spy HQ.

Intelligence spies will attempt to reveal nearby troops, the country's relations with other countries, how many resources they have, recent messages to other nations, and recent trades on the market, even if they are not stationed in a city. The longer they are stationed in a city, the more likely it is that they will receive a greater amount of information. They are paid $2,000 every day.

Agents on corruption missions will attempt to either destroy a portion of the resource production for that day, embezzle tax money, or lower morale by 10%. The other player will receive a special purple notification and a notice in the spy HQ if the agent is successful, and an article will appear in CoN News. They are paid $4,000 every day.

Sabotage agents will attempt to damage buildings or delay construction or mobilization. The other player will receive a special purple notification and a notice in the spy HQ if the agent is successful, and an article will appear in CoN News. They are paid $4,000 every day.

Spies require salaries and, if their salaries are not paid, they will be dismissed if they are within your territory or they will defect to the nation if they are stationed in enemy territory.
Efficiency

**Efficiency** refers to an army's operational performance, which is based on its size. It consists of two main components: combat effectiveness and movement speed. In this context, combat effectiveness acts as a strength modifier, while what is labeled as 'movement speed' in the efficiency menu is, in fact, a movement speed modifier.

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{\displaystyle Efficiency = \frac{CombatEffectiveness + MovementSpeed}{2} }

## Army Stacking Penalty

Army stacks that surpass a specified size threshold incur an efficiency penalty. The penalty increases with army size.

Maximum army sizes per domain:

* Land: 10 troops
* Air: 5 troops
* Sea: 5 troops

### Combat Effectiveness Penalty

Army combat effectiveness penalty reduces the strength of an army.

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Formula Validation history
 Oct 23, 2023

### Movement Speed Penalty

Armies incur a movement speed penalty that increases with the size of the army stack. The specific logic behind this movement speed penalty is not yet clear and requires further research. However, it is established that larger stack sizes result in more significant penalties.

#### Findings

* October 23, 2023:
	+ For naval fleets, there appear to be different movement speed penalty based on whether army is in shallow or ocean terrain.
		- Ocean:
			* 5-10 units: 100%
			* 11 units: 85%
			* 12+: untested
		- Shallow:
			* 5-10 units: 75%
			* 11 units: 50%
			* 12+ units: unknown
Japan

**Japan** may refer to:

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

## World War III

Japan is a country that starts off with 7 homeland cities and 77 victory points. It consists of the whole modern Japanese territory except for Tsushima. The cities it starts off with are (*north to south*): Sapporo (Supplies), Niigata (Components), Tokyo (Rare materials, Headquarters), Osaka (Electronics), Kochi (Supplies), Hiroshima (Components), and Fukuoka (Fuel). The military doctrine of the nation is Western.

### In-game description:

Island Nation. Key to safety is control of the surrounding sea areas. Wise alliances are essential for Japan, especially with its large neighbors in the west. The island location makes naval research a natural choice. **ADVICE: Best suited for experienced players.**

#### Advantages

* Two Supplies and Components city respectively meaning the nation is friendly to armoured, naval, and aircraft-oriented players
* Fair position of isolation from the mainland with no bordering nations
* Two AI-controlled cities nearby (Ulleungdo and Tsushima) for easy conquering at the start of the game
* Cities are near each other and near to the HQ which benefits the defense and morale of the cities

#### Disadvantages

* Without a strong navy for defense purposes, Japan's city and its provinces will be easily conquered by enemies

## Rising Tides

Japan is a country that starts off with 7 homeland cities and 74 victory points. The cities it starts off with are (*north to south*): Sapporo (Supplies), Niigata (Components, Headquarters), Chiba City (Rare materials), Wakayama (Electronics), Kochi (Supplies), Hiroshima (Components), and Fukuoka (Fuel). The military doctrine of the nation is Western.

