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	<id>https://war.app/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fizzer</id>
	<title>War.app Wiki - User contributions [en]</title>
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	<updated>2026-09-05T01:34:16Z</updated>
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	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_Developers_Guide&amp;diff=8027</id>
		<title>Mod Developers Guide</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_Developers_Guide&amp;diff=8027"/>
		<updated>2026-08-31T06:40:53Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes information necessary for making [[Mods]].&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you know the Lua programming language.  If you&#039;ve worked with other languages, such as Javascript, Lua should be very easy to learn.  Many tutorials are available on the internet if you search for them.&lt;br /&gt;
&lt;br /&gt;
Note that you must be a War.app [[member]] to develop mods, as mods are a member feature.&lt;br /&gt;
&lt;br /&gt;
== Getting started creating a mod ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to load mod code into War.app: Using the Standalone Client, directly uploading from VSCode, or directly uploading from a folder on your disk.   If you want to develop without an active internet connection, you should use the Standalone Client method, otherwise the other methods are recommended since they allow for more rapid iteration.&lt;br /&gt;
&lt;br /&gt;
=== Developing with direct upload from your disk ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.war.app/EnableModDevelopment to enable mod development for your War.app account.&lt;br /&gt;
# Ensure you have python 3 installed.&lt;br /&gt;
# Download the python uploader script from https://raw.githubusercontent.com/FizzerWL/War.app-Mod-Uploader/refs/heads/main/UpdateMod.py&lt;br /&gt;
# Open the Mod Development Console at https://www.war.app/Mods/Develop&lt;br /&gt;
# Click the &amp;quot;Create New Mod&amp;quot; button and give your mod a name. Ensure the &amp;quot;Development&amp;quot; box is checked. After creating it, make note of your Mod ID.&lt;br /&gt;
# Visit https://www.war.app/API/GetAPIToken and note your API Token.&lt;br /&gt;
# Obtain the source code to an example mod, such as the Randomized Wastelands Mod from https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedWastelandsMod. Download the lua files to a folder on your device.&lt;br /&gt;
# Run the attached python script, providing the folder to your example mod, mod ID, and API token.&lt;br /&gt;
# Now that your mod is updated, let&#039;s run it. Visit https://www.war.app/SinglePlayer?CustomGame=1 and click Change Mods. You should see the mod you created here. Check the box to turn it on and click Submit.&lt;br /&gt;
# If you&#039;ve cloned the Randomized Wastelands mod, you&#039;ll also need to turn on wastelands if you want it to do anything. You can also turn off fog to more easily see its effects. Create the game, and see the wastelands be adjusted!&lt;br /&gt;
&lt;br /&gt;
You can now make modifications to the mod on your disk, and the python script will automatically notice those changes, upload them to the War.app server, and your opened browser window will automatically notice the new code and re-load it immediately. There&#039;s no need to refresh your browser to see your code changes.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the rest of this page for essential information on mod development.&lt;br /&gt;
&lt;br /&gt;
=== Developing with direct upload from VSCode ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.war.app/EnableModDevelopment to enable mod development for your War.app account.&lt;br /&gt;
# Install VS Code from https://code.visualstudio.com/ &lt;br /&gt;
# Obtain the source code to an example mod, such as the Randomized Wastelands Mod from https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedWastelandsMod.  Download the lua files to a folder on your device. (The easiest way is to use Github&#039;s &amp;quot;Download zip&amp;quot; button if you&#039;re not a git user)&lt;br /&gt;
# Download the War.app Mod Helper VS Code extension VSIX file from https://github.com/FizzerWL/War.appModHelper/releases.  Install it by launching VS Code, pressing Ctrl+Shift+P, entering &amp;quot;Install from VSIX&amp;quot; and selecting the VSIX file you downloaded.&lt;br /&gt;
# (optional) Install the Lua IDE extension: https://marketplace.visualstudio.com/items?itemName=sumneko.lua&lt;br /&gt;
# Open the Mod Development Console at https://www.war.app/Mods/Develop&lt;br /&gt;
# Click the &amp;quot;Create New Mod&amp;quot; button and give your mod a name.  Ensure the &amp;quot;Development&amp;quot; box is checked.  After creating it, make note of your Mod ID.&lt;br /&gt;
# In VS Code, open the RandomizedWastelandsMod folder you downloaded earlier.  Open one of the lua files in this folder.&lt;br /&gt;
# Visit https://www.war.app/API/GetAPIToken and copy your API Token to the clipboard.&lt;br /&gt;
# In VS Code, press Ctrl+Shift+P and select &amp;quot;Upload Mod&amp;quot;.  Enter your Mod ID you noted earlier, and paste your API Token when prompted.  Ensure it says &amp;quot;Mod updated successfully&amp;quot; in the bottom right corner.&lt;br /&gt;
# Now that your mod is updated, let&#039;s run it. Visit https://www.war.app/SinglePlayer?CustomGame=1 and click Change Mods.  You should see the mod you created here.  Check the box to turn it on and click Submit.&lt;br /&gt;
# If you&#039;ve cloned the Randomized Wastelands mod, you&#039;ll also need to turn on wastelands if you want it to do anything.  You can also turn off fog to more easily see its effects.  Create the game, and see the wastelands be adjusted!&lt;br /&gt;
&lt;br /&gt;
Now you can make modifications to the lua code, press and invoke the &amp;quot;Upload Mod&amp;quot; feature again to try them out!&lt;br /&gt;
&lt;br /&gt;
Be sure to read the rest of this page for essential information on mod development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Developing with the Standalone Client ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.war.app/EnableModDevelopment to enable mod development for your War.app account.&lt;br /&gt;
# Download the [[Standalone Client]] and run it.&lt;br /&gt;
# Obtain the source code to an example mod, such as the Randomized Wastelands Mod from https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedWastelandsMod.  Download the lua files to a folder on your device. (The easiest way is to use Github&#039;s &amp;quot;Download zip&amp;quot; button if you&#039;re not a git user)&lt;br /&gt;
# Launch the Standalone Client, sign in.  Click the &amp;quot;Mod Development Console&amp;quot; button.  You can also use the hotkey Ctrl+Shift+M to bring up this dialog any time, and also note that this dialog can be docked to sides of your screen if you wish.&lt;br /&gt;
# Click the &amp;quot;Create New Mod&amp;quot; button and give your mod a name.&lt;br /&gt;
# Provide path to your folder with lua files that you downloaded in step 3.&lt;br /&gt;
# Click Submit to create the mod.&lt;br /&gt;
# From the single-player main menu, click &amp;quot;Custom Game&amp;quot;, then scroll down and click Change Mods.&lt;br /&gt;
# You should see the mod you created here.  Check the box to turn it on and click Submit.&lt;br /&gt;
# If you&#039;ve cloned the Randomized Wastelands mod, you&#039;ll also need to turn on wastelands if you want it to do anything.  You can also turn off fog to more easily see its effects.  Create the game, and see the wastelands be adjusted!&lt;br /&gt;
&lt;br /&gt;
Now you can make modifications to the lua code, press the &amp;quot;Reload code&amp;quot; button and try them out! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial == &lt;br /&gt;
&lt;br /&gt;
If you prefer to learn via video, check out this YouTube tutorial on how to make a mod:  https://www.youtube.com/watch?v=mwVDv5PXyrg&lt;br /&gt;
&lt;br /&gt;
== Hooks ==&lt;br /&gt;
&lt;br /&gt;
War.app will call into a mod&#039;s lua code using what are called &#039;&#039;&#039;hooks&#039;&#039;&#039;.  For example, it will call a hook named &amp;lt;code&amp;gt;Server_StartGame&amp;lt;/code&amp;gt; when a game is beginning and give your mod an opportunity to change things about how the map is set up.&lt;br /&gt;
&lt;br /&gt;
For full details on what hooks are available, see [[Mod Hooks]].&lt;br /&gt;
&lt;br /&gt;
== Sharing code with &amp;quot;require&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
You can call the &amp;quot;require&amp;quot; function to share code between different lua files.  &lt;br /&gt;
&lt;br /&gt;
For example, if you have utility functions in a file named &#039;Utilities.lua&#039;, simply write &amp;lt;code&amp;gt;require(&#039;Utilities&#039;)&amp;lt;/code&amp;gt; at the top of another file to include it (omit the &amp;lt;code&amp;gt;.lua&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that all lua files must be in the same directory (subdirectories are currently not supported).&lt;br /&gt;
&lt;br /&gt;
== Printing Output ==&lt;br /&gt;
&lt;br /&gt;
In lua, you can print output with lua&#039;s &amp;lt;code&amp;gt;print&amp;lt;/code&amp;gt; function.  For example: &amp;lt;code&amp;gt;print(&amp;quot;Hello, world!&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see this output, open the Mod Development Console (Ctrl+Shift+M) and click View Mod Output.  Then create a single-player game using that mod, and when the print statement runs, you&#039;ll see the output appear in this window in real-time.&lt;br /&gt;
&lt;br /&gt;
This is useful to assist in debugging.&lt;br /&gt;
&lt;br /&gt;
In multi-player games, the output of mods that run on the server is currently not viewable anywhere, unless the mod crashes which will display recently printed lines in a report in the Mod Development Console.  For this reason, it&#039;s easier to debug mods in single-player before moving to multi-player.&lt;br /&gt;
&lt;br /&gt;
== Global State ==&lt;br /&gt;
&lt;br /&gt;
Never assume any state will persist, unless specifically called out in the documentation.  For example, don&#039;t write to a global variable in one hook and access it in another.&lt;br /&gt;
