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	<id>https://war.app/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JK+3</id>
	<title>War.app Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://war.app/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JK+3"/>
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	<updated>2026-04-18T23:21:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://war.app/wiki/index.php?title=Making_3d_Maps&amp;diff=7548</id>
		<title>Making 3d Maps</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Making_3d_Maps&amp;diff=7548"/>
		<updated>2025-09-16T22:11:01Z</updated>

		<summary type="html">&lt;p&gt;JK 3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
All Warzone maps work in both 2d mode and 3d mode.  However, when in 3d mode, there are a few additional features that are available to map designers to help take advantage of the additional rendering capabilities of Warzone&#039;s 3d rendering engine.  These are optional, and as a map designer you can choose to use them or ignore them.  They just allow your map to stand out better when viewed in 3d.  All of these features can be found under the &amp;quot;3d Settings&amp;quot; button in the map designer.  This button only appears when viewing your map in 3d mode.&lt;br /&gt;
&lt;br /&gt;
== Texture Image ==&lt;br /&gt;
&lt;br /&gt;
Map designers can upload a &#039;&#039;&#039;texture image&#039;&#039;&#039; that will be displayed on the top of territories and bonus links.  You can upload this image in the &amp;quot;3d Settings&amp;quot; dialog.&lt;br /&gt;
&lt;br /&gt;
The image should be a png for best results, and should use a transparent background for any parts you don&#039;t want to alter.  This width/height of this image should have the same aspect ratio of your map.  For example, if your map is 1500x1000 pixels, your texture image should have a 1.5:1 ratio.  Any area of the image that doesn&#039;t line up with a territory or bonus link in your map will not be used, so these areas can be transparent in your image.&lt;br /&gt;
&lt;br /&gt;
Map designers can also set a &#039;&#039;&#039;texture image strength&#039;&#039;&#039; which defines how strongly the texture image, from 0 to 50, that controls how the texture image gets mixed with the normal color of the territory (normally the color of the player who controls the territory).    A value of 0 means that the texture image will not show at all, and a theoretical value of 100 would mean that the normal color would not show at all and only the texture image would show.  This is why it&#039;s capped at 50, since values that are too high would make the game unplayable.&lt;br /&gt;
&lt;br /&gt;
The strength can be changed in the map designer and the results will be displayed in real-time, so map designers can tune in a value they are comfortable with.  Uploading a new texture image also gets displayed immediately on the map for rapid iteration.&lt;br /&gt;
&lt;br /&gt;
A good texture image does not use large solid colors, since this may interfere with player&#039;s abilities to tell which territories are controlled by which players in a Warzone game.&lt;br /&gt;
&lt;br /&gt;
== Heightmap ==&lt;br /&gt;
&lt;br /&gt;
Map designers can upload two &#039;&#039;&#039;heightmap images&#039;&#039;&#039; that allow you to give 3d depth of your map when played in 3d mode.  This is most commonly used to define hills or mountains or other similar forms of elevation.  The main heightmap only applies to your territories and bonus links, and the &#039;&#039;&#039;terrain heightmap&#039;&#039;&#039; applies to the rest of your map (decorative regions).&lt;br /&gt;
&lt;br /&gt;
This width/height of these images should have the same aspect ratio of your map.  For example, if your map is 1500x1000 pixels, your texture image should have a 1.5:1 ratio.  &lt;br /&gt;
&lt;br /&gt;
Each pixel in the image defines how high the elevation should be at that spot, where black is the lowest possible elevation and white is the highest possible elevation.  Colors have no meaning.&lt;br /&gt;
&lt;br /&gt;