#### Advantages

* Two Supplies and Components city respectively meaning the nation is friendly to armoured, naval, and aircraft-oriented players
* Fair position of isolation from the mainland with no bordering nations

#### Disadvantages

* Disfavours defense early in-game due to isolation of cities by sea from each other
* Without a strong navy for defense purposes, Japan's city and its provinces will be easily conquered by enemies

## Trivia

* All homeland cities of Japan are coastal in every game
* The city of Tsushima is an independent city instead of being part of Japan in the World War III game mode
Nuclear Warhead

A **Nuclear warhead** is used to manufacture nuclear cruise missiles, ballistic missiles, and intercontinental ballistic missiles. The effects of this weapon of mass destruction cannot be reversed in a short amount of time, and everything in the splash radius of the bomb will most likely cease to exist.
***Note: Friendly units are also affected by this warhead.***

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

## Requirements

### Research

* Conventional Warhead
* Chemical Warhead

### Infrastructure

* Secret Weapons Lab Level. 4
* Arms Industry Level. 2

## Trivia

* A newspaper article pops out once a player researches on Nuclear Warheads:

* Game Modes with the name 'Apocolypse' having 14 starting Nuclear Warheads.
ICBM

**Long-range intercontinental ballistic missiles** are designed for multiple Nuclear Warhead delivery. ICBMs can only target the center-points of provinces, not individual units.

ICBMs are not mobilized like other units. In order to fire ICBMs, you must produce nuclear warheads. Every ICBM that you launch will automatically consume the specified number of warheads.

## Requirements

### Infrastructure (Launcher)

* Secret Weapons Lab Level 5
* Arms Industry Level 1
Netherlands

**Netherlands** may refer to:

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

The **Netherlands** is a minor nation and unplayable nation in the World War III and Flashpoint Europe campaign maps. It is bordered by Germany to the east and Belgium to the south. With Germany to the east and the United Kingdom to the west, it will be an invasion target of these two nations.

## World War III map

In the map, the country is covered in the west by suburbs and to the east general provinces. Amsterdam (the only city) produces fuel. Coincidently, the Netherlands is a producer of fuel in real life.
Salt

**Salt** is a ingredient used in many dishes as addon. It can be bought at the General store for 25 G

 NPCs

 Abii • Ashlee •Brandon •Candice •Cloe •Danieru •Fenn •Granny Katlin •Jade •Jakob •Jenni •Jim •Johan •Liara •Mayor Jeimmi •Tiberius •Tomas •Yulif •Harvest Goddess

Buildings

 Animal Ranch •Cafe •Carpenter's Hut •Church •Clockmaker •Fishing Hole •Fishing Hut •General Store •Goddess Pond •Mining Hill •Mining Hut •Poultry Farm •The Blacksmith •Townhall

 Crops

Beetroot  Cabbage  Carrot  Corn  Cucumber  Eggplant  Grass  Green Pepper  •Industrial Hemp Hardy Turnip  Onion  Pineapple  Potato  Pumpkin  Spinach  Strawberry  Sweet Potato  Tomato  Turnip  Watermelon  Wheat

 Animals

Chicken  Cow  Sheep  Animal Fodder  Animal Medicine  Chicken Feed  Chicken Treat  Cow Treat  Egg  Feeding Tray  Food Trough  Incubator  Milk  Miracle Potion  Nest Box  Sheep Treat  Treat  Wool

 Tools

Axe  Brush  Crop Reader  Hammer  Hoe  Milker  Sickle  Shears  Watering Can

 Cooking

Cooking Pot  Food Mixer  Fridge  Frying Pan  Kitchen Counter  Kitchen Knife  Oven  Recipe Book
Minor Nations of North America

The following are nonplayable nations in North America except in the Overkill map:

* Greenland (Capital: Nuuk, nonplayable in Overkill)

* Bermuda (Capital: Bermuda, nonplayable in Overkill)

* The Bahamas (Capital: Nassau, other cities in Overkill: Congo Town)

* Jamaica (Capital: Kingston)

* Haiti (Capital: Port-Au-Prince, does not exist in Overkill)

* Dominican Republic (Capital: Santo Domingo, other cities in Overkill: Puerto Plata, Port-Au-Prince)

* Puerto Rico (Capital: San Juan)

* Caribbean States (Capital: Port of Spain)

* Alaska (Capital: Anchorage, only seen in Rising Tides)

* Vermont (Capital: Montpelier (produces components), only seen in Flashpoint)

File:Vermont Flag 2.png

## Trivia

* Most of these nations are playable in the Overkill event map. The exceptions are Greenland and Bermuda, which are still AI-controlled, and Haiti, which does not exist and is replaced with the Dominican Republic)
* The Bahamas are only available in the Europe 1990 and the Overkill map.
* Puerto Rico is its own country in the World War III map, but it is a province of the United States in the Flashpoint Europe map.
* In the World at War 2020 map, Christiansted was a province of Puerto Rico to the lower right of San Juan. In reality, it is not a part of Puerto Rico but actually represented the U.S. Virgin Islands.
* Caribbean States is a group of micronations with the capital of Trinidad and Tobago as its capital. Barbados is not included in it.
* The Caribbean States is playable in the Rising Tides Campaign Map as the Caribbean Coalition.
Main Battle Tank