&lt;br /&gt;
If you try to in a single-player game, you may find that global state does persist.  However, don&#039;t be tempted to rely on this, since globals are always wiped in multi-player, and globals will also get wiped in single-player if someone saves and re-loads their game.  Therefore, ensure you code as if globals will never persist between hook calls, except where explicitly allowed.&lt;br /&gt;
&lt;br /&gt;
== Data Storage ==&lt;br /&gt;
&lt;br /&gt;
Mods can store public, private, or player-specific data within a game.  See [[Mod Game Data Storage]] for details.&lt;br /&gt;
&lt;br /&gt;
== Mod Timeout ==&lt;br /&gt;
&lt;br /&gt;
Note that if a game takes more than a minute to advance, the mods will time out and the game will not advance.  This time counts all mods enabled for that game combined, so mod authors should work to ensure their mods are efficient as possible.&lt;br /&gt;
&lt;br /&gt;
If a game times out more than 10 times in a row, War.app will end the game automatically.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
Be sure to test in multi-player!  When running Server code in multi-player, your lua code runs on the War.app server which uses a different lua engine.  In theory, everything should be the same, but there is still an opportunity for differences.  To ensure everything you&#039;re doing works, it&#039;s recommended you test in multi-player, not only before you&#039;re ready to go public, but also occasionally during your development process.&lt;br /&gt;
&lt;br /&gt;
Note that all mods uploaded to War.app must use the MIT license, or something equally or more permissable.  Any mods without a license specified are assumed to be using MIT. &amp;lt;!-- this is a request rather than definite license compliance: --&amp;gt; Additionally, for mods to be used by War.app, they must use the MIT license, or something equally or more permissable.&lt;br /&gt;
&lt;br /&gt;
The [[Mod API Reference]] can be found here on the wiki, but there is also a community project that brings the Mod API documentation into Visual Studio Code using annotations. Since this is community driven, it won&#039;t always be up to date if War.app releases a new update and it could contain mistakes. The project and documentation to include it in your visual studio code editor can be found here: https://github.com/JustMe003/ModTemplates&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Mod Security]]&lt;br /&gt;
* [[Mod API Reference]]&lt;br /&gt;
* [[Mod Backwards Compatibility]]&lt;br /&gt;
* [[Public Mods]]&lt;br /&gt;
* [[Mod Hooks]]&lt;br /&gt;
* [[Mod Game Data Storage]]&lt;br /&gt;
* [[Mod Images]]&lt;br /&gt;
* [https://discord.gg/hqGkVXagyt War.app Mod Makers Discord]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide|!]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GamePlayer&amp;diff=8026</id>
		<title>Mod API Reference:GamePlayer</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GamePlayer&amp;diff=8026"/>
		<updated>2026-08-28T15:08:27Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GamePlayer&#039;&#039;&#039;: All details about a player in a game.&lt;br /&gt;
* &#039;&#039;&#039;AIPlayerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AutopilotUsedForNLCFirstTurn&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BegunFirstTurn&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:DateTime|DateTime]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BootedBy&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BootedDuration&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:TimeSpan|TimeSpan]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameColor|GameColor]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;ColorLockedIn&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;DateInvited&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:DateTime|DateTime]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;EndedFirstTurn&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:DateTime|DateTime]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;GameID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameID|GameID]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;GamePlayerID&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;HasCommittedOrders&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;HighestTurnWatched&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;HumanTurnedIntoAI&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;ID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;IsAI&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;IsAIOrHumanTurnedIntoAI&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;LastGameSpeed&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;OrdersRevision&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;PlayerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;PlayersAcceptedMySurrender&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:DateTime|DateTime]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;PlayersVotedToBoot&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:DateTime|DateTime]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;ScenarioID&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SeenEndGameWindow&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Slot&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:Slot|Slot]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SpeedRecordBase&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:DateTime|DateTime]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SpeedSamplesForBoot&#039;&#039;&#039; &#039;&#039;Array&amp;lt;integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;State&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GamePlayerState|GamePlayerState]] (enum)&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Surrendered&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Team&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TeamID|TeamID]]&#039;&#039;:  Specifies the team the player started the game on.  Note that if a team is changed by a GameOrderEvent, this field will still show the team the player started on.  Use GameStanding to determine if a player&#039;s team has been overridden.&lt;br /&gt;
* &#039;&#039;&#039;TimesBooted&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TimesComeBackFromAI&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TurnSince&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:DateTime|DateTime]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;WasOpenSeat&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DisplayName&#039;&#039;&#039;(&#039;&#039;&#039;standingOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameStanding|GameStanding]]&#039;&#039;, &#039;&#039;&#039;includeAIWas&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;) returns string:  Gets the name of a player.  Typically you will just pass nil and false to the two arguments.   Keep in mind that players can change their names, so a mod should never depend on a player having the same name from one turn to the next.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;(&#039;&#039;&#039;armiesFromReinforcementCards&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;, &#039;&#039;&#039;standing&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameStanding|GameStanding]]&#039;&#039;, &#039;&#039;&#039;bypassArmyCap&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;, &#039;&#039;&#039;ignoreSanctionCards&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;) returns [[Mod API Reference:PlayerIncome|PlayerIncome]]:  Determine&#039;s a player&#039;s income (number of armies they receive per turn.)&lt;br /&gt;
** armiesFromReinforcementCards: Pass in how many armies this player is receiving from playing reinforcement cards.  Simply pass 0 if they&#039;re not playing any or you want to assume they won&#039;t play any in this calculation.&lt;br /&gt;
** standing: To get a player&#039;s current income, simply pass the latest standing.  Otherwise, if you&#039;re looking at history, you can pass a standing to get their income at that point in time.&lt;br /&gt;
** bypassArmyCap: If this game has the army cap enabled, pass true here to bypass it and get what their income would be if the army cap didn&#039;t exist.&lt;br /&gt;
** ignoreSanctionCards: If this game has sanction cards, and the player is being affected by them, pass true here to bypass them and get what their income would be if they weren&#039;t affected by sanction cards.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameStanding&amp;diff=8025</id>
		<title>Mod API Reference:GameStanding</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameStanding&amp;diff=8025"/>
		<updated>2026-08-28T15:07:07Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GameStanding&#039;&#039;&#039;: Represents the state of a game&#039;s map at a single point in time.  This describes who owns each territory, how many armies/special units are on it, what cards each player has, and what cards are in effect&lt;br /&gt;
* &#039;&#039;&#039;ActiveCards&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:ActiveCard|ActiveCard]]&amp;gt;&#039;&#039;: Cards in effect&lt;br /&gt;
* &#039;&#039;&#039;Cards&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:PlayerCards|PlayerCards]]&amp;gt;&#039;&#039;: Cards each player has&lt;br /&gt;
* &#039;&#039;&#039;Territories&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryStanding|TerritoryStanding]]&amp;gt;&#039;&#039;: Who owns each territory and how many armies are on it&lt;br /&gt;
* &#039;&#039;&#039;Resources&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;: The resources owned by each player&lt;br /&gt;
* &#039;&#039;&#039;IncomeMods&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;: Mods can assign income mods here from the Server_StartGame hook in order to modify player&#039;s incomes on the first turn of the game.  Modifying on later turns requires using GameOrderEvent&lt;br /&gt;
