This is the go-to page for begginers, explaining how to play.
First thing you'll want to do is get familiar with what you're ruling over! Some commands that can help you do that are:
-map <your nation> – maps your nation out, so you know where you're located! To view full syntax, click here!
-territories – A list of your territories, in descending order of population. Full syntax here
-legendmap <your nation> – A labelled map of all your territories. Full syntax here
-seamap – A labelled map of all seas in the game. Useful if you are a seafaring nation. No other syntax is required.
Money makes the world go round, and it's no different for War Bot. Do -settax <rate> to set your tax rate, then do -collect to collect your income. You can collect once every tax cycle, which is currently set to 30 minutes. The higher your tax rate, the greater your stability loss will be. The more frequently you collect, the more money you will get, though you will continue collecting even when afk. Income is affected by stability, population size, integration, and infrastructure. To view the effects of the latter two, do -econboost.
Do -shop to view all items in the shop. Items are cheaper during global truces. To buy an item, do -buy <item> <(optional quantity)>.
The items in the market are infinite - you can buy as many as you'd like. The player-run market is different though.
To view the market, you must do -market. To buy something off the market, do -order <item id> <(optional quantity)>. These items are finite, and by ordering something you will be giving money to another nation in exchange for their product.
To put something onto the market, do -sell <item> <price>. There are additional settings, which to view go here
Just because you've bought troops, doesn't mean they're immediately on the frontlines. They must be deployed to a specific territory. The syntax for the command can be found here.
For Naval Units:
There is an extra complexity for naval units. They must still be deployed on coastal provinces, which you can see visually through -legendmap or though all territories with an anchor symbol in -territories. You cannot deploy naval units on seas!
Rename units with the -rename command.
Split units into multiple divisions with the -split command.
Merge multiple divisions into one with the -merge command.
Move units to a neighbouring territory with the -move command.
You cannot move naval units to inland territories, and likewise cannot move ground units to seas. Additionally, moving most units requires fuel. To view how much fuel each unit requires, do -fuelreq
To view all your units, you can either do -army (for ground forces), -navy (for naval forces), or -forces (for all forces).
To attack with units, use the -attack command. You can only attack nations you're at war with, and can only attack bordering territories and with units that aren't on cooldowns. Attacking either requires the same amount or more fuel than simply moving. To view fuel requirements, do -fuelreq. The way land battles work, is each ground unit has an attack and defense value. They are shown below:
| Unit Type | Attack Strength | Defense Strength |
|---|---|---|
| Light Infantry | 1 | 1 |
| Motorized Infantry | 1 | 1 |
| Artillery | 5 | 0.1 |
| Tank | 3 | 3 |
These are added up for your total army strength. Then, it is squared, and chances are calculated based off that. For example, 1 light infantry vs 1 tank is a 1v9 in terms of strength, so the light infantry has a 10% chance of winning. But 2 light infantry vs 1 tank is a 4v9 in terms of strength, so a ~31% chance of winning.
Railways are used to reduce troop cooldowns and move units (including ships) from one side of the country to another. However, they are quite expensive to build. They do provide an economic boost to the territory they're in, however.
There are 2 components to railways: The Railway Stations and the rails. Each railway must have 2 railway stations and have them connected via rails. Only then can troops be hauled between them.
As stated, cooldowns from hauling are significantly less than regular movement, plus require a lot less planning. You can also build railways in unintegrated territories, allowing for deeper and faster expansion into other nations.
To pave a railroad between two territories or view the prices, use -pave.
To view all your railways, do -rails. To view a map of railways, do -railmap <'all' / nation >
To find the shortest path from one territory to another, do -pathfrom This is useful either for deciding where to build rail or how to transport units.
Buildings are listed in -shop as a separate category. To build something, you must first buy it so that it is in your inventory. Then, do -build <territory> <building>. Each territory can have a maximum of 1 of each type of building. The purpose of each building is as follows:
| Fortress | Provides x2 defense to your troops (before squaring). So, 1 tank vs 2 light infantry is a 9 v 4. But, 1 tank vs 2 light infantry and a fort is a 9 v 16. |
|---|---|
| Railway Station | Used for railways. View the Railways Section for a more detailed explanation. |
| Radar Station | Detects all enemy troops on the borders of the territories upon which it is placed, except for submarines. To use, do -scan; all your radar stations will scan everything automatically. |
| Oil Drill | Used to extract oil from a territory. Extracts all the oil that is listed there every tax cycle. View the Resources Section for a more detailed explanation. |
| Fuel Refinery | Used to convert either coal or oil to fuel. Has a maximum intake of 1 of either resources. 1 Coal -> 0.5 Fuel, while 1 Oil -> 1.5 Fuel. View the Resources Section for a more detailed explanation. |
| Statue | Gives you a certain amount of stability per tax cycle. When the territory its on is captured by enemies, it works to negate their stability. View the Statue Update for more details |
There are two resources in the game, Coal and Oil. Both are used for fuel production, which is neccessary for motorized infantry, artillery, tanks, rails, and a navy.
You can view a map of resources by doing -resmap < coal / oil >. You can also view the top countries by resource reserves by doing -top < coal / oil >. Resource reserves are also listed in -terrinfo <territory>.
Coal is produced automatically. Every tax cycle, you gain the amount listed in -resmap coal or -terrinfo for that territory. For example, if the tax cycle is 30 minutes, and your coal reserves for a territory are listed as 0.3, you gain 0.3 coal per 30 minutes.
Oil is the same, except you require an Oil Drill to begin production. Contrary to real life, these resources are infinite and never run out.
To convert Coal or Oil into Fuel, you need to build a Fuel Refinery using the -build command. The fuel refinery has a maximum intake of 1 resource per tax cycle, no matter the resource type, nation stability, ideology, etc.
As you can probably guess, Coal is less efficient than Fuel. Every 1 Coal converts to 0.5 Fuel, while every 1 Oil converts to 1.5 Fuel.