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	<updated>2026-07-18T14:11:18Z</updated>
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	<entry>
		<id>https://war.app/wiki/index.php?title=Cities_(commerce)&amp;diff=8012</id>
		<title>Cities (commerce)</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Cities_(commerce)&amp;diff=8012"/>
		<updated>2026-06-19T00:21:14Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cities are a [[structure]] that can be purchased in [[Commerce]] games.&lt;br /&gt;
&lt;br /&gt;
Cities are shown by a small house icon on the territory.  If two or three cities exist on a territory, two or three houses will be shown.  If four or more cities exist on a territory, the game shows the number of cities followed by the house icon.&lt;br /&gt;
&lt;br /&gt;
By default, cities provide one gold per turn to whoever controls the territory, although the game creator can override this to any number from 0 to 500.  If someone captures the territory, all income produced by the city goes to the new owner.&lt;br /&gt;
&lt;br /&gt;
By default, cities cost 5 gold plus one additional gold for each city already on the territory.  Game creators can override these values, and can optionally also specify a cost for every city that you already own.  If costs per territory is enabled, it often makes sense to spread out your cities onto different territories, rather than stacking them all on your most defensible territory.&lt;br /&gt;
&lt;br /&gt;
To build a city, select the gold button below the commit button, select Build City, then select a territory you control to build a city there.  If you change your mind before committing your turn, you can delete the build-city order out of the orders list, or use the undo button to un-place the last city you placed.&lt;br /&gt;
&lt;br /&gt;
Once a city is built, it can never be destroyed, unless done by a [[mod]].&lt;br /&gt;
&lt;br /&gt;
[[Blockade Card|Blockading]] a territory with a city will not destroy the city.  The city will simply be owned by neutral, who receives no benefit from the gold per turn.  If a player later captures that neutral territory, they will then receive the gold per turn from the city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Manual_Distribution&amp;diff=8011</id>
		<title>Manual Distribution</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Manual_Distribution&amp;diff=8011"/>
		<updated>2026-06-15T03:04:46Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/PickingStarts_PickingStars.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manual Distribution&#039;&#039;&#039; is an [[Initial Territory Distribution]] method where players choose the territories they would like to start with.&lt;br /&gt;
&lt;br /&gt;
Players rank territories in order of preference, with their most desired territories at the top of their pick list. Once all players have submitted their picks, War.app determines the starting territories using the procedure described below.&lt;br /&gt;
&lt;br /&gt;
This differs from automatic distribution, where starting territories are assigned randomly without player input.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
After all players have submitted their picks, War.app determines the starting territories as follows:&lt;br /&gt;
&lt;br /&gt;
# All players are placed into an order based on the [[Move Order]]. For example, four players named A, B, C, and D might be ordered as &#039;&#039;&#039;B D C A&#039;&#039;&#039;. In team games, War.app ensures this order is distributed fairly between teams.&lt;br /&gt;
&lt;br /&gt;
# Starting with the first player in the order, each player is awarded their highest-ranked territory that has not already been assigned.&lt;br /&gt;
&lt;br /&gt;
# If all territories selected by a player have already been assigned, a random unassigned territory is awarded instead. To avoid this, players should generally rank more territories than they expect to receive.&lt;br /&gt;
&lt;br /&gt;
# The player order is then reversed. In the example above, &#039;&#039;&#039;B D C A&#039;&#039;&#039; becomes &#039;&#039;&#039;A C D B&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Steps 2–4 repeat until all territories have been assigned or the [[territory limit]] has been reached.&lt;br /&gt;
&lt;br /&gt;
Reversing the order each round helps reduce the advantage of being near the top of the initial player order.&lt;br /&gt;
&lt;br /&gt;
== Territories Are Assigned One Round at a Time ==&lt;br /&gt;
&lt;br /&gt;
A common misconception is that War.app first awards every player&#039;s first choice, then every player&#039;s second choice, and so on.&lt;br /&gt;
&lt;br /&gt;
This is not how Manual Distribution works.&lt;br /&gt;
&lt;br /&gt;
Instead, territories are assigned one round at a time according to the current player order. Each player receives one territory before the process moves on to the next round.&lt;br /&gt;
&lt;br /&gt;
Because of this, a player may receive a territory that they ranked lower than another player who did not receive it. This is usually due to the order in which territories were assigned, not because the lower-ranked territory was prioritized.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
Suppose the player order is:&lt;br /&gt;
&lt;br /&gt;
# A&lt;br /&gt;
&lt;br /&gt;
# B&lt;br /&gt;
&lt;br /&gt;
# C&lt;br /&gt;
&lt;br /&gt;
And the players rank territories as follows:&lt;br /&gt;
&lt;br /&gt;
* A: Territory X, Territory Y&lt;br /&gt;
* B: Territory X, Territory Z&lt;br /&gt;
* C: Territory Y, Territory Z&lt;br /&gt;
&lt;br /&gt;
In the first round:&lt;br /&gt;
&lt;br /&gt;
* A receives Territory X.&lt;br /&gt;
* B&#039;s first choice is unavailable, so B receives Territory Z.&lt;br /&gt;
* C receives Territory Y.&lt;br /&gt;
&lt;br /&gt;
Even though B ranked Territory Z lower than C ranked Territory Y, the assignment is determined by the order of selection and territory availability at that moment.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
In general, players should rank the territories they most want, regardless of what they think other players may choose.&lt;br /&gt;
&lt;br /&gt;
If territories were distributed by comparing all first-choice picks, then all second-choice picks, and so on, it could be disadvantageous to rank highly contested territories. Since War.app does not work that way, players are free to prioritize the territories they value most.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to rank enough territories so that all of your expected starting territories can be assigned from your list. Otherwise, random territories may be awarded once your ranked options are exhausted.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Initial Territory Distribution]]&lt;br /&gt;
* [[Automatic Distribution]]&lt;br /&gt;
* [[Territory Limit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributions]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=No-split_mode&amp;diff=8010</id>
		<title>No-split mode</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=No-split_mode&amp;diff=8010"/>
		<updated>2026-06-15T03:03:54Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/NoSplitMode_Video.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When issuing attack/transfer orders in games with &#039;&#039;&#039;no-split mode&#039;&#039;&#039; enabled, it is impossible to set the number of armies to attack or transfer.  Instead, all available armies will always attack or transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, if you have a big stack of armies, it isn’t possible to split that stack into smaller stacks. They must stay together forever. This changes the game’s strategy quite a bit, since you need to be conscious of when you want to combine armies onto the same [[Territories|territory]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=8009</id>
		<title>Multi Attack</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=8009"/>
		<updated>2026-06-15T03:03:07Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/MultiAttack_Video.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Multi-attack is a game setting that allows armies to move long distances in a single turn.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
In a normal game, each army can only be given one order per turn. For example, the same army cannot attack from A to B then attack from B to C in the same turn.&lt;br /&gt;
 &lt;br /&gt;
When Multi-Attack is enabled, armies can follow any number of attacks in a single turn. This significantly changes the way the game plays.&lt;br /&gt;
 &lt;br /&gt;
In multi-attack mode, you can issue orders in succession which can allow armies to travel long distances.&lt;br /&gt;
 &lt;br /&gt;
When in multi-attack mode, your attacks will default to being input as [[percentages]] instead of armies, unless attacking by percentage is disabled for that game. This is helpful, since you usually won&#039;t know how many armies you will have by the time the attack occurs.&lt;br /&gt;
 &lt;br /&gt;
As soon as an army does a &#039;&#039;&#039;transfer&#039;&#039;&#039;, it then cannot do any more attacks or transfers for the remainder of that turn. In other words, each army can only do one transfer per turn and cannot attack after doing so. A transfer is defined as a move from one of your territories to another one of your territories (or teammate&#039;s territories.)&lt;br /&gt;
 &lt;br /&gt;
==Attack anywhere==&lt;br /&gt;
&lt;br /&gt;
Note that War.app allows you to issue attacks from any territory to any connecting territory anywhere on the map.  This is what allows entering of a long chain like what the image above shows.  &lt;br /&gt;
&lt;br /&gt;
However, sometimes players are surprised that you can issue attack orders anywhere, even if your armies could not possibly be there.  While it may seem strange to issue an attack somewhere deep in your opponent&#039;s territory, attacks issued where your armies are not present won&#039;t actually do anything.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
All these examples are based on the [[QM]] template [https://www.war.app/MultiPlayer?TemplateID=1070746 Multi-Attack MME Light Fog LD], which has 0% [[luck modifier]] [[rounding mode|straight round]] and [[One Army Must Stand Guard]] is enabled.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If issuing an attack from a territory and making all armies attack the next territory, for each territory of with 2 armies on it you want to attack, add 2 more armies to the starting territory. At the end of the attack chain, each territory captured has 1 army on it, except the last territory which has 2 armies on it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Territories with 2 armies captured&lt;br /&gt;
| Armies on starting territory&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Territory picks ===&lt;br /&gt;
There are opportunities to complete an entire bonus on turn one. There a multiple ways to achieve the same result as these examples. Pickable territories have 4 armies (3 movable) on them at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 4 territories ====&lt;br /&gt;
If you picked Siple and the rest of Antarctica is 2 neutrals, it is possible to capture the bonus on turn one. To do this:&lt;br /&gt;
* Deploy 5 to Siple (9 armies on Siple, 8 moveable)&lt;br /&gt;
* Siple attacks South Pole with 100% (1 army left on Siple; 7 armies on South Pole, 6 moveable)&lt;br /&gt;
* South Pole attacks Novolazarevskaya with 3 (4 armies left on South Pole; 2 on Novolazarevskaya, 1 movable)&lt;br /&gt;
* South Pole attacks Scott with 100% (1 army left on South Pole; 2 on Scott, 1 movable)&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 5 territories ====&lt;br /&gt;
South America or any +4 bonus can be completed on turn one if there is an adjacent bonus that has a pickable territory. To do this:&lt;br /&gt;
* Deploy 4 armies to the pickable territory in the bonus (8 armies, 7 movable)&lt;br /&gt;
* Make the other territory attack a neighbouring territory in the bonus&lt;br /&gt;
* Send a chain attack to capture the rest of the bonus&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 6 territories ====&lt;br /&gt;
There are times when Australia, Caucasus, East Russia, East US and Greenland can be completed on turn one.&lt;br /&gt;
For this to happen:&lt;br /&gt;
* A territory in the bonus needs to be pickable&lt;br /&gt;
* There is a pickable territory in an adjacent bonus&lt;br /&gt;
To do this:&lt;br /&gt;
* The pickable territory in the adjacent bonus attacks a territory in the main bonus and then attacks another territory in the bonus with the remaining army&lt;br /&gt;
* Deploy 5 to the other territory (making 9 armies)&lt;br /&gt;
* Send a chain attack to capture the rest of the bonus; the last attack of the chain must capture the territory that now has 1 army&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 7 Territories ====&lt;br /&gt;
West China can sometimes be completed on turn one under a similar method to bonuses with 6 territories but requires a second adjacent territory&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Limited multiattacks]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Local_deployments&amp;diff=8008</id>
		<title>Local deployments</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Local_deployments&amp;diff=8008"/>
		<updated>2026-06-15T03:02:28Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/LocalDeployment_Video.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Local deployments&#039;&#039;&#039; is a game [[Settings|setting]] that changes the way that armies may be deployed.  When enabled by a game creator, armies that are earned from a [[bonus]] may only be deployed to the [[territories]] within that bonus.&lt;br /&gt;
&lt;br /&gt;
Armies earned by other methods, such as [[base armies per turn]], [[reinforcement cards]], [[extra armies for territories]], or negative [[sanction cards]], are called &amp;quot;free armies&amp;quot; and can be deployed anywhere.&lt;br /&gt;
&lt;br /&gt;
When your income is reduced (by, for example, negative bonuses, army cap, or sanction cards), the reduction in income will be spread out amongst all deployment options evenly.  For example, if you have a bonus worth 3 armies per turn, 5 base armies per turn, and a bonus worth -2, the -2 will take one away from the 3 bonus armies and one away from the 5 free armies.&lt;br /&gt;
&lt;br /&gt;
This setting cannot be used with overlapping bonuses, such as [[superbonuses]]. If you want to use this setting on a [[map]] that has overlapping bonuses, you must override one of each overlapping bonuses to 0 or negative, so that no territories belong to multiple positive bonuses.&lt;br /&gt;
&lt;br /&gt;
There are tools to make using local deployments easier:&lt;br /&gt;
* LD Assist, located in the autopilot menu to [[Membership|members]].&lt;br /&gt;
* [[Mod]] - [[Local Deployment Helper (V2)‏‎]]&lt;br /&gt;
* Userscript - https://www.warzone.com/Forum/611386-order-clipboard-userscript-local-deploy&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Gift_Card&amp;diff=8007</id>
		<title>Gift Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Gift_Card&amp;diff=8007"/>
		<updated>2026-06-15T03:01:50Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Card infobox&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/GiftCard.png&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/GiftCard_Video.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gift Card&#039;&#039;&#039; allows you to give one of your [[territory|territories]] away to another player. This is most useful in team games, where you can give your teammate access to a completely different part of the map.&lt;br /&gt;
 &lt;br /&gt;
All armies on the target territory will also be transferred to the target player.&lt;br /&gt;
 &lt;br /&gt;
You may only gift territories to players who are still in the game; eliminated players may not be revived.&lt;br /&gt;
 &lt;br /&gt;
Gift Cards happen &amp;lt;em&amp;gt;after deployments and [[Airlift Card|airlift]]s, but before attacks&amp;lt;/em&amp;gt;. This means it&#039;s okay to airlift into or out of a territory you are gifting on the same turn. However, you should not [[Abandon Card|blockade]] a territory you are gifting in the same turn, since it will cause the gift to fail.&lt;br /&gt;
&lt;br /&gt;
Any armies that are on the territory when it is gifted are considered &#039;&#039;used&#039;&#039; for that turn.  That is, they cannot do another attack or transfer in the same turn.  Except in [[multi-attack]] games, where armies can be moved after they&#039;re gifted by the player who received the territory.&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Fog&amp;diff=8006</id>
		<title>Fog</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Fog&amp;diff=8006"/>
		<updated>2026-06-15T03:01:18Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/Fog_RevealingOnCapture.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog&#039;&#039;&#039; is a way of controlling how much of your opponents empires you can see. War.app supports six levels of fog: No Fog, Light Fog, Normal Fog, Heavy Fog, Dense Fog and Complete Fog.&lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
After a game is over, all of the fog is removed.  Players can use the [[history]] button to see exactly what happened behind the fog.  If enabled, players will receive a fog-game-ended email that lets them know that the game ended.&lt;br /&gt;
&lt;br /&gt;
==Types of Fog==&lt;br /&gt;
&lt;br /&gt;
In all fog levels, you can always see your own [[territories]]. &lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/NoFog.jpg No Fog: All territories are visible to everyone.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/LightFog.jpg Light Fog: Territories adjacent to you are fully visible, but all others only show the owner, not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/Foggy.jpg Normal Fog: Territories adjacent to you are fully visible, but all others are completely fogged.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/ModerateFog.jpg Dense Fog: All territories show the owner, but not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/VeryFoggy.jpg Heavy Fog: Territories adjacent to you show the owner, but not the number of armies. All other territories are fogged.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/ExtremeFog.jpg Complete Fog: All territories are fogged.&lt;br /&gt;
&lt;br /&gt;
Note that [[mods]] can override all of these rules.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Overview==&lt;br /&gt;
&lt;br /&gt;
In addition to hiding the territories, War.app will also not show attacks and transfers that happen in the fog to different degrees. The table below shows these rules in full detail.&lt;br /&gt;
 &lt;br /&gt;
Although the table below is complex, there&#039;s one fundamental rule that governs how orders are visible: There should not be any information a player can gather by doing a significant amount of work. In other words, all information should be either blantantly clear or impossible to obtain.&lt;br /&gt;
 &lt;br /&gt;
This rule is important to War.app since we don&#039;t want to give advantages to players who are willing to spend hours doing a thorough analysis of the game map. Doing this would reduce the fun of the game for both the player doing the painstaking analysis and for the player who lost by not taking advantage of said analysis.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Details==&lt;br /&gt;
&lt;br /&gt;
Definitions: &lt;br /&gt;
* You: A territory you or a teammate control.&lt;br /&gt;
* Visible: A territory you can fully see, but do not control.&lt;br /&gt;
* Fogged: A territory you can&#039;t see at all - it&#039;s completely fogged.&lt;br /&gt;
* Owner: A territory you can see the owner of, but not the number of armies.&lt;br /&gt;
 &lt;br /&gt;
Visible:&lt;br /&gt;
* Yes: Players can always see this information.&lt;br /&gt;
* No: Players can never see this information.&lt;br /&gt;
* OwnChg: Players can only see this information if the order resulted in territory ownership changing. In other words, a successful attack.&lt;br /&gt;
* Success: Players can only see this information if the order was successful. In other words, a transfer that executed or an attack that resulted in ownership changing.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Can see that attack took place&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Can see what territory is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Can see what territory is being attacked&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Can see number of armies attacking/transferring&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Can see number of armies defending with&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Can see who is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Can see who is defending&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Can see number of attacking armies died&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Can see number of defending armies died&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Can see success/failure&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:30px;&amp;quot; | From&lt;br /&gt;
! style=&amp;quot;width:10px;&amp;quot; |&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | To&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The luck values (offense luck and defense luck) are only visible when the armies on both the source and destination territories are visible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Fog&amp;diff=8005</id>
		<title>Fog</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Fog&amp;diff=8005"/>
		<updated>2026-06-15T03:00:40Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/Fog_RevealingOnCapture.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog&#039;&#039;&#039; is a way of controlling how much of your opponents empires you can see. War.app supports six levels of fog: No Fog, Light Fog, Normal Fog, Heavy Fog, Dense Fog and Complete Fog.&lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
After a game is over, all of the fog is removed.  Players can use the [[history]] button to see exactly what happened behind the fog.  If enabled, players will receive a fog-game-ended email that lets them know that the game ended.&lt;br /&gt;
&lt;br /&gt;
==Types of Fog==&lt;br /&gt;
&lt;br /&gt;
In all fog levels, you can always see your own [[territories]]. &lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/NoFog.png No Fog: All territories are visible to everyone.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/LightFog.png Light Fog: Territories adjacent to you are fully visible, but all others only show the owner, not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/Foggy.png Normal Fog: Territories adjacent to you are fully visible, but all others are completely fogged.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/ModerateFog.png Dense Fog: All territories show the owner, but not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/VeryFoggy.png Heavy Fog: Territories adjacent to you show the owner, but not the number of armies. All other territories are fogged.&lt;br /&gt;
&lt;br /&gt;
* https://warappcdn.com/UJS/Resources/FogImages/ExtremeFog.jpg Complete Fog: All territories are fogged.&lt;br /&gt;
&lt;br /&gt;
Note that [[mods]] can override all of these rules.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Overview==&lt;br /&gt;
&lt;br /&gt;
In addition to hiding the territories, War.app will also not show attacks and transfers that happen in the fog to different degrees. The table below shows these rules in full detail.&lt;br /&gt;
 &lt;br /&gt;
Although the table below is complex, there&#039;s one fundamental rule that governs how orders are visible: There should not be any information a player can gather by doing a significant amount of work. In other words, all information should be either blantantly clear or impossible to obtain.&lt;br /&gt;
 &lt;br /&gt;
This rule is important to War.app since we don&#039;t want to give advantages to players who are willing to spend hours doing a thorough analysis of the game map. Doing this would reduce the fun of the game for both the player doing the painstaking analysis and for the player who lost by not taking advantage of said analysis.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Details==&lt;br /&gt;
&lt;br /&gt;
Definitions: &lt;br /&gt;
* You: A territory you or a teammate control.&lt;br /&gt;
* Visible: A territory you can fully see, but do not control.&lt;br /&gt;
* Fogged: A territory you can&#039;t see at all - it&#039;s completely fogged.&lt;br /&gt;
* Owner: A territory you can see the owner of, but not the number of armies.&lt;br /&gt;
 &lt;br /&gt;
Visible:&lt;br /&gt;
* Yes: Players can always see this information.&lt;br /&gt;
* No: Players can never see this information.&lt;br /&gt;
* OwnChg: Players can only see this information if the order resulted in territory ownership changing. In other words, a successful attack.&lt;br /&gt;
* Success: Players can only see this information if the order was successful. In other words, a transfer that executed or an attack that resulted in ownership changing.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Can see that attack took place&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Can see what territory is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Can see what territory is being attacked&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Can see number of armies attacking/transferring&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Can see number of armies defending with&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Can see who is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Can see who is defending&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Can see number of attacking armies died&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Can see number of defending armies died&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Can see success/failure&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:30px;&amp;quot; | From&lt;br /&gt;
! style=&amp;quot;width:10px;&amp;quot; |&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | To&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The luck values (offense luck and defense luck) are only visible when the armies on both the source and destination territories are visible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Fog&amp;diff=8004</id>
		<title>Fog</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Fog&amp;diff=8004"/>
		<updated>2026-06-15T02:48:57Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/Fog_RevealingOnCapture.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog&#039;&#039;&#039; is a way of controlling how much of your opponents empires you can see. War.app supports six levels of fog: No Fog, Light Fog, Normal Fog, Heavy Fog, Dense Fog and Complete Fog.&lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
After a game is over, all of the fog is removed.  Players can use the [[history]] button to see exactly what happened behind the fog.  If enabled, players will receive a fog-game-ended email that lets them know that the game ended.&lt;br /&gt;
&lt;br /&gt;
==Types of Fog==&lt;br /&gt;
&lt;br /&gt;
In all fog levels, you can always see your own [[territories]]. &lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/NoFog.png No Fog: All territories are visible to everyone.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/LightFog.png Light Fog: Territories adjacent to you are fully visible, but all others only show the owner, not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/Foggy.png Normal Fog: Territories adjacent to you are fully visible, but all others are completely fogged.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/ModerateFog.png Dense Fog: All territories show the owner, but not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/VeryFoggy.png Heavy Fog: Territories adjacent to you show the owner, but not the number of armies. All other territories are fogged.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/ExtremeFog.png Complete Fog: All territories are fogged.&lt;br /&gt;
&lt;br /&gt;
Note that [[mods]] can override all of these rules.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Overview==&lt;br /&gt;
&lt;br /&gt;
In addition to hiding the territories, War.app will also not show attacks and transfers that happen in the fog to different degrees. The table below shows these rules in full detail.&lt;br /&gt;
 &lt;br /&gt;
Although the table below is complex, there&#039;s one fundamental rule that governs how orders are visible: There should not be any information a player can gather by doing a significant amount of work. In other words, all information should be either blantantly clear or impossible to obtain.&lt;br /&gt;
 &lt;br /&gt;
This rule is important to War.app since we don&#039;t want to give advantages to players who are willing to spend hours doing a thorough analysis of the game map. Doing this would reduce the fun of the game for both the player doing the painstaking analysis and for the player who lost by not taking advantage of said analysis.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Details==&lt;br /&gt;
&lt;br /&gt;
Definitions: &lt;br /&gt;
* You: A territory you or a teammate control.&lt;br /&gt;
* Visible: A territory you can fully see, but do not control.&lt;br /&gt;
* Fogged: A territory you can&#039;t see at all - it&#039;s completely fogged.&lt;br /&gt;
* Owner: A territory you can see the owner of, but not the number of armies.&lt;br /&gt;
 &lt;br /&gt;
Visible:&lt;br /&gt;
* Yes: Players can always see this information.&lt;br /&gt;
* No: Players can never see this information.&lt;br /&gt;
* OwnChg: Players can only see this information if the order resulted in territory ownership changing. In other words, a successful attack.&lt;br /&gt;
* Success: Players can only see this information if the order was successful. In other words, a transfer that executed or an attack that resulted in ownership changing.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Can see that attack took place&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Can see what territory is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Can see what territory is being attacked&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Can see number of armies attacking/transferring&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Can see number of armies defending with&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Can see who is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Can see who is defending&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Can see number of attacking armies died&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Can see number of defending armies died&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Can see success/failure&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:30px;&amp;quot; | From&lt;br /&gt;