* &#039;&#039;&#039;FogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:FogMod]]&amp;gt;&#039;&#039;: FogMods currenty applied. Associates properties ID, FogLevel, Priority, Territories impacted, Player affected and the message the mod provided when creating the FogMod&lt;br /&gt;
* &#039;&#039;&#039;TeamOverridesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:TeamID|TeamID]]&amp;gt;&#039;&#039;: Overridden teams, by GameOrderEvent (Added in version 6.05.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NumResources&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;type&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:ResourceType|ResourceType]] (enum)&#039;&#039;) returns integer:  Determines how many resources, such as gold in a commerce game, the passed player has (or had at this point in time if this standing is from history)&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=8024</id>
		<title>Mod API Reference:GameOrderEvent</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=8024"/>
		<updated>2026-08-28T15:06:19Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;GameOrderEvent&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  This is a generic event that can present a message or modify territories.  It can also control which players can see it.  It was added for use by [[Mods]] and is not used by any built-in game mechanics, except for the &amp;quot;Received Gold&amp;quot; order in [[Commerce]] games.&lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TerritoryModifications&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;: Optionally, can modify territories, such as changing ownership or armies.&lt;br /&gt;
* &#039;&#039;&#039;VisibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;:  Defines who this event is visible to.  Note that the player this event is assigned to can &#039;&#039;&#039;always&#039;&#039;&#039; see it, and any player who can see the effects of a territory modification can always see it as well.  Set this to nil to mean that it should be visible to everyone (public).  Set this to an empty list to indicate that the event should not be visible to anyone, except those that can see it by a previously mentioned rule.&lt;br /&gt;
* &#039;&#039;&#039;SetResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:   Sets the resource value of a player, such as their [[gold]], to a specific value.&lt;br /&gt;
* &#039;&#039;&#039;IncomeMods&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AddResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:  Adds (or subtracts with negative numbers) to the resources of a player, such as their [[gold]]. When adding or subtracting a fixed number, this is preferred over SetResourceOpt.  Added in version 5.20.0.&lt;br /&gt;
* &#039;&#039;&#039;AddCardPiecesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:CardID|CardID]],integer&amp;gt;&amp;gt;&#039;&#039;: Provides a way to add (or remove with negative numbers) pieces of a card to a player.  This can also add whole cards -- if the player&#039;s total cards exceeds the number of peices that make up that card as defined in the game settings, they will automatically be turned into whole cards and be given to the player.  This cannot remove whole cards.  For that, use RemoveWholeCardsOpt.&lt;br /&gt;
* &#039;&#039;&#039;RemoveWholeCardsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:CardInstanceID|CardInstanceID]]&amp;gt;&#039;&#039;: Removes whole cards from a player.  &lt;br /&gt;
* &#039;&#039;&#039;JumpToActionSpotOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.&lt;br /&gt;
* &#039;&#039;&#039;ModID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:ModID|ModID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;FogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:FogMod|FogMod]]&amp;gt;&#039;&#039;: Adds [[Mod API Reference:FogMod|FogMods]] for modifying fog.&lt;br /&gt;
* &#039;&#039;&#039;RemoveFogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:Guid|Guid]]&amp;gt;&#039;&#039;: Removes [[Mod API Reference:FogMod|FogMods]]&lt;br /&gt;
* &#039;&#039;&#039;TerritoryAnnotationsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;Icon&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: If specified, this specifies the image that will appear in the orders list (upper right of the main game screen).  This should the name of a 40x40 png file placed in the &amp;quot;OrderIcons&amp;quot; subfolder of your mod.  Each mod may have up to 15 order icon images. (Added in version 6.04.0)&lt;br /&gt;
* &#039;&#039;&#039;AssignTeamOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:TeamID|TeamID]]&amp;gt;&#039;&#039;: Assign the given player ID(s) to the assigned team.  Pass a value of -1 to team to signal that they should be unteamed.  Note that cards stay with players who are joining a team, but do not follow a player who is leaving a team (cards are owned by the team), so if you want a different card behavior you must modify the cards with the above fields.  Team changes are always visible to all players. (Added in version 6.05.0)  &lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WL.GameOrderEvent.Create&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;, &#039;&#039;&#039;visibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;terrModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;setResourcesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;, &#039;&#039;&#039;incomeModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;) (static) returns [[Mod API Reference:GameOrderEvent|GameOrderEvent]]:&lt;br /&gt;
** playerID: Pass the ID of a player that this event pertains to.  This is one of the few players where WL.PlayerID.Neutral is an allowed value.  An event assigned to Neutral is suitable for events that weren&#039;t initiated by a player.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=8023</id>
		<title>Mod API Reference:Custom Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=8023"/>
		<updated>2026-08-28T15:02:30Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A War.app [[Mods|mod]] can create &#039;&#039;&#039;custom cards&#039;&#039;&#039; for use in a game. Custom cards show up the cards dialog right alongside all the other cards for the game.&lt;br /&gt;
&lt;br /&gt;
== Card Definition ==&lt;br /&gt;
&lt;br /&gt;
A mod defines the custom cards in the Client_SaveConfigureUI [[Mod Hooks|mod hook]].  The second parameter to this function is a callback that adds a card.&lt;br /&gt;
&lt;br /&gt;
This function takes the following arguments:&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Name of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Description of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Image filename (see Image below)&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Number of pieces to divide the card into&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Minimum number of pieces that War.app will award to each player who takes a territory each turn&lt;br /&gt;
# &#039;&#039;.integer&#039;&#039;: Number of pieces of the card given to each player at the start of the game (initial pieces)&lt;br /&gt;
# &#039;&#039;double&#039;&#039;: The card&#039;s weight, which determines how likely it is to be selected when using random card distribution&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: The duration, in turns, that the card should remain in effect.  Pass -1, nil, or omit this argument to indicate that the card should not have a duration.&lt;br /&gt;
# &#039;&#039;[[Mod API Reference:ActiveCardExpireBehaviorOptions|ActiveCardExpireBehaviorOptions]]&#039;&#039;: If a duration is specified, this controls whether the card expires at the beginning or end of the turn.  Pass nil or omit this argument for cards where a duration is not passed.  If omitted or nil is passed for a card with duration, it will default to EndOfTurn.  (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
This function returns the [[Mod API Reference:CardID|CardID]] in [[Mod API Reference:IsVersionOrHigher|versions 5.32.0.1 and later]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like for your card to be configurable by the player like a normal card, you should let the player select values for the number of pieces, minimum pieces, initial pieces, and weight.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;d like your card to only be distributed at the beginning of the game and never again, you can pass 1 for the number of pieces, 0 for weight and minimum pieces, and initial pieces to the number of cards you want distributed at the game start.&lt;br /&gt;
&lt;br /&gt;
If you desire full control over when players receive your card and want to override War.app&#039;s normal card distribution, you can pass 0 for weight, minimum pieces and initial pieces, and then you can use [[Mod API Reference:GameOrderEvent|GameOrderEvent]] yourself to award your card to players.&lt;br /&gt;
&lt;br /&gt;
== Playing the Card ==&lt;br /&gt;
&lt;br /&gt;
Mods get complete control exactly what happens when the card is played.  When the player attempts to play your card, it will call the function Client_PresentPlayCardUI in Client_PresentPlayCardUI.lua for your mod only.&lt;br /&gt;
&lt;br /&gt;
Client_PresentPlayCardUI is passed four arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:CardInstance|CardInstance]]: Provides read-only information about the card the player is attempting to play.&lt;br /&gt;