Map designers can define a &#039;&#039;&#039;max height&#039;&#039;&#039; for each of these heightmaps that defines how much the map will be raised.  This value can be altered in the map designer and results are shown in real-time.&lt;br /&gt;
&lt;br /&gt;
Map designers can also define a &#039;&#039;&#039;tessellation size&#039;&#039;&#039; for each of these heightmaps.  This controls how big each polygon in the resulting object will be.  In other words, this controls how much the object will be sub-divided.  Smaller values will allow a higher resolution for your heightmap, but going too small may result in too many polygons being created for your map which could cause it to perform very poorly.  If using a heightmap, you should experiment with different values.  The best value to use for this setting is the highest value that still looks good.&lt;br /&gt;
&lt;br /&gt;
Note that uploading a new heightmap image or changing the tessellation size requires clicking &amp;quot;Apply&amp;quot; in the 3d Settings Dialog before results are shown.&lt;br /&gt;
&lt;br /&gt;
== Browser support ==&lt;br /&gt;
&lt;br /&gt;
3d maps are fully supported in browsers. &lt;br /&gt;
You can enable 3d mode from your Account Settings. &lt;br /&gt;
If you prefer to use 2d mode, games and maps can be forced into 3d mode by adding &amp;quot;&amp;amp;3d=true&amp;quot; to the end of your querystring in your browser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Raffle_in_the_public_chat&amp;diff=7529</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=7529"/>
		<updated>2025-07-30T18:11:27Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Fixed typos, grammar and formatting. Added missing fact. Added info on raffle variations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Raffle is an event in the [https://www.warzone.com/MultiPlayer?ChatRoom=1 Global Chat], where chatters can win [[coins]] and [[powers]] or [[artifacts]]. Sometimes a raffle will only be coins. A new Raffle will start at a random moment between 10 minutes and 2 hours after the previous one ended.&lt;br /&gt;
&lt;br /&gt;
==Joining a Raffle==&lt;br /&gt;
&lt;br /&gt;
When the Raffle happens, the [https://www.warzone.com/Profile?p=78106080953&amp;amp;u=RaffleBot_2 RaffleBot] announced in chat: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;(number) coin and a  raffle starting! Say !raffle in the next 60 seconds to enter the raffle. (you must have chatted in the last hour)&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a player successfully joins a raffle by sending &amp;quot;!raffle&amp;quot; while the Raffle is active, the bot will reply in one of two ways:&lt;br /&gt;
&amp;lt;em&amp;gt;&lt;br /&gt;
* @(PlayerName): OK, you&#039;re in the raffle!  Winner will be announced in (remaining seconds)&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;
&lt;br /&gt;
At the end of the 60 seconds, a random winner will be chosen from the players that joined the Raffle, and a winner will be announced:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;RAFFLE OVER: Congratulations to (PlayerName) for winning (Reward) ! Stay tuned for the next raffle!&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variations on Raffle==&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;Raffle&amp;quot; is only used 95% of the time, the other options are &amp;quot;Waffle&amp;quot; (4%) and &amp;quot;Wafaffle&amp;quot; (1%). This is reflected in both the start and end message of the Raffle.&lt;br /&gt;
&lt;br /&gt;
The end of the announcement message is also varying. There is a roughly 2% chance for a Raffle to end with &amp;lt;em&amp;gt;&amp;quot;You are all ruthless!&amp;quot;&amp;lt;/em&amp;gt; instead of &amp;lt;em&amp;gt;&amp;quot;Stay tuned for the next raffle/waffle/wafaffle!&amp;quot;&amp;lt;/em&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If no player successfully joined the Raffle, it displays &amp;lt;em&amp;gt;&amp;quot;RAFFLE OVER: Nobody entered the raffle! These coins will be added to the next one. Be ready for it!&amp;quot;&amp;lt;/em&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Warzone Facts==&lt;br /&gt;