! style=&amp;quot;width:10px;&amp;quot; |&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | To&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The luck values (offense luck and defense luck) are only visible when the armies on both the source and destination territories are visible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_Card&amp;diff=8003</id>
		<title>Diplomacy Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_Card&amp;diff=8003"/>
		<updated>2026-06-15T02:47:49Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Card infobox&lt;br /&gt;
|img=https://War.appcdn.com/ujs/Resources/DiplomacyCard.png&lt;br /&gt;
|extra={{Card infobox/row|Duration}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/DiplomacyCard_Video.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Diplomacy Card&#039;&#039;&#039; enforces peace between two players for a variable number of turns. While peace is enforced, neither player will be able to attack the other. The card takes effect the turn after it is played.&lt;br /&gt;
 &lt;br /&gt;
While peace is enforced, War.app still allows you to issue attack orders against the target player. However; they won&#039;t do anything, unless a player you can attack captures the destination territory before your attack order takes place.&lt;br /&gt;
&lt;br /&gt;
You can use the &amp;quot;View Active&amp;quot; button under the game menu to see what Diplomacy Cards are currently affecting the game and when they will expire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Commerce&amp;diff=8002</id>
		<title>Commerce</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Commerce&amp;diff=8002"/>
		<updated>2026-06-15T02:47:18Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/Commerce_BuyingArmies.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a &#039;&#039;&#039;commerce game&#039;&#039;&#039;, players receive [[gold]] instead of armies.  This gold can then be spent on purchasing armies or [[cities]].  [[Mods]] can also enable other things for purchase.&lt;br /&gt;
&lt;br /&gt;
==Army Multiplier==&lt;br /&gt;
&lt;br /&gt;
The Army Multiplier is a setting that game creators can configure.  It defaults to 10, which means that the first 10 armies each player purchases each turn cost 1 gold each.  The next 10 cost 2 gold each, the next 10 cost 3 gold each, etc.&lt;br /&gt;
&lt;br /&gt;
If the Army Multiplier is set to 0, armies always cost 1 gold each.&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
&lt;br /&gt;
Games can also enable the purchasing of cities.  See [[Cities (commerce)|cities]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Reinforcement Cards==&lt;br /&gt;
&lt;br /&gt;
[[Reinforcement cards]] still produce armies like normal, not gold.&lt;br /&gt;
&lt;br /&gt;
Note that, while it&#039;s normally possible to commit in a commerce game without deploying armies, when you play a reinforcement card you must deploy as many armies in the turn as the reinforcement card(s) total.  Deploying fewer would waste the armies, so the game prevents you from doing so.&lt;br /&gt;
&lt;br /&gt;
==Local Deployments==&lt;br /&gt;
&lt;br /&gt;
When a commerce game is combined with [[local deployments]], the local deployment values should be thought of as a limit of what each player can deploy in each region.&lt;br /&gt;
&lt;br /&gt;
For example, if settings give you 5 base income, and you control Central America which is worth 3 gold per turn, you would be limited to deploying 5 armies anywhere plus 3 armies in Central America.  These limits are enforced no matter how much gold you possess.&lt;br /&gt;
&lt;br /&gt;
When the army multiplier is enabled, most of the time you will end up not being able to afford to deploy armies to every single bonus.  This actually can allieviate some of the tedium that comes with local deployment games on big maps, as players can choose which bonuses they wish to deploy to and leave undesirable ones un-deployed.&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Commanders&amp;diff=8001</id>
		<title>Commanders</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Commanders&amp;diff=8001"/>
		<updated>2026-06-15T02:46:45Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Special Unit infobox&lt;br /&gt;
|img=&lt;br /&gt;
|name=Commander&lt;br /&gt;
|AttackPower=7&lt;br /&gt;
|DefensePower=7&lt;br /&gt;
|CanBeTransferredToTeammate=No&lt;br /&gt;
|CanBeAirliftedToSelf=Yes&lt;br /&gt;
|CanBeAirliftedToTeammate=No&lt;br /&gt;
|CanBeGiftedWithGiftCard=No&lt;br /&gt;
|CombatOrder=10000&lt;br /&gt;
|DamageToKill=7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/Commanders_Dying.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Commander&#039;&#039;&#039; is a special unit that represents you on the battlefield. When the Commander game setting is enabled, every player begins the game with a Commander located on one of their territories.&lt;br /&gt;
&lt;br /&gt;
Unlike normal armies, losing your Commander eliminates you from the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elimination ==&lt;br /&gt;
&lt;br /&gt;
If your Commander is killed, all territories and armies you control immediately become [[neutral]], and you are eliminated from the game.&lt;br /&gt;
&lt;br /&gt;
Protecting your Commander is therefore often just as important as protecting your income.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Commanders can attack, defend, and transfer in the same way as normal armies.&lt;br /&gt;
&lt;br /&gt;
When issuing an attack or transfer from a territory containing a Commander, a checkbox appears that allows you to choose whether to include the Commander in that order.&lt;br /&gt;
&lt;br /&gt;
=== Combat Strength ===&lt;br /&gt;
&lt;br /&gt;
A Commander has the combat strength of &#039;&#039;&#039;7 armies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* A Commander attacking with 3 armies deals the same damage as 10 armies.&lt;br /&gt;
* A Commander defending with 3 armies deals the same damage as 10 armies.&lt;br /&gt;
&lt;br /&gt;
This applies to both attacking and defending combat calculations.&lt;br /&gt;
&lt;br /&gt;
=== Taking Damage ===&lt;br /&gt;
&lt;br /&gt;
When a Commander participates in combat alongside normal armies, the normal armies always absorb damage first.&lt;br /&gt;
&lt;br /&gt;
For example, suppose a territory contains:&lt;br /&gt;
&lt;br /&gt;
* 1 Commander&lt;br /&gt;
* 3 armies&lt;br /&gt;
&lt;br /&gt;
If 10 attacking armies strike that territory using the default kill rates, they deal 6 damage.&lt;br /&gt;
&lt;br /&gt;
The first 3 damage kills the 3 defending armies. The remaining 3 damage is applied to the Commander.&lt;br /&gt;
&lt;br /&gt;
However, Commanders cannot be partially damaged. Since a Commander requires 7 damage to be destroyed, the remaining 3 damage is ignored and the Commander survives unharmed.&lt;br /&gt;
&lt;br /&gt;
To kill a Commander, all 7 damage must be dealt in a single combat engagement after any accompanying armies have been eliminated.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&lt;br /&gt;
For the most part, Commanders follow the same movement rules as normal armies.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* In [[Multi-Attack]] games, Commanders may participate in multiple attacks.&lt;br /&gt;
* Once a Commander transfers, it cannot move again that turn.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
&lt;br /&gt;
Unlike normal armies:&lt;br /&gt;
&lt;br /&gt;
* Commanders cannot be transferred to teammates.&lt;br /&gt;
* Commanders must always remain on a territory that you control.&lt;br /&gt;
&lt;br /&gt;
=== Airlifting ===&lt;br /&gt;
&lt;br /&gt;
Using an [[Airlift Card]], a Commander may be airlifted between two territories that you control.&lt;br /&gt;
&lt;br /&gt;
Commanders cannot be airlifted to a teammate&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
== Starting Location ==&lt;br /&gt;
&lt;br /&gt;
In [[Manual Distribution]] games, your Commander always starts on the first territory awarded to you, which is usually your highest-ranked pick.&lt;br /&gt;
&lt;br /&gt;
In automatic distribution games, your Commander starts on a random territory that you control.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Commanders ==&lt;br /&gt;
&lt;br /&gt;
Prior to update 5.21.0, only [[Membership|Members]] could create games with Commanders enabled, although anyone could join such games.&lt;br /&gt;
&lt;br /&gt;
As of update 5.21.0, Commanders are unlocked at level 38 and no longer require a membership to enable.&lt;br /&gt;
&lt;br /&gt;
{{Special Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Banking_boot_times&amp;diff=8000</id>
		<title>Banking boot times</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Banking_boot_times&amp;diff=8000"/>
		<updated>2026-06-15T02:45:49Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/Booting_Clock.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banking boot times&#039;&#039;&#039; is a feature that gives more flexibility to players with the [[boot]] times. When banking boot times is enabled, you get a second clock next to the main one that represents your banked time. You can then use this banked time to go over the boot time by that amount.  Doing so eats up some of your banked time, which may or may not replenish depending on the game&#039;s settings.&lt;br /&gt;
&lt;br /&gt;
Since banking boot times gives more leeway, it is recommended you use smaller boot times than you would without it. &lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
In addition to the normal boot settings (boot time, automatic boot checkbox), banking boot adds two new options that game creators can configure when they create a game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial bank&#039;&#039;&#039;: This defines how much banked time each player starts with, and it also defines the maximum banked time that any player can have at any point.&lt;br /&gt;
* &#039;&#039;&#039;Receive Bank&#039;&#039;&#039;: This defines how much banked time each player receives back each turn.  This value is relative to how much time has passed between turns.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Bomb_Card&amp;diff=7999</id>
		<title>Bomb Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Bomb_Card&amp;diff=7999"/>
		<updated>2026-06-15T02:09:48Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Card infobox&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/BombCard.png&lt;br /&gt;
|extra={{Card infobox/row|Armies killed|50% (rounded down)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/BombCard_Bomb.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bomb Card&#039;&#039;&#039; allows you to target an enemy or neutral territory and kill half of the armies on that territory. You can target any territory that’s adjacent to one of your own territories.&lt;br /&gt;
&lt;br /&gt;
If the number of armies is odd, the remaining armies on the territory will round down. So targeting a territory with 5 armies will leave 2, and targeting a territory with 1 army will leave 0. The Bomb Card does not change the ownership of the territory, even when reducing it to 0. Bombs take place after deployments, but before attacks (and also before Emergency Blockades and Airlifts).&lt;br /&gt;
&lt;br /&gt;
Since it kills half of the armies on a territory, it’s most effective when your opponent builds a single large stack of armies. Therefore, when your opponent has a Bomb Card, you should try to keep your armies into separate smaller stacks when possible to reduce its effectiveness. This can have a big impact on a game’s strategy!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Blockade_and_Emergency_Blockade_Cards&amp;diff=7998</id>
		<title>Blockade and Emergency Blockade Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Blockade_and_Emergency_Blockade_Cards&amp;diff=7998"/>
		<updated>2026-06-15T01:32:46Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/BlockadeEmergencyBlockadeCard_Blockade.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blockade and emergency blockade cards change one of your territories to a [[neutral]] and multiplies the number of armies on that territory by a predefined factor, usually increasing it.  They&#039;re useful for creating a defensive blockade, among other uses. Since the armies on the territory you select are changing into neutral armies, you are essentially permanently losing control of the armies on that territory.&lt;br /&gt;
&lt;br /&gt;
== Emergency Blockade Card ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top; width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
Emergency Blockade cards are played after deployments but before any attacks happen. This means you can deploy armies to a territory in the same turn in which you blockade it to help the card have maximum effect.&lt;br /&gt;
 &lt;br /&gt;
Examples of use: &lt;br /&gt;
&lt;br /&gt;
* If a chokepoint exists just outside of your bonus, and you don&#039;t plan on expanding in that direction soon, you can place a large army there and blockade it. This will create a nice barrier for opponents, such as in the Alaska picture above.&lt;br /&gt;
* If you have a foothold in a neighboring bonus but you don&#039;t want to take it, you can make a large neutral in it to discourage opponents from wanting that bonus - similar to a wasteland.&lt;br /&gt;
* If you know that an opponent will attack you next turn, and you know that you will probably lose or come close to losing, you can take significantly more armies away from that opponent by blockading the territory they are attacking. However, if you are wrong and they do not attack, they will then see that it&#039;s neutral and can decide to leave it alone - essentially wasting your armies.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Card infobox&lt;br /&gt;
|name=Emergency Blockade Card&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/EmergencyBlockade.png&lt;br /&gt;
|extra={{Card infobox/row|Multiplier}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
== Blockade Card ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top; width: 100%;&amp;quot;&amp;gt;The blockade card works similarly to the emergency blockade card, however it is less effective. Instead of happening at the beginning of your turn, it happens at the end. This means any attacks, [[airlifts]], or other actions happen before the territory changes into a neutral and increases its armies.&lt;br /&gt;
 &lt;br /&gt;
The advantage of using the blockade card in lieu of the emergency blockade card in your games means that, on offense, you won&#039;t have to worry about your large stacks getting devastated. Since the blockades happen after attacks, your offensive stacks can freely move around without hitting any unexpected blockades.&lt;br /&gt;
 &lt;br /&gt;
The blockade card is a little more difficult to use than the emergency blockade card. When playing a blockade card, it&#039;s very important to ensure you still own the territory you&#039;re blockading at the end of your turn. If you lose the territory you played the card on, the card will have no effect and you don&#039;t get the card back. Therefore, it&#039;s recommended that you play this on territories that you know you won&#039;t lose, such as those that don&#039;t touch an opponent or that are sufficiently defended.&lt;br /&gt;
 &lt;br /&gt;
Unlike the emergency blockade card, you can move armies into the territory you played a blockade card on in the same turn, either via a normal transfer or via airlift. These armies will then be able to take part in the blockade, and increase the resulting blockade size even further.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{{Card infobox&lt;br /&gt;
|name=Blockade Card&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/BlockadeCard.png&lt;br /&gt;
|extra={{Card infobox/row|Multiplier}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
== Rounding ==&lt;br /&gt;
If the resulting neutral size does not come out evenly, it will be rounded to the nearest whole number.  If the remainder is exactly 0.5, it will be rounded down.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Blockade_and_Emergency_Blockade_Cards&amp;diff=7997</id>
		<title>Blockade and Emergency Blockade Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Blockade_and_Emergency_Blockade_Cards&amp;diff=7997"/>
		<updated>2026-06-15T01:32:23Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/BlockadeEmergencyBlockadeCard_Blockade.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blockade and emergency blockade cards change one of your territories to a [[neutral]] and multiply the number of armies on that territory by a predefined factor, usually increasing it.  They&#039;re useful for creating a defensive blockade, among other uses. Since the armies on the territory you select are changing into neutral armies, you are essentially permanently losing control of the armies on that territory.&lt;br /&gt;
&lt;br /&gt;
== Emergency Blockade Card ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top; width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
Emergency Blockade cards are played after deployments but before any attacks happen. This means you can deploy armies to a territory in the same turn in which you blockade it to help the card have maximum effect.&lt;br /&gt;
 &lt;br /&gt;
Examples of use: &lt;br /&gt;
&lt;br /&gt;
* If a chokepoint exists just outside of your bonus, and you don&#039;t plan on expanding in that direction soon, you can place a large army there and blockade it. This will create a nice barrier for opponents, such as in the Alaska picture above.&lt;br /&gt;
* If you have a foothold in a neighboring bonus but you don&#039;t want to take it, you can make a large neutral in it to discourage opponents from wanting that bonus - similar to a wasteland.&lt;br /&gt;
* If you know that an opponent will attack you next turn, and you know that you will probably lose or come close to losing, you can take significantly more armies away from that opponent by blockading the territory they are attacking. However, if you are wrong and they do not attack, they will then see that it&#039;s neutral and can decide to leave it alone - essentially wasting your armies.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Card infobox&lt;br /&gt;
|name=Emergency Blockade Card&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/EmergencyBlockade.png&lt;br /&gt;
|extra={{Card infobox/row|Multiplier}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
== Blockade Card ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top; width: 100%;&amp;quot;&amp;gt;The blockade card works similarly to the emergency blockade card, however it is less effective. Instead of happening at the beginning of your turn, it happens at the end. This means any attacks, [[airlifts]], or other actions happen before the territory changes into a neutral and increases its armies.&lt;br /&gt;
 &lt;br /&gt;
The advantage of using the blockade card in lieu of the emergency blockade card in your games means that, on offense, you won&#039;t have to worry about your large stacks getting devastated. Since the blockades happen after attacks, your offensive stacks can freely move around without hitting any unexpected blockades.&lt;br /&gt;
 &lt;br /&gt;
The blockade card is a little more difficult to use than the emergency blockade card. When playing a blockade card, it&#039;s very important to ensure you still own the territory you&#039;re blockading at the end of your turn. If you lose the territory you played the card on, the card will have no effect and you don&#039;t get the card back. Therefore, it&#039;s recommended that you play this on territories that you know you won&#039;t lose, such as those that don&#039;t touch an opponent or that are sufficiently defended.&lt;br /&gt;
 &lt;br /&gt;
Unlike the emergency blockade card, you can move armies into the territory you played a blockade card on in the same turn, either via a normal transfer or via airlift. These armies will then be able to take part in the blockade, and increase the resulting blockade size even further.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{{Card infobox&lt;br /&gt;
|name=Blockade Card&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/BlockadeCard.png&lt;br /&gt;
|extra={{Card infobox/row|Multiplier}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
== Rounding ==&lt;br /&gt;
If the resulting neutral size does not come out evenly, it will be rounded to the nearest whole number.  If the remainder is exactly 0.5, it will be rounded down.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Attack_Only_and_Transfer_Only&amp;diff=7996</id>
		<title>Attack Only and Transfer Only</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Attack_Only_and_Transfer_Only&amp;diff=7996"/>
		<updated>2026-06-14T19:34:55Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/AttackOnlyTransferOnly_TransferOnly.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Game creators can enable the use of &#039;&#039;&#039;Attack Only&#039;&#039;&#039; and/or &#039;&#039;&#039;Transfer Only&#039;&#039;&#039; attributes that are applied to attack/transfer orders.  These are advanced options for customizing how your attack and transfers happen.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Attack or Transfer&amp;quot; is the default option that you will use most of the time. This causes the armies to attack the [[Territories|destination]] if it is an enemy or to transfer to the destination if it is friendly.&lt;br /&gt;
 &lt;br /&gt;
Sometimes the ownership of the territories can change before the order takes place. For example, you may think you are issuing an order against your own territory, but an enemy may capture it on the previous order.&lt;br /&gt;
 &lt;br /&gt;
Specifying &amp;quot;Attack Only&amp;quot; will cause the armies to attack if the destination is an enemy, or do nothing if the destination is friendly (i.e. one of your own).&lt;br /&gt;
 &lt;br /&gt;
Conversely, specifying &amp;quot;Transfer Only&amp;quot; will cause the armies to transfer to the destination only if it is friendly and will do nothing if the destination is an enemy.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/TransferOnlyExample.jpg&lt;br /&gt;
 &lt;br /&gt;
Assume you are blue, and you suspect green will be attacking you on the next turn.  Since your 69 on Ufa (A) will be crushed by their 113 on Eastern Kazakhstan (B), you want to bring 71 in from Georgia (C) into Ufa to help defend your bonus.  So of course, you issue a transfer order of 70 armies from Georgia to Ufa.&lt;br /&gt;
&lt;br /&gt;
However, even if you issue the transfer order as your first move, green&#039;s first move may happen before your first move.  If green attacks Ufa on their first move, they would capture Ufa before your armies in Georgia transfer in to defend it.&lt;br /&gt;
&lt;br /&gt;
In this case, you can issue your move as &#039;&#039;&#039;Transfer only&#039;&#039;&#039;.  While this won&#039;t help you save Ufa, it will make it so that if Ufa falls, the armies on Georgia don&#039;t suicide themselves into a big stack.  Instead, they would simply stay on Georgia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Army_cap&amp;diff=7995</id>
		<title>Army cap</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Army_cap&amp;diff=7995"/>
		<updated>2026-06-14T19:31:44Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://warappcdn.com/UJS/Resources/ArmyCap_Image.jpeg&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Army Cap&#039;&#039;&#039; is a feature designed to help prevent games from falling into stalemates where no players want to attack. &lt;br /&gt;
&lt;br /&gt;
When a game creator enables the Army Cap, your income could be reduced to prevent you from piling up too many armies. This is designed to force players to either attack to gain additional income, or risk falling behind by not receiving new armies. &lt;br /&gt;
&lt;br /&gt;
For example, if your income is 14 and the Army Cap is set at 20, the total number of armies you can have is 280 (14 times 20). If you reach 280 armies on the board, you will no longer receive new armies until you either increase your income or reduce the number of armies you have on the board. &lt;br /&gt;
&lt;br /&gt;
[[Reinforcement Card|Reinforcement cards]] do not count as income and will always give you the number of armies that they normally would. &lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to have more armies on the board than the Army Cap allows, for example through losing income, by playing [[Reinforcement Card|reinforcement cards]] or receiving transfer from a teammate. Armies are never taken away from you - in this situation you just simply wouldn&#039;t gain additional armies to deploy until you reduce your total armies or your income increases.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=7994</id>
		<title>Airlift Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=7994"/>
		<updated>2026-06-14T19:26:20Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Card infobox&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/AirliftCard.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/AirliftCard_Video.mp4&amp;quot; width=&amp;quot;500&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Airlift Card&#039;&#039;&#039; allows you to transfer your armies long distances. Each time you play one, you can do a single transfer from any of your territories to any other territory of yours or one of your teammates. Similar to a normal transfer, those armies can&#039;t do any other action that turn. They must wait until the next turn to [[Combat Basics|attack]], for example.&lt;br /&gt;
 &lt;br /&gt;
One big benefit of the airlift card is that it happens before any attacks take place. Therefore it can be used as a way to sneak armies into a territory that needs immediate defense. Rarely, it can even be useful to use on territories that already connect anyway, simply because it&#039;s guaranteed to happen before any attacks.&lt;br /&gt;
 &lt;br /&gt;
Specifically, airlift cards happen after deployments, after [[Blockade and Emergency Blockade Cards|Emergency Blockade]] cards, but before attacks and transfers. It&#039;s recommended to not abandon a territory on the same turn that you airlift to or from, as it will cause the airlift to fail.&lt;br /&gt;
 &lt;br /&gt;
In a [[fog]] game, players can see the airlift take place if they can see the army total on either the source or destination of the airlift. When a player sees one, they get to see both locations even if the other one is fogged.&lt;br /&gt;
 &lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=7993</id>
		<title>Airlift Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=7993"/>
		<updated>2026-06-14T19:24:56Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Card infobox&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/AirliftCard.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Airlift Card&#039;&#039;&#039; allows you to transfer your armies long distances. Each time you play one, you can do a single transfer from any of your territories to any other territory of yours or one of your teammates. Similar to a normal transfer, those armies can&#039;t do any other action that turn. They must wait until the next turn to [[Combat Basics|attack]], for example.&lt;br /&gt;
 &lt;br /&gt;
One big benefit of the airlift card is that it happens before any attacks take place. Therefore it can be used as a way to sneak armies into a territory that needs immediate defense. Rarely, it can even be useful to use on territories that already connect anyway, simply because it&#039;s guaranteed to happen before any attacks.&lt;br /&gt;
 &lt;br /&gt;
Specifically, airlift cards happen after deployments, after [[Blockade and Emergency Blockade Cards|Emergency Blockade]] cards, but before attacks and transfers. It&#039;s recommended to not abandon a territory on the same turn that you airlift to or from, as it will cause the airlift to fail.&lt;br /&gt;
 &lt;br /&gt;
In a [[fog]] game, players can see the airlift take place if they can see the army total on either the source or destination of the airlift. When a player sees one, they get to see both locations even if the other one is fogged.&lt;br /&gt;
 &lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=7992</id>
		<title>Airlift Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=7992"/>
		<updated>2026-06-14T19:19:20Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Card infobox&lt;br /&gt;
|img=https://warzonecdn.com/ujs/Resources/AirliftCard.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;autovideo src=&amp;quot;https://warappcdn.com/UJS/Resources/AirliftCard_Video.mp4&amp;quot;  /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Airlift Card&#039;&#039;&#039; allows you to transfer your armies long distances. Each time you play one, you can do a single transfer from any of your territories to any other territory of yours or one of your teammates. Similar to a normal transfer, those armies can&#039;t do any other action that turn. They must wait until the next turn to [[Combat Basics|attack]], for example.&lt;br /&gt;
 &lt;br /&gt;
One big benefit of the airlift card is that it happens before any attacks take place. Therefore it can be used as a way to sneak armies into a territory that needs immediate defense. Rarely, it can even be useful to use on territories that already connect anyway, simply because it&#039;s guaranteed to happen before any attacks.&lt;br /&gt;
 &lt;br /&gt;
Specifically, airlift cards happen after deployments, after [[Blockade and Emergency Blockade Cards|Emergency Blockade]] cards, but before attacks and transfers. It&#039;s recommended to not abandon a territory on the same turn that you airlift to or from, as it will cause the airlift to fail.&lt;br /&gt;
 &lt;br /&gt;
In a [[fog]] game, players can see the airlift take place if they can see the army total on either the source or destination of the airlift. When a player sees one, they get to see both locations even if the other one is fogged.&lt;br /&gt;
 &lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Get_mod_performance_API&amp;diff=7991</id>
		<title>Get mod performance API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Get_mod_performance_API&amp;diff=7991"/>
		<updated>2026-06-14T17:47:47Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;get mod performance API&#039;&#039;&#039; can be used by [[mod]] creators to see how well their mod is performing.  Mod creators should strive to make these numbers as low as possible.&lt;br /&gt;
&lt;br /&gt;
This only returns data from the last 30 days, and only returns server-side hooks (client side hooks are executed on the client and do not keep track of their performance).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Issue a GET request to https://war.app/API/GetModPerformance?ModID=XXX&amp;amp;APIToken=YYY&lt;br /&gt;
&lt;br /&gt;