# playCard: A function that, when called, will cause the card to be played.  It takes the following arguments: &lt;br /&gt;
## The text to appear in the orders list next to the play-card order&lt;br /&gt;
## a string that will be stored with the order in a field called ModData&lt;br /&gt;
## (optional) the [[Mod API Reference:TurnPhase|turn phase]] in which the card should be played. Custom turn phases cannot be used.&lt;br /&gt;
## (optional) &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
## (optional) &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.  (added in version 5.34.1)&lt;br /&gt;
## (optional) &#039;&#039;&#039;Icon&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: If specified, this specifies the image that will appear in the orders list (upper right of the main game screen).  This should the name of a 40x40 png file placed in the &amp;quot;OrderIcons&amp;quot; subfolder of your mod.  Each mod may have up to 15 order icon images. (Added in version 6.04.0)&lt;br /&gt;
# closeCardsDialog: A function that, when called, closes the main cards dialog. This is commonly used when your mod creates a new dialog that wants to interact with the map, since the cards dialog could overlap the map making it cumbersome for the player.  Added in version 5.34.0 &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t require any additional information from the user, you can simply call playCard immediately, for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function Client_PresentPlayCardUI(game, cardInstance, playCard, closeCardsDialog)&lt;br /&gt;
	playCard(&#039;Play a magic card&#039;, &#039;&#039;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do require additional information from the user, you can call game.CreateDialog to create a dialog and later call playCard from a button callback, for example.&lt;br /&gt;
&lt;br /&gt;
Note: in versions under 5.34.0, [[Mod Game Data Storage|Mod]] and [[Mod API Reference:UI|UI]] are not directly accessible in Client_PresentPlayCardUI. They can be accessed in the callback function in [[Mod API Reference:ClientGame|Game]].CreateDialog. [[Mod API Reference:WL|WL]] was always accessible when the hook was introduced.&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
Mods can upload their own image to define what the card looks like in the cards dialog.  These should be a png file that&#039;s exactly 130 pixels wide and 180 pixels tall.  Place this image into a sub-folder in your mod folder named CardImages.  Then pass the name of your image to the third parameter of the add card function defined above.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Update_Mod_API&amp;diff=8022</id>
		<title>Update Mod API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Update_Mod_API&amp;diff=8022"/>
		<updated>2026-08-16T22:38:32Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Update Mod API&#039;&#039;&#039; can be used by [[mod]] developers to assist in updating the mod&#039;s code and assets.  This API provides a way to rapidly iterate on mod development -- updating the mod&#039;s code and seeing the results in the War.app game itself.&lt;br /&gt;
&lt;br /&gt;
This API is meant to be integrated into a IDE, such as Visual Studio Code, to allow for easily updating the mod.&lt;br /&gt;
&lt;br /&gt;
A key feature of this API is that it notifies any War.app clients using the mod that it&#039;s out of date, and then those War.app clients will download the updated mod automatically and immediately.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
To use the API, you must first have created a development mod (not public) through the Mod Development Console.  After doing that, take note of the Mod ID shown here when clicking &amp;quot;Edit&amp;quot; next to that mod. &lt;br /&gt;
&lt;br /&gt;
To use the API, POST some JSON to https://war.app/API/UpdateMod?ModID=###&amp;amp;APIToken=XXX&lt;br /&gt;
&lt;br /&gt;
The ID of your mod and your [[Get API Token API|API Token]] are passed on the querystring, as shown. &lt;br /&gt;
&lt;br /&gt;
The body of your post should be JSON that identifies all files that are to be included in your mod.  Here&#039;s a sample of the format:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
  &amp;quot;files&amp;quot;: [&lt;br /&gt;
         {&lt;br /&gt;
  		&amp;quot;path&amp;quot;: &amp;quot;Client_PresentMenuUI.lua&amp;quot;,&lt;br /&gt;
  		&amp;quot;content&amp;quot;: &amp;quot;...&amp;quot;&lt;br /&gt;
  	}, {&lt;br /&gt;
  		&amp;quot;path&amp;quot;: &amp;quot;Utilities.lua&amp;quot;,&lt;br /&gt;
  		&amp;quot;content&amp;quot;: &amp;quot;...&amp;quot;&lt;br /&gt;
  	}, {&lt;br /&gt;
  		&amp;quot;path&amp;quot;: &amp;quot;SpecialUnitImages/img.png&amp;quot;,&lt;br /&gt;
  		&amp;quot;content&amp;quot;: &amp;quot;...&amp;quot;&lt;br /&gt;
  	}&lt;br /&gt;
  	&lt;br /&gt;
  	]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;content&amp;quot; field should contain the entire contents of that file encoded as a base64 string.&lt;br /&gt;
&lt;br /&gt;
== Compression ==&lt;br /&gt;
&lt;br /&gt;
If desired, you can also pass &amp;quot;&amp;amp;Compressed=1&amp;quot; to the end of the querystring.  If this is present, then the json body you post should be compressed with 7zip.  This can be useful if your mod is very large as it will save on the upload bandwidth used.&lt;br /&gt;
&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=Mod_API_Reference:UI&amp;diff=8021</id>
		<title>Mod API Reference:UI</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=8021"/>
		<updated>2026-08-09T22:39:03Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods can put UI (user interface) onto the screen when called from one of the Client &#039;&#039;&#039;Present&#039;&#039;&#039; [[Mod Hooks|hooks]].  This page describes how to create and update UI elements.&lt;br /&gt;
&lt;br /&gt;
UI elements are created by accessing the &amp;lt;code&amp;gt;UI&amp;lt;/code&amp;gt; global.  For example, mods can call UI.CreateButton(...) to create a button.  Any UI element listed below can be created in a similar manner.&lt;br /&gt;
&lt;br /&gt;
Behind the scenes, these objects are implemented using Unity&#039;s UI and layout system. Being familiar with Unity&#039;s UI system will make understanding how to build UI easier, but it&#039;s not a requirement.&lt;br /&gt;
&lt;br /&gt;
== Parents ==&lt;br /&gt;
All UI constructors take a single &amp;lt;code&amp;gt;parent&amp;lt;/code&amp;gt; argument.  This allows you to construct hierarchies.  For example, mods can create a vertical stack of three buttons like this:&lt;br /&gt;
&lt;br /&gt;
  local vert = UI.CreateVerticalLayoutGroup(rootParent);&lt;br /&gt;
  local btn1 = UI.CreateButton(vert);&lt;br /&gt;
  local btn2 = UI.CreateButton(vert);&lt;br /&gt;
  local btn3 = UI.CreateButton(vert);&lt;br /&gt;
&lt;br /&gt;
When a mod is called to present UI, it will be passed a root UI element (rootParent).  Your mod should pass the rootParent to a UI element that will be the root of all other elements you need.  This element is most often a VerticalLayoutGroup, as shown in the example above.  &lt;br /&gt;
&lt;br /&gt;
You can never make more than one element a child of the rootParent.  If you need more than one, simply make your own container to house them.&lt;br /&gt;
  &lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
UI elements have properties that can be read or set.  For example, Buttons have a Text property that allows you to set the text that appears on the button.&lt;br /&gt;
&lt;br /&gt;
To read or write a UI element&#039;s property, you must use getter/setter functions named GetX() and SetX().  For example, to set the text of a button you can write &amp;lt;code&amp;gt;btn1.SetText(&#039;Click me!&#039;)&amp;lt;/code&amp;gt; and can retrieve it using &amp;lt;code&amp;gt;btn1.GetText()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All getter and setter functions return the UI element, which means you can chain them together to easily set lots of properties. For example:&lt;br /&gt;
&lt;br /&gt;
  UI.CreateButton(vert)&lt;br /&gt;
    .SetText(&#039;Click me!&#039;)&lt;br /&gt;
    .SetColor(&#039;#00FF00&#039;)&lt;br /&gt;
    .SetOnClick(someFunction);&lt;br /&gt;
&lt;br /&gt;
== Common Properties ==&lt;br /&gt;
&lt;br /&gt;
All UI elements have the following properties:&lt;br /&gt;
* &#039;&#039;&#039;PreferredWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: How wide the element prefers to be.  It may not be this wide if there is not enough space, and it may be wider if FlexibleWidth is greater than 0.  Defaults to -1, which is a special value meaning the object will measure its own size based on its contents.&lt;br /&gt;
* &#039;&#039;&#039;PreferredHeight&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: How tall the element prefers to be.  It may not be this tall if there is not enough space, and it may be taller if FlexibleHeight is greater than 0.  Defaults to -1, which is a special value meaning the object will measure its own size based on its contents.&lt;br /&gt;
* &#039;&#039;&#039;FlexibleWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: A number from 0 to 1 indicating how much of the remaining space this element wishes to take up.  Defaults to 0, which means the element will be no wider than PreferredWidth.  Set it to 1 to indicate the object should grow to encompass all remaining horizontal space it can.&lt;br /&gt;
* &#039;&#039;&#039;FlexibleHeight&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: A number from 0 to 1 indicating how much of the remaining space this element wishes to take up.  Defaults to 0, which means the element will be no taller than PreferredHeight.  Set it to 1 to indicate the object should grow to encompass all remaining vertical space it can.&lt;br /&gt;
* &#039;&#039;&#039;MinWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The minimum width an element can be, up to a maximum of 60.  Developers should take special care when using MinWidth since many players play War.app on phones in portrait mode where there is very limited horizontal space.  This setting is limited to 60 since it&#039;s intended to be used only for smaller elements, for example when you need to line things up vertically.  (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;MinHeight&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The minimum height an element can be.   (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
== UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty&#039;&#039;&#039;: A simple UI element that displays nothing.  This can be used as a container or to create space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VerticalLayoutGroup&#039;&#039;&#039;: A container that stacks its children vertically.&lt;br /&gt;