&lt;br /&gt;
The end of the Raffle is followed by a random Warzone fact, containing the following facts: &lt;br /&gt;
&lt;br /&gt;
# For its first year, this game was invite-only.&lt;br /&gt;
# Fizzer quit his job in 2010 to work on this game full time, and has been full-time on it since then. He hopes to continue working on this game for the rest of his life.&lt;br /&gt;
# In addition to a global rating, Quickmatch has ratings in many different categories, such as for each template, real-time versus multi-day, 1v1s vs ffas, and more&lt;br /&gt;
# The Feature Request Forum is the best place to request changes to the game. It was introduced in 2024 to replace the UserVoice forum.&lt;br /&gt;
# The boot timer was added about four months into the game&#039;s life. Before that, a single player abandoning a game would cause it to get stuck. &lt;br /&gt;
# Warzone uses PostgreSQL as its primary database software. It also uses MongoDB and Sqlite for some things.&lt;br /&gt;
# Warzone uses a product called MaxMind to determine player&#039;s country flag on their profile, based on the IP they play from.&lt;br /&gt;
# Warzone version numbers look like vA.BB.C.D, where A only changes in major overhauls, BB is a normal feature release, C is a bugfix or smaller update, and D is optionally used for hotfixes/patches. It&#039;s currently {version number}&lt;br /&gt;
# Warzone uses websockets so that your device can instantly be notified when a game advances.&lt;br /&gt;
# Warzone uses UTC time internally. If your timezone changes for things like Daylight Savings Time, then the clan wars timeslots will change by an hour for you.&lt;br /&gt;
# Warzone relies on volunteer moderators to investigate reports of rule-breaking filed by the community. Every report will be looked into.&lt;br /&gt;
# Sanction cards can be configured by game creators to be negative, and then will actually increase your income instead of reducing it.&lt;br /&gt;
# The first game ever played was a test game in 2008 between Fizzer and his friend Anthony, who was letting Fizzer use his server to host the game for free at the time.&lt;br /&gt;
# The first WarLight Android/iPhone apps were developed on the platform MonoTouch/MonoDroid, and were eventually released in 2013.&lt;br /&gt;
# The website changed from http to https in 2014, to keep things more secure.&lt;br /&gt;
# In 2024, a whole new map rendering engine, BabylonJS, was added to the website that allows 3d maps.&lt;br /&gt;
# This game didn&#039;t show any ads for the first 5 years of its existence.&lt;br /&gt;
# Multi-attack was one of the very first features added to the game, even before fog or cards.&lt;br /&gt;
# The original WarLight Android/iPhone apps were re-written from scratch for the Warzone launch in 2017.&lt;br /&gt;
# This game was multi-player only at first. Single-player wasn&#039;t added until over a year later in 2009, which only had 5 levels at first.&lt;br /&gt;
# Warzone has music in the mobile app, but it&#039;s off by default based on the results of A/B testing that found players had a slight preference for silence over music.&lt;br /&gt;
# On April 1st 2015, there was an April Fools prank that caused ghost messages to appear in chat of multi-player games.&lt;br /&gt;
# Warzone Idle was launched in 2020&lt;br /&gt;
# WarLight was ported from Silverlight to Flash in 2010.&lt;br /&gt;
# Warzone has 2840 public maps, nearly all of which are made by the community.&lt;br /&gt;
# Game IDs started at 1,000,000 and counted up. However, this isn&#039;t a reliable way if counting the number of games played, since IDs can sometimes be skipped.&lt;br /&gt;
# Warzone has extensive automated tests that get run before every update. They take several hours and Fizzer usually runs them overnight.&lt;br /&gt;
# The raffles are not, in fact, rigged.&lt;br /&gt;
# The global chat room was added in January of 2019. Raffles were added 8 days later.&lt;br /&gt;
# Before the Feature Request Forum, there was the UserVoice forum (launched in 2010). UserVoice was originally free but then started asking tens of thousands of dollars to continue using it, so Fizzer wrote his own.