Where XXX is the ID of your mod, which can be found in your mod developers console.  APIToken can be retrieved using the [[Get API Token API]].  You may only enter the ID of a mod you own.  The API token is optional if you&#039;re executing this via a browser where you&#039;re already signed in to War.app, but it&#039;s required if you execute this in any other context.&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
You will see JSON returned like the following:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;PerfData&amp;quot; : [ {&lt;br /&gt;
      &amp;quot;Date&amp;quot; : 1675214052163,&lt;br /&gt;
      &amp;quot;MessageType&amp;quot; : &amp;quot;SendOrders&amp;quot;,&lt;br /&gt;
      &amp;quot;GameID&amp;quot; : 32892576,&lt;br /&gt;
      &amp;quot;Messages&amp;quot; : {&amp;quot;Server_AdvanceTurn_Order&amp;quot;: {&amp;quot;spent&amp;quot;: 5, &amp;quot;times&amp;quot;: 189}}&lt;br /&gt;
    } ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Each object in PerfData represents one performance event. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date&#039;&#039;&#039; tells you when the event took place.  It&#039;s encoded as the number of milliseconds since Jan 1st 1970.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MessageType&#039;&#039;&#039; is the type of message from the client that resulted in your mod being invoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GameID&#039;&#039;&#039; is the ID of the multi-player game that is assocated with this event.  You can view it by opening your browser to https://war.app/MultiPlayer?GameID=XXX&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messages&#039;&#039;&#039; lists out all functions of your mod that were invoked.  &#039;&#039;&#039;times&#039;&#039;&#039; tells you how many times this message was invoked, and &#039;&#039;&#039;spent&#039;&#039;&#039; tells you how many total milliseconds were spent over all these invocations.  To get the average time per call, you can divide &#039;&#039;&#039;spent&#039;&#039;&#039; by &#039;&#039;&#039;times&#039;&#039;&#039;.&lt;br /&gt;
	&lt;br /&gt;
[[Category:API]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=United_States&amp;diff=7990</id>
		<title>United States</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=United_States&amp;diff=7990"/>
		<updated>2026-06-14T17:46:57Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=149&lt;br /&gt;
|name=United States&lt;br /&gt;
|creator=Troll&lt;br /&gt;
|creation=08/24/2009&lt;br /&gt;
|territories=48&lt;br /&gt;
|bonuses=10&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;United States&#039;&#039;&#039; is one of the [[map]]s in War.app.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
The map depicts the states of the United States of America, except for Alaska and Hawaii (48 states in total). It is relatively small, and has 2 [[Scenario Distribution|distribution modes]]: [[Cities and Warlords Distribution|Warlords and Cities]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[United States Big (3.1k)]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Small_Earth&amp;diff=7989</id>
		<title>Small Earth</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Small_Earth&amp;diff=7989"/>
		<updated>2026-06-14T17:46:49Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=2&lt;br /&gt;
|name=Small Earth&lt;br /&gt;
|creator=Grundie&lt;br /&gt;
|creation=06/09/2009&lt;br /&gt;
|territories=42&lt;br /&gt;
|bonuses=6&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Small Earth&#039;&#039;&#039; is one of War.app&#039;s classic maps. The map is a version of classic Risk board. [[Level 1]] and [[Level 2]] are played on this map.&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth&amp;diff=7988</id>
		<title>Medium Earth</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth&amp;diff=7988"/>
		<updated>2026-06-14T17:46:31Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=1748&lt;br /&gt;
|name=Medium Earth&lt;br /&gt;
|creator=Fizzer&lt;br /&gt;
|creation=09/19/2010&lt;br /&gt;
|territories=131&lt;br /&gt;
|bonuses=27&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Medium Earth&#039;&#039;&#039; is one of War.app&#039;s classic maps. It is tweaked version of [[Earth]] map, more suitable for 1v1 and 2v2 games. [[Ladders|Ladder]] games are played on this map.&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Europe&amp;diff=7987</id>
		<title>Europe</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Europe&amp;diff=7987"/>
		<updated>2026-06-14T17:46:14Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=147&lt;br /&gt;
|name=Europe&lt;br /&gt;
|creator=Troll&lt;br /&gt;
|creation=12/15/2009&lt;br /&gt;
|territories=206&lt;br /&gt;
|bonuses=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Europe&#039;&#039;&#039; is one of War.app&#039;s classic maps. [[Europe Challenge]] is played on this map. This map was created by Troll. It has 206 [[territories]], 32 [[bonus]]es and 2 distribution modes: [[Cities and Warlords Distribution]]. &lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
This map shows a continent of Europe. The only European countries that do not appear in this map are Andorra, Vatican, San Marino and Liechtenstein. Almost every country is a bonus for itself, except Western Balkans, Eastern Balkans, Benelux, Baltic states and Romania.&lt;br /&gt;
&lt;br /&gt;
Western Balkans are made of Croatia, Slovenia and Bosnia-Herzegovina.&lt;br /&gt;
Eastern Balkans are made of Serbia, Kosovo, Montenegro and Albania.&lt;br /&gt;
Benelux is made of the Netherlands, Belgium and Luxembourg.&lt;br /&gt;
Baltic states are made of Estonia, Latvia, Lithuania and Kaliningrad.&lt;br /&gt;
Romania is made of Romania and Moldova. &lt;br /&gt;
Russia is the only country divided into more than one bonus (Northwestern, West Central, Western and Southwestern Russia). &lt;br /&gt;
Cyprus is divided between Greek Cyprus (part of the bonus Greece) and Turkish Cyprus (part of the bonus Turkey).&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
Review by [WM] szeweningen:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Arguably the most well-balanced map in the game. Small imbalances in bonus values are distributed in a way that does not interfere directly with the distribution (there are hardly any locations that players are committed to).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For 1vs1 games it does well with standard strategic 1vs1 setting (with wastelands).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For 2vs2 games it tends to be too big to provide an effective way for coverage, but does very well, especially in random warlords distribution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For 3vs3 games there is no better map available. Preferable standard settings are 4 territories in-distribution on random warlords or random cities, no wastelands and no cards (3 is also acceptable). The incredible structural balance provides not only great potential for high-level games, but also enables effective map coverage in the picking stage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;4vs4 games are also strategically interesting, but with more than 8 players, the map gets too crowded.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Review by InVein:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obviously a great map, but I think it might be beneficial to increase the number of armies that Ukraine, Germany, Italy, and France give. Currently, their bonuses are not large enough to try and attract people to capture them. However, if the reward was greater, more would take the risk.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Review by Cameron Pribyl:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s a great map, but the balancing is just a tad off. The more central European bonuses should be a bit heavier; the more bonuses around the edge of the map have a bit of an advantage, but it&#039;s not like anyone can pull an Australia either and win outright. All things considered, it&#039;s pretty well balanced. I highly recommend this map.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Earth&amp;diff=7986</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Earth&amp;diff=7986"/>
		<updated>2026-06-14T17:46:08Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=12&lt;br /&gt;
|name=Earth&lt;br /&gt;
|creator=Grundie&lt;br /&gt;
|creation=06/02/2009&lt;br /&gt;
|territories=153&lt;br /&gt;
|bonuses=27&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Earth&#039;&#039;&#039; is one War.app&#039;s classic maps. [[Level 3]] in Singleplayer mode is played on this map. Creator of this map is Grundie. It has 153 [[territories]], 27 [[bonus]]es and 2 distribution modes, [[Cities and Warlords Distribution]]. &lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
This is the list of bonuses and territories contained within them:&lt;br /&gt;
* &#039;&#039;&#039;Europe&#039;&#039;&#039;: Europe, Scandinavia.&lt;br /&gt;
* &#039;&#039;&#039;Africa&#039;&#039;&#039;: North Africa, East Africa, West Africa, South Africa.&lt;br /&gt;
* &#039;&#039;&#039;Asia&#039;&#039;&#039;: West Russia, Central Russia, East Russia, Caucasus, Middle East, West China, East China, Southeast Asia, Indonesia&lt;br /&gt;
* &#039;&#039;&#039;Australia/Oceania&#039;&#039;&#039;: Australia&lt;br /&gt;
* &#039;&#039;&#039;Antarctica&#039;&#039;&#039;: Antarctica&lt;br /&gt;
* &#039;&#039;&#039;South America&#039;&#039;&#039;: South America&lt;br /&gt;
* &#039;&#039;&#039;North America&#039;&#039;&#039;: Greenland, Canada, West US, East US, Central America&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great map, although it suffers from some imbalance problems. Over all still very enjoyable and one of the classic maps on the site. 5/5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Review by Knoebber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s not as balanced as Medium Earth, but it allows for different strategies and longer gameplay. Recommended more for FFAs than 1v1 or team games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review by The Duke of Ben&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is a good map. It makes you think harder and in different ways than the conventional map set-up.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review by Azhrei&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Double_Earth&amp;diff=7985</id>
		<title>Double Earth</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Double_Earth&amp;diff=7985"/>
		<updated>2026-06-14T17:46:01Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=69&lt;br /&gt;
|name=Double Earth&lt;br /&gt;
|creator=Fizzer&lt;br /&gt;
|creation=03/10/2010&lt;br /&gt;
|territories=292&lt;br /&gt;
|bonuses=52&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Double Earth&#039;&#039;&#039; is one of War.app&#039;s classic maps. [[Insane Challenge]] is played on this map. The creator of the map is Fizzer. It has 292 territories, 52 bonuses and 3 distribution modes, [[Cities and Warlords Distribution]] and Top / Bottom distribution. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
Double Earth shows an [[Earth]] doubled, except that southern part of Argentina has been cut off. The names of the territories and bonuses in this map are e.g. N Europe and S Europe. &#039;N&#039; means it&#039;s in northern part of map and &#039;S&#039; means it&#039;s in southern part.&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One of the most fun maps out there, Double Earth offers a richness in strategy like no other. This map is a lot like the Earth map, but Antarctica has been removed, and, as the name implies, Earth has been doubled, so Nunavut connects to Argentina, Svalbard connects to South Africa, and Anadyr connects to Tasmania and New Zealand. Compared to Fizzer&#039;s other featured map, the incredibly lazy Medium Earth, Double Earth is incredible. The only map that is better than this one is the absolutely phenomenal Quad Earth map. Final rating: 5/5&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review by Platypus {TJC}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Can be very unbalanced, depending on spawn positions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review by GalladGil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Very long but very fun always put barricades on choke point and u can win easy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review by ratlabory&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Africa&amp;diff=7984</id>
		<title>Africa</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Africa&amp;diff=7984"/>
		<updated>2026-06-14T17:45:55Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
|id=2339&lt;br /&gt;
|name=Africa&lt;br /&gt;
|creator=sue&lt;br /&gt;
|creation=11/26/2010&lt;br /&gt;
|territories=330&lt;br /&gt;
|bonuses=47}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Africa&#039;&#039;&#039; is War.app map. It shows a continent of Africa. This map was created by sue. It has 330 [[territories]], 47 [[bonus]]es and 2 distribution modes; [[Cities and Warlords Distribution#Warlords Distribution|Warlords distribution]] and North vs South distribution. Currently, the average rating of this map is 4.2507/ 5 and it has 383 ratings; this is the 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; best rated map in War.app.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
This map shows a continent of Africa and every single country in it. Some countries are not divided into many territories but they&#039;re only made up of one territory, for example Tunisia. However, some countries are so big that they are divided into 2 or more bonuses, like Namibia (Northern Namibia and Southern Namibia).&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
Review by The Chameleon:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;4/5. Great big map. One of the best maps for cards or auto-distribution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Review by TemplarSM16:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I like fighting on large continents, especially this one. You get a sense of massive war and it makes the game that much more thrilling. This map can take several several several players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Review by bman7:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A great map, the first one I played on, but sadly very few people ever use it.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Clan_League&amp;diff=7983</id>
		<title>Clan League</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Clan_League&amp;diff=7983"/>
		<updated>2026-06-14T17:45:14Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Clan League]] is one of the most popular War.app events. Clans compete each other in a series of concurrent tournament on variety on strategic settings. Since there are is a lot of participating clans, a promotion/relegation format is applied since season 3: clans are divided into tiers (called Divisions) of 6 or 7, winning clan of the top tier (Division A) wins the league, best two clans in each tier promote to the higher tier (unless already in Division A) and the worst two relegate into the tier below.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Clan League is a promotion-relegation league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
This list is unmaintained and out-of-date.  For up to date information, viist the Community Events page at https://war.app/MultiPlayer?CommunityEvents=1&lt;br /&gt;
&lt;br /&gt;
=== Season 1 ===&lt;br /&gt;
&lt;br /&gt;
First season of Clan League started in june, 2012. Ten clans took part in it: [WM], [P], apex, #Elite, FBG, [x], {WarLighters}, {rp}, (AHoL), [REGL]. It was won by [WM]. Tournaments for this season:&lt;br /&gt;
&lt;br /&gt;
* 1v1 #1: https://www.war.app/MultiPlayer/Tournament?ID=2543&lt;br /&gt;
* 1v1 #2: https://www.war.app/MultiPlayer/Tournament?ID=2544&lt;br /&gt;
* 2v2 #1: https://www.war.app/MultiPlayer/Tournament?ID=2545&lt;br /&gt;
* 2v2 #2: https://www.war.app/MultiPlayer/Tournament?ID=2546&lt;br /&gt;
* 3v3: https://www.war.app/MultiPlayer/Tournament?ID=2547&lt;br /&gt;
&lt;br /&gt;
=== Season 2 ===&lt;br /&gt;
&lt;br /&gt;
Started in october, 2012. It had 20 clan participating in it. Clans that dropped out since first season are [x] and {rp}, while the new clans were: [WG], [V.I.W.], {101st}, {RING}, [M.C.], CPU, Dragon, [KK], {RSP}, [TUC], [Zen-D]. It was one of the longest Clan League seasons ever.&lt;br /&gt;
&lt;br /&gt;
*1v1 #1: https://www.war.app/MultiPlayer/Tournament?ID=3331&lt;br /&gt;
*1v1 #2: https://www.war.app/MultiPlayer/Tournament?ID=3334&lt;br /&gt;
*1v1 #3: https://www.war.app/MultiPlayer/Tournament?ID=3335&lt;br /&gt;
*1v1 #4: https://www.war.app/MultiPlayer/Tournament?ID=3336&lt;br /&gt;
*2v2 #1: https://www.war.app/MultiPlayer/Tournament?ID=3337&lt;br /&gt;
*2v2 #2: https://www.war.app/MultiPlayer/Tournament?ID=3338&lt;br /&gt;
*3v3: https://www.war.app/MultiPlayer/Tournament?ID=3339&lt;br /&gt;
&lt;br /&gt;
=== Season 3 ===&lt;br /&gt;
&lt;br /&gt;
The first season to feature promotion/relegation system. Started in 2013.&lt;br /&gt;
&lt;br /&gt;
==== Division A ====&lt;br /&gt;
&lt;br /&gt;
*1v1 #1: https://www.war.app/MultiPlayer/Tournament?ID=5021&lt;br /&gt;
*1v1 #2: https://www.war.app/MultiPlayer/Tournament?ID=5022&lt;br /&gt;
*1v1 #3: https://www.war.app/MultiPlayer/Tournament?ID=5023&lt;br /&gt;
*1v1 #4: https://www.war.app/MultiPlayer/Tournament?ID=5024&lt;br /&gt;
*ME 2v2: https://www.war.app/MultiPlayer/Tournament?ID=5025&lt;br /&gt;
*EA&amp;amp;O 2v2: https://www.war.app/MultiPlayer/Tournament?ID=5026&lt;br /&gt;
*Europe 3v3: https://www.war.app/MultiPlayer/Tournament?ID=5027&lt;br /&gt;
&lt;br /&gt;
==== Division B ====&lt;br /&gt;
&lt;br /&gt;
*1v1 #1: https://www.war.app/MultiPlayer/Tournament?ID=5617&lt;br /&gt;
*1v1 #2: https://www.war.app/MultiPlayer/Tournament?ID=5618&lt;br /&gt;
*1v1 #3: https://www.war.app/MultiPlayer/Tournament?ID=5619&lt;br /&gt;
*1v1 #4: https://www.war.app/MultiPlayer/Tournament?ID=5620&lt;br /&gt;
*EA&amp;amp;O 2v2: https://www.war.app/MultiPlayer/Tournament?ID=5622&lt;br /&gt;
*Strat 2v2: https://www.war.app/MultiPlayer/Tournament?ID=5624&lt;br /&gt;
*Europe 3v3: https://www.war.app/MultiPlayer/Tournament?ID=5625&lt;br /&gt;
&lt;br /&gt;
=== Season 4 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Season 5 ===&lt;br /&gt;
&lt;br /&gt;
Started in 2014, finished in 2015. From this season on, there are more tournaments played - 2 more 1v1s, 1 more 2v2, 1 more 3v3.&lt;br /&gt;
&lt;br /&gt;
==== Division A ====&lt;br /&gt;
&lt;br /&gt;
1v1&lt;br /&gt;
*Strat ME 16% WR: https://www.war.app/MultiPlayer/Tournament?ID=10496&lt;br /&gt;
*MME 16% WR: https://www.war.app/MultiPlayer/Tournament?ID=10497&lt;br /&gt;
*ME 0% WR: https://www.war.app/MultiPlayer/Tournament?ID=10498&lt;br /&gt;
*Guiroma: https://www.war.app/MultiPlayer/Tournament?ID=10499&lt;br /&gt;
*Battle Islands V: https://www.war.app/MultiPlayer/Tournament?ID=10500&lt;br /&gt;
*Turkey: https://www.war.app/MultiPlayer/Tournament?ID=10501&lt;br /&gt;
&lt;br /&gt;
2v2&lt;br /&gt;
*Szeurope: https://www.war.app/MultiPlayer/Tournament?ID=10502&lt;br /&gt;
*Strat ME: https://www.war.app/MultiPlayer/Tournament?ID=10503&lt;br /&gt;
*EA&amp;amp;O: https://www.war.app/MultiPlayer/Tournament?ID=10505&lt;br /&gt;
&lt;br /&gt;
3v3&lt;br /&gt;
*Europe #1: https://www.war.app/MultiPlayer/Tournament?ID=10507&lt;br /&gt;
*Europe #2: https://www.war.app/MultiPlayer/Tournament?ID=10508&lt;br /&gt;
&lt;br /&gt;
==== Division B ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10561 Strategic ME 16% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10562 MME] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10563 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10564 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10565 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10567 Turkey] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=10569 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=10570 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=10571 East Asia &amp;amp; Oceania] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=10574 Europe (#1)] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=10575 Europe (#2)] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division C ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10593 Strategic ME 16% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10594 MME] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10595 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10596 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10597 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=10598 Turkey] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=10599 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=10600 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=10601 East Asia &amp;amp; Oceania] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=10603 Europe (#1)] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=10604 Europe (#2)] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Season 6 ===&lt;br /&gt;
&lt;br /&gt;
Started in 2015, finished in june the same year.&lt;br /&gt;
&lt;br /&gt;
==== Division A ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13504 Strategic ME 16% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13503 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13503 Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13500 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13502 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13501 Poland] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13506 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13507 China] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13508 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13509 Europe 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13510 Europe 0% SR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division B ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13517 Strategic ME 16% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13518 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13519 Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13520 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13522 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13521 Poland] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13523 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13524 China] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13525 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13526 Europe 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13527 Europe 0% SR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division C ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13577 Strategic ME 16% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13578 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13579 Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13580 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13582 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13581 Poland] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13583 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13584 China] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13619 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13620 Europe 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13621 Europe 0% SR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division D ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13622 Strategic ME 16% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13623 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13624 Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13625 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13626 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [http://war.app/MultiPlayer?TournamentID=13628 Poland] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13630 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13629 China] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [http://war.app/MultiPlayer?TournamentID=13628 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13631 Europe 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [http://war.app/MultiPlayer?TournamentID=13632 Europe 0% SR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Season 7 ===&lt;br /&gt;
&lt;br /&gt;
Started 1st of October, 2015. The biggest one yet, featuring 35 clans, out of which 14 are newcomers.&lt;br /&gt;
&lt;br /&gt;
==== Division A ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Format !!rowspan=&amp;quot;2&amp;quot; | Template !! colspan=&amp;quot;14&amp;quot; | Lineups&lt;br /&gt;
|-&lt;br /&gt;
! Score !! &#039;&#039;apex&#039;&#039; !! Score !! &#039;&#039;AHoL&#039;&#039; !! Score !! &#039;&#039;Blitz&#039;&#039; !! Score !! &#039;&#039;French Community&#039;&#039; !! Score !! &#039;&#039;GG&#039;&#039; !! Score !! &#039;&#039;Lynx&#039;&#039; !! Score !! &#039;&#039;WG&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15702 Strategic ME 0% WR] || (5-1) || [https://www.war.app/Profile?p=213759586 grona] || (2-4) || rowspan=&amp;quot;2&amp;quot; | lobstrosity || (3-3) || Grosshandlaren || (1-5) || Niko || (5-1) || Mike || (2-4) || Kantos || (3-3) || Verzehrer&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15705 Battle Islands V] || (4-2)|| Widzisz || (2-4) || (2-4)|| wakanarai || (2-4) || Phaeril || (4-2) || Ollie || (6-0) || GreenTea || (1-5) || Falker&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15703 Ancient Greece] || (2-4) || Timinator || (3-3) || CONQUISTADORS || (1-5) || Jefferspin || (4-2) || Wazz || (3-3) || MG || (2-4) || Dom365 || (6-0) || Gnuffone&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15704 Guiroma] || (3-3) || Frankdeslimste || (0-6) || MilitaryManiac || (3-3) || rowspan=&amp;quot;2&amp;quot; | Quicksand || (5-1) || rowspan=&amp;quot;2&amp;quot; | 125ch209 || (5-1) || JV || (3-3) || andy903 || (2-4) || Tenshi&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15706 Strategic ME 0% SR] || (5-1) || brisk || (1-5) || [https://www.war.app/Profile?p=957065573 Pooh] || (4-2) || (5-1) || (4-2) || BraaK || (1-5) || Darkpie || (1-5) || Falker&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15707 Turkey] || (4-2) || Master Miyagi || (2-4) || lawm || (1-5) || wakanarai || (4-2) || Général Charles De Gaulle || (6-0) || Latnox || (0-6) || Darkpie || (4-2) || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15710 Strat ME 0% SR] || (2-4) || Frankdeslimste+Kenny || (2-4) || lobstrosity+CONQUISTADORS || (5-1) || QB+linberson || (5-1) || Phaeril+Ze || (4-2) || Julkorn+orinocoflows || (0-6) || Darkpie+Rob || (3-3) || Mirror+Summer&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15708 Guiroma] || (3-3) || Frankdeslimste+Miyagi || (0-6) || lawm+MilitaryManiac || (3-3) || Jefferspin+Quicksand || (5-1) || Niko+Qi (Strategos) || (3-3) || Latnox+Ollie || (3-3) || GreenTea+JSA || (4-2) || Gnuffone+Tenshi&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15709 Szeuropa] || (5-1) || Miyagi+Timinator || (1-5) || CONQUISTADORS+MilitaryManiac || (2-4) || QB+KKND || (4-2) || Phaeril+Wazz || (4-2) || Mike+BADBADNOTGOOD || (3-3) || Arkanton+JSA || (2-4) || ChrisCMU+Verzehrer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15711 Europe 4x4 0% SR] || (6-0) || brisk+Kenny+Timinator || (2-4) || Ace Windu+lawm+CONQUISTADORS || (0-6) || QB+KKND+Quicksand || (5-1) || Phaeril+Wazz+Ze || (3-3) || EZPickens+FlyingBender+Mike || (2-4) || Darkpie+JSA+Rob || (3-3) || Gnuffone+ChrisCMU+Summer&lt;br /&gt;
|-&lt;br /&gt;
|| [https://www.war.app/MultiPlayer/Tournament?ID=15712 Europe 4x5 0% WR] || (5-1) || brisk+grona+Kenny || (0-6) || Ace Windu +lawm+MilitaryManiac || (4-2) || QB+KKND+Grosshandlaren || (4-2) || Qi+Niko+Général Charles De Gaulle || (1-5) || BraaK+Latnox+Muten Roshi || (4-2) || Arkanton+Cruass+JSA || (3-3) || ChrisCMU+Summer+Verzehrer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division B ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15852 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15855 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15853 Ancient Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15854 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=16110 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15857 Turkey] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15821 Strat ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15851 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15822 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15754 Europe 4x4 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15753 Europe 4x5 0% WR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division C ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15795 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15796 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15797 Ancient Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15798 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15799 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15800 Turkey] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15803 Strat ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=16013 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15805 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15775 Europe 4x4 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15774 Europe 4x5 0% WR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division D1 ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15820 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15823 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15824 Ancient Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15826 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15827 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15828 Turkey] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15758 Strat ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15760 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15759 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15757 Europe 4x4 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15735 Europe 4x5 0% WR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Division D2 ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15829 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15831 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15835 Ancient Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15832 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15834 Strategic ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15835 Turkey] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15729 Strat ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15731 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15730 Szeuropa] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15755 Europe 4x4 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15874 Europe 4x5 0% WR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Developmental League ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Format !! Template !! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15865 Strategic ME 0% WR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15866 Battle Islands V] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1v1 || [https://www.war.app/MultiPlayer/Tournament?ID=15867 Ancient Greece] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15872 Strat ME 0% SR] ||&lt;br /&gt;