* &#039;&#039;&#039;Center&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If true, the container will center elements within it horizontally.  Defaults to false.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HorizontalLayoutGroup&#039;&#039;&#039;: A container that stacks its children horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Center&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If true, the container will center elements within it vertically.  Defaults to false.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Label&#039;&#039;&#039;: A way to display text on the screen.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The text to display.&lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The color of the text.  Pass this as a string in #RRGGBB format.&lt;br /&gt;
* &#039;&#039;&#039;Alignment&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TextAlignmentOptions|TextAlignmentOptions]] (enum)&#039;&#039;: Sets text alignment, vertically and horizontally, within the label.  This will usually only have an effect if the label is made larger by increasing its Preferred, Minimum, or Flexible width/height.  (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Button&#039;&#039;&#039;: A button that players can click on to do something.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The text to display on the button.&lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The color of the button.  Pass this as a string in #RRGGBB format.  Only the following colors are supported for buttons:&lt;br /&gt;
{{Color2|BABABC}} {{Color2|6C73D1}} {{Color2|FF00ED}} {{Color2|FFC200}} {{Color2|00A0FF}} {{Color2|00B5FF}} {{Color2|F3FFAE}} {{Color2|43C731}} {{Color2|43C631}} {{Color2|1274A4}} {{Color2|1274A5}} {{Color2|B03B3B}} {{Color2|0021FF}} {{Color2|359029}} {{Color2|00E9FF}} {{Color2|00FF21}} {{Color2|FFF700}} {{Color2|AA3A3A}} {{Color2|43C732}} {{Color2|00D4FF}} {{Color2|B03C3C}} {{Color2|00F4FF}} {{Color2|00BFFF}} {{Color2|4EC4FF}} {{Color2|615DDF}} {{Color2|100C08}} {{Color2|0000FF}} {{Color2|4EFFFF}} {{Color2|59009D}} {{Color2|008000}} {{Color2|FF7D00}} {{Color2|FF0000}} {{Color2|606060}} {{Color2|00FF05}} {{Color2|FF697A}} {{Color2|94652E}} {{Color2|00FF8C}} {{Color2|FF4700}} {{Color2|009B9D}} {{Color2|23A0FF}} {{Color2|AC0059}} {{Color2|FF87FF}} {{Color2|FFFF00}} {{Color2|943E3E}} {{Color2|FEFF9B}} {{Color2|AD7E7E}} {{Color2|B70AFF}} {{Color2|FFAF56}} {{Color2|FF00B1}} {{Color2|8EBE57}} {{Color2|DAA520}} {{Color2|990024}} {{Color2|00FFFF}} {{Color2|8F9779}} {{Color2|880085}} {{Color2|00755E}} {{Color2|FFE5B4}} {{Color2|4169E1}} {{Color2|FF43A4}} {{Color2|8DB600}} {{Color2|40826D}} {{Color2|C04000}} {{Color2|FFDDF4}} {{Color2|CD7F32}} {{Color2|C19A6B}} {{Color2|C09999}} {{Color2|B0BF1A}} {{Color2|3B7A57}} {{Color2|4B5320}} {{Color2|664C28}} {{Color2|893F45}} {{Color2|D2691E}} {{Color2|36454F}} {{Color2|FF00FF}} {{Color2|76FF7A}}&lt;br /&gt;
* &#039;&#039;&#039;TextColor&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The color of the text on the button.  Pass this as a string in #RRGGBB format.&lt;br /&gt;
* &#039;&#039;&#039;OnClick&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the player clicks the button.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CheckBox&#039;&#039;&#039;: A toggleable check box that players can check and uncheck.&lt;br /&gt;
* &#039;&#039;&#039;IsChecked&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: Whether the check box is checked or unchecked.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The label displayed to the right of the check box.&lt;br /&gt;
* &#039;&#039;&#039;OnValueChanged&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the IsChecked property changes, either by your code or by the player clicking the check box.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RadioButton&#039;&#039;&#039;: Added in [[Mod API Reference:IsVersionOrHigher|5.34.0]]. Like a CheckBox except circular, and when assigned into a group, only one may be selected at a time.&lt;br /&gt;
* &#039;&#039;&#039;IsChecked&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: Whether it&#039;s checked or unchecked.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The label displayed to the right of the radio button.&lt;br /&gt;
* &#039;&#039;&#039;OnValueChanged&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the IsChecked property changes, either by your code or by the player clicking the check box.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
* &#039;&#039;&#039;Group&#039;&#039;&#039;: &#039;&#039;RadioButtonGroup&#039;&#039;: Created by using UI.CreateRadioButtonGroup.  Create one group and assign it to multiple radio buttons to group them together.  CreateRadioButtonGroup must be passed a UI element that it will live on.  It does not matter what UI element you pass in as long as it doesn&#039;t get destroyed before the radio buttons.  A common choice is to pass in the first radio button itself, or pass in the VerticalLayoutGroup that all the radio buttons live in together.  For example:&lt;br /&gt;
&lt;br /&gt;
  local vert = UI.CreateVerticalLayoutGroup(rootParent);&lt;br /&gt;
  local group = UI.CreateRadioButtonGroup(vert);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 1&#039;);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 2&#039;);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 3&#039;);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 4&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextInputField&#039;&#039;&#039;: A box where players can type a string.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The string that appears in the box, or that players typed.&lt;br /&gt;
* &#039;&#039;&#039;PlaceholderText&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The text that appears in the box grayed out when it&#039;s empty.  For example, &amp;quot;Enter name here...&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;CharacterLimit&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: The maximum number of characters that players can type into this text field.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
* &#039;&#039;&#039;OnValueChanged&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the Text property changes, either by your code or by the player typing into the text box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NumberInputField&#039;&#039;&#039;: Allows players to input a number. Presents an input box and a slider that are linked, so players can either use the box to type a number or slide the slider.  This makes it friendly for mobile users who don&#039;t have a hardware keyboard, while also allowing any number to be entered if someone wants to exceed the range allowable by the slider.&lt;br /&gt;
* &#039;&#039;&#039;Value&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The value to show in the box+slider, or the value entered by the player.&lt;br /&gt;
* &#039;&#039;&#039;WholeNumbers&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If true, only integers will be selectable by the player.  If false, partial numbers will be selectable. Defaults to true.&lt;br /&gt;
* &#039;&#039;&#039;SliderMinValue&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The minimum value selectable by the slider.  Numbers below this can still be entered by typing them into the box, so ensure to always validate the number you retrieve.&lt;br /&gt;
* &#039;&#039;&#039;SliderMaxValue&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The maxium value selectable by the slider.  Numbers above this can still be entered by typing them into the box, so ensure to always validate the number you retrieve.&lt;br /&gt;
* &#039;&#039;&#039;BoxPreferredWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: Allows setting the preferred width of just the box.  See &#039;&#039;&#039;Common Properties&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;SliderPreferredWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: Allows setting the preferred width of just the slider.  See &#039;&#039;&#039;Common Properties&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
* &#039;&#039;&#039;OnValueChanged&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the Value property changes, either by your code or by the player.&lt;br /&gt;
&lt;br /&gt;
== Helper Functions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.Destroy&#039;&#039;&#039;: Destroys (removes) any UI that the mod previously created.  Simply pass a UI element created by one of the UI.CreateXXX functions to UI.Destroy and it will disappear forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.IsDestroyed&#039;&#039;&#039;: Tests if any UI element has been destroyed.  Also returns true if passed nil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.Alert&#039;&#039;&#039;: Pops up a dialog with a message and an Okay button to close the message.  Call this as simply &amp;lt;code&amp;gt;UI.Alert(msg)&amp;lt;/code&amp;gt;. Only one mod can use this at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.PromptFromList&#039;&#039;&#039;: Pops up a dialog with a series of buttons to choose from.    This takes two arguments:  &lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: Text to appear at the top of the dialog.&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039; &#039;&#039;array&#039;&#039;: A list of options, each of which will show up as a button.  Each entry in this array should be a table with two fields, &#039;&#039;&#039;selected&#039;&#039;&#039; and either &#039;&#039;&#039;text&#039;&#039;&#039; or &#039;&#039;&#039;player&#039;&#039;&#039;. &#039;&#039;&#039;selected&#039;&#039;&#039; is a zero-argument function that gets called if the player selects that option, &#039;&#039;&#039;text&#039;&#039;&#039; populates the text that will appear on that button. &#039;&#039;&#039;player&#039;&#039;&#039; should be set to a [[Mod_API_Reference:PlayerID|playerID]], this will also give the button the corresponding color of the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.InterceptNextTerritoryClick&#039;&#039;&#039;: Added in [[Mod_API_Reference:IsVersionOrHigher|5.17.0]].  After calling this function, the next time the player clicks a territory on the map, your mod will be notified of the click. After calling this, you should also instruct the player to click a territory, and it&#039;s also a good idea to let them know they can move dialogs out of the way to see the map.   &lt;br /&gt;