&lt;br /&gt;
# The game was ported from Flash to Unity in 2017.&lt;br /&gt;
# Fizzer first streamed on Twitch in 2015&lt;br /&gt;
# Fizzer created this game in his spare time while working at Microsoft in 2008.&lt;br /&gt;
# In 2017, Quickmatch was introduced and it quickly surprassed all other game totals combined.&lt;br /&gt;
# The sound that plays when you pick a territory is a microwave door closing.&lt;br /&gt;
# Quickmatch ratings give an activity bonus when below 500. This means that ratings below 500 tend to correlate with how active the player is, but ratings above 500 correlate to the player&#039;s skill.&lt;br /&gt;
# When the 1v1 ladder was new, it was dominated by a player named The Impaller. There was a special game called &amp;quot;The Impaller vs the world&amp;quot; where he played against the entire community, and he won.&lt;br /&gt;
# Quickmatch tries to match players of similar skill levels. To accomplish this, it generates a Match Rating for each player, which is 90% of their rating for that template plus 10% of their global rating.&lt;br /&gt;
# When multi-attack was first introduced, it also allowed multi-transfers which meant armies could move an infinite number of times in a turn. This was after when players started entering thousands of delay moves to try and out-delay each other.&lt;br /&gt;
# Created by Fizzer in 2008 using the technology Silverlight.&lt;br /&gt;
# In 2010, auto games were introduced as a way to ensure the Open Games page was never empty, since at the time most open games were filling so fast that it was hard to find one.&lt;br /&gt;
# Warzone is primarilly written in the C# programming language. It also uses Haxe, Sql, Scala, Lua, Python, Javascript, Java, C++, Objective-C, and Swift.&lt;br /&gt;
# The forum was added in 2009, and all forum posts are still available to read.&lt;br /&gt;
# In 2017, mods were introduced, which are ways to customize the game further beyond what is normally allowed.&lt;br /&gt;
# When the 1v1 ladder was new, it was dominated by a player named The Impaller. There was a special game called &amp;quot;The Impaller vs the world&amp;quot; where he played against the entire community, and the community won.&lt;br /&gt;
# The full history of nearly every multi-player game ever played is stored in Warzone&#039;s databases (&amp;gt;30 million)&lt;br /&gt;
# Warzone is the sequel to WarLight&lt;br /&gt;
# The game has been hosted on many different server providers over the years: Rackspace, AWS, Linode, Google App Engine, and bare hardware. Fizzer can switch providers without any downtime at all.&lt;br /&gt;
# Real-time games were introduced in December of 2010. Before that, all games were multi-day.&lt;br /&gt;
# I have {number of facts} Warzone facts that I can print out. Each raffle, I pick a random one, and I&#039;ve been doing that since May of 2025.&lt;br /&gt;
# Warzone has been team-building exercises at some companies.&lt;br /&gt;
# Activision sued Warzone in 2021&lt;br /&gt;
# Auto-boot was controversial when it was first introduced. Before that, some players thought of the boot time as more of a suggestion and would get angry when someone actually booted another player.&lt;br /&gt;
# Warzone has been used in classrooms. Teachers in some schools have used it to teach geography and strategic thinking in an educational setting. &lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=7528</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=7528"/>
		<updated>2025-07-30T17:31:35Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added number of artifacts in wiki text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the 42 artifacts and their effects. Note: Due to the ambiguity between Army Camp Boost and Army Cache Boost, it is recommended to avoid the abbreviation ACB. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || ACacheB (A$B) || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACampB (A^B) || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 1.5% || 3% || 6% || 12% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 1.5% || 3% || 6% || 12% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 1.5% || 3% || 6% || 12% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || 2 || 4 || 8 || 14 || 24 || 50 || 64&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12% || 14%&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || IT || Passive || Increase your maximum idle time by XX || 10m || 20m || 40m || 1h 20m || 2h 40m || 5h 20m || 10h 40m&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || 120% || 240% || 480%&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || 28% || 56% || 112%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || 40% || 80%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || 36% || 72% || 144% || 288%&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || 96% || 192% || 384%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || 400% || 800%&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Game_ID_feed_API&amp;diff=7506</id>
		<title>Game ID feed API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Game_ID_feed_API&amp;diff=7506"/>
		<updated>2025-06-22T19:25:44Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added ID of 3v3 ladder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Game ID feed API&#039;&#039;&#039; can be used to get all of the game IDs for a [[ladder]] or [[tournament]].  These are used to pass to the [[Query game API]].&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
This feed can be passed either a TournamentID or a LadderID.   Pass these as GET parameters, such as ?TournamentID=1234 or ?LadderID=1.   &lt;br /&gt;
&lt;br /&gt;
The ID of the [[1v1 ladder]] is 0, the ID of the [[2v2 ladder]] is 1, and the ID of the [[3v3 ladder]] is 4.   &lt;br /&gt;
&lt;br /&gt;
For example, you can call https://www.warzone.com/API/GameIDFeed?LadderID=0 to get all of the game IDs for the [[1v1 ladder]].&lt;br /&gt;
&lt;br /&gt;
To get a tournament ID, open up the tournament in the normal game GUI and click the Tournament Settings button.  You will find the tournament ID under the &#039;Link&#039; field.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Query game API]]&lt;br /&gt;
&lt;br /&gt;
[[Category:API]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Negative_Base_Income&amp;diff=7406</id>
		<title>Negative Base Income</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Negative_Base_Income&amp;diff=7406"/>
		<updated>2025-03-16T23:28:18Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added Negative Base Income mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod infobox&lt;br /&gt;
|name=Negative Base Income&lt;br /&gt;
|creatorToken=31105111944&lt;br /&gt;
|creatorName=JK_3&lt;br /&gt;
|madePublicOnYear=2025&lt;br /&gt;
|madePublicOnMonth=03&lt;br /&gt;
|madePublicOnDay=16&lt;br /&gt;
|appversion=5.33&lt;br /&gt;
|tags={{modtag|Strategic}}&lt;br /&gt;
|source=https://github.com/WarzoneJK3/WarzoneMods/tree/main/NegativeBaseIncome&lt;br /&gt;
|madePublicOnRef={{ref|https://www.warzone.com/Forum/817057-new-mod-negative-base-income}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This mod makes the base income negative instead of positive. &lt;br /&gt;
&lt;br /&gt;
For example, for a base income of 5 armies, 5 will be subtracted from the players total income instead of being added like it normally would.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the total income can never become negative, and will be at least 0 armies per turn. &lt;br /&gt;
&lt;br /&gt;
Warning: With negative base income, the game could become unplayable!!&amp;lt;br&amp;gt;&lt;br /&gt;
If a player is unable to capture any more territories they have no way to obtain more income to offset the negative base income, resulting in them getting stuck.&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure the settings give players enough options to bridge the first few turns where the bonus income is less than base income.&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mods&amp;diff=7405</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mods&amp;diff=7405"/>