|-&lt;br /&gt;
| 2v2 || [https://www.war.app/MultiPlayer/Tournament?ID=15873 Guiroma] ||&lt;br /&gt;
|-&lt;br /&gt;
| 3v3 || [https://www.war.app/MultiPlayer/Tournament?ID=15873 Europe 4x4 0% SR] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Season 8 ===&lt;br /&gt;
&lt;br /&gt;
Started June 15, 2016. Last game finished in 2017, making it one of the longest Clan League seasons ever.&lt;br /&gt;
&lt;br /&gt;
=== Season 9 ===&lt;br /&gt;
&lt;br /&gt;
Started February 2, 2017. First season to feature Qualifiers format and first season to be ran with a CLOT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forum Threads ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.war.app/Forum/3884-clan-league Clan League pre-season 1]&lt;br /&gt;
* [https://www.war.app/Forum/4623-clan-league-1-results-far Clan League season 1, partial results]&lt;br /&gt;
* [https://www.war.app/Forum/4558-second-clan-league Clan League season 2]&lt;br /&gt;
* [https://www.war.app/Forum/5225-second-clan-league-tournament-links-results-far Clan League season 2 - update thread]&lt;br /&gt;
* [https://www.war.app/Forum/5912-longawaited-second-clan-league-results Clan League season 2 - results and preparations for season 3]&lt;br /&gt;
* [https://www.war.app/Forum/6309-third-clan-league-group Clan League season 3, division A]&lt;br /&gt;
* [https://www.war.app/Forum/16754-fourth-clan-league Clan League season 4]&lt;br /&gt;
* [https://www.war.app/Forum/31239-fifth-clan-league-information-lineups Clan League season 5 - preparations]&lt;br /&gt;
* [https://www.war.app/Forum/42788-clan-league-5 Clan League season 5 - official thread]&lt;br /&gt;
* [https://www.war.app/Forum/57489-clan-league-6 Clan League season 6 - preparations]&lt;br /&gt;
* [https://www.war.app/Forum/76938-clan-league-6-official-thread Clan League season 6 - official thread]&lt;br /&gt;
* [https://www.war.app/Forum/93697-clan-league-7-preperation-thread Clan League season 7 - preparations]&lt;br /&gt;
* [https://www.war.app/Forum/111378-clan-league-season-7-league-begun Clan League season 7 - Division A thread]&lt;br /&gt;
* [https://www.war.app/Forum/112880-clan-league-7-group-b-official-thread Clan League season 7 - Division B thread]&lt;br /&gt;
* [https://www.war.app/Forum/112719-clan-league-division-c-official-thread Clan League season 7 - Division C thread]&lt;br /&gt;
* [https://www.war.app/Forum/112992-clan-league-7-division-d1-official-thread Clan League season 7 - Division D1 thread]&lt;br /&gt;
* [https://www.war.app/Forum/112988-clan-league-7-division-d2-official-thread Clan League season 7 - Division D2 thread]&lt;br /&gt;
* [https://www.war.app/Forum/108322-clan-league-7-developmental-league Clan League season 7 - Developmental League]&lt;br /&gt;
* [https://www.war.app/Forum/136760-development-league-season-1-results Clan League season 7 - Developmental League results]&lt;br /&gt;
* [https://www.war.app/Forum/166818-clan-league-8-links Clan League season 8 links]&lt;br /&gt;
* [https://www.war.app/Forum/242841-clan-league-9-kick Clan League season 9 links]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Single-player_levels&amp;diff=7982</id>
		<title>Single-player levels</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Single-player_levels&amp;diff=7982"/>
		<updated>2026-06-14T17:43:07Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;War.app has a campaign of single-player levels that may be found under [https://www.war.app/SinglePlayer/Play the Single Player tab].&lt;br /&gt;
&lt;br /&gt;
Clearing each level within a certain number of turns will earn the player a gold star.&lt;br /&gt;
&lt;br /&gt;
If a player is struggling with a level the game will give the option to skip it and move on to the next level.&lt;br /&gt;
&lt;br /&gt;
== Campaign Levels ==&lt;br /&gt;
&lt;br /&gt;
As of 2022-03-17 there are 157 levels available in the single-player campaign (including the tutorial).&lt;br /&gt;
&lt;br /&gt;
The current campaign was introduced with [https://www.war.app/blog/index.php/2016/06/update-3-15-new-single-player-levels-community-levels/ Update 3.15] (2016-06-14), and contained 35 levels (all levels up to World War Pixel, except for Break the bank). In [https://www.war.app/blog/index.php/2019/05/update-4-17-expanded-single-player/ Update 4.17] (2019-05-08) the single-player campaign was expanded to 127 levels. All levels after World War Pixel are community-created. &lt;br /&gt;
&lt;br /&gt;
=== Inbuilt levels ===&lt;br /&gt;
&lt;br /&gt;
These can be played on the mobile app without an Internet connection.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Number&lt;br /&gt;
!Name&lt;br /&gt;
!Introduces&lt;br /&gt;
!Turns to get gold&lt;br /&gt;
!Players/Teams&lt;br /&gt;
!Map&lt;br /&gt;
|-&lt;br /&gt;
|0 || Tutorial || Basic mechanics || n/a || 1 player || [https://www.war.app/Map/8557-Tutorial Tutorial]&lt;br /&gt;
|-&lt;br /&gt;
|1 || Time to take a risk || [[AI]] || 7 || 1 v 1 || [https://www.war.app/Map/22014-Small-Earth-Board-Map Small Earth Board Map]&lt;br /&gt;
|-&lt;br /&gt;
|2 || Now you see me... || [[Fog]] (normal) || 11 || 3 player FFA || Small Earth Board Map&lt;br /&gt;
|-&lt;br /&gt;
|3 || Top of the plateau || [[Reinforcement Card]] || 7 || 3 player FFA || [https://www.war.app/Map/8355-Lost-Plateaus The Lost Plateaus]&lt;br /&gt;
|-&lt;br /&gt;
|4 || Get a clue || [[Manual Distribution]], [[Wastelands]] || 10 || 3 player FFA || [https://www.war.app/Map/750-Space-Invaders Space Invaders]&lt;br /&gt;
|-&lt;br /&gt;
|5 || Hard to get || [[Blockade and Emergency Blockade Cards|Emergency Blockade Card]] || 17 || 4 player FFA || [https://www.war.app/Map/7276-Atlantis Atlantis]&lt;br /&gt;
|-&lt;br /&gt;
|6 || Take the Castle || [[Blockade and Emergency Blockade Cards|Blockade Card]] || 21 || 4 player FFA || [https://www.war.app/Map/5055-Hurueys-Castle Huruey&#039;s Castle]&lt;br /&gt;
|-&lt;br /&gt;
|7 || Getting Strategic || [[Strategic 1 v 1]] || 13 || 1 v 1 || [https://www.war.app/Map/7224-Modified-Medium-Earth Modified Medium Earth]&lt;br /&gt;
|-&lt;br /&gt;
|8 || World War 2320 || [[Boss]] (type 1) || 19 || 5 player FFA || [https://www.war.app/Map/24229-War-Worlds War Of The Worlds]&lt;br /&gt;
|-&lt;br /&gt;
|9 || Kill or be killed || [[Commanders]] || 19 || 3 player FFA || [https://www.war.app/Map/745-Drakemors-World Drakemor&#039;s World]&lt;br /&gt;
|-&lt;br /&gt;
|10 || The Italian Hunt || [[Fog|Light Fog]], [[Move order|No-luck cycle move order]] || 3 || 1 v 1 || [https://www.war.app/Map/2303-Italy-Medium Italy Medium]&lt;br /&gt;
|-&lt;br /&gt;
|11 || Calling all reinforcements || [[Teams]], [[Airlift Card]] || 8 || 2 v 1 || [https://www.war.app/Map/155-Europe-Challenge-Map Europe Challenge Map]&lt;br /&gt;
|-&lt;br /&gt;
|12 || Floating Skills || [[Transfer only]] || 19 || 4 player FFA || [https://www.war.app/Map/19700-Floating-Rocks Floating Rocks]&lt;br /&gt;
|-&lt;br /&gt;
|13 || Race to the middle || [[Overridden Bonuses]] || 16 || 4 player FFA || [https://www.war.app/Map/3083-Four-Castles Four Castles]&lt;br /&gt;
|-&lt;br /&gt;
|14 || A different approach || [[Extra armies for territories]] || 15 || 4 player FFA || [https://www.war.app/Map/5310-Diplomacy-World Diplomacy (World)]&lt;br /&gt;
|-&lt;br /&gt;
|15 || Complex Complex ||[[Reinforcement Card]] (progressive) || 22 || 4 player FFA || [https://www.war.app/Map/6029-Concrete-complex Concrete complex]&lt;br /&gt;
|-&lt;br /&gt;
|16 || Break the bank || [[Commerce]] || 24 || 2 v 1 || [https://www.war.app/Map/7202-South-Africa South Africa]&lt;br /&gt;
|-&lt;br /&gt;
|17 || Someone stole my oil || [[Boss]] (type 2) || 16 || 4 player FFA || [https://www.war.app/Map/12769-Greater-Middle-East-III Greater Middle East 3]&lt;br /&gt;
|-&lt;br /&gt;
|18 || Ham or Turkey || [[Local deployments]] || . || 4 player FFA || [https://www.war.app/Map/5402-Turkey-T%C3%BCrkiye Turkey (Türkiye)]&lt;br /&gt;
|-&lt;br /&gt;
|19 || Feeling Blue || [[One Army Must Stand Guard]] || 22 || 4 player FFA || [https://www.war.app/Map/21694-Oceanica Oceanica]&lt;br /&gt;
|-&lt;br /&gt;
|20 || Stuck together || [[No-split mode]] || 25 || 4 player FFA || [https://www.war.app/Map/16632-Igostrol-Colonies Igostrol Colonies]&lt;br /&gt;
|-&lt;br /&gt;
|21 || Three blind mice || [[Fog|Heavy Fog]] || 18 || 4 player FFA || [https://www.war.app/Map/3801-Crescent-Island Crescent Island]&lt;br /&gt;
|-&lt;br /&gt;
|22 || Blind man&#039;s game || [[Fog|Complete Fog]] || 16 || 4 player FFA || [https://www.war.app/Map/10401-Qina Qina]&lt;br /&gt;
|-&lt;br /&gt;
|23 || Half and half || [[Bomb Card]] || 23 || 4 player FFA || [https://www.war.app/Map/8437-KPX K-PX]&lt;br /&gt;
|-&lt;br /&gt;
|24 || The best defense... || [[Offense and defense kill rates]] || 19 || 5 player FFA || [https://www.war.app/Map/14191-Battle-Dresden-1813 Battle of Dresden in 1813]&lt;br /&gt;
|-&lt;br /&gt;
|25 || Luck be a lady || [[Luck Modifier]] || 24 || 5 player FFA || [https://www.war.app/Map/4278-3-Planets 3 Planets]&lt;br /&gt;
|-&lt;br /&gt;
|26 || Caesar&#039;s challenge || [[Boss]] (type 3) || 32 || 4 player FFA || [https://www.war.app/Map/6618-Rise-Rome Rise of Rome]&lt;br /&gt;
|-&lt;br /&gt;
|27 || Island Hopping || [[Order Delay Card]] || 21 || 5 player FFA || [https://www.war.app/Map/10273-UrsaLuna Ursa:Luna]&lt;br /&gt;
|-&lt;br /&gt;
|28 || Wizard&#039;s lightning || [[Multi Attack|Multi-attack]] || 9 || 4 player FFA || [https://www.war.app/Map/13109-Medieval-Battleground Medieval Battleground]&lt;br /&gt;
|-&lt;br /&gt;
|29 || Sinister water || None || 23 || 6 player FFA || [https://www.war.app/Map/9108-Saligia Saligia]&lt;br /&gt;
|-&lt;br /&gt;
|30 || Hopscotch || None || 10 || 4 player FFA || [https://www.war.app/Map/2554-Hopscotch Hopscotch]&lt;br /&gt;
|-&lt;br /&gt;
|31 || Finding the limit || [[Army cap]] || 16 || 4 player FFA || [https://www.war.app/Map/5420-Republic-Macedonia Republic of Macedonia]&lt;br /&gt;
|-&lt;br /&gt;
|32 || Better to give || [[Gift Card]] || 18 || 2 v 3 || [https://www.war.app/Map/18584-Siege-Feldmere The Siege of Feldmere]&lt;br /&gt;
|-&lt;br /&gt;
|33 || Serfs up || [[Diplomacy Card]] || 23 || 5 player FFA || [https://www.war.app/Map/16938-Breaking-Green Breaking Green]&lt;br /&gt;
|-&lt;br /&gt;
|34 || Playing favorites || [[Sanctions Card]] || 19 || 5 player FFA || [https://www.war.app/Map/16739-Millennium-Mediterranean Millennium Mediterranean]&lt;br /&gt;
|-&lt;br /&gt;
|35 || World War Pixel || [[Boss]] (type 4) || 16 || 1 v 3 || [https://www.war.app/Map/14538-Final-Earth Final Earth]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Community levels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Number&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Turns to get gold&lt;br /&gt;
!Players/Teams&lt;br /&gt;
!Map&lt;br /&gt;
|-&lt;br /&gt;
|36 || [https://www.war.app/SinglePlayer/Level?ID=1049659 Castles battle to conquer Far Land] || Lionheart || 22 || 1 v 1 || [https://www.war.app/Map/28860-Far-Land Far Land]&lt;br /&gt;
|-&lt;br /&gt;
|37 || [https://www.war.app/SinglePlayer/Level?ID=1015652 A Battle in Jerusalem (LD)] || Tyrion || . || 1 v 2 v 2 || .&lt;br /&gt;
|-&lt;br /&gt;
|38 || Hiding Place&lt;br /&gt;
|-&lt;br /&gt;
|39 || pirates!&lt;br /&gt;
|-&lt;br /&gt;
|40 || Gungy 6&lt;br /&gt;
|-&lt;br /&gt;
|41 || Viking Battle in the Bork Land&lt;br /&gt;
|-&lt;br /&gt;
|42 || How many turns do you need?&lt;br /&gt;
|-&lt;br /&gt;
|43 || Chaos&lt;br /&gt;
|-&lt;br /&gt;
|44 || Vietnam War&lt;br /&gt;
|-&lt;br /&gt;
|45 || Zodiac Czar&lt;br /&gt;
|-&lt;br /&gt;
|46 || Surprise! (5)&lt;br /&gt;
|-&lt;br /&gt;
|47 || China teams&lt;br /&gt;
|-&lt;br /&gt;
|48 || Inchmeal&lt;br /&gt;
|-&lt;br /&gt;
|49 || who owns the moon?&lt;br /&gt;
|-&lt;br /&gt;
|50 || Pirate Trouble&lt;br /&gt;
|-&lt;br /&gt;
|51 || Wrath of the Aliens pt.4&lt;br /&gt;
|-&lt;br /&gt;
|52 || The Harbor&lt;br /&gt;
|-&lt;br /&gt;
|53 || Biomes - they swing both ways&lt;br /&gt;
|-&lt;br /&gt;
|54 || Island War B&lt;br /&gt;
|-&lt;br /&gt;
|55 || Patience is a Virtue&lt;br /&gt;
|-&lt;br /&gt;
|56 || Eight Bridges&lt;br /&gt;
|-&lt;br /&gt;
|57 || The Asteroid&lt;br /&gt;
|-&lt;br /&gt;
|58 || Thani&#039;s Stand&lt;br /&gt;
|-&lt;br /&gt;
|59 || Kill &#039;em all!!!&lt;br /&gt;
|-&lt;br /&gt;
|60 || The Yeti&lt;br /&gt;
|-&lt;br /&gt;
|61 || Viking landing&lt;br /&gt;
|-&lt;br /&gt;
|62 || [https://www.war.app/SinglePlayer/Level?ID=1121952 Battle Arena] || Luis || . || . || .&lt;br /&gt;
|-&lt;br /&gt;
|63 || ldb&lt;br /&gt;
|-&lt;br /&gt;
|64 || Korean War&lt;br /&gt;
|-&lt;br /&gt;
|65 || Skull Island - 1935 Venture Expedition&lt;br /&gt;
|-&lt;br /&gt;
|66 || x-factor&lt;br /&gt;
|-&lt;br /&gt;
|67 || landing&lt;br /&gt;
|-&lt;br /&gt;
|68 || [https://www.war.app/SinglePlayer/Level?ID=848346 kleintje off 11% def 91%] || Jan Holland || . || . || .&lt;br /&gt;
|-&lt;br /&gt;
|69 || Interesting WW1 Game&lt;br /&gt;
|-&lt;br /&gt;
|70 || Peloponnesian War&lt;br /&gt;
|-&lt;br /&gt;
|71 || 214&lt;br /&gt;
|-&lt;br /&gt;
|72 || War for Zargos (advanced)&lt;br /&gt;
|-&lt;br /&gt;
|73 || Crossword puzzle&lt;br /&gt;
|-&lt;br /&gt;
|74 || X, Y and Z&lt;br /&gt;
|-&lt;br /&gt;
|75 || Hadrian&#039;s Wall&lt;br /&gt;
|-&lt;br /&gt;
|76 || War of Ages&lt;br /&gt;
|-&lt;br /&gt;
|77 || [https://www.war.app/SinglePlayer/Level?ID=882097 Help the Priestess of Psion] || unicorn7 || . || . || .&lt;br /&gt;
|-&lt;br /&gt;
|78 || zapper&lt;br /&gt;
|-&lt;br /&gt;
|79 || Mound of War&lt;br /&gt;
|-&lt;br /&gt;
|80 || 217&lt;br /&gt;
|-&lt;br /&gt;
|81 || Siege of Feldmere&lt;br /&gt;
|-&lt;br /&gt;
|82 || support your AI&lt;br /&gt;
|-&lt;br /&gt;
|83 || Outer Space&lt;br /&gt;
|-&lt;br /&gt;
|84 || kronos&lt;br /&gt;
|-&lt;br /&gt;
|85 || Deadly Trio&lt;br /&gt;
|-&lt;br /&gt;
|86 || Snowflakes 3-Way&lt;br /&gt;
|-&lt;br /&gt;
|87 || Live by the sword...&lt;br /&gt;
|-&lt;br /&gt;
|88 || Conquest of the Solar System Part 1&lt;br /&gt;
|-&lt;br /&gt;
|89 || A New World&lt;br /&gt;
|-&lt;br /&gt;
|90 || Beginner Level (7)&lt;br /&gt;
|-&lt;br /&gt;
|91 || survival strategy&lt;br /&gt;
|-&lt;br /&gt;
|92 || Forest Wars, Episode V - The Empire Strikes Back&lt;br /&gt;
|-&lt;br /&gt;
|93 || Survive and Thrive&lt;br /&gt;
|-&lt;br /&gt;
|94 || Volcano mayhem&lt;br /&gt;
|-&lt;br /&gt;
|95 || Hold the line&lt;br /&gt;
|-&lt;br /&gt;
|96 || Schleswig-Holstein&lt;br /&gt;
|-&lt;br /&gt;
|97 || Isthmus 3-Way&lt;br /&gt;
|-&lt;br /&gt;
|98 || Battle of the Elements&lt;br /&gt;
|-&lt;br /&gt;
|99 || Rise of Assyria&lt;br /&gt;
|-&lt;br /&gt;
|100 || Monkey in the Middle..Harder Version&lt;br /&gt;
|-&lt;br /&gt;
|101 || Doom is Nigh - 4&lt;br /&gt;
|-&lt;br /&gt;
|102 || three front war - one at a time&lt;br /&gt;
|-&lt;br /&gt;
|103 || castle&lt;br /&gt;
|-&lt;br /&gt;
|104 || Rome - Partha vs Spain vs Italy&lt;br /&gt;
|-&lt;br /&gt;
|105 || Dog fight&lt;br /&gt;
|-&lt;br /&gt;
|106 || Team Work&lt;br /&gt;
|-&lt;br /&gt;
|107 || Corridor War&lt;br /&gt;
|-&lt;br /&gt;
|108 || keep the north&lt;br /&gt;
|-&lt;br /&gt;
|109 || 1 v 1&lt;br /&gt;
|- &lt;br /&gt;
|110 || Revolution&lt;br /&gt;
|-&lt;br /&gt;
|111 || Italian Free For All&lt;br /&gt;
|-&lt;br /&gt;
|112 || Civilisation Wars&lt;br /&gt;
|-&lt;br /&gt;
|113 || con&lt;br /&gt;
|-&lt;br /&gt;
|114 || Around Black Sea Total WAAAR&lt;br /&gt;
|-&lt;br /&gt;
|115 || Petrol&lt;br /&gt;
|-&lt;br /&gt;
|116 || Alaska Medium 3-Way&lt;br /&gt;
|-&lt;br /&gt;
|117 || Rise of Fascist Romania P1&lt;br /&gt;
|-&lt;br /&gt;
|118 || Battle of the Nations 1813&lt;br /&gt;
|-&lt;br /&gt;
|119 || The Coliseum&lt;br /&gt;
|-&lt;br /&gt;
|120 || Mind Games&lt;br /&gt;
|-&lt;br /&gt;
|121 || Fisher Island&lt;br /&gt;
|-&lt;br /&gt;
|122 || Mehikonien and Aergard 3-Way&lt;br /&gt;
|-&lt;br /&gt;
|123 || Impossible Intervention Challenge&lt;br /&gt;
|-&lt;br /&gt;
|124 || War.app&lt;br /&gt;
|-&lt;br /&gt;
|125 || Prowl in Old Town&lt;br /&gt;
|-&lt;br /&gt;
|126 || FAST WD #1&lt;br /&gt;
|-&lt;br /&gt;
|127 || The Frenzy Lumberjack Duo&lt;br /&gt;
|-&lt;br /&gt;
|128 || Aklog Island&lt;br /&gt;
|-&lt;br /&gt;
|129 || outrageous v3&lt;br /&gt;
|-&lt;br /&gt;
|130 || Hirilia 3-Way&lt;br /&gt;
|-&lt;br /&gt;
|131 || Defender&lt;br /&gt;
|-&lt;br /&gt;
|132 || 5 guys for the Mosslands&lt;br /&gt;
|-&lt;br /&gt;
|133 || A Ride Through Hell&lt;br /&gt;
|-&lt;br /&gt;
|134 || Your only ally&lt;br /&gt;
|-&lt;br /&gt;
|135 || Tricky Europe V2&lt;br /&gt;
|-&lt;br /&gt;
|136 || Italo Turkish War&lt;br /&gt;
|-&lt;br /&gt;
|137 || The Mischievous Neighbours&lt;br /&gt;
|-&lt;br /&gt;
|138 || Battle&lt;br /&gt;
|-&lt;br /&gt;
|139 || Conquer the island&lt;br /&gt;
|-&lt;br /&gt;
|140 || lol&lt;br /&gt;
|-&lt;br /&gt;
|141 || 2020&lt;br /&gt;
|-&lt;br /&gt;
|142 || Time to take a risk but something is wrong here&lt;br /&gt;
|-&lt;br /&gt;
|143 || Six Pack&lt;br /&gt;
|-&lt;br /&gt;
|144 || ...&lt;br /&gt;
|-&lt;br /&gt;
|145 || Please do not post ridiculous games&lt;br /&gt;
|-&lt;br /&gt;
|146 || 1 weak and 1 useless allied&lt;br /&gt;
|-&lt;br /&gt;
|147 || Quick Challenge&lt;br /&gt;
|-&lt;br /&gt;
|148 || Defense of Numenor&lt;br /&gt;
|-&lt;br /&gt;
|149 || Navy Battle 12 Player&lt;br /&gt;
|-&lt;br /&gt;
|150 || hard to get it&lt;br /&gt;
|-&lt;br /&gt;
|151 || Medieval Japan&lt;br /&gt;
|-&lt;br /&gt;
|152 || Triple Threat&lt;br /&gt;
|-&lt;br /&gt;
|153 || Getting Commercial&lt;br /&gt;
|-&lt;br /&gt;
|154 || The Concordia Duel&lt;br /&gt;
|-&lt;br /&gt;
|155 || Battle Perfection: Artifical Intelligence I&lt;br /&gt;
|-&lt;br /&gt;
|156 || Sri Lankan Hastiness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Old levels ==&lt;br /&gt;
&lt;br /&gt;
Before Update 3.15, there were only six levels (not including the tutorial). They were:&lt;br /&gt;
&lt;br /&gt;
*[[Level 1]] ([https://www.war.app/SinglePlayer?Level=12 play])&lt;br /&gt;
*[[Level 2]] ([https://www.war.app/SinglePlayer?Level=13 play])&lt;br /&gt;
*[[Level 3]] ([https://www.war.app/SinglePlayer?Level=14 play])&lt;br /&gt;
*[[Europe Challenge]] ([https://www.war.app/SinglePlayer?Level=15 play])&lt;br /&gt;
*[[Crazy Challenge]] ([https://www.war.app/SinglePlayer?Level=16 play])&lt;br /&gt;
*[[Insane Challenge]] ([https://www.war.app/SinglePlayer?Level=17 play])&lt;br /&gt;
&lt;br /&gt;
== Creating single player levels ==&lt;br /&gt;
&lt;br /&gt;
If you feel so inclined, you can also [[Creating single player levels|make your own levels]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
After each game is over (either by victory or defeat), you can use the [[History]] to see what happened behind the fog. If you want to end the game without waiting for elimination, you can simply press Players -&amp;gt; Surrender to end the game.&lt;br /&gt;
&lt;br /&gt;
==Customizing==&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to play custom games based on the thirty-four built-in levels.  This means you can customize the level&#039;s settings.  Of course, as a custom practice game, winning won&#039;t be reflected on your [[profile]].&lt;br /&gt;
&lt;br /&gt;
For example, it can be useful to turn off [[fog]] for the challenge levels.  This can help players in understanding how the AIs move and react.&lt;br /&gt;
&lt;br /&gt;
To accomplish this, follow these steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Click the Single Player tab&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Click Practice Game&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Click the button under Single Player Built-In Templates&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Select the level you want to customize&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Check the &amp;quot;Customize Template&amp;quot; box&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;On the next two steps, change any settings as desired, such as clicking &amp;quot;No Fog&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Single-player games are automatically saved to your [[local storage]] and can be resumed later. If you are playing on the website, you can view your saved games at [https://www.war.app/SinglePlayer/SavedGames the Single Player saved games page]. Saved games are saved onto your local computer, not the server, so you must resume each game on the same computer as you started it. If you have too much data stored on your local storage, single player games may not save. To fix this, [[Local storage#Clearing Local Storage storage|clear your local storage]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---When you save a game for the first time, War.app will ask if you if you want to enable &#039;&#039;&#039;auto-save&#039;&#039;&#039;. If you disable auto-save, it will work like most single-player games do in that you can save a game, try a few things, and then load the game back to an earlier turn.&lt;br /&gt;
&lt;br /&gt;
If you enable auto-save, the game will automatically overwrite the last save each time you take a turn. This means you cannot re-load back to an earlier turn. In order for a win of one of the six built-in levels to count, you must enable auto-save. This means that without auto-save, wins won’t award gold stars, appear on your [[profile]], or lower the turn times showed on the single player tab. not needed (DanWL 10 Nov 2016)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Levels}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Single Player|!]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Strategic_Templates&amp;diff=7981</id>
		<title>Strategic Templates</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Strategic_Templates&amp;diff=7981"/>
		<updated>2026-06-14T17:40:29Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists some strategic templates, compiled by the war.app community.&lt;br /&gt;
&lt;br /&gt;
Note a decent source of strategic templates is available at the community-run multi-template ladder: https://www.warlight-mtl.com/all-templates&lt;br /&gt;
Also some useful forum threads https://www.war.app/Forum/103952-qi-templates and https://www.war.app/Forum/43691-templates-new-old&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The table below can be sorted by author, game type, map, or template name.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Author&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Map&lt;br /&gt;
! Settings&lt;br /&gt;
! Luck&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Starting territories × Initial armies + Base armies&amp;quot;&amp;gt;(S × A) + B&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Examples&lt;br /&gt;
! Template&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fizzer&lt;br /&gt;
| 1v1&lt;br /&gt;
| Medium Earth Traditional&lt;br /&gt;
| Modified Medium Earth&lt;br /&gt;
| &lt;br /&gt;
| 0% SR&lt;br /&gt;
| (3 x 5) + 5&lt;br /&gt;
| [https://war.app/MultiPlayer?GameID=44558213 44558213]&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=247736 1070738]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qi&lt;br /&gt;
| 2v2&lt;br /&gt;
| Guiropa 2v2&lt;br /&gt;
| [https://www.war.app/Map/73-Europe Europe]&lt;br /&gt;
| 15 [[Wastelands]] of 3&amp;lt;br&amp;gt;All other neutrals are 2&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;No cards&amp;lt;br&amp;gt;Random [[Move Order]]&lt;br /&gt;
| [[Luck Modifier|0%]] [[Rounding Mode|WR]]&lt;br /&gt;
| (3 × 5) + 5&lt;br /&gt;
| [https://www.war.app/MultiPlayer?GameID=13606157 13606157]&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=247736 247736]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
| 1v1&lt;br /&gt;
| Fast Medium Earth&lt;br /&gt;
| [https://www.war.app/Map/7224-Modified-Medium-Earth Modified Medium Earth]&lt;br /&gt;
| [[Wastelands]]&amp;lt;br&amp;gt;Non-default kill rates&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Order Priority Card]]s&amp;lt;br&amp;gt;[[Blockade Card]]&lt;br /&gt;
| [[Luck Modifier|0%]] [[Rounding Mode|SR]]&lt;br /&gt;
| (5 × 3) + 3&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=441673 441673]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
| 1v1&lt;br /&gt;
| Macedonia 1v1&lt;br /&gt;
| [https://www.war.app/Map/5420-Republic-Macedonia Republic Macedonia]&lt;br /&gt;
| [[Wastelands]]&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Blockade Card]]&lt;br /&gt;
| 0% WR&lt;br /&gt;
| (4 × 5) + 4&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=306574 306574]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
| 1v1&lt;br /&gt;
| Poland 1v1&lt;br /&gt;
| [https://www.war.app/Map/498-Poland-Big Poland Big]&lt;br /&gt;
| [[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Emergency Blockade Card]]&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (5 × 4) + 5&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=272877 272877]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
| 1v1&lt;br /&gt;
| Slow Medium Earth&lt;br /&gt;
| Modified Medium Earth&lt;br /&gt;
| [[Wastelands]]&amp;lt;br&amp;gt;Non-default kill rates&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Reinforcement Card]]s&amp;lt;br&amp;gt;[[Blockade Card]]&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (5 × 4) + 4&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=260359 260359]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|Battle Islands IV 2v2&lt;br /&gt;
|[https://www.war.app/Map/5449-Battle-Islands-IV Battle Islands IV]&lt;br /&gt;
|Wastelands&lt;br /&gt;
|0% SR&lt;br /&gt;
|(4 X 5) + 5&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=289241 289241]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|Black Sea 2v2&lt;br /&gt;
|[https://www.war.app/Map/11922-Black-Sea Black Sea]&lt;br /&gt;
|Wastelands&lt;br /&gt;
|0% SR&lt;br /&gt;
|(4 X 4) + 4&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=405373 405373]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|China 2v2&lt;br /&gt;
|[https://www.war.app/Map/8144-China China]&lt;br /&gt;
|Wastelands&lt;br /&gt;
|0% SR&lt;br /&gt;
|(4 X 4) + 5&lt;br /&gt;
|[https://www.war.app/MultiPlayer?GameID=12842916 12842916]&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=274931 274931]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|France 2v2&lt;br /&gt;
|[https://www.war.app/Map/5305-France-villes-et-capitales France : villes et capitales]&lt;br /&gt;
|Wastelands&amp;lt;br&amp;gt;Emergency Blockade Card&amp;lt;br&amp;gt;Order Priority Card&amp;lt;br&amp;gt;[[Gift Card]]&lt;br /&gt;
|0% SR&lt;br /&gt;
|(4 X 4) + 3&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=284955 284955]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|Guiroma 2v2&lt;br /&gt;
|[https://www.war.app/Map/1173-Imperium-Romanum Imperium Romanum]&lt;br /&gt;
|Wastelands&amp;lt;br&amp;gt;Overridden Bonuses&lt;br /&gt;
|0% SR&lt;br /&gt;
|(3 X 5) + 5&lt;br /&gt;
|[https://www.war.app/MultiPlayer?GameID=9318002 9318002]&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=289038 289038]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|LOTR 2v2&lt;br /&gt;
|[https://www.war.app/Map/633-Battle-Middle-Earth Battle for Middle Earth]&lt;br /&gt;
|Cyclic Move Order&amp;lt;br&amp;gt;Wastelands&amp;lt;br&amp;gt;Overridden Bonuses&amp;lt;br&amp;gt;Gift Card&lt;br /&gt;
|0% SR&lt;br /&gt;
|(5 X 4) + 3&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=310067 310067]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|Poland 2v2&lt;br /&gt;
|[https://www.war.app/Map/498-Poland-Big Poland Big]&lt;br /&gt;
|Overridden Bonuses&amp;lt;br&amp;gt;Gift Card&amp;lt;br&amp;gt;Blockade Cards&lt;br /&gt;
|0% SR&lt;br /&gt;
|(5 X 4) + 5&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=287512 287512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|Szeuropa&lt;br /&gt;
|[https://www.war.app/Map/73-Europe Europe]&lt;br /&gt;
|15 Wastelands of 3&amp;lt;br&amp;gt;Overridden Bonuses&lt;br /&gt;
|0% SR&lt;br /&gt;
|(4 X 4) + 4&lt;br /&gt;
|[https://www.war.app/MultiPlayer?GameID=15565686 15565686]&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=249958 249958]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|2 v 2&lt;br /&gt;
|Ursa Luna 2v2&lt;br /&gt;
|[https://www.war.app/Map/10273-UrsaLuna Ursa:Luna]&lt;br /&gt;
|Wastelands&amp;lt;br&amp;gt;Overridden Bonuses&lt;br /&gt;
|0% SR&lt;br /&gt;
|(6 X 4) + 2&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=454779 454779]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|3 v 3&lt;br /&gt;
|Big Asia 3v3&lt;br /&gt;
|[https://www.war.app/Map/132-Eastern-Asia Eastern Asia]&lt;br /&gt;
|Wastelands&amp;lt;br&amp;gt;Overridden Bonuses&lt;br /&gt;
|0% SR&lt;br /&gt;
|(6 X 8) + 6&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=455258 455258]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|3 v 3&lt;br /&gt;
|China 3v3&lt;br /&gt;
|China&lt;br /&gt;
|Wastelands&lt;br /&gt;
|0% WR&lt;br /&gt;
|(3 X 4) + 5&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=274410 274410]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|3 v 3&lt;br /&gt;
|Europe 2.0 3v3&lt;br /&gt;
|[https://www.war.app/Map/14319-Europe-20 Europe 2.0]&lt;br /&gt;
|Wastelands&amp;lt;br&amp;gt;Overridden Bonuses&lt;br /&gt;
|0% SR&lt;br /&gt;
|(4 X 4) + 4&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=463211 463211]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|3 v 3&lt;br /&gt;
|Europe 3v3 NC&lt;br /&gt;
|Europe&lt;br /&gt;
|&lt;br /&gt;
|0% SR&lt;br /&gt;
|4 X 4 X 5&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=283880 283880]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|3 v 3&lt;br /&gt;
|Medium Asia 3v3&lt;br /&gt;
|[https://www.war.app/Map/8137-Medium-East-Asia Medium East Asia]&lt;br /&gt;
|&lt;br /&gt;
|0% SR&lt;br /&gt;
|4 X 4 X 3&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=293856 293856]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Szeweningen&lt;br /&gt;
|3 v 3&lt;br /&gt;
|Poland 3v3&lt;br /&gt;
|Poland Big&lt;br /&gt;
|Overridden Bonuses&amp;lt;br&amp;gt;Gift Card&amp;lt;br&amp;gt;Blockade Cards&lt;br /&gt;
|0% SR&lt;br /&gt;
|4 X 4 X 5&lt;br /&gt;
|&lt;br /&gt;
|[https://www.war.app/MultiPlayer?TemplateID=279776 279776]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 1v1&lt;br /&gt;
| Ancient Greece II LD&lt;br /&gt;
| [https://www.war.app/Map/9623-Ancient-Greece-II Ancient Greece II]&lt;br /&gt;
| [[Fog|Light Fog]]&amp;lt;br&amp;gt;[[Automatic Distribution]]&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Local Deployments]]&amp;lt;br&amp;gt;[[Reinforcement Card]]s&amp;lt;br&amp;gt;[[Blockade Card]]s&amp;lt;br&amp;gt;[[Cards#Card Fog|No Card Fog]]&lt;br /&gt;
| 16% SR&lt;br /&gt;
| (4 × 2) + 6&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=513765 513765]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Atlantis&lt;br /&gt;
| [https://www.war.app/Map/7276-Atlantis Atlantis]&lt;br /&gt;