* &#039;&#039;&#039;Callback&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass a function that will be called on the next click.  This function will be passed a [[Mod_API_Reference:TerritoryDetails|TerritoryDetails]] object, which can be used to get the Territory ID or the name of the territory that was clicked.  This function can also be called with nil if the intercept request is cancelled, which can happen if another mod calls UI.InterceptNextTerritoryClick before a territory is clicked.  If you want to cancel the intercept request, you can return WL.CancelClickIntercept from the callback which will make the client behave as if you never called intercept.  Return nil, or leave off the return statement entirely, for normal operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.InterceptNextBonusLinkClick&#039;&#039;&#039;: Added in [[Mod_API_Reference:IsVersionOrHigher|5.17.0]].  After calling this function, the next time the player clicks a bonus link on the map, your mod will be notified of the click. After calling this, you should also instruct the player to click a bonus link, and it&#039;s also a good idea to let them know they can move dialogs out of the way to see the map.   &lt;br /&gt;
* &#039;&#039;&#039;Callback&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass a function that will be called on the next click.  This function will be passed a [[Mod_API_Reference:BonusDetails|BonusDetails]] object, which can be used to get the bonus ID or the name of the bonus that was clicked.  This function can also be called with nil if the intercept request is cancelled, which can happen if another mod calls UI.InterceptNextBonusLinkClick before a bonus link is clicked.   If you want to cancel the intercept request, you can return WL.CancelClickIntercept from the callback which will make the client behave as if you never called intercept.  Return nil, or leave off the return statement entirely, for normal operation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderPlayCardCustom&amp;diff=8020</id>
		<title>Mod API Reference:GameOrderPlayCardCustom</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderPlayCardCustom&amp;diff=8020"/>
		<updated>2026-08-09T22:37:30Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GameOrderPlayCardCustom&#039;&#039;&#039;: Subclass of [[Mod API Reference:GameOrderPlayCard|GameOrderPlayCard]] used by [[Mod API Reference:Custom Cards|Custom Cards]].&lt;br /&gt;
* &#039;&#039;&#039;CustomCardID&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Description&#039;&#039;&#039; &#039;&#039;string&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;ModData&#039;&#039;&#039; &#039;&#039;string&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Phase&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:TurnPhase|TurnPhase]] (enum)&amp;gt;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;TerritoryAnnotationsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.   (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;JumpToActionSpotOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object. (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;Icon&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: If specified, this specifies the image that will appear in the orders list (upper right of the main game screen).  This should the name of a 40x40 png file placed in the &amp;quot;OrderIcons&amp;quot; subfolder of your mod.  Each mod may have up to 15 order icon images. (Added in version 6.04.0)&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=8019</id>
		<title>Mod API Reference:GameOrderEvent</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=8019"/>
		<updated>2026-08-09T22:37:12Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;GameOrderEvent&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  This is a generic event that can present a message or modify territories.  It can also control which players can see it.  It was added for use by [[Mods]] and is not used by any built-in game mechanics, except for the &amp;quot;Received Gold&amp;quot; order in [[Commerce]] games.&lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TerritoryModifications&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;: Optionally, can modify territories, such as changing ownership or armies.&lt;br /&gt;
* &#039;&#039;&#039;VisibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;:  Defines who this event is visible to.  Note that the player this event is assigned to can &#039;&#039;&#039;always&#039;&#039;&#039; see it, and any player who can see the effects of a territory modification can always see it as well.  Set this to nil to mean that it should be visible to everyone (public).  Set this to an empty list to indicate that the event should not be visible to anyone, except those that can see it by a previously mentioned rule.&lt;br /&gt;
* &#039;&#039;&#039;SetResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:   Sets the resource value of a player, such as their [[gold]], to a specific value.&lt;br /&gt;
* &#039;&#039;&#039;IncomeMods&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AddResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:  Adds (or subtracts with negative numbers) to the resources of a player, such as their [[gold]]. When adding or subtracting a fixed number, this is preferred over SetResourceOpt.  Added in version 5.20.0.&lt;br /&gt;
* &#039;&#039;&#039;AddCardPiecesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:CardID|CardID]],integer&amp;gt;&amp;gt;&#039;&#039;: Provides a way to add (or remove with negative numbers) pieces of a card to a player.  This can also add whole cards -- if the player&#039;s total cards exceeds the number of peices that make up that card as defined in the game settings, they will automatically be turned into whole cards and be given to the player.  This cannot remove whole cards.  For that, use RemoveWholeCardsOpt.&lt;br /&gt;
* &#039;&#039;&#039;RemoveWholeCardsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:CardInstanceID|CardInstanceID]]&amp;gt;&#039;&#039;: Removes whole cards from a player.  &lt;br /&gt;
* &#039;&#039;&#039;JumpToActionSpotOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.&lt;br /&gt;
* &#039;&#039;&#039;ModID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:ModID|ModID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;FogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:FogMod|FogMod]]&amp;gt;&#039;&#039;: Adds [[Mod API Reference:FogMod|FogMods]] for modifying fog.&lt;br /&gt;
* &#039;&#039;&#039;RemoveFogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:Guid|Guid]]&amp;gt;&#039;&#039;: Removes [[Mod API Reference:FogMod|FogMods]]&lt;br /&gt;
* &#039;&#039;&#039;TerritoryAnnotationsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;Icon&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: If specified, this specifies the image that will appear in the orders list (upper right of the main game screen).  This should the name of a 40x40 png file placed in the &amp;quot;OrderIcons&amp;quot; subfolder of your mod.  Each mod may have up to 15 order icon images. (Added in version 6.04.0)&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WL.GameOrderEvent.Create&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;, &#039;&#039;&#039;visibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;terrModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;setResourcesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;, &#039;&#039;&#039;incomeModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;) (static) returns [[Mod API Reference:GameOrderEvent|GameOrderEvent]]:&lt;br /&gt;
** playerID: Pass the ID of a player that this event pertains to.  This is one of the few players where WL.PlayerID.Neutral is an allowed value.  An event assigned to Neutral is suitable for events that weren&#039;t initiated by a player.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderCustom&amp;diff=8018</id>
		<title>Mod API Reference:GameOrderCustom</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderCustom&amp;diff=8018"/>
		<updated>2026-08-09T22:37:03Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GameOrderCustom&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  This order does nothing on its own, but it can be used by mods for custom orders.  GameOrderCustom is typically sent up from clients to the server, in contrast to [[Mod API Reference:GameOrderEvent|GameOrderEvent]] which is typically sent down from the server to clients.&lt;br /&gt;
&lt;br /&gt;
In order to make sure your mod doesn&#039;t break when used in conjunction with other mods, you should prepend a unique string (such as the name of your mod plus an underscore) to the Payload.  When reading a GameOrderCustom, check if the payload starts with your unique string, and if it doesn&#039;t it means this order isn&#039;t one your mod made and you should ignore it.  If you act on another mod&#039;s messages, or skip them, it will create unexpected behavior for your mod or another mod.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The message that will appear in the orders list.  This is what players see.&lt;br /&gt;
* &#039;&#039;&#039;Payload&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: Data the mod wishes to store along with this order, but does not want players to see.&lt;br /&gt;
* &#039;&#039;&#039;CostOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&#039;&#039;: Defines how much gold the order will cost the player in a [[Commerce]] game.  This should only be set in commerce games.  If CostOpt is set to nil, then it&#039;s assumed to be the same as having a cost of 0.   The game will take care of taking the player&#039;s resources away correctly, both on the client and server, when inserting an order with a cost into their orders list.&lt;br /&gt;
* &#039;&#039;&#039;OccursInPhaseOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:TurnPhase|TurnPhase]] (enum)&amp;gt;&#039;&#039;:  If not nil, then orders will be forced to be placed in this phase.  Players will not be able to move this order above an order of a lower phase, or below an order of a higher phase.  Added in v5.22.0. Note: custom turn phases cannot be used in  versions 5.31 or later.&lt;br /&gt;