		<updated>2025-03-16T23:10:37Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added Negative Base Income mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mods]] are a way of modifying/expanding the Warzone core gameplay beyond what is possible using the built-in configuration options. Modded games can be created only by [[Membership|members]], however you may ask a member to create a game for you.&lt;br /&gt;
&lt;br /&gt;
Mods are easy to use! When joining a game with mods, Warzone automatically downloads the mod. No installation is required. Simply join or create a game that has mods enabled. Since no installation is required, mods are fully supported on all Warzone platforms, including Android and iOS!&lt;br /&gt;
&lt;br /&gt;
Some mods have a menu where users can interact with the mod. To open this menu, from a game go to Game &amp;gt; Mod: &amp;lt;mod name&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Create your own Mod ==&lt;br /&gt;
See the [[Mod Developers Guide]] for details on how to get started making your own mod.&lt;br /&gt;
&lt;br /&gt;
To check if a mod idea is possible to implement, check [[Mod Framework Capabilities]].&lt;br /&gt;
&lt;br /&gt;
== List of published mods (not exhaustive) ==&lt;br /&gt;
Please note some mods may have bugs. Contact the mod developer (by [https://discord.gg/hqGkVXagyt Discord], private message or using the [[forum]]) to report a bug. Note that if a mod takes more than 10 seconds to run, a crash message will appear. This should only happen if a map that is too big (in terms of number of territories or bonuses).&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Promoted Mods]] ===&lt;br /&gt;
* [[Buy Neutral]]&lt;br /&gt;
* [[Diplomacy (mod)|Diplomacy]]&lt;br /&gt;
* [[Gift Armies]]&lt;br /&gt;
* [[Gift Gold]]&lt;br /&gt;
* [[Picks swap]]&lt;br /&gt;
* [[Randomized Bonuses]]&lt;br /&gt;
* [[Randomized Wastelands]]&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Standard Mods]] ===&lt;br /&gt;
* [[Advanced Diplo Mod V4]]&lt;br /&gt;
* [[Airports]]&lt;br /&gt;
* [[AI&#039;s don&#039;t play cards]]&lt;br /&gt;
* [[AIs don&#039;t deploy]]&lt;br /&gt;
* [[Buy Cards]]&lt;br /&gt;
* [[Commerce Plus]]&lt;br /&gt;
* [[Diplomacy 2 (mod)|Diplomacy 2]]&lt;br /&gt;
* [[Essentials (mod)|Essentials]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
* [[Limited Attacks]]&lt;br /&gt;
* [[Limited Multiattacks]]&lt;br /&gt;
* [[Meteor Strike]]&lt;br /&gt;
* [[Neutral Moves]]&lt;br /&gt;
* [[Safe Start]]&lt;br /&gt;
* [[Swap Territories]]&lt;br /&gt;
* [[Take Turns]]&lt;br /&gt;
&lt;br /&gt;
=== [[Mod Categories|Experimental Mods]] ===&lt;br /&gt;
* [[(Beta) BetterCities and group Chat|&amp;lt;nowiki&amp;gt;[Beta] BetterCities and group Chat&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
* [[Advanced Card Distribution (CS+)]]&lt;br /&gt;
* [[Advanced Card Distribution (per player)]]&lt;br /&gt;
* [[AI Central]]&lt;br /&gt;
* [[AIs don&#039;t attack]]&lt;br /&gt;
* [[Allow Guard to be Killed]]&lt;br /&gt;
* [[Army Caches]]&lt;br /&gt;
* [[Army Recruiter]]&lt;br /&gt;
* [[Artillery Strike]]&lt;br /&gt;
* [[Better don&#039;t fail an attack]]&lt;br /&gt;
* [[Bomb Card+]]&lt;br /&gt;
* [[Bomb Reduces Cities]]&lt;br /&gt;
* [[Bonus Airlift]]&lt;br /&gt;
* [[BonusValue QuickOverrider]]&lt;br /&gt;
* [[Buy Cards v2]]&lt;br /&gt;
* [[Capitalist]]&lt;br /&gt;
* [[Capture The Flag]]&lt;br /&gt;
* [[Card Caches]]&lt;br /&gt;
* [[CardPack - Card Actions]]&lt;br /&gt;
* [[CardPack - Disasters]]&lt;br /&gt;
* [[CardPack - OG]]&lt;br /&gt;
* [[CardPack - Utility]]&lt;br /&gt;
* [[CivLight]]&lt;br /&gt;
* [[Clock (mod)|Clock]]&lt;br /&gt;
* [[Combo Income]]&lt;br /&gt;
* [[Connected Commanders]]&lt;br /&gt;
* [[Connected Territories]]&lt;br /&gt;
* [[ConstructionWorker Unit]]&lt;br /&gt;
* [[Custom Card Package]]&lt;br /&gt;
* [[Decoy Card]]&lt;br /&gt;
* [[Deployment Limit]]&lt;br /&gt;
* [[Diplomat]]&lt;br /&gt;
* [[Don&#039;t lose a territory]]&lt;br /&gt;
* [[Dragons]]&lt;br /&gt;
* [[Draw Resolver]]&lt;br /&gt;
* [[Dreadful Hypothermia 4]]&lt;br /&gt;
* [[Dynamic Bonuses]]&lt;br /&gt;
* [[Encirclement]]&lt;br /&gt;
* [[Exclude From Auto Dist]]&lt;br /&gt;
* [[Expansion+]]&lt;br /&gt;