| [[Wastelands]]&amp;lt;br&amp;gt;[[Reinforcement Card]]s&amp;lt;br&amp;gt;[[Order Priority Card]]s&amp;lt;br&amp;gt;[[Order Delay Card]]s&amp;lt;br&amp;gt;[[Blockade Card]]s&amp;lt;br&amp;gt;No Card Fog&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (4 × 4) + 3&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=724537 724537]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Auto Earth&lt;br /&gt;
| [https://www.war.app/Map/14538-Final-Earth Final Earth]&lt;br /&gt;
| [[Fog|Light Fog]]&amp;lt;br&amp;gt;[[Automatic Distribution]]&amp;lt;br&amp;gt;[[Blockade Card]]s&amp;lt;br&amp;gt;No Card Fog&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (4 × 2) + 6&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=513723 513723]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Baltic Sea&lt;br /&gt;
| [https://www.war.app/Map/8351-Baltic-Sea Baltic Sea]&lt;br /&gt;
| [[Wastelands]]&amp;lt;br&amp;gt;[[Reinforcement Card]]s&amp;lt;br&amp;gt;[[Order Priority Card]]s&amp;lt;br&amp;gt;[[Order Delay Card]]s&amp;lt;br&amp;gt;[[Blockade Card]]s&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (3 × 4) + 5&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=497238 497238]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Black Sea&lt;br /&gt;
| Black Sea&lt;br /&gt;
| [[No-Luck Cycle Move Order]]&amp;lt;br&amp;gt;[[Wastelands]]&amp;lt;br&amp;gt;Non-default kill rates&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Reinforcement Card]]s&amp;lt;br&amp;gt;[[Order Priority Card]]s&amp;lt;br&amp;gt;[[Order Delay Card]]s&amp;lt;br&amp;gt;[[Spy, Reconnaissance, and Surveillance Cards#Surveillance Card|Surveillance Cards]]&amp;lt;br&amp;gt;[[Blockade Card]]s&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (4 × 3) + 4&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=698356 698356]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Battle Islands V Multi-Attack&lt;br /&gt;
| [https://www.war.app/Map/5745-Battle-Islands-V Battle Islands V]&lt;br /&gt;
| [[Multi Attack]]&amp;lt;br&amp;gt;[[Wastelands]]&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Order Priority Card]]&amp;lt;br&amp;gt;[[Gift Card]]&amp;lt;br&amp;gt;[[Spy, Reconnaissance, and Surveillance Cards#Surveillance Card|Reconnaissance Cards]]&amp;lt;br&amp;gt;[[Blockade Card]]s&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (3 × 6) + 5&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=953746 953746]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| British Raj&lt;br /&gt;
| [https://www.war.app/Map/19502-British-Raj British Raj]&lt;br /&gt;
| [[Wastelands]]&amp;lt;br&amp;gt;[[Overridden Bonuses]]&amp;lt;br&amp;gt;[[Spy, Reconnaissance, and Surveillance Cards#Surveillance Card|Reconnaissance Cards]]&amp;lt;br&amp;gt;[[Blockade Card]]&lt;br /&gt;
| 0% SR&lt;br /&gt;
| (4 × 4) + 5&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=724538 724538]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| China&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=515453 515453]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Fast Earth&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=442159 442159]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| France&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=475517 475517]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| French Brawl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer/Tournament?ID=21097 Tournament 21097]&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=762592 762592]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Georgia Army Cap&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=767878 767878]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Greater Middle East&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=475518 475518]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Greece&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=429584 429584]&lt;br /&gt;
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| 1v1&lt;br /&gt;
| Greece LLFD&lt;br /&gt;
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| Heavy Earth&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=381921 381921]&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=767876 767876]&lt;br /&gt;
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| 1v1&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=767882 767882]&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=497215 497215]&lt;br /&gt;
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| Rad Osil&lt;br /&gt;
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| [https://www.war.app/MultiPlayer/Tournament?ID=20820 Tournament 20820]&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=496689 496689]&lt;br /&gt;
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| Red Dead Redemption&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=476990 476990]&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=417687 417687]&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=767881 767881]&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=497236 497236]&lt;br /&gt;
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| 1v1&lt;br /&gt;
| Tic Tac Toe Reverse Income&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=429752 429752]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Events&amp;diff=7980</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Events&amp;diff=7980"/>
		<updated>2026-06-14T13:51:06Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Many events have been created by the players. This page lists some events, but it is mostly out of date and for up-to-date events you should visit the Community Events page at https://war.app/MultiPlayer?CommunityEvents=1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
===WGL - WarGamingLive===&lt;br /&gt;
&lt;br /&gt;
It&#039;s a weekly event, that usually consists of 2 live tournaments, and is sometimes commented by some of the top War.app players. The broadcast (stream) is hosted on twitch.tv&lt;br /&gt;
&lt;br /&gt;
It was created by: [https://war.app/Profile?p=635295275 Lolowut • apex], [https://war.app/Profile?p=191867869 Mythonian] and [https://war.app/Profile?p=351882344 Kcscrag]. It&#039;s currently run by: [https://war.app/Profile?p=129117599 Frankdeslimste • apex], [https://war.app/Profile?p=794598733 (WM) ???Fridge], [https://war.app/Profile?p=635295275 Lolowut • apex], [https://war.app/Profile?p=428551894 TheWar.appMaster] and [https://war.app/Profile?p=2813419571 &amp;lt;nowiki&amp;gt;[Lynx]&amp;lt;/nowiki&amp;gt;Latnox].&lt;br /&gt;
&lt;br /&gt;
It&#039;s been going on for 77 weeks and counting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://war.app/Forum/2554-20-leagues &amp;lt;nowiki&amp;gt;[20]&amp;lt;/nowiki&amp;gt;]===&lt;br /&gt;
&lt;br /&gt;
The idea is that the best players get divided into groups of 20 players and play 1vs1, 2vs2, and 3vs3 RR [[tournaments]].&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=943909819 Qi] and is currently run by [https://war.app/Profile?p=876990283 JSA].&lt;br /&gt;
&lt;br /&gt;
==== Season 1 ====&lt;br /&gt;
&lt;br /&gt;
Here are the [https://war.app/Forum/3914-20-league-games-season-s-results results of the 1st season]:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Rank !! Player !! Points&lt;br /&gt;
|-&lt;br /&gt;
|1 || Szeweningen || 17&lt;br /&gt;
|-&lt;br /&gt;
|2 || Qi || 16&lt;br /&gt;
|-&lt;br /&gt;
|2 || Unknownsoldier ||16&lt;br /&gt;
|-&lt;br /&gt;
|3 || Salah-ad-din || 15&lt;br /&gt;
|-&lt;br /&gt;
|4 || Sakelar || 14&lt;br /&gt;
|-&lt;br /&gt;
|4 || FlyFisher || 14&lt;br /&gt;
|-&lt;br /&gt;
|5 || Lobstrosity || 13&lt;br /&gt;
|-&lt;br /&gt;
|6 || ［中国阳朔］V || 12&lt;br /&gt;
|-&lt;br /&gt;
|6 || Wini || 12&lt;br /&gt;
|-&lt;br /&gt;
|7 || Heyheuhei || 11&lt;br /&gt;
|-&lt;br /&gt;
|8 || Zibik || 10&lt;br /&gt;
|-&lt;br /&gt;
|9 || Ribena || 9&lt;br /&gt;
|-&lt;br /&gt;
|10 || Fatih Sultan Mehmed || 8&lt;br /&gt;
|-&lt;br /&gt;
|11 || Monsenhor Chacina || 7&lt;br /&gt;
|-&lt;br /&gt;
|11 || Rubik || 7&lt;br /&gt;
|-&lt;br /&gt;
|12 || Eitz || 6&lt;br /&gt;
|-&lt;br /&gt;
|13 || Blue Precision || 5&lt;br /&gt;
|-&lt;br /&gt;
|14 || Lollipop Guild || 4&lt;br /&gt;
|-&lt;br /&gt;
|15 || Myhandisonfire || 3&lt;br /&gt;
|-&lt;br /&gt;
|15 || 13Chris37 || 3&lt;br /&gt;
|-&lt;br /&gt;
|15 || Aziridine || 3&lt;br /&gt;
|-&lt;br /&gt;
|16 || Ruthless || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [https://war.app/Forum/3606-20-season-ii-adjustments-map-voting-rules-recruitm Season 2] ====&lt;br /&gt;
&lt;br /&gt;
This season didn&#039;t finish.&lt;br /&gt;
&lt;br /&gt;
==== Season 3 ====&lt;br /&gt;
&lt;br /&gt;
Here are the [https://war.app/Forum/5644-20-season-3-results results of the 3rd season]: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Rank !! Player !! Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Szeweningen || 16&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Timinator || 13&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [WM] Old Surehand || 13&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Dunga apex || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [WM] Troullusa || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Luxis apex || 11&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Grona apex || 11&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Heyheuhei || 11&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Huruey apex || 10&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Unknownsoldier || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Lobstrosity || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [https://war.app/Forum/17645-20-standings-far Season 4] ====&lt;br /&gt;
&lt;br /&gt;
This season is still running.&lt;br /&gt;
&lt;br /&gt;
===Clan Battle===&lt;br /&gt;
&lt;br /&gt;
The idea is that [[Clan|clans]] challenge each other and play on a special grid.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=999878954 ChrisCMU] and also currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
Season I can be viewed [https://war.app/Forum/26023-clan-battle-challenge-format-season-1 here].&lt;br /&gt;
&lt;br /&gt;
===Clan League===&lt;br /&gt;
&lt;br /&gt;
The idea is that clans compete against each other in various Round Robin tournaments, and get divided in groups based on the results of previous edition, top two performers in each group get promoted, bottom two get demoted.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=876990283 JSA]. It is currently run by: [https://war.app/Profile?p=255230401 Master Miyagi • apex], [https://war.app/Profile?p=999878954 ChrisCMU] and [https://war.app/Profile?p=2910144747 Apollo].&lt;br /&gt;
&lt;br /&gt;
The 6th Season is ongoing.&lt;br /&gt;
&lt;br /&gt;
Here are the scores for each group (for Clan League 6)&lt;br /&gt;
&lt;br /&gt;
A - https://docs.google.com/spreadsheets/d/1_ZjU7Au3iliShLR3aXLHthEIWWbpsEZ1rU5ctbCecCQ/pub?output=html#&lt;br /&gt;
&lt;br /&gt;
B - https://docs.google.com/spreadsheets/d/1-H6ZiiO_7kzIz6RybMQn_1ZW0Y33KdsmsVuu4sRIEzw/edit#gid=0&lt;br /&gt;
&lt;br /&gt;
C - https://docs.google.com/spreadsheets/d/1tz1Y8vvt3AUGzaXNkggSbKhtmmEX6y3ox6ynjlXcj84/edit?pli=1#gid=0&lt;br /&gt;
&lt;br /&gt;
D - https://docs.google.com/spreadsheets/d/1KdV2kWoElslwiLCcGTFQV7ESXo-ww5YXapQhYpMd21M/edit#gid=0&lt;br /&gt;
 &lt;br /&gt;
The 7th clan league is in preparation, as the 6th clan league is almost finished.&lt;br /&gt;
&lt;br /&gt;
Clan League 6 - https://war.app/Forum/76938-clan-league-6-official-thread&lt;br /&gt;
Clan League 7 (Preparation) - https://war.app/Forum/93697-clan-league-7-preperation-thread&lt;br /&gt;
&lt;br /&gt;
===Manager League===&lt;br /&gt;
&lt;br /&gt;
The idea is that 4 managers pick a team from a pool of players and later the [[teams]] battle each other.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=735146651 Ineffable] and is also currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
The 1st season on-going.&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
* https://war.app/Forum/22094-manager-league-signup&lt;br /&gt;
* https://war.app/Forum/24329-manager-league-draft-results&lt;br /&gt;
&lt;br /&gt;
===[https://war.app/Forum/76744-map-masters-league Map Masters League]===&lt;br /&gt;
&lt;br /&gt;
A redesign of the Arbitrary League, with the base of having a random map and a fixed set of standard setting. Its game mode revolves from mass free for all to 3 VS 3.&lt;br /&gt;
&lt;br /&gt;
It was created by and still run by [https://war.app/Profile?p=405914907 Skunk940]&lt;br /&gt;
&lt;br /&gt;
The 1st season is currently happening.&lt;br /&gt;
&lt;br /&gt;
Link: https://war.app/Forum/76744-map-masters-league&lt;br /&gt;
&lt;br /&gt;
===Multiattacker&#039;s League===&lt;br /&gt;
&lt;br /&gt;
The idea is that it&#039;s a league for multiattackers. Players are divided into a few groups to play some small 1vs1 RR tournaments with the [[multiattack]] option, later winners compete for a champion title.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=796423469 AWESOMEGUY] and is also currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
The [https://war.app/Forum/26776-multiattackers-league-season-iii-information 3rd season] is starting.&lt;br /&gt;
&lt;br /&gt;
===Nations cup===&lt;br /&gt;
&lt;br /&gt;
The idea is that players form teams to represent their country and teams compete against each other in a single elimination way.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=955485421 dunga • apex] and is currently run by [https://war.app/Profile?p=794598733 ??? (WM) ???Fridge].&lt;br /&gt;
&lt;br /&gt;
The 2nd edition is on-going.&lt;br /&gt;
&lt;br /&gt;
The team registrations for the 2nd edition can be found [https://war.app/Forum/6255-2nd-nations-cup-registrations here].&lt;br /&gt;
The old results can be found [https://war.app/Forum/6331-2nd-nations-cup-final-list-teams-players here] and the new results can be found [https://war.app/Forum/30041-second-nations-cup here].&lt;br /&gt;
&lt;br /&gt;
===Promotion / relegation league===&lt;br /&gt;
&lt;br /&gt;
The idea:&lt;br /&gt;
Players are playing 1vs1 Strategic RR within small groups, basing on their performance they are assigned to groups for next season. &amp;lt;!-- This doesn&#039;t make sense --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=1011675802 Chokecherry] and it&#039;s currently run by [https://war.app/Profile?p=129117599 Frankdeslimste • apex].&lt;br /&gt;
&lt;br /&gt;
The [https://war.app/Forum/30139-promotionrelegation-league-season-12 12th season] is on-going.&lt;br /&gt;
&lt;br /&gt;
===[https://war.app/Forum/19981-rotating-template-ladder Rotating Template Ladder]===&lt;br /&gt;
&lt;br /&gt;
The idea is that players play a 1vs1 [[CLOT]] with a changing [[template]].&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=706629919 Krzychu] and is also currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
===Strategic 1v1 Playoffs===&lt;br /&gt;
&lt;br /&gt;
The idea:&lt;br /&gt;
Groups of 4 people were top 2 advance to next round. Last 2 face off in a best of 7. &amp;lt;!-- This doesn&#039;t make sense --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=876990283 JSA] and is currently run by [https://war.app/Profile?p=129117599 Frankdeslimste • apex].&lt;br /&gt;
&lt;br /&gt;
The [https://war.app/Forum/17741-strategic-1v1-playoffs-champions-league-style- 1st round] has finished and now the [https://war.app/Forum/30114-strategic-1v1-playoffs-round-2 2nd round] of the 1st season should start soon.&lt;br /&gt;
&lt;br /&gt;
===[https://war.app/Forum/26560-survivor-War.app Survivor - War.app]===&lt;br /&gt;
&lt;br /&gt;
The idea is that it&#039;s a long-term tournament that was styled after Survivor, the reality TV show.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=4624739268 thewamp] and is also currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
===[https://war.app/Forum/4384-flyweight-belt-1v1 The 1v1 Flyweight Belt]===&lt;br /&gt;
&lt;br /&gt;
The idea is that players challenge the belt holder in a 1vs1 game. If they win they become belt holder.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=673948008 {rp} General Mac] and is currently run by the Belt holder.&lt;br /&gt;
&lt;br /&gt;
The 1v1 Flyweight Belt was reborn and can be seen [https://war.app/Forum/6366-1v1-flyweight-belt-reborn here]&lt;br /&gt;
&lt;br /&gt;
===The 2v2 Bantamweight Belt===&lt;br /&gt;
It&#039;s dead [[War.app dictionary|ATM]].&lt;br /&gt;
&lt;br /&gt;
The idea was the players challenged the belt holders in a 2vs2 game. If they win they become belt holders.&lt;br /&gt;
&lt;br /&gt;
It was created by [http://war.app/Profile?p=673948008{rp} General Mac] and was run by the Belt holders.&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
* https://war.app/Forum/4385-bantamweight-belt-2v2&lt;br /&gt;
* https://war.app/Forum/6395-bantamweight-belt-reborn&lt;br /&gt;
* https://war.app/Forum/14847-bantamweight-belt-2v2-reborn-again&lt;br /&gt;
&lt;br /&gt;
===War.app Champions League===&lt;br /&gt;
It&#039;s dead ATM.&lt;br /&gt;
&lt;br /&gt;
The idea was that players were divided into groups of 4, and play and internal 1vs1 RR and also play 3 2vs2 games. The top 2 advance to next round, however,  the previous round looked slightly different.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=351890471 szeweningen] and is currently run by [https://war.app/Profile?p=635295275 Lolowut • apex].&lt;br /&gt;
&lt;br /&gt;
The 1st season died twice.&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
* https://war.app/Forum/5559-War.app-champions-league-1&lt;br /&gt;
* https://war.app/Forum/21421-War.app-champions-league-rulestemplates&lt;br /&gt;
&lt;br /&gt;
===War.app Fantasy Baseball===&lt;br /&gt;
&lt;br /&gt;
The idea (according to [https://war.app/profile?p=255230401‎ Master Miyagi • apex] is that &amp;quot;You go to ESPN.com, pick players in MLB in a draft with other people in league then whoeevers team gets most wins in head to head match up wins league.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=9510000349 Boston] and is currently run by [https://war.app/Profile?p=253123543 13CHRIS37].&lt;br /&gt;
&lt;br /&gt;
The 2nd season is starting.&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
* https://war.app/Forum/Thread?ThreadID=31741&lt;br /&gt;
* http://games.espn.go.com/flb/leagueoffice?leagueId=26118&amp;amp;seasonId=2013&lt;br /&gt;
&lt;br /&gt;
=== War.app League ===&lt;br /&gt;
&lt;br /&gt;
The idea is that it&#039;s a competition based on a football league format with a cup running alongside. Various 1vs1 templates are used and games set up manually.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=578974277 andy903] and [https://war.app/Profile?p=2715085443 Dom365]. It&#039;s currently run by Dom365.&lt;br /&gt;
&lt;br /&gt;
The 6th season is on-going.&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
* http://War.app.leaguerepublic.com&lt;br /&gt;
* https://war.app/Forum/6668-1v1-War.app-league-cup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===WPL - War.app Premier League===&lt;br /&gt;
&lt;br /&gt;
The idea is that it&#039;s a league that simulates the Barclay&#039;s Premier League.&lt;br /&gt;
&lt;br /&gt;
It was created by [https://war.app/Profile?p=2910144747 Apollo] and currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
1st season. &amp;lt;!-- This doesn&#039;t make sense --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Links:&lt;br /&gt;
* https://war.app/Forum/14493-War.app-premier-league&lt;br /&gt;
* https://war.app/Forum/23878-wpl-transfer-window&lt;br /&gt;
&lt;br /&gt;
===WSOW - World Series Of War.app===&lt;br /&gt;
&lt;br /&gt;
The idea is that players compete in several different 1vs1 double elimination tournaments. The final score depends on final positions in all tournaments.&lt;br /&gt;
&lt;br /&gt;
It was created by [http://war.app/Profile?p=735146651 Ineffable] and also currently run by him as well.&lt;br /&gt;
&lt;br /&gt;
The 1st season is on-going.&lt;br /&gt;
&lt;br /&gt;
Main link: https://war.app/MultiPlayer?TournamentID=5211&lt;br /&gt;
Scores: https://docs.google.com/spreadsheet/pub?key=0Arn0ahIN9qcsdFVFVVoyajlud3BoNkJoUWZfR3RFMkE&amp;amp;outpu&lt;br /&gt;
&lt;br /&gt;
=== Other Events ===&lt;br /&gt;
&lt;br /&gt;
* War.app Champions League - Ska2D2 version (can be seen [https://war.app/Forum/6852-War.app-champions-league-tourny-discussion-thread here] and [https://war.app/Forum/10861-War.app-champions-league-sign-up here])&lt;br /&gt;
&lt;br /&gt;
* [https://war.app/Forum/15578-arbitrary-league-running-3 Arbitrary League] - ended after 3rd running&lt;br /&gt;
&lt;br /&gt;
[[Category:Tournaments]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Raffle_in_the_public_chat&amp;diff=7979</id>
		<title>Raffle in the public chat</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Raffle_in_the_public_chat&amp;diff=7979"/>
		<updated>2026-06-14T13:46:13Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Raffle&#039;&#039;&#039; is a recurring event that takes place in the Global Chat.&lt;br /&gt;
&lt;br /&gt;
During a raffle, players have a chance to win [[Coins]] and occasionally other rewards such as [[Powers]] or [[Artifacts]]. Some raffles award only coins.&lt;br /&gt;
&lt;br /&gt;
A new raffle begins at a random time between 10 minutes and 2 hours after the previous raffle ends.&lt;br /&gt;
&lt;br /&gt;
== Entering a Raffle ==&lt;br /&gt;
&lt;br /&gt;
When a raffle begins, RaffleBot announces it in Global Chat with a message similar to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
100 coins and a raffle starting! Say !raffle in the next 60 seconds to enter the raffle. (you must have chatted in the last hour)&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To enter, type:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!raffle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
within 60 seconds of the announcement.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
&lt;br /&gt;
To enter a raffle, you must have sent at least one chat message within the previous hour.&lt;br /&gt;
&lt;br /&gt;
If your entry is accepted, RaffleBot will respond with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
@PlayerName: OK, you&#039;re in the raffle! Winner will be announced in X seconds.&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are not eligible, RaffleBot will respond with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
@PlayerName: You cannot enter since you did not chat in the last hour.&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting a Winner ==&lt;br /&gt;
&lt;br /&gt;
When the 60-second entry period ends, one entrant is selected at random.&lt;br /&gt;
&lt;br /&gt;
The winner is announced in Global Chat with a message similar to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
RAFFLE OVER: Congratulations to PlayerName for winning 100 coins! Stay tuned for the next raffle!&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== No Entrants ===&lt;br /&gt;
&lt;br /&gt;
If nobody successfully enters the raffle, the reward is carried forward to the next raffle.&lt;br /&gt;
&lt;br /&gt;
In this case, RaffleBot announces:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
RAFFLE OVER: Nobody entered the raffle! These coins will be added to the next one. Be ready for it!&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raffle Variants ==&lt;br /&gt;
&lt;br /&gt;
Most raffles are called a &#039;&#039;&#039;Raffle&#039;&#039;&#039;, but occasionally RaffleBot uses alternative names:&lt;br /&gt;
&lt;br /&gt;
* Raffle — approximately 95%&lt;br /&gt;
* Waffle — approximately 4%&lt;br /&gt;
* Wafaffle — approximately 1%&lt;br /&gt;
&lt;br /&gt;
These names affect only the announcement text and have no effect on the rewards or odds of winning.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Ending Messages ===&lt;br /&gt;
&lt;br /&gt;
Most raffles end with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
Stay tuned for the next raffle!&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is a small chance that RaffleBot instead ends with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
You are all ruthless!&lt;br /&gt;
&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War.app Facts ==&lt;br /&gt;
&lt;br /&gt;
After most raffles, RaffleBot posts a random &#039;&#039;&#039;War.app Fact&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These facts contain trivia about the game&#039;s history, development, features, and community.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* The game was originally invite-only during its first year.&lt;br /&gt;
* Quickmatch was introduced in 2017.&lt;br /&gt;
* The Global Chat room was added in 2019.&lt;br /&gt;
* Warzone was renamed to War.app in 2026.&lt;br /&gt;
* The raffles are not, in fact, rigged.&lt;br /&gt;
&lt;br /&gt;
New facts may be added over time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Since only players who have chatted within the last hour may enter a raffle, players who wish to participate should remain active in Global Chat.&lt;br /&gt;
&lt;br /&gt;
Entering a raffle is free, and all eligible entrants have an equal chance of being selected.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Artifacts]]&lt;br /&gt;
* [[Powers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advancements&amp;diff=7978</id>
		<title>Advancements</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advancements&amp;diff=7978"/>
		<updated>2026-06-14T13:43:35Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Advancements&#039;&#039;&#039; are upgrades you can find in War.app Idle. They are purchased using &#039;&#039;advancement points&#039;&#039; (AP).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four phases of advancements. Each requires an amount of AP to be spent in the previous phase before they are unlocked:&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
&lt;br /&gt;
Increased Army Camp Production: Increases armies received from all army camps by 10%. Upgradable to 500% in 10% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Copper Production: Receive 10% more Copper from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Money: Caches award 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Joint Strike: 5% of your armies are retained when conquering a territory you control two or more connections to. Upgradable to 25% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Ore Sell Values: Ores sell for 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Discounted Mine Upgrades: Mine upgrades cost 5% less. Upgradable to 25% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Mine Visibility: Can see the location of the first 3 mines. Upgradable to 66 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Tin Production: Receive 10% more Tin from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increase Smelters Speed: Decreases the amount of time it takes to smelt things by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Additional Mercenaries: Increases the number of armies available in mercenary camps by 10%. Upgradable to 150% in 2.5% increments.&lt;br /&gt;
(After unlocking it, the first upgrade costs 50AP and then 10AP more for each subsequent upgrade.)&lt;br /&gt;
&lt;br /&gt;
Increased Iron Production: Receive 10% more Iron from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Statistics: Reveals additional statistics about your empire. Upgradable to 4.&lt;br /&gt;
&lt;br /&gt;
Increased Idle Time: Increases the maximum amount of idle time you can accrue at once by 30 minutes. Unlimited upgrades in 30 minute increments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
&lt;br /&gt;
* Phase 2 requires 1,000 AP spent in Phase 1.&lt;br /&gt;
&lt;br /&gt;
Auto-Conquer: Automatically conquers any territories that cost less than 5% of the number of armies you have. Upgradable to 50% in 5% increments. Can be disabled at will. Unlocks challenges and battles!&lt;br /&gt;
&lt;br /&gt;
Increased Zinc Production: Receive 10% more Zinc from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Resources: Caches award 10% more ore, alloys, and items. Upgradable to 100% in 10% increments.&lt;br /&gt;
&lt;br /&gt;
Smelters/Crafters Visibility: Can see the location of the first 3 smelter/crafters. Upgradable to 30 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Nickel Production: Receive 10% more Nickel from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Army Camp Discounts: Decreases cost of upgrading army camps by 2%. Upgradable to 30% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Smelt: If a smelter or crafter is unable to work due to lack of resources, 120 minutes later this will automatically change its recipe to the most expensive recipe that it can work on. Upgradable to 10 minutes in -10 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increased Lead Production: Receive 10% more Lead from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mercenary Discount: Decreases cost of buying armies at mercenary camps by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Alloy Sell Values: Alloys sell for 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Draft Sizes: Increases armies received from drafting by 10%. Upgradable to 300% in 10% increments.&lt;br /&gt;
(This does not change that the sliding portion goes up to 16% of total armies earned, i.e. you will reach that point with fewer drafts, but afterwards there is only the fixed portion left to be increased with this advancement.)&lt;br /&gt;
&lt;br /&gt;
Increased Silicon Production: Receive 10% more Silicon from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Recipe Visibility: Can see the location of the first 3 recipes. Upgradable to 30 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Army Camps: Automatically upgrades army camps that cost less than 5% of the money you have on hand. Upgradable to 100% in 5% increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increase Crafters Speed: Decreases the amount of time it takes to craft things by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Aluminum Production: Receive 10% more Aluminum from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased AP: Increases AP received by winning levels by 5%. Upgradable to 25% in 2% increments. Does no affect challenges or battles.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
* Phase 3 requires 8,000 AP spent in Phase 2.&lt;br /&gt;
&lt;br /&gt;
Can Skip Levels: Allows bypassing the next 1 locked level to start the one after it.  Upgradable to 10.&lt;br /&gt;
&lt;br /&gt;
Increased Silver Production: Receive 10% more Silver from mines.  Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Sell: Automatically sells any resources you don&#039;t need for purchasing techs and that aren&#039;t used in recipes.  Sells once every 120 minutes.  Upgradable to 5 minutes in -5 increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Start with Tech: Start each level with 1 free tech already unlocked.  Upgradable to 10.&lt;br /&gt;
&lt;br /&gt;
