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War Policy

Changing War Policy


1. On the left-side of the navigation bar, click "Edit" under the Nation heading.

2. Next to "War Policy" there is a drop down box. Select the policy you wish to use.

3. Scroll to the bottom and click the "Edit Nation" button to save your changes.

You can only do this once every 60 turns (5 days), so be careful.

Attrition bomb.png


Attrition is the policy of destruction. This War Policy makes your offensive Ground Battles, Airstrikes, and Naval Battles do 10% more infrastructure damage. The downside is that you receive 20% less loot in Ground Battles (this includes Victory and Alliance Bank loots.)

Turtle hard_hat_military.png


Turtle is the policy of minimizing damage taken. This War Policy decreases infrastructure damage taken from Ground Battles, Airstrikes, and Naval Battles by 10%. The downside is that you lose 20% more loot to attackers in Ground Battles (this includes Victory and Alliance Bank loots.)

Blitzkrieg boxing_glove.png


Blitzkrieg is the policy of rapid military conquest. For the first 12 turns (24 hours) after changing to this War Policy, your nation does 10% more infrastructure damage and casualties in Ground Battles, Airstrikes (casualties only applies to enemy aircraft, not units targeted), and Naval Battles. The downside is that when declared war on, the attacker starts with an extra Military Action Point.

Fortress stratocracy.png


Fortress is the policy of maximizing defensive capability. This War Policy decreases the number of Military Action Points that attackers start with by 1. The downside is that when the nation is attacked, it also starts with 1 less Military Action Point.

Moneybags capitalist.png


Moneybags is the policy of protecting the nation's cash and resources. This War Policy decreases loot stolen (including Victory and Alliance Bank loot) by 40%. The downside is that the nation takes 5% more infrastructure damage.

Pirate pirate_flag.png


Pirate is the policy of maximizing loot stolen from other nations. This War Policy increases the amount of loot stolen (including Victory and Alliance Bank loot) by 40%. The downside is that the nation has 2X chance to have improvements destroyed in Ground and Naval Battles.

Tactician chess_tower.png


Tactician is the policy of targeting enemy improvements. This War Policy doubles the chance to destroy an enemy improvement in Ground and Naval Battles. The downside is that when targeted with Espionage operations, the saboteur has a 15% greater chance of being successful.

Guardian user_angel.png


Guardian is the policy of protecting improvements. This War Policy halves the chance of an opponent destroying an improvement in Ground and Naval Battles. The downside is that the nation loses 20% more loot in Ground Battles (including Victory and Alliance Bank loot.)

Covert satellite_dish.png


Covert is the policy of exceptional espionage capability. This War Policy increases the chances of offensive espionage operations being successful by 15%. The downside is that the nation takes 5% more infrastructure damage in Ground Battles, Airstrikes, and Naval Battles.

Arcane script_text.png


Arcane is the policy of withholding state secrets and curbing the effects of enemy espionage. When targeted with Espionage operations, the saboteur has a 15% less chance of being successful. The downside is that the nation takes 5% more infrastructure damage in Ground Battles, Airstrikes, and Naval Battles.


Category: Nation