* [[Extended Randomized Bonuses]]&lt;br /&gt;
* [[Extended Winning Conditions]]&lt;br /&gt;
* [[Factions (mod)|Factions (V2.3)]]&lt;br /&gt;
* [[Force Vote to End]]&lt;br /&gt;
* [[Forced LD Card]]&lt;br /&gt;
* [[Fort Tactics (mod)|Fort Tactics]]&lt;br /&gt;
* [[Forts]]&lt;br /&gt;
* [[FreeExpansion]]&lt;br /&gt;
* [[Gift Armies 2]]&lt;br /&gt;
* [[Gift Gold Ultra 3]]&lt;br /&gt;
* [[Gold Reserves]]&lt;br /&gt;
* [[Goldmines (Commerce+)]]&lt;br /&gt;
* [[Highest Income Disadvantage]]&lt;br /&gt;
* [[Hospitals (mod)|Hospitals]]&lt;br /&gt;
* [[Host can Spy on &amp;amp; Eliminate players]]&lt;br /&gt;
* [[Hybrid Distribution]]&lt;br /&gt;
* [[Hybrid Distribution 2]]&lt;br /&gt;
* [[I.S. Agencies]]&lt;br /&gt;
* [[I.S. Character Pack ( Antiquity )]]&lt;br /&gt;
* [[I.S. Character Pack ( Ship Props )]]&lt;br /&gt;
* [[I.S. City Manager]]&lt;br /&gt;
* [[I.S. Terrain Types 2]]&lt;br /&gt;
* [[I.S. Zombie Slot]]&lt;br /&gt;
* [[Income Threshold]]&lt;br /&gt;
* [[Informations for spectators]]&lt;br /&gt;
* [[INSS Bonuses]]&lt;br /&gt;
* [[King of the Hill]]&lt;br /&gt;
* [[Late Gifts]]&lt;br /&gt;
* [[Late Wastelands]]&lt;br /&gt;
* [[Limited Multimove (multi-attack + multi-transfer)]]&lt;br /&gt;
* [[Local Deployment Helper (V3.0)]]&lt;br /&gt;
* [[Locked Down Regions]]&lt;br /&gt;
* [[Lotto Mod - Instant Random Winner|Lotto Mod -&amp;amp;gt; Instant Random Winner]]&lt;br /&gt;
* [[Medics]]&lt;br /&gt;
* [[Meteor Strike 2]]&lt;br /&gt;
* [[More_Distributions]]&lt;br /&gt;
* [[Mystery Card]]&lt;br /&gt;
* [[Negative Base Income]]&lt;br /&gt;
* [[No income for odd/even number of territories]]&lt;br /&gt;
* [[No Wrapped Attacks]]&lt;br /&gt;
* [[One Way Connections]]&lt;br /&gt;
* [[Orders Cost Income]]&lt;br /&gt;
* [[Order Notes]]&lt;br /&gt;
* [[Player Manager]]&lt;br /&gt;
* [[Portals]]&lt;br /&gt;
* [[Press This Button]]&lt;br /&gt;
* [[Priests]]&lt;br /&gt;
* [[Private Notes (mod)|Private Notes]]&lt;br /&gt;
* [[Random settings generator]]&lt;br /&gt;
* [[Random Starting Cities]]&lt;br /&gt;
* [[Randomized Orderlist]]&lt;br /&gt;
* [[Read Game Settings]]&lt;br /&gt;
* [[Resurrection Card]]&lt;br /&gt;
* [[Reverse Income]]&lt;br /&gt;
* [[Reversed Bonus Armies Per Territory]]&lt;br /&gt;
* [[Runtime Wastelands]]&lt;br /&gt;
* [[Spaced Out Starts]]&lt;br /&gt;
* [[Spawnbarriers]]&lt;br /&gt;
* [[Smoke Bomb Card]]&lt;br /&gt;
* [[Special units are Medics]]&lt;br /&gt;
* [[Spectator Mode]]&lt;br /&gt;
* [[Stack Limit]]&lt;br /&gt;
* [[Stationary commanders]]&lt;br /&gt;
* [[Structures Distribution (CS+)]]&lt;br /&gt;
* [[Surveillance Card+]]&lt;br /&gt;
* [[Swap Territories 2]]&lt;br /&gt;
* [[Tank Card]]&lt;br /&gt;
* [[Tanks]]&lt;br /&gt;
* [[Territories without armies become neutral]]&lt;br /&gt;
* [[TerritoryLimit]]&lt;br /&gt;
* [[Transport Only Airlift]]&lt;br /&gt;
* [[Villages]]&lt;br /&gt;
* [[VillagesV2]]&lt;br /&gt;
* [[Wastelands+]]&lt;br /&gt;
* [[Weaken blockades]]&lt;br /&gt;
* [[Where Am I?]]&lt;br /&gt;
&lt;br /&gt;
== Restrictions == &lt;br /&gt;
Single-player modded games are always free for members.  Likewise, multi-player games where all players are members are also free. Members can create a modded game for non-members by using the special &amp;quot;Allow non-members to join&amp;quot; check-box on the mods page. Using this special checkbox is free once per week to members, (restarts Monday), but after that it will cost a small fee (2 coins per player, member or not, in the game). This fee exists since mods can run on the server, and modded games are significantly more CPU-intensive for the Warzone server to run than non-modded games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods|!]][[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=6997</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=6997"/>
		<updated>2024-12-23T18:47:28Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Add new premium colors to list of purchasable colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
* {{Color2|59009D|&amp;amp;nbsp;Purple}}&lt;br /&gt;
* {{Color2|FF7D00|&amp;amp;nbsp;Orange}}&lt;br /&gt;
* {{Color2|606060|&amp;amp;nbsp;Dark Gray}}&lt;br /&gt;