Increased Gold Production: Receive 10% more Gold from mines.  Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mortar Damage: Increases damage done by mortars by 10%.  Upgradeable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mercenary Camp Visibility: Can see the location of the first 3 mercenary camps.  Upgradable to 51 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Money from Bonuses: All bonuses award 10% more money per second.  Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Item Sell Values: Items sell for 10% more money.  Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Market Visibility: Can see the location of the first 1 markets.  Upgradable to 7 in increments of 1.&lt;br /&gt;
&lt;br /&gt;
Tech Discount: Reduces the resources required to complete all techs by 4%.  Upgradable to 30% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Mines: Automatically upgrades mines camps that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 ===&lt;br /&gt;
* Phase 4 requires 25,000 AP spent in Phase 3.&lt;br /&gt;
&lt;br /&gt;
Increased Clan Request Sizes: Increases the amount of money or armies you can request from your clanmates by 20%.  Upgradeable to 300% in 10% increments&lt;br /&gt;
&lt;br /&gt;
Auto-Purchase Techs: Automatically purchases any techs that cost less than 5% of the resources you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Better Hospitals: Increases the armies saved by hospitals by 5%.  Upgradeable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Draft: Automatically drafts armies once the draft has been available for 8 hours.  Can be upgraded in half-hour increments.  At max, it will draft immediately.&lt;br /&gt;
&lt;br /&gt;
Cache Visibility: Can see the location of the first 5 caches.  Upgradable to 200 in increments of 5.&lt;br /&gt;
&lt;br /&gt;
Auto-Mortar: Automatically loads and fires mortars at the best targets.  Runs once every 120 minutes.  Upgradeable to 10 minutes in -10 increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Auto-Market: Automatically purchases from a market as long as the items purchased cost less than they would sell for. Runs once every 120 minutes.  Upgradable to 10 minutes in -10 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Faster Digging: Decreases time to dig for artifacts by 5%.  Upgradeable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Hospitals: Automatically upgrades hospitals that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Armies: Increases the armies received from caches by 5%.  Can be upgraded to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Purchase Mercenaries: Automatically purchases armies from mercenary camps.  Will purchase as many as it can every 120 minutes.  Upgradable to 5 minutes in -5 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Advanced Auto-Conquer: Automatically conquers territories using an intelligent algorithm to try and conquer the most useful territories first.  Will only conquer territories that cost less than 5% of the number of armies you have. Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.  Takes precedence over normal Auto-Conquer if both are enabled at the same time.&lt;br /&gt;
&lt;br /&gt;
Auto-Dig: Automatically digs at dig sites that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.  Will also automatically claim artifacts if one is pending when it can start a dig.&lt;br /&gt;
&lt;br /&gt;
Simultaneous Levels: Can play 2 levels simultaneously. Upgradable to 5.&lt;br /&gt;
&lt;br /&gt;
=== Super Ascend ===&lt;br /&gt;
* Spend 100,000 AP in phase 4 to unlock Super Ascend&lt;br /&gt;
&lt;br /&gt;
[[Category:War.app Idle]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advancements&amp;diff=7977</id>
		<title>Advancements</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advancements&amp;diff=7977"/>
		<updated>2026-06-14T13:43:13Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Advancements&#039;&#039;&#039; are upgrades you can find in War.app Idle. They are purchased using &#039;&#039;advancement points&#039;&#039; (AP).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four phases of advancements. Each requires an amount of AP to be spent in the previous phase before they are unlocked:&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
&lt;br /&gt;
Increased Army Camp Production: Increases armies received from all army camps by 10%. Upgradable to 500% in 10% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Copper Production: Receive 10% more Copper from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Money: Caches award 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Joint Strike: 5% of your armies are retained when conquering a territory you control two or more connections to. Upgradable to 25% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Ore Sell Values: Ores sell for 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Discounted Mine Upgrades: Mine upgrades cost 5% less. Upgradable to 25% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Mine Visibility: Can see the location of the first 3 mines. Upgradable to 66 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Tin Production: Receive 10% more Tin from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increase Smelters Speed: Decreases the amount of time it takes to smelt things by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Additional Mercenaries: Increases the number of armies available in mercenary camps by 10%. Upgradable to 150% in 2.5% increments.&lt;br /&gt;
(After unlocking it, the first upgrade costs 50AP and then 10AP more for each subsequent upgrade.)&lt;br /&gt;
&lt;br /&gt;
Increased Iron Production: Receive 10% more Iron from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Statistics: Reveals additional statistics about your empire. Upgradable to 4. [?]&lt;br /&gt;
&lt;br /&gt;
Increased Idle Time: Increases the maximum amount of idle time you can accrue at once by 30 minutes. Unlimited upgrades in 30 minute increments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
&lt;br /&gt;
* Phase 2 requires 1,000 AP spent in Phase 1.&lt;br /&gt;
&lt;br /&gt;
Auto-Conquer: Automatically conquers any territories that cost less than 5% of the number of armies you have. Upgradable to 50% in 5% increments. Can be disabled at will. Unlocks challenges and battles!&lt;br /&gt;
&lt;br /&gt;
Increased Zinc Production: Receive 10% more Zinc from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Resources: Caches award 10% more ore, alloys, and items. Upgradable to 100% in 10% increments.&lt;br /&gt;
&lt;br /&gt;
Smelters/Crafters Visibility: Can see the location of the first 3 smelter/crafters. Upgradable to 30 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Nickel Production: Receive 10% more Nickel from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Army Camp Discounts: Decreases cost of upgrading army camps by 2%. Upgradable to 30% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Smelt: If a smelter or crafter is unable to work due to lack of resources, 120 minutes later this will automatically change its recipe to the most expensive recipe that it can work on. Upgradable to 10 minutes in -10 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increased Lead Production: Receive 10% more Lead from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mercenary Discount: Decreases cost of buying armies at mercenary camps by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Alloy Sell Values: Alloys sell for 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Draft Sizes: Increases armies received from drafting by 10%. Upgradable to 300% in 10% increments.&lt;br /&gt;
(This does not change that the sliding portion goes up to 16% of total armies earned, i.e. you will reach that point with fewer drafts, but afterwards there is only the fixed portion left to be increased with this advancement.)&lt;br /&gt;
&lt;br /&gt;
Increased Silicon Production: Receive 10% more Silicon from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Recipe Visibility: Can see the location of the first 3 recipes. Upgradable to 30 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Army Camps: Automatically upgrades army camps that cost less than 5% of the money you have on hand. Upgradable to 100% in 5% increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increase Crafters Speed: Decreases the amount of time it takes to craft things by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Aluminum Production: Receive 10% more Aluminum from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased AP: Increases AP received by winning levels by 5%. Upgradable to 25% in 2% increments. Does no affect challenges or battles.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
* Phase 3 requires 8,000 AP spent in Phase 2.&lt;br /&gt;
&lt;br /&gt;
Can Skip Levels: Allows bypassing the next 1 locked level to start the one after it.  Upgradable to 10.&lt;br /&gt;
&lt;br /&gt;
Increased Silver Production: Receive 10% more Silver from mines.  Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Sell: Automatically sells any resources you don&#039;t need for purchasing techs and that aren&#039;t used in recipes.  Sells once every 120 minutes.  Upgradable to 5 minutes in -5 increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Start with Tech: Start each level with 1 free tech already unlocked.  Upgradable to 10.&lt;br /&gt;
&lt;br /&gt;
Increased Gold Production: Receive 10% more Gold from mines.  Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mortar Damage: Increases damage done by mortars by 10%.  Upgradeable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mercenary Camp Visibility: Can see the location of the first 3 mercenary camps.  Upgradable to 51 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Money from Bonuses: All bonuses award 10% more money per second.  Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Item Sell Values: Items sell for 10% more money.  Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Market Visibility: Can see the location of the first 1 markets.  Upgradable to 7 in increments of 1.&lt;br /&gt;
&lt;br /&gt;
Tech Discount: Reduces the resources required to complete all techs by 4%.  Upgradable to 30% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Mines: Automatically upgrades mines camps that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 ===&lt;br /&gt;
* Phase 4 requires 25,000 AP spent in Phase 3.&lt;br /&gt;
&lt;br /&gt;
Increased Clan Request Sizes: Increases the amount of money or armies you can request from your clanmates by 20%.  Upgradeable to 300% in 10% increments&lt;br /&gt;
&lt;br /&gt;
Auto-Purchase Techs: Automatically purchases any techs that cost less than 5% of the resources you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Better Hospitals: Increases the armies saved by hospitals by 5%.  Upgradeable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Draft: Automatically drafts armies once the draft has been available for 8 hours.  Can be upgraded in half-hour increments.  At max, it will draft immediately.&lt;br /&gt;
&lt;br /&gt;
Cache Visibility: Can see the location of the first 5 caches.  Upgradable to 200 in increments of 5.&lt;br /&gt;
&lt;br /&gt;
Auto-Mortar: Automatically loads and fires mortars at the best targets.  Runs once every 120 minutes.  Upgradeable to 10 minutes in -10 increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Auto-Market: Automatically purchases from a market as long as the items purchased cost less than they would sell for. Runs once every 120 minutes.  Upgradable to 10 minutes in -10 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Faster Digging: Decreases time to dig for artifacts by 5%.  Upgradeable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Hospitals: Automatically upgrades hospitals that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Armies: Increases the armies received from caches by 5%.  Can be upgraded to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Purchase Mercenaries: Automatically purchases armies from mercenary camps.  Will purchase as many as it can every 120 minutes.  Upgradable to 5 minutes in -5 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Advanced Auto-Conquer: Automatically conquers territories using an intelligent algorithm to try and conquer the most useful territories first.  Will only conquer territories that cost less than 5% of the number of armies you have. Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.  Takes precedence over normal Auto-Conquer if both are enabled at the same time.&lt;br /&gt;
&lt;br /&gt;
Auto-Dig: Automatically digs at dig sites that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.  Will also automatically claim artifacts if one is pending when it can start a dig.&lt;br /&gt;
&lt;br /&gt;
Simultaneous Levels: Can play 2 levels simultaneously. Upgradable to 5.&lt;br /&gt;
&lt;br /&gt;
=== Super Ascend ===&lt;br /&gt;
* Spend 100,000 AP in phase 4 to unlock Super Ascend&lt;br /&gt;
&lt;br /&gt;
[[Category:War.app Idle]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advancements&amp;diff=7976</id>
		<title>Advancements</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advancements&amp;diff=7976"/>
		<updated>2026-06-14T13:42:34Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Advancements&#039;&#039;&#039; are upgrades you can find in War.app Idle. They are purchased using &#039;&#039;advancement points&#039;&#039; (AP).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four phases of advancements. Each requires an amount of AP to be spent in the previous phase before they are unlocked:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase 1:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Increased Army Camp Production: Increases armies received from all army camps by 10%. Upgradable to 500% in 10% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Copper Production: Receive 10% more Copper from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Money: Caches award 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Joint Strike: 5% of your armies are retained when conquering a territory you control two or more connections to. Upgradable to 25% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Ore Sell Values: Ores sell for 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Discounted Mine Upgrades: Mine upgrades cost 5% less. Upgradable to 25% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Mine Visibility: Can see the location of the first 3 mines. Upgradable to 66 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Tin Production: Receive 10% more Tin from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increase Smelters Speed: Decreases the amount of time it takes to smelt things by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Additional Mercenaries: Increases the number of armies available in mercenary camps by 10%. Upgradable to 150% in 2.5% increments.&lt;br /&gt;
(After unlocking it, the first upgrade costs 50AP and then 10AP more for each subsequent upgrade.)&lt;br /&gt;
&lt;br /&gt;
Increased Iron Production: Receive 10% more Iron from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Statistics: Reveals additional statistics about your empire. Upgradable to 4. [?]&lt;br /&gt;
&lt;br /&gt;
Increased Idle Time: Increases the maximum amount of idle time you can accrue at once by 30 minutes. Unlimited upgrades in 30 minute increments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase 2:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Phase 2 requires 1,000 AP spent in Phase 1.&lt;br /&gt;
&lt;br /&gt;
Auto-Conquer: Automatically conquers any territories that cost less than 5% of the number of armies you have. Upgradable to 50% in 5% increments. Can be disabled at will. Unlocks challenges and battles!&lt;br /&gt;
&lt;br /&gt;
Increased Zinc Production: Receive 10% more Zinc from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Resources: Caches award 10% more ore, alloys, and items. Upgradable to 100% in 10% increments.&lt;br /&gt;
&lt;br /&gt;
Smelters/Crafters Visibility: Can see the location of the first 3 smelter/crafters. Upgradable to 30 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Nickel Production: Receive 10% more Nickel from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Army Camp Discounts: Decreases cost of upgrading army camps by 2%. Upgradable to 30% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Smelt: If a smelter or crafter is unable to work due to lack of resources, 120 minutes later this will automatically change its recipe to the most expensive recipe that it can work on. Upgradable to 10 minutes in -10 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increased Lead Production: Receive 10% more Lead from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mercenary Discount: Decreases cost of buying armies at mercenary camps by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Alloy Sell Values: Alloys sell for 10% more money. Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Draft Sizes: Increases armies received from drafting by 10%. Upgradable to 300% in 10% increments.&lt;br /&gt;
(This does not change that the sliding portion goes up to 16% of total armies earned, i.e. you will reach that point with fewer drafts, but afterwards there is only the fixed portion left to be increased with this advancement.)&lt;br /&gt;
&lt;br /&gt;
Increased Silicon Production: Receive 10% more Silicon from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Recipe Visibility: Can see the location of the first 3 recipes. Upgradable to 30 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Army Camps: Automatically upgrades army camps that cost less than 5% of the money you have on hand. Upgradable to 100% in 5% increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increase Crafters Speed: Decreases the amount of time it takes to craft things by 10%. Upgradable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Aluminum Production: Receive 10% more Aluminum from mines. Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased AP: Increases AP received by winning levels by 5%. Upgradable to 25% in 2% increments. Does no affect challenges or battles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase 3:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Phase 3 requires 8,000 AP spent in Phase 2.&lt;br /&gt;
&lt;br /&gt;
Can Skip Levels: Allows bypassing the next 1 locked level to start the one after it.  Upgradable to 10.&lt;br /&gt;
&lt;br /&gt;
Increased Silver Production: Receive 10% more Silver from mines.  Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Sell: Automatically sells any resources you don&#039;t need for purchasing techs and that aren&#039;t used in recipes.  Sells once every 120 minutes.  Upgradable to 5 minutes in -5 increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Start with Tech: Start each level with 1 free tech already unlocked.  Upgradable to 10.&lt;br /&gt;
&lt;br /&gt;
Increased Gold Production: Receive 10% more Gold from mines.  Upgradable to 200% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mortar Damage: Increases damage done by mortars by 10%.  Upgradeable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Mercenary Camp Visibility: Can see the location of the first 3 mercenary camps.  Upgradable to 51 in increments of 3.&lt;br /&gt;
&lt;br /&gt;
Increased Money from Bonuses: All bonuses award 10% more money per second.  Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Increased Item Sell Values: Items sell for 10% more money.  Upgradable to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Market Visibility: Can see the location of the first 1 markets.  Upgradable to 7 in increments of 1.&lt;br /&gt;
&lt;br /&gt;
Tech Discount: Reduces the resources required to complete all techs by 4%.  Upgradable to 30% in 2% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Mines: Automatically upgrades mines camps that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase 4:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Phase 4 requires 25,000 AP spent in Phase 3.&lt;br /&gt;
&lt;br /&gt;
Increased Clan Request Sizes: Increases the amount of money or armies you can request from your clanmates by 20%.  Upgradeable to 300% in 10% increments&lt;br /&gt;
&lt;br /&gt;
Auto-Purchase Techs: Automatically purchases any techs that cost less than 5% of the resources you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Better Hospitals: Increases the armies saved by hospitals by 5%.  Upgradeable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Draft: Automatically drafts armies once the draft has been available for 8 hours.  Can be upgraded in half-hour increments.  At max, it will draft immediately.&lt;br /&gt;
&lt;br /&gt;
Cache Visibility: Can see the location of the first 5 caches.  Upgradable to 200 in increments of 5.&lt;br /&gt;
&lt;br /&gt;
Auto-Mortar: Automatically loads and fires mortars at the best targets.  Runs once every 120 minutes.  Upgradeable to 10 minutes in -10 increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Auto-Market: Automatically purchases from a market as long as the items purchased cost less than they would sell for. Runs once every 120 minutes.  Upgradable to 10 minutes in -10 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Faster Digging: Decreases time to dig for artifacts by 5%.  Upgradeable to 50% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Upgrade Hospitals: Automatically upgrades hospitals that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Increased Cache Armies: Increases the armies received from caches by 5%.  Can be upgraded to 100% in 5% increments.&lt;br /&gt;
&lt;br /&gt;
Auto-Purchase Mercenaries: Automatically purchases armies from mercenary camps.  Will purchase as many as it can every 120 minutes.  Upgradable to 5 minutes in -5 increments. Can be enabled or disabled at will.&lt;br /&gt;
&lt;br /&gt;
Advanced Auto-Conquer: Automatically conquers territories using an intelligent algorithm to try and conquer the most useful territories first.  Will only conquer territories that cost less than 5% of the number of armies you have. Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.  Takes precedence over normal Auto-Conquer if both are enabled at the same time.&lt;br /&gt;
&lt;br /&gt;
Auto-Dig: Automatically digs at dig sites that cost less than 5% of the money you have on hand.  Upgradable to 100% in 5% increments.  Can be enabled or disabled at will.  Will also automatically claim artifacts if one is pending when it can start a dig.&lt;br /&gt;
&lt;br /&gt;
Simultaneous Levels: Can play 2 levels simultaneously. Upgradable to 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Super Ascend:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Spend 100,000 AP in phase 4 to unlock Super Ascend&lt;br /&gt;
&lt;br /&gt;
[[Category:War.app Idle]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Strategy&amp;diff=7975</id>
		<title>Advanced Strategy</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Strategy&amp;diff=7975"/>
		<updated>2026-06-14T13:42:01Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
So you think you have internalized the [[Basic Strategy|basic strategies]] of the game and know your way around? Good.&lt;br /&gt;
This page will teach you some advanced techniques and help you understand the subtleties of game-play.&lt;br /&gt;
==Picking Territories==&lt;br /&gt;
In games with [[manual distribution]] of territories picking the right starting position(s) is essential. Especially ladder games require you to choose wisely.&lt;br /&gt;
&lt;br /&gt;
Aspects to consider:&lt;br /&gt;
* Prefer starting spots in smaller [[bonuses]] over those in large ones. Often a 3er completed in turn 1 is worth more than a 5er in turn 3. Aim for those bonuses first that can be completed in the least amount of turns.&lt;br /&gt;
* Don&#039;t just look for the starting bonus itself, also take further expansion possibilities into consideration. What will your income be in turn 3, 4 or 5?&lt;br /&gt;
* Sometimes even larger bonuses can be completed in a single turn when there are 2 or 3 adjacent starting locations. However, you cannot be sure you get all 2 or 3 of these spots, so in those cases you always need a plan B.&lt;br /&gt;
* Avoid bonuses with [[wastelands]], at least in the beginning.&lt;br /&gt;
* Bonuses only pay off if they generate more income than you lost armies taking them. Example: A bonus worth 4 with 10 [[neutral]]s in it will cost you (neutrals x [[Offense and defense kill rates|defensive kill rate]]) armies, say 10 x 0.7 = ~7 armies on average. It will pay off in the 2nd turn already. Taking a bonus worth 4 with 20 neutrals you may lose ~14 armies, so it will only pay off if you can hold it for at least 4 turns.&lt;br /&gt;
* Always place enough picks to avoid ending up with random spots. In a 1v1 with 3 starting spots you need 6 picks. In a 2v2 with 2 starting spots you need at least 6 picks as well, better 8 in case your teammate forgets about coordinating his picks with yours.&lt;br /&gt;
* In larger [[Team Games|team games]], always communicate with your team. On large maps pick a general starting area. The closer you start together, the less borders there are to defend. Mind your expansion capabilities though.&lt;br /&gt;
* You can check your teammates&#039; orders and see where they intend to start: Click their name in the list, then click &amp;quot;View Teammate&#039;s orders&amp;quot;.&lt;br /&gt;
* Once deployment has taken place if you didnt get any of your first 3 choices you therefore know that your opponent has these territories.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
Think carefully where you will deploy, this can determine whether you win or lose.&lt;br /&gt;
&lt;br /&gt;
Here are some aspects to consider, when deploying:&lt;br /&gt;
* Are you attacking neutral or your enemy(ies) or both?&lt;br /&gt;
* Will this affect your spread rate? How?&lt;br /&gt;
* Do you actually need to deploy there?&lt;br /&gt;
* Will your enemy(ies) attack you?&lt;br /&gt;
* Do you want to have enough armies to just defend from them or attack them?&lt;br /&gt;
* Approximately, how many armies will you lose?&lt;br /&gt;
&lt;br /&gt;
==Sequence of Commands==&lt;br /&gt;
&lt;br /&gt;
Timing is always of great importance. One single key attack happening too early or too late can turn your rock-solid victory into an embarrassing defeat.&lt;br /&gt;
&lt;br /&gt;
Your means of manipulating the order of events are the [[Orders List|list of orders]] to the right of the game board and the [[order priority card]] and [[order delay card]]. Unfortunately the latter two are not always at your disposal, so primarily you have to concentrate on your order of commands.&lt;br /&gt;
&lt;br /&gt;
Of course there are no rules that apply to all game situations, but here are some general considerations:&lt;br /&gt;
* In most games, the kill rates are set slightly in favor of the defendant. So it is a very common situation that you want to delay an attack as long as possible, to make sure your opponents attack happens first (if he attacks!). To achieve that without an order delay card, you have to put as many dummy moves as possible at the top of your list of orders. Move some armies in the rear territories back and forth, or better yet bring them to the front lines. Attack some neutrals in the meantime. Just make that most important attack of yours the very last item on your list.&lt;br /&gt;
* When moving reinforcements from the rear to the front lines, move the biggest stack first OR reinforce the most vulnerable position first.&lt;br /&gt;
* When attacking neutrals, attack those where you do not expect interference from other players first, if your stack is just big enough to break the neutral. Try to delay those attacks on neutrals where you might encounter other players as much as possible, let your opponent clear those neutrals for you. Just make sure he does not see it coming.&lt;br /&gt;
* However, if you attack a neutral with a big stack, most often because you anticipate an encounter with a player there or because you&#039;ll knock at her/his bonuses, usually the sooner the better: this way any later move towards your freshly settled stack should crush onto your strong defense. The few casualties suffered breaking the neutral won&#039;t be as costly to recover as attacking second yourself on a supposedly equally powerful stack as yours.&lt;br /&gt;
&lt;br /&gt;
==Probabilities==&lt;br /&gt;
&lt;br /&gt;
The [[Analyzer Tool|analyzer tool]] is your best friend. It allows you to estimate if your attacks will fail or succeed and thus can give you a good first risk assessment.&lt;br /&gt;
You can also use it to calculate the chances for multiple attacks combined, but since it only shows one attack at a time you will have to do some simple calculations yourself.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*You have 10 armies to deploy.&lt;br /&gt;
*There are 2 bonuses of equal value you could complete, but you only have armies for one of them.&lt;br /&gt;
*So you want to know the odds.&lt;br /&gt;
&lt;br /&gt;
# Bonus 1:&lt;br /&gt;
:# You are missing 3 territories, each occupied by 2 neutrals.&lt;br /&gt;
:# Since you have 10 armies at your disposal, you can attack two neutral territories with 3 armies each, and one with 4 armies. If you hover your mouse cursor over the dots in the upper graph of the analyzer tool, it will tell you the odds for each attack.&lt;br /&gt;
:# For a single 3vs2 attack there is a 71% chance of taking the territory.&lt;br /&gt;
:# For a single 4vs2 attack the chance is 93%.&lt;br /&gt;
:# To get the extra bonus armies next turn, all 3 attacks have to succeed, so your combined chances of taking that bonus are:&amp;lt;br&amp;gt;&lt;br /&gt;
71% x 71% x 93% = &#039;&#039;&#039;~46,8%&#039;&#039;&#039;&lt;br /&gt;
# Bonus 2:&lt;br /&gt;
:# You are missing 2 territories, one with 2 neutrals and the other one with 4 neutrals.&lt;br /&gt;
:# Single chance for the 3 vs. 2 attack: 71%&lt;br /&gt;
:# Single chance for the 7 vs. 4 attack: 84%&lt;br /&gt;
:# Combined odds:&lt;br /&gt;
71% x 84% = &#039;&#039;&#039;~59,6%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So in this case the odds for completing the 2nd bonus are significantly better than for the 1st one.&lt;br /&gt;
&lt;br /&gt;
;Note:In ladder games the [[Luck Modifier|luck modifier]] is lower (16%), so the results look a bit different:&lt;br /&gt;
&lt;br /&gt;
#Bonus 1:&lt;br /&gt;
:79% x 79% x 100% = &#039;&#039;&#039;~62,4%&#039;&#039;&#039;&lt;br /&gt;
#Bonus 2:&lt;br /&gt;
:79% x 98% = &#039;&#039;&#039;~77,4%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hiding your income==&lt;br /&gt;
{{stub|section}}&lt;br /&gt;
In large FFAs or team games it isn&#039;t all about the hard numbers. The impressions other players have of your relative strength are very important to strong-arming other players into alliances or avoiding coalitions formed against you.&lt;br /&gt;
&lt;br /&gt;
In fog games, taking special notice of the number of troops you deploy that are visible to each player is crucial to influencing other players&#039; impressions.&lt;br /&gt;
&lt;br /&gt;