A key component of any ground force, the **Main Battle Tank** (**MBT**) is well armored, maneuverable, and hard-hitting. Easily recognized for its distinctive main gun, this machine delivers heavy firepower in the form of a high-muzzle velocity, direct-fire main gun. The main gun is supported by at least one machine gun. Along with metal alloys, MBT armor incorporates a lattice of composite and ceramic materials, as well as explosive reactive armor in order to defend itself against anti-tank guided missiles, landmines, and everything else modern war can throw at it. On the battlefield, it seldom operates alone, relying on support from mechanized infantry, surveillance, and aircraft to provide cover. Given the characteristics of this armored unit, it is easy to understand why battle tanks have a hard time in rough terrain, especially mountainous, urban and suburban. It is capable of being strategically airlifted and has 50% NBC damage protection.

## Features

This unit has the following features on its final tier:

* Unlocked with Day 17 Research: **Limited WMD Protection** - Unit is better protected when attacked by missiles armed with chemical/nuclear warheads. (Western doctrine gains access to this later, whereas the Eastern doctrine gains access to this earlier)
* Unlocked with Day 23 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 later, whereas the Eastern doctrine gains access to this earlier)

## Mobilization Requirements

* Army Base Level 2
* Arms Industry Level 1
* Research for this unit
Minor Nations of Central America

The following are nonplayable nations in Central America except in the Overkill map:

* Guatemala (Capital: Guatemala City, other cities in Overkill: Belize City, Puerto Barrios, Monterrico)

* Honduras (Capital: Tegucigalpa, other cities in Overkill: San Pedro Sula, San Salvador)

* Nicaragua (Capital: Managua, other cities: Chinandega, Puerto Cabezas)

* Costa Rica (Capital: San José, other cities: Limon)

* Panama (Capital: Panama City, other cities: Colón, Yaviza)

## Trivia

* Belize and El Salvador are in the countries of Guatemala and Honduras as the provinces Belize City and San Salvador (their capitals), respectively.
* The Panama Canal can be crossed by any ship, even if one is at war with Panama. It is only wide enough for one ship, making it an ideal camping location. It cannot be crossed without a transport boat.
Libya

## World War III

On the World War III map, Libya is a country that starts with 5 cities and 64 victory points. In the World War III map, the cities it starts with are (east to west) Al-Jawf, Benghazi, Sirte, Tripoli, and Nalut. Its immediate neighbors are (counterclockwise) Egypt, Sudan, Chad, Niger ,Algeria and Tunisia.

Pros:

* Libya has the potential to be a very powerful nation with access to both the Mediterranean Sea and vast oil reserves.
* Libya has many resources to start with and has potential for lots of local industry.

Cons:

* Libya is surrounded by many countries, meaning it will be hard to protect all its borders and cities.
* Libya's cities are mostly positioned in the north, making the south harder to defend.

## Trivia

* Libya is the 17th largest country in the world, with a total area of 1.77 million km2 (685,000 sq mi).
* Libya has a population of 6.5 million people as of January 2021.
* The official language of Libya is Arabic but English and Italian are also widely spoken.
* Libya is a predominantly Sunni Muslim country with a small minority of Christians and other religious groups.
* Libya is known for its rich cultural heritage with archaeological sites such as the ancient Greek city of Cyrene and the Roman ruins of Leptis Magna.
* Libya’s main exports are petroleum and natural gas.
* The currency of Libya is the Libyan Dinar (LYD).
* The highest mountain in Libya is Bikku Bitti, located at 2,267 meters (7,440 feet) above sea level in the Fezzan region.
Officers

**Officers** are special units which provide bonuses and benefits to other units in the same stack (including self). There is an officer for each unit type: Infantry, Airborne, Tank, Helicopter, Naval, Fighter & Submarine. Bonuses provided by individual officers can be seen in the unit description section of that individual officer, including the required player rank and the prerequisite research required in order to mobilize officers (eg. Motorized infantry for the Infantry Officer). A maximum of one active officer of each type is allowed at one time; if the officer dies, he can be re-mobilized.

Once mobilized, officers have tiers and upgrades just like any other unit, increasing in stats and bonuses with every research upgrade. Officers can also gain new abilities, allowing them to switch roles (eg. the Airborne Officer gains Stealth and becomes a Special Forces unit). The availability of these powerful units depends on the doctrine the player chooses. The doctrine will determine the day that officer can be researched/upgraded, and influence different stats and bonuses.