* &#039;&#039;&#039;TerritoryAnnotationsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.   (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;JumpToActionSpotOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object. (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;Icon&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: If specified, this specifies the image that will appear in the orders list (upper right of the main game screen).  This should the name of a 40x40 png file placed in the &amp;quot;OrderIcons&amp;quot; subfolder of your mod.  Each mod may have up to 15 order icon images. (Added in version 6.04.0)&lt;br /&gt;
&lt;br /&gt;
[[Mod_Security|Mod security]] should be applied to [[Mod_Hooks|Mod Hooks]] working with this card&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WL.GameOrderCustom.Create&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;, &#039;&#039;&#039;payload&#039;&#039;&#039; &#039;&#039;string&#039;&#039;, &#039;&#039;&#039;costOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&#039;&#039;) (static) returns [[Mod API Reference:GameOrderCustom|GameOrderCustom]]:&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=8017</id>
		<title>Mod API Reference:GameOrderEvent</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=8017"/>
		<updated>2026-08-09T22:36:45Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;GameOrderEvent&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  This is a generic event that can present a message or modify territories.  It can also control which players can see it.  It was added for use by [[Mods]] and is not used by any built-in game mechanics, except for the &amp;quot;Received Gold&amp;quot; order in [[Commerce]] games.&lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TerritoryModifications&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;: Optionally, can modify territories, such as changing ownership or armies.&lt;br /&gt;
* &#039;&#039;&#039;VisibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;:  Defines who this event is visible to.  Note that the player this event is assigned to can &#039;&#039;&#039;always&#039;&#039;&#039; see it, and any player who can see the effects of a territory modification can always see it as well.  Set this to nil to mean that it should be visible to everyone (public).  Set this to an empty list to indicate that the event should not be visible to anyone, except those that can see it by a previously mentioned rule.&lt;br /&gt;
* &#039;&#039;&#039;SetResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:   Sets the resource value of a player, such as their [[gold]], to a specific value.&lt;br /&gt;
* &#039;&#039;&#039;IncomeMods&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AddResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:  Adds (or subtracts with negative numbers) to the resources of a player, such as their [[gold]]. When adding or subtracting a fixed number, this is preferred over SetResourceOpt.  Added in version 5.20.0.&lt;br /&gt;
* &#039;&#039;&#039;AddCardPiecesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:CardID|CardID]],integer&amp;gt;&amp;gt;&#039;&#039;: Provides a way to add (or remove with negative numbers) pieces of a card to a player.  This can also add whole cards -- if the player&#039;s total cards exceeds the number of peices that make up that card as defined in the game settings, they will automatically be turned into whole cards and be given to the player.  This cannot remove whole cards.  For that, use RemoveWholeCardsOpt.&lt;br /&gt;
* &#039;&#039;&#039;RemoveWholeCardsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:CardInstanceID|CardInstanceID]]&amp;gt;&#039;&#039;: Removes whole cards from a player.  &lt;br /&gt;
* &#039;&#039;&#039;JumpToActionSpotOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.&lt;br /&gt;
* &#039;&#039;&#039;ModID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:ModID|ModID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;FogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:FogMod|FogMod]]&amp;gt;&#039;&#039;: Adds [[Mod API Reference:FogMod|FogMods]] for modifying fog.&lt;br /&gt;
* &#039;&#039;&#039;RemoveFogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:Guid|Guid]]&amp;gt;&#039;&#039;: Removes [[Mod API Reference:FogMod|FogMods]]&lt;br /&gt;
* &#039;&#039;&#039;TerritoryAnnotationsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;Icon&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: If specified, this specifies the image that will appear in the orders list (upper right of the main game screen).  This should the name of a 40x40 png file placed in the &amp;quot;OrderIcons&amp;quot; subfolder of your mod.  Each mod may have up to 15 order icon images.&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WL.GameOrderEvent.Create&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;, &#039;&#039;&#039;visibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;terrModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;setResourcesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;, &#039;&#039;&#039;incomeModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;) (static) returns [[Mod API Reference:GameOrderEvent|GameOrderEvent]]:&lt;br /&gt;
** playerID: Pass the ID of a player that this event pertains to.  This is one of the few players where WL.PlayerID.Neutral is an allowed value.  An event assigned to Neutral is suitable for events that weren&#039;t initiated by a player.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:ActiveCardWoreOff&amp;diff=8016</id>
		<title>Mod API Reference:ActiveCardWoreOff</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:ActiveCardWoreOff&amp;diff=8016"/>
		<updated>2026-07-29T13:39:14Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ActiveCardWoreOff&#039;&#039;&#039;: Subclass of [[Mod API Reference:GameOrder|GameOrder]] that represents a card wearing off.  In other words, an [[Mod API Reference:ActiveCard|ActiveCard]] that&#039;s no longer active.&lt;br /&gt;
&lt;br /&gt;
Note that this order type cannot be skipped in Server_AdvanceTurn_Order&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Card&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameOrderPlayCard|GameOrderPlayCard]]&#039;&#039;:&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderStateTransition&amp;diff=8015</id>
		<title>Mod API Reference:GameOrderStateTransition</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderStateTransition&amp;diff=8015"/>
		<updated>2026-07-29T13:38:57Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GameOrderStateTransition&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  Represents a player changing state, getting booted, eliminated, surrendering, or an AI taking over for the player, or a player taking over for an AI.&lt;br /&gt;
&lt;br /&gt;
Note that this order type cannot be skipped in Server_AdvanceTurn_Order&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NewState&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GamePlayerState|GamePlayerState]] (enum)&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TakingOverForAI&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TurningIntoAI&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;:&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderReceiveCard&amp;diff=8014</id>
		<title>Mod API Reference:GameOrderReceiveCard</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderReceiveCard&amp;diff=8014"/>
		<updated>2026-07-29T13:38:36Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GameOrderReceiveCard&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  This is used to award players cards.  It should never be sent up to the server as part of a client&#039;s normal orders, instead it&#039;s only inserted into turns by the server.  This happens normally as part of War.app&#039;s normal card-receiving mechanic, or mods can add another one themselves in an AdvanceTurn hook.&lt;br /&gt;
&lt;br /&gt;
Note that this order type cannot be skipped in Server_AdvanceTurn_Order&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CardIDs&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:CardID|CardID]],integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;InstancesCreated&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:CardInstance|CardInstance]]&amp;gt;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WL.GameOrderReceiveCard.Create&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;instances&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:CardInstance|CardInstance]]&amp;gt;&#039;&#039;) (static) returns [[Mod API Reference:GameOrderReceiveCard|GameOrderReceiveCard]]:  Creates an instance of the GameOrderReceiveCard class.  Note that mods can only award cards to players if those cards are enabled for the game.&lt;br /&gt;
** &#039;&#039;&#039;playerID&#039;&#039;&#039;: Pass the ID of the player who will receive cards.&lt;br /&gt;
** &#039;&#039;&#039;instances&#039;&#039;&#039;: Pass an array of whole cards to award to the player.  See [[Mod API Reference:CardInstance|CardInstance]] for instructions on how to create these.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>Fizzer</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Clan_Wars&amp;diff=8013</id>
		<title>Clan Wars</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Clan_Wars&amp;diff=8013"/>
		<updated>2026-07-25T03:16:15Z</updated>

		<summary type="html">&lt;p&gt;Fizzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Clan Wars =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Wars&#039;&#039;&#039; are clan-based competitions in War.app. Players compete on behalf of their clan in daily matches to earn wins, score points, conquer territories, and unlock rewards.&lt;br /&gt;
&lt;br /&gt;
You can access Clan Wars from the upper-right menu in the mobile app or from the Community tab on the website.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Clan War season revolves around a simple cycle:&lt;br /&gt;
&lt;br /&gt;