Reinforcements can also be deployed in territories non-adjacent to the enemy and then airlifted or transferred towards the front lines. In such cases you avoid giving the enemy an assured minimum on your income.&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/lZNHDJN.png&lt;br /&gt;
&lt;br /&gt;
==Guides written by other players==&lt;br /&gt;
&lt;br /&gt;
Collection of strategy guides https://www.warzone.com/Forum/688994-strategy-guides&lt;br /&gt;
&lt;br /&gt;
Odin/GG&lt;br /&gt;
https://docs.google.com/document/d/1YAoH8zzh7uk9-jQwuYzwGll0hsPukq1u8P2lHrTMoqo/edit&lt;br /&gt;
&lt;br /&gt;
Norman/M&#039;Hunters&lt;br /&gt;
http://www.nghood.com/pages/warzone/strategyguide&lt;br /&gt;
&lt;br /&gt;
Benjamin628&lt;br /&gt;
https://docs.google.com/document/d/1ERn5UL2-K6d5VUmK8zkWA1j1m1GIqPUiHCYmbWBufw4/edit&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Basic Strategy]]&lt;br /&gt;
* [[Strategic 1 v 1]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Fog&amp;diff=7974</id>
		<title>Fog</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Fog&amp;diff=7974"/>
		<updated>2026-06-14T13:37:41Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fog&#039;&#039;&#039; is a way of controlling how much of your opponents empires you can see. War.app supports six levels of fog: No Fog, Light Fog, Normal Fog, Heavy Fog, Dense Fog and Complete Fog.&lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
After a game is over, all of the fog is removed.  Players can use the [[history]] button to see exactly what happened behind the fog.  If enabled, players will receive a fog-game-ended email that lets them know that the game ended.&lt;br /&gt;
&lt;br /&gt;
==Types of Fog==&lt;br /&gt;
&lt;br /&gt;
In all fog levels, you can always see your own [[territories]]. &lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/NoFog.png No Fog: All territories are visible to everyone.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/LightFog.png Light Fog: Territories adjacent to you are fully visible, but all others only show the owner, not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/Foggy.png Normal Fog: Territories adjacent to you are fully visible, but all others are completely fogged.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/ModerateFog.png Dense Fog: All territories show the owner, but not the number of armies there.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/VeryFoggy.png Heavy Fog: Territories adjacent to you show the owner, but not the number of armies. All other territories are fogged.&lt;br /&gt;
&lt;br /&gt;
* https://d2wcw7vp66n8b3.cloudfront.net/Images/ExtremeFog.png Complete Fog: All territories are fogged.&lt;br /&gt;
&lt;br /&gt;
Note that [[mods]] can override all of these rules.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Overview==&lt;br /&gt;
&lt;br /&gt;
In addition to hiding the territories, War.app will also not show attacks and transfers that happen in the fog to different degrees. The table below shows these rules in full detail.&lt;br /&gt;
 &lt;br /&gt;
Although the table below is complex, there&#039;s one fundamental rule that governs how orders are visible: There should not be any information a player can gather by doing a significant amount of work. In other words, all information should be either blantantly clear or impossible to obtain.&lt;br /&gt;
 &lt;br /&gt;
This rule is important to War.app since we don&#039;t want to give advantages to players who are willing to spend hours doing a thorough analysis of the game map. Doing this would reduce the fun of the game for both the player doing the painstaking analysis and for the player who lost by not taking advantage of said analysis.&lt;br /&gt;
&lt;br /&gt;
==Orders Visibility Details==&lt;br /&gt;
&lt;br /&gt;
Definitions: &lt;br /&gt;
* You: A territory you or a teammate control.&lt;br /&gt;
* Visible: A territory you can fully see, but do not control.&lt;br /&gt;
* Fogged: A territory you can&#039;t see at all - it&#039;s completely fogged.&lt;br /&gt;
* Owner: A territory you can see the owner of, but not the number of armies.&lt;br /&gt;
 &lt;br /&gt;
Visible:&lt;br /&gt;
* Yes: Players can always see this information.&lt;br /&gt;
* No: Players can never see this information.&lt;br /&gt;
* OwnChg: Players can only see this information if the order resulted in territory ownership changing. In other words, a successful attack.&lt;br /&gt;
* Success: Players can only see this information if the order was successful. In other words, a transfer that executed or an attack that resulted in ownership changing.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Can see that attack took place&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Can see what territory is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Can see what territory is being attacked&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Can see number of armies attacking/transferring&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Can see number of armies defending with&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Can see who is attacking&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Can see who is defending&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Can see number of attacking armies died&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Can see number of defending armies died&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Can see success/failure&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:30px;&amp;quot; | From&lt;br /&gt;
! style=&amp;quot;width:10px;&amp;quot; |&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | To&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;width:40px;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred;&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Visible&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| You&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Visible&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Success&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| You&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Owner&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Owner&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
| OwnChg&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| OwnChg&lt;br /&gt;
|-&lt;br /&gt;
| Fogged&lt;br /&gt;
| to&lt;br /&gt;
| Fogged&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;No&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The luck values (offense luck and defense luck) are only visible when the armies on both the source and destination territories are visible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Move_Order&amp;diff=7973</id>
		<title>Move Order</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Move_Order&amp;diff=7973"/>
		<updated>2026-06-14T13:35:39Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DisambigF|the move order between players (who goes first, second, etc.)|all phases within a turn|Turn Phases}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Order&#039;&#039;&#039; determines the sequence in which players&#039; orders are executed.&lt;br /&gt;
&lt;br /&gt;
War.app always executes your own orders in the order you arrange them. However, those orders are interleaved with orders from other players according to the game&#039;s move order setting.&lt;br /&gt;
&lt;br /&gt;
The current move order system can be found in the game&#039;s Settings dialog.&lt;br /&gt;
&lt;br /&gt;
== Order Priority ==&lt;br /&gt;
&lt;br /&gt;
Within your turn, orders execute in the same sequence that they appear in your [[Orders List]].&lt;br /&gt;
&lt;br /&gt;
You can rearrange orders by selecting them and using the up and down buttons in the Orders List.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is advantageous for an important move to happen later in the turn. In these situations, players will often use &#039;&#039;&#039;dummy moves&#039;&#039;&#039; first so that their more important orders execute later.&lt;br /&gt;
&lt;br /&gt;
A dummy move only delays later orders if armies actually move. For example:&lt;br /&gt;
&lt;br /&gt;
* Moving armies between two territories you own will delay subsequent orders.&lt;br /&gt;
* A [[Transfer Only]] order that cannot transfer any armies will not delay later orders.&lt;br /&gt;
&lt;br /&gt;
== Move Order Types ==&lt;br /&gt;
&lt;br /&gt;
War.app supports three move order systems:&lt;br /&gt;
&lt;br /&gt;
* Random&lt;br /&gt;
* Cyclic&lt;br /&gt;
* No-Luck Cycle&lt;br /&gt;
&lt;br /&gt;
=== Random Move Order ===&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, War.app randomly determines the player order.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* Turn 1: A B C D&lt;br /&gt;
* Turn 2: C A D B&lt;br /&gt;
* Turn 3: D C B A&lt;br /&gt;
&lt;br /&gt;
Each player&#039;s first order is executed according to that random order.&lt;br /&gt;
&lt;br /&gt;
Once every player has executed their first order, the order reverses and each player&#039;s second order is executed. The order then reverses again for the third set of orders, and so on.&lt;br /&gt;
&lt;br /&gt;
In a 1v1 game, this means each player has a 50% chance of moving first on every turn.&lt;br /&gt;
&lt;br /&gt;
==== Team Games ====&lt;br /&gt;
&lt;br /&gt;
In team games, War.app first randomizes the teams and then randomizes players within each team.&lt;br /&gt;
&lt;br /&gt;
This ensures that one team cannot receive all of the earliest move positions.&lt;br /&gt;
&lt;br /&gt;
For example, in a 2v2 game, both players on Team A will never move before either player on Team B.&lt;br /&gt;
&lt;br /&gt;
=== Cyclic Move Order ===&lt;br /&gt;
&lt;br /&gt;
Cyclic Move Order is the most common system.&lt;br /&gt;
&lt;br /&gt;
Cyclic Move Order begins with a random order on the first turn, but thereafter alternates between that order and its reverse.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* Turn 1: A B C D&lt;br /&gt;
* Turn 2: D C B A&lt;br /&gt;
* Turn 3: A B C D&lt;br /&gt;
* Turn 4: D C B A&lt;br /&gt;
&lt;br /&gt;
This makes move order predictable once the cycle has been determined.&lt;br /&gt;
&lt;br /&gt;
War.app does not reveal the cycle directly. Players must deduce it by observing the order in which deployments and moves occur.&lt;br /&gt;
&lt;br /&gt;
==== Manual Distribution ====&lt;br /&gt;
&lt;br /&gt;
In [[Manual Distribution]] games, territory distribution is considered part of the cycle.&lt;br /&gt;
&lt;br /&gt;
For example, in a two-player game:&lt;br /&gt;
&lt;br /&gt;
* If Player A receives the first territory during distribution,&lt;br /&gt;
* Player B will receive first move on turn 1.&lt;br /&gt;
&lt;br /&gt;
=== No-Luck Cycle ===&lt;br /&gt;
&lt;br /&gt;
No-Luck Cycle is similar to Cyclic Move Order, except the initial cycle is determined by player speed rather than a random draw.&lt;br /&gt;
&lt;br /&gt;
The player who completes their first turn the fastest receives the first position in the cycle. The second-fastest player receives the second position, and so on.&lt;br /&gt;
&lt;br /&gt;
Once established, the cycle alternates exactly as it does in Cyclic Move Order.&lt;br /&gt;
&lt;br /&gt;
==== Begin Dialog ====&lt;br /&gt;
&lt;br /&gt;
To ensure fairness, games using No-Luck Cycle begin with the map hidden behind the [[Begin Dialog]].&lt;br /&gt;
&lt;br /&gt;
Your timer starts when you press Begin and stops when you commit your orders or territory picks.&lt;br /&gt;
&lt;br /&gt;
If you later modify those orders before the turn ends, your recorded time is extended to include the additional time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* Begin at 1:00 PM&lt;br /&gt;
* Commit at 1:10 PM&lt;br /&gt;
&lt;br /&gt;
Initial time: 10 minutes&lt;br /&gt;
&lt;br /&gt;
If you later change your orders at 1:30 PM, your final recorded time becomes 30 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Transparency ====&lt;br /&gt;
&lt;br /&gt;
Unlike standard Cyclic Move Order, No-Luck Cycle publicly reveals the move cycle.&lt;br /&gt;
&lt;br /&gt;
The Game → Move Order window displays:&lt;br /&gt;
&lt;br /&gt;
* Each player&#039;s first-turn completion time&lt;br /&gt;
* Their position in the cycle&lt;br /&gt;
* The move order for future turns&lt;br /&gt;
&lt;br /&gt;
This allows all players to know exactly who will move first on upcoming turns.&lt;br /&gt;
&lt;br /&gt;
==== Team Games ====&lt;br /&gt;
&lt;br /&gt;
In team games, team ordering is determined by the slowest player on each team.&lt;br /&gt;
&lt;br /&gt;
Within each team, players are then ordered according to their own completion times relative to their teammates.&lt;br /&gt;
&lt;br /&gt;
== Order Execution ==&lt;br /&gt;
&lt;br /&gt;
After the move order has been determined, War.app executes orders one phase at a time.&lt;br /&gt;
&lt;br /&gt;
Within each [[Turn Phases|phase]]:&lt;br /&gt;
&lt;br /&gt;
# Every player&#039;s first order is executed according to the current move order.&lt;br /&gt;
# The move order is reversed.&lt;br /&gt;
# Every player&#039;s second order is executed.&lt;br /&gt;
# The move order reverses again.&lt;br /&gt;
# The process repeats until all orders in that phase have been executed.&lt;br /&gt;
&lt;br /&gt;
Once all orders in a phase are complete, War.app moves on to the next phase.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Because move order can have a significant impact on the outcome of battles, players often adjust their order sequence strategically.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Using dummy moves to delay important attacks.&lt;br /&gt;
* Timing transfers to occur before or after enemy attacks.&lt;br /&gt;
* Exploiting known cycles in Cyclic and No-Luck Cycle games.&lt;br /&gt;
&lt;br /&gt;
Understanding move order is one of the most important advanced skills in War.app.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Turn phases]]&lt;br /&gt;
* [[Orders List]]&lt;br /&gt;
* [[Manual Distribution]]&lt;br /&gt;
* [[Begin dialog]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mods&amp;diff=7972</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mods&amp;diff=7972"/>
		<updated>2026-06-14T13:27:21Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mods]] are a way of modifying/expanding the War.app core gameplay beyond what is possible using the built-in configuration options. Modded games can be created only by [[Membership|members]], however you may ask a member to create a game for you.&lt;br /&gt;
&lt;br /&gt;
Mods are easy to use! When joining a game with mods, War.app automatically downloads the mod. No installation is required. Simply join or create a game that has mods enabled. Since no installation is required, mods are fully supported on all War.app platforms, including Android and iOS!&lt;br /&gt;
&lt;br /&gt;
Some mods have a menu where users can interact with the mod. To open this menu, from a game go to Game &amp;gt; Mod: &amp;lt;mod name&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Create your own Mod ==&lt;br /&gt;
See the [[Mod Developers Guide]] for details on how to get started making your own mod.&lt;br /&gt;
&lt;br /&gt;
To check if a mod idea is possible to implement, check [[Mod Framework Capabilities]].&lt;br /&gt;
&lt;br /&gt;
== List of published mods (not exhaustive) ==&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Free Mods]] ===&lt;br /&gt;
* [[Picks swap]]&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Promoted Mods]] ===&lt;br /&gt;
* [[Buy Neutral]]&lt;br /&gt;
* [[Diplomacy (mod)|Diplomacy]]&lt;br /&gt;
* [[Gift Armies]]&lt;br /&gt;
* [[Gift Gold]]&lt;br /&gt;
* [[Randomized Bonuses]]&lt;br /&gt;
* [[Randomized Wastelands]]&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Standard Mods]] ===&lt;br /&gt;
* [[Advanced Diplo Mod V4]]&lt;br /&gt;
* [[Airports]]&lt;br /&gt;
* [[AI&#039;s don&#039;t play cards]]&lt;br /&gt;
* [[AIs don&#039;t deploy]]&lt;br /&gt;
* [[Buy Cards]]&lt;br /&gt;
* [[Commerce Plus]]&lt;br /&gt;
* [[Diplomacy 2 (mod)|Diplomacy 2]]&lt;br /&gt;
* [[Essentials (mod)|Essentials]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
* [[Limited Attacks]]&lt;br /&gt;
* [[Limited Multiattacks]]&lt;br /&gt;
* [[Meteor Strike]]&lt;br /&gt;
* [[Neutral Moves]]&lt;br /&gt;
* [[Safe Start]]&lt;br /&gt;
* [[Swap Territories]]&lt;br /&gt;
* [[Take Turns]]&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Experimental Mods]] ===&lt;br /&gt;
* [[(Beta) BetterCities and group Chat|&amp;lt;nowiki&amp;gt;[Beta] BetterCities and group Chat&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
* [[Advanced Card Distribution (CS+)]]&lt;br /&gt;
* [[Advanced Card Distribution (per player)]]&lt;br /&gt;
* [[AI Central]]&lt;br /&gt;
* [[AIs don&#039;t attack]]&lt;br /&gt;
* [[Allow Guard to be Killed]]&lt;br /&gt;
* [[Army Caches]]&lt;br /&gt;
* [[Army Recruiter]]&lt;br /&gt;
* [[Artillery Strike]]&lt;br /&gt;
* [[Better don&#039;t fail an attack]]&lt;br /&gt;
* [[Bomb Card+]]&lt;br /&gt;
* [[Bomb Reduces Cities]]&lt;br /&gt;
* [[Bonus Airlift]]&lt;br /&gt;
* [[BonusValue QuickOverrider]]&lt;br /&gt;
* [[Buy Cards v2]]&lt;br /&gt;
* [[Capitalist]]&lt;br /&gt;
* [[Capture The Flag]]&lt;br /&gt;
* [[Card Caches]]&lt;br /&gt;
* [[CardPack - Card Actions]]&lt;br /&gt;
* [[CardPack - Disasters]]&lt;br /&gt;
* [[CardPack - OG]]&lt;br /&gt;
* [[CardPack - Utility]]&lt;br /&gt;
* [[CivLight]]&lt;br /&gt;
* [[Clock (mod)|Clock]]&lt;br /&gt;
* [[Combo Income]]&lt;br /&gt;
* [[Connected Commanders]]&lt;br /&gt;
* [[Connected Territories]]&lt;br /&gt;
* [[ConstructionWorker Unit]]&lt;br /&gt;
* [[Custom Card Package]]&lt;br /&gt;
* [[Decoy Card]]&lt;br /&gt;
* [[Deployment Limit]]&lt;br /&gt;
* [[Diplomat]]&lt;br /&gt;
* [[Don&#039;t lose a territory]]&lt;br /&gt;
* [[Dragons]]&lt;br /&gt;
* [[Draw Resolver]]&lt;br /&gt;
* [[Dreadful Hypothermia 4]]&lt;br /&gt;
* [[Dynamic Bonuses]]&lt;br /&gt;
* [[Encirclement]]&lt;br /&gt;
* [[Exclude From Auto Dist]]&lt;br /&gt;
* [[Expansion+]]&lt;br /&gt;
* [[Extended Randomized Bonuses]]&lt;br /&gt;
* [[Extended Winning Conditions]]&lt;br /&gt;
* [[Factions (mod)|Factions (V2.3)]]&lt;br /&gt;
* [[Force Vote to End]]&lt;br /&gt;
* [[Forced LD Card]]&lt;br /&gt;
* [[Fort Tactics (mod)|Fort Tactics]]&lt;br /&gt;
* [[Forts]]&lt;br /&gt;
* [[FreeExpansion]]&lt;br /&gt;
* [[Gift Armies 2]]&lt;br /&gt;
* [[Gift Gold Ultra 3]]&lt;br /&gt;
* [[Gold Reserves]]&lt;br /&gt;
* [[Goldmines (Commerce+)]]&lt;br /&gt;
* [[Highest Income Disadvantage]]&lt;br /&gt;
* [[Hospitals (mod)|Hospitals]]&lt;br /&gt;
* [[Host can Spy on &amp;amp; Eliminate players]]&lt;br /&gt;
* [[Hybrid Distribution]]&lt;br /&gt;
* [[Hybrid Distribution 2]]&lt;br /&gt;
* [[I.S. Agencies]]&lt;br /&gt;
* [[I.S. Character Pack ( Antiquity )]]&lt;br /&gt;
* [[I.S. Character Pack ( Ship Props )]]&lt;br /&gt;
* [[I.S. City Manager]]&lt;br /&gt;
* [[I.S. Terrain Types 2]]&lt;br /&gt;
* [[I.S. Zombie Slot]]&lt;br /&gt;
* [[Income Threshold]]&lt;br /&gt;
* [[Informations for spectators]]&lt;br /&gt;
* [[INSS Bonuses]]&lt;br /&gt;
* [[King of the Hill]]&lt;br /&gt;
* [[Late Gifts]]&lt;br /&gt;
* [[Late Wastelands]]&lt;br /&gt;
* [[Limited Multimove (multi-attack + multi-transfer)]]&lt;br /&gt;
* [[Local Deployment Helper (V3.0)]]&lt;br /&gt;
* [[Locked Down Regions]]&lt;br /&gt;
* [[Lotto Mod - Instant Random Winner|Lotto Mod -&amp;amp;gt; Instant Random Winner]]&lt;br /&gt;
* [[Medics]]&lt;br /&gt;
* [[Meteor Strike 2]]&lt;br /&gt;
* [[More_Distributions]]&lt;br /&gt;
* [[Mystery Card]]&lt;br /&gt;
* [[Negative Base Income]]&lt;br /&gt;
* [[No income for odd/even number of territories]]&lt;br /&gt;
* [[No Wrapped Attacks]]&lt;br /&gt;
* [[One Way Connections]]&lt;br /&gt;
* [[Orders Cost Income]]&lt;br /&gt;
* [[Order Notes]]&lt;br /&gt;
* [[Player Manager]]&lt;br /&gt;
* [[Portals]]&lt;br /&gt;
* [[Press This Button]]&lt;br /&gt;
* [[Priests]]&lt;br /&gt;
* [[Private Notes (mod)|Private Notes]]&lt;br /&gt;
* [[Random settings generator]]&lt;br /&gt;
* [[Random Starting Cities]]&lt;br /&gt;
* [[Randomized Orderlist]]&lt;br /&gt;
* [[Read Game Settings]]&lt;br /&gt;
* [[Resurrection Card]]&lt;br /&gt;
* [[Reverse Income]]&lt;br /&gt;
* [[Reversed Bonus Armies Per Territory]]&lt;br /&gt;
* [[Runtime Wastelands]]&lt;br /&gt;
* [[Spaced Out Starts]]&lt;br /&gt;
* [[Spawnbarriers]]&lt;br /&gt;
* [[Smoke Bomb Card]]&lt;br /&gt;
* [[Special units are Medics]]&lt;br /&gt;
* [[Spectator Mode]]&lt;br /&gt;
* [[Stack Limit]]&lt;br /&gt;
* [[Stationary commanders]]&lt;br /&gt;
* [[Structures Distribution (CS+)]]&lt;br /&gt;
* [[Surveillance Card+]]&lt;br /&gt;
* [[Swap Territories 2]]&lt;br /&gt;
* [[Tank Card]]&lt;br /&gt;
* [[Tanks]]&lt;br /&gt;
* [[Territories without armies become neutral]]&lt;br /&gt;
* [[TerritoryLimit]]&lt;br /&gt;
* [[Transport Only Airlift]]&lt;br /&gt;
* [[Villages]]&lt;br /&gt;
* [[VillagesV2]]&lt;br /&gt;
* [[Wastelands+]]&lt;br /&gt;
* [[Weaken blockades]]&lt;br /&gt;
* [[Where Am I?]]&lt;br /&gt;
&lt;br /&gt;
== Find a bug? == &lt;br /&gt;
&lt;br /&gt;
Please note some mods may have bugs. Contact the mod&#039;s author to report bugs.  (by private message usually.  You can also try [https://discord.gg/hqGkVXagyt Discord] or using the [[forum]]). &lt;br /&gt;
&lt;br /&gt;
Note that if a mod takes more than 10 seconds to run, a crash message will appear. This should only happen if a map that is too big (in terms of number of territories or bonuses).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Restrictions == &lt;br /&gt;
Single-player modded games are always free for members.  Likewise, multi-player games where all players are members are also free. Members can create a modded game for non-members by using the special &amp;quot;Allow non-members to join&amp;quot; check-box on the mods page. Using this special checkbox is free once per week to members, (restarts Monday), but after that it will cost a small fee (2 coins per player, member or not, in the game). This fee exists since mods can run on the server, and modded games are significantly more CPU-intensive for the War.app server to run than non-modded games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods|!]][[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Gameplay_Basics&amp;diff=7971</id>
		<title>Gameplay Basics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Gameplay_Basics&amp;diff=7971"/>
		<updated>2026-06-14T13:23:18Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A War.app game is played between 2 and 400 players, either human or computer-controlled.  The goal is to conquer the entire map, or at least conquer enough to force your opponents to [[surrender]].&lt;br /&gt;
&lt;br /&gt;
War.app games are highly configurable.  This introduction will assume that default [[settings]] are being used.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
The [[map]] is the center of attention in a game.  The map is simply a collection of [[territories]], where each territory is filled with a color that indicates the player that controls the territory, and a number that indicates how many armies are present on that territory.  &lt;br /&gt;
&lt;br /&gt;
Some territories can be controlled by [[neutral]].  The neutral armies cannot move, and simply sit still for the entire duration of the game until conquered by a player.&lt;br /&gt;
&lt;br /&gt;
All territories controlled by players must keep at least one army on them at all times if [[One Army Must Stand Guard]] is enabled.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
War.app mainly utilizes the left mouse button, although there are [[hotkeys]] that can make playing more efficient.&lt;br /&gt;
&lt;br /&gt;
Territories and bonuses can be selected and information such as what other territories connect to it as well as what how much the bonus will be for controlling this bonus.&lt;br /&gt;
&lt;br /&gt;
==Phases==&lt;br /&gt;
&lt;br /&gt;
Each turn goes through three [[phases]]:  Deploying Armies, Attack/Transfer, and Confirmation.  These phases can be seen in the upper-left corner of the interface.  You can switch freely between the three phases just by clicking on the phase.&lt;br /&gt;
&lt;br /&gt;
===Deploying phase===&lt;br /&gt;
&lt;br /&gt;
Each turn, you receive new armies that you can add to [[territories]] you control.  While in the deploying phase, the game will inform you in the upper-left corner by saying something like:&lt;br /&gt;
&lt;br /&gt;
:0 / 5 armies placed&lt;br /&gt;
&lt;br /&gt;
This shows you are receiving 5 armies this turn, and so far you&#039;ve deployed 0 of them.  Simply click on a territory you control to place an army there.&lt;br /&gt;
&lt;br /&gt;
When done deploying, you can click Next Phase or simply click the Attack/Transfer link to go to the Attack/Transfer phase.&lt;br /&gt;
&lt;br /&gt;
===Attack/Transfer phase===&lt;br /&gt;
&lt;br /&gt;
Attack/Transfer allows you to attack other territories or transfer your armies between territories you control.  &lt;br /&gt;
&lt;br /&gt;
Each army you control can only do one attack or transfer each turn.  Games with [[multi-attack]] enabled allow armies to move long distances in a single turn, but this page will assume you&#039;re playing a game without multi-attack.  &lt;br /&gt;
&lt;br /&gt;
Since each army can only do one attack or transfer, that means each army can only move to directly adjacent territories in a given turn.  If it moves to a friendly adjacent territory (either your own or a teammate), that&#039;s considered a transfer.  If it moves to an enemy territory (either another player or neutral), that&#039;s considered an attack.&lt;br /&gt;
&lt;br /&gt;
Transfers are simple, and always succeed.  The army simply moves.&lt;br /&gt;
&lt;br /&gt;
Attacks are more complicated.  To fully understand attacks, see the [[basic combat]] page.  Remember the rule of thumb is to always attack territories with at least twice as many armies as the defenders have.&lt;br /&gt;
&lt;br /&gt;
==Players Summary==&lt;br /&gt;
&lt;br /&gt;
The bottom right hand corner of the interface shows the players (and, in team games, what teams they are in). &lt;br /&gt;
&lt;br /&gt;
Clicking on a player&#039;s name opens up a menu showing: &lt;br /&gt;
&lt;br /&gt;
* A link to view the player&#039;s full profile&lt;br /&gt;
* The player&#039;s average move rate, both across all games and for the last ten turns of this game.&lt;br /&gt;
* Their tagline&lt;br /&gt;
* Visible armies, income, and number of territories in this game. &lt;br /&gt;
* If they&#039;re a teammate, players can view the orders that they&#039;ve committed. &lt;br /&gt;
* A button to report the player if they&#039;re breaking War.app&#039;s [[rules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|!]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Gameplay_Basics&amp;diff=7970</id>
		<title>Gameplay Basics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Gameplay_Basics&amp;diff=7970"/>
		<updated>2026-06-14T13:22:58Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A War.app game is played between 2 and 400 players, either human or computer-controlled.  The goal is to conquer the entire map, or at least conquer enough to force your opponents to [[surrender]].&lt;br /&gt;
&lt;br /&gt;
War.app games are highly configurable.  This introduction will assume that default [[settings]] are being used.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
The [[map]] is the center of attention in a game.  The map is simply a collection of [[territories]], where each territory is filled with a color that indicates the player that controls the territory, and a number that indicates how many armies are present on that territory.  &lt;br /&gt;
&lt;br /&gt;
Some territories can be controlled by [[neutral]].  The neutral armies cannot move, and simply sit still for the entire duration of the game until conquered by a player.&lt;br /&gt;
&lt;br /&gt;
All territories controlled by players must keep at least one army on them at all times if [[One Army Must Stand Guard]] is enabled.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
War.app mainly utilizes the left mouse button, although there are [[hotkeys]] that can make playing more efficient.&lt;br /&gt;
&lt;br /&gt;
Territories and bonuses can be selected and information such as what other territories connect to it as well as what how much the bonus will be for controlling this bonus.&lt;br /&gt;
&lt;br /&gt;
==Phases==&lt;br /&gt;
&lt;br /&gt;
Each turn goes through three [[phases]]:  Deploying Armies, Attack/Transfer, and Confirmation.  These phases can be seen in the upper-left corner of the interface.  You can switch freely between the three phases just by clicking on the phase.&lt;br /&gt;
&lt;br /&gt;
===Deploying phase===&lt;br /&gt;
&lt;br /&gt;
Each turn, you receive new armies that you can add to [[territories]] you control.  While in the deploying phase, the game will inform you in the upper-left corner by saying something like:&lt;br /&gt;
&lt;br /&gt;
:0 / 5 armies placed&lt;br /&gt;
&lt;br /&gt;
This shows you are receiving 5 armies this turn, and so far you&#039;ve deployed 0 of them.  Simply click on a territory you control to place an army there.&lt;br /&gt;
&lt;br /&gt;
When done deploying, you can click Next Phase or simply click the Attack/Transfer link to go to the Attack/Transfer phase.&lt;br /&gt;
&lt;br /&gt;
===Attack/Transfer phase===&lt;br /&gt;
&lt;br /&gt;
Attack/Transfer allows you to attack other territories or transfer your armies between territories you control.  &lt;br /&gt;
&lt;br /&gt;
Each army you control can only do one attack or transfer each turn.  Games with [[multi-attack]] enabled allow armies to move long distances in a single turn, but this page will assume you&#039;re playing a game without multi-attack.  &lt;br /&gt;
&lt;br /&gt;
Since each army can only do one attack or transfer, that means each army can only move to directly adjacent territories in a given turn.  If it moves to a friendly adjacent territory (either your own or a teammate), that&#039;s considered a transfer.  If it moves to an enemy territory (either another player or neutral), that&#039;s considered an attack.&lt;br /&gt;
&lt;br /&gt;
Transfers are simple, and always succeed.  The army simply moves.&lt;br /&gt;
&lt;br /&gt;
Attacks are more complicated.  To fully understand attacks, see the [[basic combat]] page.  Remember the rule of thumb is to always attack territories with at least twice as many armies as the defenders have.&lt;br /&gt;
&lt;br /&gt;
===Confirmation phase===&lt;br /&gt;
&lt;br /&gt;
Confirmation lets you view your orders before sending them to the War.app server.  It will highlight all of your orders, and you can also examine them in the [[orders list]].&lt;br /&gt;
&lt;br /&gt;
==Players Summary==&lt;br /&gt;
&lt;br /&gt;
The bottom right hand corner of the interface shows the players (and, in team games, what teams they are in). &lt;br /&gt;
&lt;br /&gt;
Clicking on a player&#039;s name opens up a menu showing: &lt;br /&gt;
&lt;br /&gt;
* A link to view the player&#039;s full profile&lt;br /&gt;
* The player&#039;s average move rate, both across all games and for the last ten turns of this game.&lt;br /&gt;
* Their tagline&lt;br /&gt;
* Visible armies, income, and number of territories in this game. &lt;br /&gt;