When two or more officers are placed in the same stack, the bonuses offered by each one accumulates and applies to their respective units influenced.
Morale

Morale affects the likelihood for Insurgents to spawn, production numbers, mobilization time, construction time, and population reproduction rates. The morale of every province and city starts at 70% in the beginning of the game.

## Effects

### Mobilization and Construction Time

As morale decreases from 90% to 25%, the *speed* of construction and mobilization decreases linearly from 100% to 75%. Therefore, the final construction and mobilization *time* of a city will be:

* **100%** if the city has a morale **> 90%**
* **1 / (0.75 + 0.25 \* (x-25)/(90-25))** if the city has a morale of **90% > x% > 25%**
* **133.333...%** if the city has a morale **< 25%**

For example, any building or troop created in a city in the start of the game when morale is 70% will have a construction and mobilization speed of 1 / (0.75 + 0.25 \* (x-25)/(90-25)) = 108.333...%, so, for example, an Army Base Level 1 would take 108.333...% \* 90 seconds = 97.5 seconds to build, a Recruiting Office Level 1 would take 108.333...% \* 30 minutes = 32.5 minutes (or 32 min 30 sec) to build, and a Motorized Infantry Level 1 would take 108.333...% \* 18 hours = 19.5 hours (or 19 hr 30 min) to build.

### Resource Production

The effect of morale on resource production is **morale \* 0.8 + 0.25**. For example, a morale of 25% (0.25) would have a production of 0.45 (45%), a morale of 70% (0.7) would have a production of 0.81 (81%), a morale of 90% would have a production of 0.97 (97%), and a morale of 100% (1) would have a production of 1.05 (105%)

## Insurgency

If the morale is 33% or lower, the city may rebel. In this state, the city or province will have a smoke animation on top of it:

A newly occupied city or province will have a morale level of 25%, while a liberated homeland city or province will have a morale of 55%. In the tutorial, this is said to be because the city needs relief funding. At a morale level of 25%, the city has a 50% chance of rebelling while a province will never rebel, regardless of its morale level (it used to have a 1% chance of rebelling). Stationing troops in the city reduces the rebellion chance.

## Morale Effects

The morale of a city or province will usually rise to around 80%, except in the city with the headquarters, in which the morale quickly reaches 100%. If an enemy captures the city in which the HQ is built, the morale of all cities and provinces of that nation will be reduced by 20, and morale will quickly decrease further in non-homeland provinces.

There is a target morale that cities and provinces will eventually move towards, unless there is a negative/positive modifier:

Homeland Cities | **90%**

Annexed Cities | **60%**

Occupied Cities | **60%**

Provinces | **100%**

There are many morale modifiers that affect this target morale. Some are listed below:
North Korea

## World War III

On the World War III map, the Democratic People's Republic of Korea is a country that starts with 4 cities and 35 victory points, making it one of the smallest playable countries. In the World War III map, the cities it starts with are (top to bottom) Chongjin, Tanchŏn, Hamhung, and Pyongyang. Its immediate neighbors are China (and a small strip of Russia) to the north and South Korea to the south.

Pros:

* Thanks to the small size of the country, it is easily fortifiable.
* Relatively fair positioning with only 4 nations (China, South Korea, and Japan + a single Russian city) in reach early-game, this is a minor amount of threats compared to other comparable nations.
* Starts with an extra component homeland province (great for local industry)

Cons:

* Due to the low amount of cities, the early game can be dangerous and it may be difficult to defend yourself.
* All four cities are coastal, one on the West and the rest on the East side of the country. This means that having a strong naval defense is a top priority if the player does not want their cities so easily captured, however, the navy does not need to be spread out as much as with comparable nations.

## Flashpoint Europe

On the Flashpoint Europe map, the Democratic People's Republic of Korea is not featured.

## Rising Tides & Z

On the Rising Tides & Z maps, North Korea is united with South Korea, as Korea which features a Western Doctrine.

