War Policy directly affects how your wars will look like. Different policies can be used in different situations, and you can only change policy once every 60 turns (5 days). Below is a list of war policies with their following modifications.
This makes offensive Ground Battles, Airstrikes, and Naval Battles do 10% more Infrastructure Damage. However, you will receive 20% less loot in attacks or end-of-war loot.
Generally, this is best used when trying to cause as much damage as possible. If you do not care about loot and want to just do infrastructure damage. Attrition is the one for you.
On the other side, Turtle looks to minimise infrastructure damage. It acts in the reverse of Attrition, decreasing infrastructure damage taken from Ground Battles, Airstrikes, and Naval Battles by 10%, but allowing you to lose 20% more loot.
This is best used when you have nothing but infrastructure left, and want to protect it.
Blitzkrieg essentially looks to have quick benefits. For the first 12 turns (24 hours) after switching, your nation does 10% more infrastructure damage and casualties in Ground Battles, Airstrikes, and Naval Battles. However, when you are declared on while having this policy, the attacker starts with an extra Military Action Point.
If you’re looking for short-term benefits, this is the policy for you.
While Blitzkrieg speeds up damage, Fortress looks to slow it down. This war policy decreases both the attacker’s and defender’s starting Military Action Points by 1.
Fortress is if you want to slow down wars as much as possible, more or less.
Moneybags is concerned about money. It decreases loot stolen by 40%, but at the expense of an extra 5% infrastructure damage taken.
If you are concerned about having loot taken from you, this is the best policy to protect it.
The offensive version of Moneybags, Pirate increases the amount of loot stolen by 40%, but gives your nation a double chance to have improvements destroyed in Ground and Naval Battles.
If you are raiding and don’t care about if improvements are destroyed, then this is the most preferable option for you.
Tactician directly targets enemy improvements, doubling the chance to destroy an enemy’s improvements in Ground and Naval Battles. However, if your nation is targeted with Espionage Operations, the saboteur has a 15% greater chance of success.
If you are directly looking to destroy improvements, Tactician is perfect for you.
Guardian protects improvements, acting as the defensive version of Tactician. It halves the chance of having improvements destroyed, but at the expense of losing 20% more loot.
If you are concerned about losing improvements, then this is the best policy for you.
Covert and Arcane focus directly on spy ops. Covert increases offensive espionage operations’ chances of success by 15%. However, your nation takes 5% more infrastructure damage in Ground Battles, Airstrikes, and Naval Battles.
If you are looking to do a lot of offensive ops, then Covert is the best policy for you.
Finally, Arcane is the defensive version of Covert. With Arcane, an opponent’s chance of succeeding in ops against your nation is decreased by 15%. However, like Covert, your nation takes 5% more infrastructure damage in Ground Battles, Airstrikes, and Naval Battles.
If you are worried about an opponent doing ops on your nation, then Arcane is the best option for you.
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