* If they&#039;re a teammate, players can view the orders that they&#039;ve committed. &lt;br /&gt;
* A button to report the player if they&#039;re breaking War.app&#039;s [[rules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|!]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=7969</id>
		<title>Multi Attack</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=7969"/>
		<updated>2026-06-14T13:20:48Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-attack is a game setting that allows armies to move long distances in a single turn.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
In a normal game, each army can only be given one order per turn. For example, the same army cannot attack from A to B then attack from B to C in the same turn.&lt;br /&gt;
 &lt;br /&gt;
When Multi-Attack is enabled, armies can follow any number of attacks in a single turn. This significantly changes the way the game plays.&lt;br /&gt;
 &lt;br /&gt;
In multi-attack mode, you can issue orders in succession which can allow armies to travel long distances as shown:&lt;br /&gt;
 &lt;br /&gt;
https://d2wcw7vp66n8b3.cloudfront.net/Images/MultiAttack.png&lt;br /&gt;
&lt;br /&gt;
When in multi-attack mode, your attacks will default to being input as [[percentages]] instead of armies, unless attacking by percentage is disabled for that game. This is helpful, since you usually won&#039;t know how many armies you will have by the time the attack occurs.&lt;br /&gt;
 &lt;br /&gt;
As soon as an army does a &#039;&#039;&#039;transfer&#039;&#039;&#039;, it then cannot do any more attacks or transfers for the remainder of that turn. In other words, each army can only do one transfer per turn and cannot attack after doing so. A transfer is defined as a move from one of your territories to another one of your territories (or teammate&#039;s territories.)&lt;br /&gt;
 &lt;br /&gt;
==Attack anywhere==&lt;br /&gt;
&lt;br /&gt;
Note that War.app allows you to issue attacks from any territory to any connecting territory anywhere on the map.  This is what allows entering of a long chain like what the image above shows.  &lt;br /&gt;
&lt;br /&gt;
However, sometimes players are surprised that you can issue attack orders anywhere, even if your armies could not possibly be there.  While it may seem strange to issue an attack somewhere deep in your opponent&#039;s territory, attacks issued where your armies are not present won&#039;t actually do anything.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
All these examples are based on the [[QM]] template [https://www.war.app/MultiPlayer?TemplateID=1070746 Multi-Attack MME Light Fog LD], which has 0% [[luck modifier]] [[rounding mode|straight round]] and [[One Army Must Stand Guard]] is enabled.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If issuing an attack from a territory and making all armies attack the next territory, for each territory of with 2 armies on it you want to attack, add 2 more armies to the starting territory. At the end of the attack chain, each territory captured has 1 army on it, except the last territory which has 2 armies on it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Territories with 2 armies captured&lt;br /&gt;
| Armies on starting territory&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Territory picks ===&lt;br /&gt;
There are opportunities to complete an entire bonus on turn one. There a multiple ways to achieve the same result as these examples. Pickable territories have 4 armies (3 movable) on them at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 4 territories ====&lt;br /&gt;
If you picked Siple and the rest of Antarctica is 2 neutrals, it is possible to capture the bonus on turn one. To do this:&lt;br /&gt;
* Deploy 5 to Siple (9 armies on Siple, 8 moveable)&lt;br /&gt;
* Siple attacks South Pole with 100% (1 army left on Siple; 7 armies on South Pole, 6 moveable)&lt;br /&gt;
* South Pole attacks Novolazarevskaya with 3 (4 armies left on South Pole; 2 on Novolazarevskaya, 1 movable)&lt;br /&gt;
* South Pole attacks Scott with 100% (1 army left on South Pole; 2 on Scott, 1 movable)&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 5 territories ====&lt;br /&gt;
South America or any +4 bonus can be completed on turn one if there is an adjacent bonus that has a pickable territory. To do this:&lt;br /&gt;
* Deploy 4 armies to the pickable territory in the bonus (8 armies, 7 movable)&lt;br /&gt;
* Make the other territory attack a neighbouring territory in the bonus&lt;br /&gt;
* Send a chain attack to capture the rest of the bonus&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 6 territories ====&lt;br /&gt;
There are times when Australia, Caucasus, East Russia, East US and Greenland can be completed on turn one.&lt;br /&gt;
For this to happen:&lt;br /&gt;
* A territory in the bonus needs to be pickable&lt;br /&gt;
* There is a pickable territory in an adjacent bonus&lt;br /&gt;
To do this:&lt;br /&gt;
* The pickable territory in the adjacent bonus attacks a territory in the main bonus and then attacks another territory in the bonus with the remaining army&lt;br /&gt;
* Deploy 5 to the other territory (making 9 armies)&lt;br /&gt;
* Send a chain attack to capture the rest of the bonus; the last attack of the chain must capture the territory that now has 1 army&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 7 Territories ====&lt;br /&gt;
West China can sometimes be completed on turn one under a similar method to bonuses with 6 territories but requires a second adjacent territory&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Limited multiattacks]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=7968</id>
		<title>Multi Attack</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=7968"/>
		<updated>2026-06-14T13:20:35Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-attack is a game setting that allows armies to move long distances in a single turn.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
In a normal game, each army can only be given one order per turn. For example, the same army cannot attack from A to B then attack from B to C in the same turn.&lt;br /&gt;
 &lt;br /&gt;
When Multi-Attack is enabled, armies can follow any number of attacks in a single turn. This significantly changes the way the game plays.&lt;br /&gt;
 &lt;br /&gt;
In multi-attack mode, you can issue orders in succession which can allow armies to travel long distances as shown:&lt;br /&gt;
 &lt;br /&gt;
https://d2wcw7vp66n8b3.cloudfront.net/Images/MultiAttack.png&lt;br /&gt;
&lt;br /&gt;
When in multi-attack mode, your attacks will default to being input as [[percentages]] instead of armies, unless attacking by percentage is disabled for that game. This is helpful, since you usually won&#039;t know how many armies you will have by the time the attack occurs.&lt;br /&gt;
 &lt;br /&gt;
As soon as an army does a &#039;&#039;&#039;transfer&#039;&#039;&#039;, it then cannot do any more attacks or transfers for the remainder of that turn. In other words, each army can only do one transfer per turn and cannot attack after doing so. A transfer is defined as a move from one of your territories to another one of your territories (or teammate&#039;s territories.)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Attack anywhere==&lt;br /&gt;
&lt;br /&gt;
Note that War.app allows you to issue attacks from any territory to any connecting territory anywhere on the map.  This is what allows entering of a long chain like what the image above shows.  &lt;br /&gt;
&lt;br /&gt;
However, sometimes players are surprised that you can issue attack orders anywhere, even if your armies could not possibly be there.  While it may seem strange to issue an attack somewhere deep in your opponent&#039;s territory, attacks issued where your armies are not present won&#039;t actually do anything.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
All these examples are based on the [[QM]] template [https://www.war.app/MultiPlayer?TemplateID=1070746 Multi-Attack MME Light Fog LD], which has 0% [[luck modifier]] [[rounding mode|straight round]] and [[One Army Must Stand Guard]] is enabled.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If issuing an attack from a territory and making all armies attack the next territory, for each territory of with 2 armies on it you want to attack, add 2 more armies to the starting territory. At the end of the attack chain, each territory captured has 1 army on it, except the last territory which has 2 armies on it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Territories with 2 armies captured&lt;br /&gt;
| Armies on starting territory&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Territory picks ===&lt;br /&gt;
There are opportunities to complete an entire bonus on turn one. There a multiple ways to achieve the same result as these examples. Pickable territories have 4 armies (3 movable) on them at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 4 territories ====&lt;br /&gt;
If you picked Siple and the rest of Antarctica is 2 neutrals, it is possible to capture the bonus on turn one. To do this:&lt;br /&gt;
* Deploy 5 to Siple (9 armies on Siple, 8 moveable)&lt;br /&gt;
* Siple attacks South Pole with 100% (1 army left on Siple; 7 armies on South Pole, 6 moveable)&lt;br /&gt;
* South Pole attacks Novolazarevskaya with 3 (4 armies left on South Pole; 2 on Novolazarevskaya, 1 movable)&lt;br /&gt;
* South Pole attacks Scott with 100% (1 army left on South Pole; 2 on Scott, 1 movable)&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 5 territories ====&lt;br /&gt;
South America or any +4 bonus can be completed on turn one if there is an adjacent bonus that has a pickable territory. To do this:&lt;br /&gt;
* Deploy 4 armies to the pickable territory in the bonus (8 armies, 7 movable)&lt;br /&gt;
* Make the other territory attack a neighbouring territory in the bonus&lt;br /&gt;
* Send a chain attack to capture the rest of the bonus&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 6 territories ====&lt;br /&gt;
There are times when Australia, Caucasus, East Russia, East US and Greenland can be completed on turn one.&lt;br /&gt;
For this to happen:&lt;br /&gt;
* A territory in the bonus needs to be pickable&lt;br /&gt;
* There is a pickable territory in an adjacent bonus&lt;br /&gt;
To do this:&lt;br /&gt;
* The pickable territory in the adjacent bonus attacks a territory in the main bonus and then attacks another territory in the bonus with the remaining army&lt;br /&gt;
* Deploy 5 to the other territory (making 9 armies)&lt;br /&gt;
* Send a chain attack to capture the rest of the bonus; the last attack of the chain must capture the territory that now has 1 army&lt;br /&gt;
&lt;br /&gt;
==== Bonuses with 7 Territories ====&lt;br /&gt;
West China can sometimes be completed on turn one under a similar method to bonuses with 6 territories but requires a second adjacent territory&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Limited multiattacks]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Points&amp;diff=7967</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Points&amp;diff=7967"/>
		<updated>2026-06-14T13:18:15Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Points&#039;&#039;&#039; are awarded for completing various activities in War.app, including winning multiplayer games, winning [[Tournaments]], completing single-player levels, and unlocking [[Achievements]].&lt;br /&gt;
&lt;br /&gt;
Points are used to gain [[Levels]], which unlock additional features throughout the game.&lt;br /&gt;
&lt;br /&gt;
You can view your points, level progress, and recent point awards at:  https://war.app/Points&lt;br /&gt;
&lt;br /&gt;
Hovering over a point award on that page will display additional details about how it was calculated.&lt;br /&gt;
&lt;br /&gt;
== Points from Single-Player Games ==&lt;br /&gt;
&lt;br /&gt;
Built-in single-player levels award points the first time they are completed.&lt;br /&gt;
&lt;br /&gt;
* Defeating a built-in level awards 2,500 points.&lt;br /&gt;
* Earning a gold star on a built-in level awards an additional 2,500 points.&lt;br /&gt;
* If you earn a gold star the first time you complete a level, the two rewards are combined into a single 5,000-point award.&lt;br /&gt;
&lt;br /&gt;
Community-created levels do not award points.&lt;br /&gt;
&lt;br /&gt;
== Points from Multiplayer Games ==&lt;br /&gt;
&lt;br /&gt;
When players win a [[Ranked versus Practice|ranked]] multiplayer game, they earn points.&lt;br /&gt;
&lt;br /&gt;
The number of points awarded depends on several factors.&lt;br /&gt;
&lt;br /&gt;
=== Number of Opponents Defeated ===&lt;br /&gt;
&lt;br /&gt;
Points increase based on the number of players who did not win the game.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* Winning a 3-player free-for-all generally awards about twice as many points as winning a 1v1 game.&lt;br /&gt;
* Winning a 20-player free-for-all generally awards about nineteen times as many points as winning a 1v1 game.&lt;br /&gt;
&lt;br /&gt;
=== Opponent Levels ===&lt;br /&gt;
&lt;br /&gt;
Defeating higher-level opponents awards more points.&lt;br /&gt;
&lt;br /&gt;
As a general guideline:&lt;br /&gt;
&lt;br /&gt;
* Defeating a player of equal level awards roughly 5,000 base points.&lt;br /&gt;
* Defeating a player who is 10 or more levels above you awards roughly 10,000 base points.&lt;br /&gt;
* Defeating lower-level players awards fewer points.&lt;br /&gt;
&lt;br /&gt;
=== Repeated Victories ===&lt;br /&gt;
&lt;br /&gt;
To discourage farming points from the same opponents, repeated victories award fewer points.&lt;br /&gt;
&lt;br /&gt;
For players above level 8:&lt;br /&gt;
&lt;br /&gt;
* Defeating the same player a second time within 10 days reduces points earned from that player by 50%.&lt;br /&gt;
* Defeating the same player three or more times within 10 days reduces points earned from that player by 80%.&lt;br /&gt;
&lt;br /&gt;
=== Team Games ===&lt;br /&gt;
&lt;br /&gt;
In team games, points earned from defeated opponents are effectively shared among the winning team.&lt;br /&gt;
&lt;br /&gt;
However, teammates may receive different point amounts due to differences in player level and recent match history against the defeated opponents.&lt;br /&gt;
&lt;br /&gt;
=== Game-Type Multipliers ===&lt;br /&gt;
&lt;br /&gt;
Some game modes modify the number of points awarded:&lt;br /&gt;
&lt;br /&gt;
* Multi-day games: 100% (standard)&lt;br /&gt;
* Tournament games: 150%&lt;br /&gt;
* Ladder games: 200%&lt;br /&gt;
* Real-time games: 50%&lt;br /&gt;
* Coin games: 150%&lt;br /&gt;
&lt;br /&gt;
These multipliers stack.&lt;br /&gt;
&lt;br /&gt;
For example, a real-time coin tournament awards:&lt;br /&gt;
&lt;br /&gt;
50% × 150% × 150% = 112.5%&lt;br /&gt;
&lt;br /&gt;
of the points awarded by an equivalent standard multi-day game.&lt;br /&gt;
&lt;br /&gt;
== Points from Tournaments ==&lt;br /&gt;
&lt;br /&gt;
Winning a [[Ranked versus Practice|ranked]] tournament also awards points.&lt;br /&gt;
&lt;br /&gt;
Tournament points are based on many of the same factors as multiplayer games.&lt;br /&gt;
&lt;br /&gt;
=== Tournament Size ===&lt;br /&gt;
&lt;br /&gt;
Larger tournaments award more points.&lt;br /&gt;
&lt;br /&gt;
For example, winning a 128-player tournament generally awards about twice as many points as winning a 64-player tournament.&lt;br /&gt;
&lt;br /&gt;
=== Opponent Levels ===&lt;br /&gt;
&lt;br /&gt;
Higher-level participants contribute more points.&lt;br /&gt;
&lt;br /&gt;
As a general guideline:&lt;br /&gt;
&lt;br /&gt;
* Each player of equal level contributes roughly 500 points.&lt;br /&gt;
* Each player who is 10 or more levels above you contributes roughly 1,000 points.&lt;br /&gt;
&lt;br /&gt;
=== Repeated Tournament Victories ===&lt;br /&gt;
&lt;br /&gt;
Tournament victories are tracked separately from game victories.&lt;br /&gt;
&lt;br /&gt;
If you defeat the same opponent multiple times in tournaments within a 30-day period:&lt;br /&gt;
&lt;br /&gt;
* The first victory awards full points.&lt;br /&gt;
* Subsequent victories award 80% fewer points from that player.&lt;br /&gt;
&lt;br /&gt;
=== Team Tournaments ===&lt;br /&gt;
&lt;br /&gt;
When a team wins a tournament, the points earned from defeated opponents are effectively shared among the winning team.&lt;br /&gt;
&lt;br /&gt;
As with team games, individual teammates may receive different point totals based on level differences and recent tournament history.&lt;br /&gt;
&lt;br /&gt;
=== Tournament Game Rewards ===&lt;br /&gt;
&lt;br /&gt;
Tournament winners receive both:&lt;br /&gt;
&lt;br /&gt;
* Points for winning the tournament itself.&lt;br /&gt;
* Points from the individual games played within the tournament.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Ranked versus Practice]]&lt;br /&gt;
* [[Hidden settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:War.app]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Points&amp;diff=7966</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Points&amp;diff=7966"/>
		<updated>2026-06-14T04:39:19Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can earn &#039;&#039;&#039;points&#039;&#039;&#039; by winning multi-player games or [[tournaments]], or unlocking [[achievements]].  Points are used to gain [[levels]], which unlock additional features.&lt;br /&gt;
&lt;br /&gt;
If you visit https://war.app/Points, you can see how many points you have, the progress to your next level, and all points you&#039;ve earned in the last 30 days.  If you hover your mouse cursor over a point award, you will be shown additional details about how that number was calculated.&lt;br /&gt;
&lt;br /&gt;
== Points from Single-Player Games ==&lt;br /&gt;
&lt;br /&gt;
Defeating one of the built-in levels is worth 2,500 points the first time you defeat it.  Getting a gold star on one of these levels is worth an additional 2,500 points.  If you get a gold star the first time you defeat it, you&#039;ll receive the two awards together as a 5,000 point award.&lt;br /&gt;
&lt;br /&gt;
Community levels do not give points.&lt;br /&gt;
&lt;br /&gt;
== Points from Multi-Player Games ==&lt;br /&gt;
&lt;br /&gt;
When players win a [[ranked versus practice|ranked]] multi-player game, they are awarded points.  The number of points the winner(s) are awarded is based off of a number of factors:&lt;br /&gt;
* The number of players who didn&#039;t win the game.  Winning a 3-player FFA gives (on average) twice as many points as a 1v1, since there were two losers as opposed to one. Likewise, winning a 20 player FFA gives 19 times as many points as a 1v1.&lt;br /&gt;
* The levels of the players who didn&#039;t win the game.  Defeating a player who is equal level to you gives a base of 5,000 points.  Defeating a player who is 10 or more levels above you gives a base of 10,000 points.  Defeating a player who is lower level than you gives fewer than 5,000 points, depending on their level.&lt;br /&gt;
* If the winning player is over level 8, their points are also affected by how recently they&#039;ve defeated this player before.  Defeating the same player twice in a 10-day period reduces the points earned from that player by 50%.  Defeating the same player three or more times in a 10-day period reduces the points earned from that player by 80%.  &lt;br /&gt;
* In team games, the team essentially splits the points earned from the defeated players.  However, team members can also receive different amounts of points due to the above rules (if the team members are different levels or have defeated some of the opponents recently.)&lt;br /&gt;
* Tournament games and coin games award 50% more points.  Ladder games award double points.  Real-time games award half as many points as multi-day games.&lt;br /&gt;
&lt;br /&gt;
==== Point Multipliers ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Multi-day games&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Tournament games&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Ladder games&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| Real-time games&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Coin games&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a Real-time coin tournament will give 50% * 150% * 150% = 112.5% points compared to a normal Multi-day game.&lt;br /&gt;
&lt;br /&gt;
== Points from Tournaments ==&lt;br /&gt;
&lt;br /&gt;
The winner of a [[ranked versus practice|ranked]] tournament is awarded points based on a number of factors:&lt;br /&gt;
* The number of players in the tournament.  Winning a 128 player tournament awards, on average, twice as many points as a 64 player tournament.&lt;br /&gt;
* The levels of the players who didn&#039;t win the tournament.  Each player who is equal level to you adds 500 points.  Each player who is ten levels or more above you adds 1,000 points.&lt;br /&gt;
* If a player defeats the same opponent in tournaments multiple times within a 30 day period, the points they earn from that player are reduced by 80% for all victories after the first.  This is tracked independently between games and tournaments.&lt;br /&gt;
* If a team wins a tournament, they essentially split the points earned from all defeated players.  However, team members can also receive different amounts of points due to the above rules (if the team members are different levels or have defeated some of the opponents recently in a tournament.)&lt;br /&gt;
* In addition to the tournament points, the winner of course won a bunch of games within the tournament itself which all awarded elevated points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Hidden settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:War.app]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Random_combat&amp;diff=7965</id>
		<title>Random combat</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Random_combat&amp;diff=7965"/>
		<updated>2026-06-14T04:38:12Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: Redirected page to Random Combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Random Combat]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Analyze_Graphs&amp;diff=7964</id>
		<title>Analyze Graphs</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Analyze_Graphs&amp;diff=7964"/>
		<updated>2026-06-14T04:38:02Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Analyze Graphs window helps you figure out how many armies you should attack or defend with.  To find this window, select Analyze Attack from the game menu, or in a luck game you can click Analyze when making an attack.&lt;br /&gt;
&lt;br /&gt;
If the game you&#039;re viewing these graphs from uses no-luck combat settings, you&#039;ll see the no-luck graph, otherwise you&#039;ll see the probability graph.&lt;br /&gt;
&lt;br /&gt;
To understand these graphs, you should first understand the [[combat basics]]. &lt;br /&gt;
&lt;br /&gt;
The first thing you should do after opening the Analyze Attack window is to set the number of armies you expect the defender to have in the text box at the top. Remember, the defender gets a chance to add armies before the attack takes place, so you may wish to predict how many your opponent will add.  When attacking [[neutral]], you can be assured the numbers here will be accurate.   After changing this number, click the Recalculate button.&lt;br /&gt;
&lt;br /&gt;
==No-Luck Graph==&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/NoLuckGraph2.png&lt;br /&gt;
&lt;br /&gt;
The no-luck graph only appears in games that have no combat luck (i.e. the [[luck modifier]] is set to 0% and the [[rounding mode]] is set to straight round).  This graph shows you exactly how many armies you need to attack with to capture the territory for several different defending amounts.  &lt;br /&gt;
&lt;br /&gt;
You can also switch to the Defending tab at the top to see how many armies are killed on defense.  This is useful if you&#039;re trying to ensure you hold a territory, to see how many armies attackers will lose when attacking you.&lt;br /&gt;
&lt;br /&gt;
==Probability Graph==&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/ProbabilityGraph.png&lt;br /&gt;
&lt;br /&gt;
The probability graph appears in games with [[random combat]] and shows you percent chance you have to capture a territory based on how many armies you attack with. In this example, we have entered that the defender has 40 armies. To be 98% sure that we capture a territory that has 40 armies, we look at the graph where the vertical axis reads 98. This corresponds to about 68 armies. &lt;br /&gt;
&lt;br /&gt;
You can hover your mouse cursor over each circle on this graph to clarify what that point in the graph means.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Both graphs are affected by the [[offense and defense kill rates]] set for the game you are looking at. The probability graph is also affected by the [[luck modifier|luck percentage]] and [[rounding mode]] set for the game. Therefore, you cannot assume that the numbers you see in one game will hold true for another game since the [[settings]] may be different.&lt;br /&gt;
* The Probability graph is generated by running the attack thousands of times for each number of attacking armies. Therefore, the numbers could change slightly from one run to the next. However, they are typically only off by one percent at most.&lt;br /&gt;
* Astute players will notice that the probability graph dips a bit where the number of attacking armies equals the number of defending armies. This is most easily seen when the number of defenders is 1 or 2. This is not a glitch and does indeed reflect the true probability. This is due to an edge case in the combat system. If equal numbers fight and both sides kill the maximum number of armies possible, and since every territory must have at least one army, there would be no armies left to control the captured territory. In this event, War.app simply resurrects one defending army and allows it to retain control of the territory. For this reason, it&#039;s rarely a good idea to attack a 1 with 1 or to attack a 2 with 2.&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
* [[Combat Basics]]&lt;br /&gt;
* [[Luck Modifier]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Validate_invite_token_API&amp;diff=7963</id>
		<title>Validate invite token API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Validate_invite_token_API&amp;diff=7963"/>
		<updated>2026-06-14T04:37:28Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you&#039;re creating a system that invites players to War.app games via the [[Create game API]], you may wish to validate whether or not an invite token or e-mail address is valid before you attempt to invite them to a game.&lt;br /&gt;
&lt;br /&gt;
Of course, if you invite a player to a game with their token, the [[Create game API]] will inform you that it&#039;s invalid.  But you may wish to determine whether or not it&#039;s valid before attempting to create a game, such as when a new player signs up on your site.  &lt;br /&gt;
&lt;br /&gt;
You can do this by calling the following API: https://war.app/API/ValidateInviteToken?Token=12345678&lt;br /&gt;
&lt;br /&gt;
To call this programmatically, you can POST your e-mail address and API token to this page in the format Email=your@email.com&amp;amp;APIToken=yourapitoken  You can get your API token from the [[Get API Token API]].&lt;br /&gt;
&lt;br /&gt;
This will return the following fields about the player whose token you provided:&lt;br /&gt;
&lt;br /&gt;
* tokenIsValid:  This simply tells you that the token does belong to a War.app player.&lt;br /&gt;
* name: The player&#039;s War.app nickname.&lt;br /&gt;
* isMember: True if the player has purchased a War.app membership.&lt;br /&gt;
* level: Their current level.&lt;br /&gt;
* color: The player&#039;s preferred War.app color.&lt;br /&gt;
* tagLine: The tagline the player has set up to display on their profile page.&lt;br /&gt;
* clotpass: See [[CLOT Authentication]]&lt;br /&gt;
* createPlayerLimit: The maximum game size that they can create.&lt;br /&gt;
* lowestUsableLuckModifier: The lowest setting they can specify for the [[luck modifier]] when creating games.&lt;br /&gt;
* levelForMapUsage: The level the system considers them when determining what maps they can use.  If their level is 5, but their levelForMapUsage is 10, they can use maps that unlock at 6-10, even though their level isn&#039;t techincally high enough.&lt;br /&gt;
* featuresUnlocked: What features they&#039;ve unlocked, either from leveling up or purchasing a membership.&lt;br /&gt;
* onVacationUntil: Expiration date of current vacation.&lt;br /&gt;
&lt;br /&gt;
== Template IDs ==&lt;br /&gt;
&lt;br /&gt;
Optionally, you can also provide a list of Template IDs to this API.  The API will check if the player has access to be a part of games created by the [[Create game API]] using this template.&lt;br /&gt;
&lt;br /&gt;
This is helpful if you plan to invite them to a game via the API and you don&#039;t want to manually check their featuresUnlocked parameter against the features you know that your template uses.&lt;br /&gt;
&lt;br /&gt;
To use this, provide a parameter named TemplateIDs (either via the query string or POST param) which contains a comma-delimited list of template IDs.  You may pass up to 20 template IDs per call.&lt;br /&gt;
&lt;br /&gt;
An example request would look like https://war.app/API/ValidateInviteToken?Token=12345678&amp;amp;TemplateIDs=342040,342041,342042,342043&lt;br /&gt;
&lt;br /&gt;
The API will return results for each template ID provided in the returned JSON.  Each template will return a &amp;quot;result&amp;quot; node that contains the string &amp;quot;CanUseTemplate&amp;quot;, &amp;quot;CannotUseTemplate&amp;quot;, or another string if an error occurred.  If &amp;quot;CannotUseTemplate&amp;quot; is returned, there will be an additional node named &amp;quot;reasonCode&amp;quot; that explains why the player was unable to use the template.&lt;br /&gt;
&lt;br /&gt;
An example return looks like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;template342040&amp;quot;: {&lt;br /&gt;
    &amp;quot;result&amp;quot;: &amp;quot;CanUseTemplate&amp;quot;&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;template342041&amp;quot;: {&lt;br /&gt;
    &amp;quot;result&amp;quot;: &amp;quot;CannotUseTemplate&amp;quot;,&lt;br /&gt;
    &amp;quot;reasonCode&amp;quot;: &amp;quot;MapLocked&amp;quot;&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;template342042&amp;quot;: {&lt;br /&gt;
    &amp;quot;result&amp;quot;: &amp;quot;CannotUseTemplate&amp;quot;,&lt;br /&gt;
    &amp;quot;reasonCode&amp;quot;: &amp;quot;AttackOnlyTransferOnlyLocked&amp;quot;&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;template342043&amp;quot;: {&lt;br /&gt;
    &amp;quot;result&amp;quot;: &amp;quot;error: template not found&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Get API Token API]]&lt;br /&gt;
* [[Create game API]]&lt;br /&gt;
&lt;br /&gt;
[[Category:API]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
</feed>