## Trivia

* As of the 2020 census, North Korea has a population of 25,779,000.
* North Korea covers a land area of 47,399 square miles.
* The largest stadium in the world is in North Korea and it can seat 150,000 people.
* North Korea covers 55% of the Korean Peninsula’s land area.
* The Demilitarized Zone between South and North Korea runs for about 240 kilometers.
* North Korea’s capital city is Pyongyang.
* You can be sentenced to death if you distribute pornography, bibles, and movies from South Korea.
* Only government and military officials in North Korea can own cars or motor vehicles.
Middle East Crisis

The Middle East Crisis map features the Middle East and the surrounding area. The Caliphate is a playable terrorist nation that acts just like a regular nation except cities that would normally rebel and become taken over by Insurgents would now become part of The Caliphate's lands. Although the Taliban exists, it acts like a typical unplayable nation.
Myanmar

**Myanmar** may refer to:

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

Myanmar is a playable nation in the World War 2020 map, and is an AI nation in the World Redux map. Myanmar has about 7 cities, and it's capital is Naypyidaw. Myanmar's crucial location means that they could easily face invasion from the east from Thailand, from the west by India, and from the North by China.

It is bordered by China, India, and Thailand.

Its in-game description reads: "A medium sized nation, also known as Burma, the country itself is dominated by monsoon jungles, forested highlands, and agricultural lowlands."
National Guard

Basic National Guard - Eastern Doctrine

Modern National Guard - Eastern Doctrine

The **National Guard** unit are your go-to Militia unit for quick mobilization. Given their long travel time and subpar combat properties, they should utilize airlift and be used for defensive missions. Their hit points depend on the morale of the mobilizing city. You will mainly want to consider this infantry for fast dispatch defense scenarios of your homeland provinces. Stacking these units is suggested as their combat properties are subpar compared to better equipped infantry. The tradeoff with National guard are their lack of need for any Army Base (note that they do require a Recruiting Office however), and fast mobilization. Further upgrades will make them resilient to chemical warfare, and provide more well rounded stats across the board.

## Features

This unit has the following features on its final tier:

* Unlocked with Day 1 Research: Conquer Territory - Unit can conquer provinces/cities once it reaches their center-point.
* Unlocked with Day 1 Research: Airlift - This unit can be transported between airports/landing strips via airlift. Note that it is completely defenseless while in the air.
* Unlocked with Day 16 Research: Limited WMD Protection - Unit is better protected when attacked by missiles armed with chemical/Nuclear Warheads.

## Strategy

* The best way is to use National Guard with strike fighters to clear all enemies before sending the national guards to capture the land
* Never send national guards undefended as offense
* Upgrade them as soon as you can
* If you ever need to use them in a adirect combat, cities and city suburbs give them the best defense bonus
Mali

## World War III

On the World War III map, Mali is a country that starts with 5 cities and 59 victory points, making it a relatively large country. In the World War III map, the cities it starts with are (east to west) Bourem, Bobo-Dioulasso, Bamako, Conakry, and Dakar. Its immediate neighbors are (counterclockwise) Algeria, Mauritania, Ghana, and Niger.

Pros:

* Relatively fair positioning with only one country and three 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.
* Mali has only two costal cities with both having access to the Atlantic Ocean.

## Trivia

* Mali is a landlocked country located in West Africa, bordered by Algeria to the north, Niger to the east, Burkina Faso and Ivory Coast to the south, and Guinea and Senegal to the west.
* As of January 2021, Mali has a population of 19 million people.
* The official language of Mali is French but Bambara and other local languages are also spoken.
* Music has been an important part of Malian culture for centuries with instruments such as ngoni and balafon being used in traditional music styles like Wassoulou music and griot songs.
* Mali’s main exports include gold, cotton, livestock and food products such as millet and sorghum.
* The currency of Mali is the West African CFA Franc (XOF).
* The highest mountain in Mali is Hombori Tondo situated at 1125 meters above sea level in the Dogon Plateau region.
* Traditional Malian clothing consists of brightly colored wraps or dresses worn by women called boubous paired with turbans for men called tagelmusts or keffiyehs.
Mekong Cooperation

**Mekong Cooperation** is Southeast Asian Nation only playable in the Rising Tides Campaign Map. It is bordered by Mynammar to the west, and China to the north. It has 6 homeland cities in total.

## In-game description

South-Eastern Asia Nation. An old organization once used to promote culture, these nations have turned this into a mighty alliance that is ready to crush all those that attempt to claim their land.
Minor Nations of Oceania

This page is a list of unplayable nations in Oceania and the Indian Ocean.

## Trivia

* In all maps save Rising Tides, Guam only has one province (itself). In Rising Tides, Guam gains Wake Island as a second province.
	+ This is bizarre, as Wake Island has a highest elevation of 6.4 meters above sea level, so it would be reasonably assumed to be submerged underwater.