# Join a clan.&lt;br /&gt;
# Participate in Clan War matches during active timeslots.&lt;br /&gt;
# Earn wins for your clan.&lt;br /&gt;
# Wins are converted into points.&lt;br /&gt;
# Points conquer territories on the Clan War Map.&lt;br /&gt;
# Clans earn rewards based on their performance.&lt;br /&gt;
&lt;br /&gt;
Each player may participate in at most &#039;&#039;&#039;one Clan War game per day&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Joining Clan Wars ==&lt;br /&gt;
&lt;br /&gt;
To participate, you must be a member of a clan.&lt;br /&gt;
&lt;br /&gt;
If you are not already in a clan, select &#039;&#039;&#039;Join a Clan&#039;&#039;&#039; from the upper-right menu.&lt;br /&gt;
&lt;br /&gt;
A player is considered a &#039;&#039;&#039;participant&#039;&#039;&#039; if they play at least one Clan War game during a season.&lt;br /&gt;
&lt;br /&gt;
A player is considered a &#039;&#039;&#039;contributor&#039;&#039;&#039; if they win at least one Clan War game during a season.&lt;br /&gt;
&lt;br /&gt;
Some rewards are available to all participants, while others are only available to contributors.&lt;br /&gt;
&lt;br /&gt;
== Timeslots ==&lt;br /&gt;
&lt;br /&gt;
Clan War matches are played during scheduled timeslots that occur throughout the day.&lt;br /&gt;
&lt;br /&gt;
When a timeslot is active, players may queue for one of the available templates. The system attempts to create as many matches as possible between players from different clans.&lt;br /&gt;
&lt;br /&gt;
The available templates for a timeslot vary based on historical demand.&lt;br /&gt;
&lt;br /&gt;
Matchmaking follows these rules:&lt;br /&gt;
&lt;br /&gt;
* Clanmates are never matched against each other.&lt;br /&gt;
* The system attempts to create as many matches as possible for each template.&lt;br /&gt;
* If a player cannot be matched due to an uneven number of players, they may receive a free win.&lt;br /&gt;
* To prevent abuse, free wins are not awarded if at least one of that player&#039;s clanmates successfully received a match in the same template.&lt;br /&gt;
&lt;br /&gt;
The actual matchmaking algorithm follows this process, within a specific template within a timeslot:&lt;br /&gt;
&lt;br /&gt;
# Pick the clan with the most players still waiting in this template.&lt;br /&gt;
# Pick a random player from that clan.&lt;br /&gt;
# Find an opponent clan with enough remaining players, choosing whichever clan&#039;s &amp;quot;match rating&amp;quot; is closest to the first clan&#039;s.&lt;br /&gt;
# If no opposing clan has enough players left, that player gets a free win instead, but only the first such player per clan per template; any further leftover players from the same clan get no game at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Team Templates ==&lt;br /&gt;
&lt;br /&gt;
Some templates require teams, such as Strategic 2v2.&lt;br /&gt;
&lt;br /&gt;
In team templates:&lt;br /&gt;
&lt;br /&gt;
* Each winning player counts as one Clan War win.&lt;br /&gt;
* A single team victory can therefore produce multiple Clan War wins.&lt;br /&gt;
* Teams are always composed entirely of members from the same clan.&lt;br /&gt;
* Different clans are never mixed onto the same team.&lt;br /&gt;
&lt;br /&gt;
Because of this, players should coordinate with their clan before queueing for team templates.&lt;br /&gt;
&lt;br /&gt;
If there are not enough members from your clan to form a complete team, you will not receive a match and will not receive a free win. You may try again during a later timeslot.&lt;br /&gt;
&lt;br /&gt;
== Clan War Map ==&lt;br /&gt;
&lt;br /&gt;
Clan War progress is visualized on a large map made up of territories.&lt;br /&gt;
&lt;br /&gt;
As clans earn points, they conquer territories on the map. Each conquered territory is displayed in the clan&#039;s color.&lt;br /&gt;
&lt;br /&gt;
New territories are generally placed near a clan&#039;s existing territory, causing the clan&#039;s area to expand outward over time. As neighboring clans grow into each other, distinctive borders and patterns naturally emerge.&lt;br /&gt;
&lt;br /&gt;
The map has no strategic gameplay element. Its purpose is to visually represent:&lt;br /&gt;
&lt;br /&gt;
* Relative clan performance.&lt;br /&gt;
* Seasonal progress.&lt;br /&gt;
* The growth and expansion of clans throughout the season.&lt;br /&gt;
&lt;br /&gt;
The season ends at the end of a GMT day in which all territories on the map have been conquered.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
To view the up-to-date rewards, view the clan wars page and select View Rewards.&lt;br /&gt;
&lt;br /&gt;
=== Rank Rewards ===&lt;br /&gt;
&lt;br /&gt;
Top-performing clans receive additional rewards based on their final leaderboard position.  These can be coins, idle powers, artifacts, etc.   These are the biggest rewards that clan wars offers.&lt;br /&gt;
&lt;br /&gt;
=== Win Rewards ===&lt;br /&gt;
&lt;br /&gt;
Clans also unlock temporary bonuses by earning wins during the season.  These effects last for three weeks.  For example, once your clan gets 2 wins in a season, you unlock &amp;quot;Alloy sell values increased by 15% for three weeks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Clan War rewards do not stack with equivalent rewards from [[Ladder]].  If multiple rewards affect the same statistic, only the strongest effect applies.  For example, if you have a 30% artifact dig time reduction from Ladder rewards and a 20% reduction from Clan Wars, only the 30% reduction will be used.&lt;br /&gt;
&lt;br /&gt;
=== Participation Reward ===&lt;br /&gt;
&lt;br /&gt;
All players who participate in at least one Clan War game during a season receive a Idle cache when the season ends.  The size of the cache increases based on the performance of their clan during the season.&lt;br /&gt;
&lt;br /&gt;
== End-of-Day Processing ==&lt;br /&gt;
&lt;br /&gt;
At midnight GMT, Clan Wars processes all games completed during the previous day.&lt;br /&gt;
&lt;br /&gt;
During this process:&lt;br /&gt;
&lt;br /&gt;
* Win rewards are awarded.&lt;br /&gt;
* Each clan&#039;s win strength is calculated.&lt;br /&gt;
* Each clan&#039;s points are calculated.&lt;br /&gt;
* Territories are awarded on the Clan War Map.&lt;br /&gt;
* If the map is full, the current season ends and a new season begins.&lt;br /&gt;
&lt;br /&gt;
The Clan War interface shows which day each game was counted toward and provides details about the calculations used for that day&#039;s results.&lt;br /&gt;
&lt;br /&gt;
== Points and Win Strength ==&lt;br /&gt;
&lt;br /&gt;
Points determine how many territories a clan conquers.&lt;br /&gt;
&lt;br /&gt;
For a given day:  Points = Wins × Win Strength&lt;br /&gt;
&lt;br /&gt;
The system is designed so that clans of different sizes can compete fairly. Regardless of clan size, a clan can earn up to a maximum of 25 points per day.&lt;br /&gt;
&lt;br /&gt;
* Clans with 25 or fewer members always have 100% win strength.&lt;br /&gt;
* Clans with 26–50 members also have 100% win strength when 25 or fewer members participate that day.&lt;br /&gt;
* Clans with 26–50 members and more than 25 participants use the formula: Win Strength = 25 ÷ Number of Participants&lt;br /&gt;
* Legacy uncapped clans with more than 50 members use: Win Strength = 25 ÷ (Clan Size − 25), provided no more than (Clan Size − 25) members participate that day.&lt;br /&gt;
&lt;br /&gt;
For example, if a clan has 40 participants in a day, its win strength would be:  25 ÷ 40 = 62.5%   Each win would therefore be worth 0.625 points. If the clan earned 20 wins that day, it would receive:  20 × 0.625 = 12.5 points&lt;br /&gt;
&lt;br /&gt;
== Estimated Points ==&lt;br /&gt;
&lt;br /&gt;
A clan&#039;s official win strength is not finalized until end-of-day processing occurs. To provide more accurate live rankings, the Clan Wars leaderboard estimates each clan&#039;s current-day win strength and temporarily includes those estimated points in the displayed standings.&lt;br /&gt;
&lt;br /&gt;
A clan&#039;s page clearly distinguishes between confirmed points from completed processing and estimated points for the current day.&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=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;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 1v1&lt;br /&gt;
| Greece LLFD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://www.war.app/MultiPlayer?TemplateID=767877 767877]&lt;br /&gt;
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| Guiroma&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=435244 435244]&lt;br /&gt;
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| Heavy Earth&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=490514 490514]&lt;br /&gt;
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| 1v1&lt;br /&gt;
| Masteroma&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;
| Oxfordshire&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=767882 767882]&lt;br /&gt;
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| 1v1&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=497215 497215]&lt;br /&gt;
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| 1v1&lt;br /&gt;
| 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;
&lt;br /&gt;
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| 1v1&lt;br /&gt;
| Red Dead Redemption&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=739796 739796]&lt;br /&gt;
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| Slow Earth&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=476990 476990]&lt;br /&gt;
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| 1v1&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=417687 417687]&lt;br /&gt;
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| 1v1&lt;br /&gt;
| Snowy Mountains MA&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=767881 767881]&lt;br /&gt;
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| 1v1&lt;br /&gt;
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| [https://www.war.app/MultiPlayer?TemplateID=417638 417638]&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=493443 493443]&lt;br /&gt;
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| 1v1&lt;br /&gt;
| Treasure Map&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>
</feed>