* {{Color2|FF697A|&amp;amp;nbsp;Hot Pink}}&lt;br /&gt;
* {{Color2|00FF8C|&amp;amp;nbsp;Sea Green}}&lt;br /&gt;
* {{Color2|009B9D|&amp;amp;nbsp;Teal}}&lt;br /&gt;
* {{Color2|AC0059|&amp;amp;nbsp;Dark Magenta}}&lt;br /&gt;
* {{Color2|FFFF00|&amp;amp;nbsp;Yellow}}&lt;br /&gt;
* {{Color2|FEFF9B|&amp;amp;nbsp;Ivory}}&lt;br /&gt;
* {{Color2|B70AFF|&amp;amp;nbsp;Electric Purple}}&lt;br /&gt;
* {{Color2|FF00B1|&amp;amp;nbsp;Deep Pink}}&lt;br /&gt;
* {{Color2|4EFFFF|&amp;amp;nbsp;Aqua}}&lt;br /&gt;
* {{Color2|008000|&amp;amp;nbsp;Dark Green}}&lt;br /&gt;
* {{Color2|FF0000|&amp;amp;nbsp;Red}}&lt;br /&gt;
* {{Color2|00FF05|&amp;amp;nbsp;Green}}&lt;br /&gt;
* {{Color2|94652E|&amp;amp;nbsp;Saddle Brown}}&lt;br /&gt;
* {{Color2|FF4700|&amp;amp;nbsp;Orange Red}}&lt;br /&gt;
* {{Color2|23A0FF|&amp;amp;nbsp;Light Blue}}&lt;br /&gt;
* {{Color2|FF87FF|&amp;amp;nbsp;Orchid}}&lt;br /&gt;
* {{Color2|943E3E|&amp;amp;nbsp;Brown}}&lt;br /&gt;
* {{Color2|AD7E7E|&amp;amp;nbsp;Copper Rose}}&lt;br /&gt;
* {{Color2|FFAF56|&amp;amp;nbsp;Tan}}&lt;br /&gt;
* {{Color2|8EBE57|&amp;amp;nbsp;Lime}}&lt;br /&gt;
* {{Color2|0000FF|&amp;amp;nbsp;Blue}}&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be [https://www.warzone.com/ChangeColor purchased]. Purchasing a color gives you unlimited use of that color forever.&lt;br /&gt;
&lt;br /&gt;
* {{Color2|DAA520|&amp;amp;nbsp;Goldenrod}}&lt;br /&gt;
* {{Color2|990024|&amp;amp;nbsp;Tyrian Purple}}&lt;br /&gt;
* {{Color2|880085|&amp;amp;nbsp;Mardi Gras}}&lt;br /&gt;
* {{Color2|00755E|&amp;amp;nbsp;Rain Forest}}&lt;br /&gt;
* {{Color2|4169E1|&amp;amp;nbsp;Royal Blue}}&lt;br /&gt;
* {{Color2|FF43A4|&amp;amp;nbsp;Wild Strawberry}}&lt;br /&gt;
* {{Color2|C04000|&amp;amp;nbsp;Mahogany}}&lt;br /&gt;
* {{Color2|D2691E|&amp;amp;nbsp;Cinnamon}}&lt;br /&gt;
* {{Color2|100C08|&amp;amp;nbsp;Smoky Black}}&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package)&lt;br /&gt;
* https://i.imgur.com/nJ90l3t.png Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [[ladders]] for one week.&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/s8sf8Ie.png Green Archer (from the [[1v1 ladder]])&lt;br /&gt;
* https://i.imgur.com/ualbOnd.png Orange Archer (from the [[2v2 ladder]])&lt;br /&gt;
* https://i.imgur.com/LrEVJik.png Pink Dice (from the [[3v3 ladder]])&lt;br /&gt;
* https://i.imgur.com/Lwj2WcV.png Aqua Elephants (from the [[Seasonal Ladder]])&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40. These include the premium colors, as well as the colors below. Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* {{Color2|00FFFF|&amp;amp;nbsp;Cyan}}&lt;br /&gt;
* {{Color2|8F9779|&amp;amp;nbsp;Artichoke}}&lt;br /&gt;
* {{Color2|FFE5B4|&amp;amp;nbsp;Peach}}&lt;br /&gt;
* {{Color2|8DB600|&amp;amp;nbsp;Apple Green}}&lt;br /&gt;
* {{Color2|40826D|&amp;amp;nbsp;Viridian}}&lt;br /&gt;
* {{Color2|FFDDF4|&amp;amp;nbsp;Pink Lace}}&lt;br /&gt;
* {{Color2|CD7F32|&amp;amp;nbsp;Bronze}}&lt;br /&gt;
* {{Color2|C19A6B|&amp;amp;nbsp;Wood Brown}}&lt;br /&gt;
* {{Color2|C09999|&amp;amp;nbsp;Tuscany}}&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* {{Color2|B0BF1A|&amp;amp;nbsp;Acid Green}}&lt;br /&gt;
* {{Color2|3B7A57|&amp;amp;nbsp;Amazon}}&lt;br /&gt;
* {{Color2|4B5320|&amp;amp;nbsp;Army Green}}&lt;br /&gt;
* {{Color2|664C28|&amp;amp;nbsp;Donkey Brown}}&lt;br /&gt;
* {{Color2|893F45|&amp;amp;nbsp;Cordovan}}&lt;br /&gt;
* {{Color2|36454F|&amp;amp;nbsp;Charcoal}}&lt;br /&gt;
* {{Color2|FF00FF|&amp;amp;nbsp;Fuchsia}}&lt;br /&gt;
* {{Color2|76FF7A|&amp;amp;nbsp;Screamin&#039; Green}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=6135</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=6135"/>
		<updated>2024-05-30T06:00:53Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Removed mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
* {{Color2|59009D|&amp;amp;nbsp;Purple}}&lt;br /&gt;
* {{Color2|FF7D00|&amp;amp;nbsp;Orange}}&lt;br /&gt;
* {{Color2|606060|&amp;amp;nbsp;Dark Gray}}&lt;br /&gt;
* {{Color2|FF697A|&amp;amp;nbsp;Hot Pink}}&lt;br /&gt;
* {{Color2|00FF8C|&amp;amp;nbsp;Sea Green}}&lt;br /&gt;
* {{Color2|009B9D|&amp;amp;nbsp;Teal}}&lt;br /&gt;
* {{Color2|AC0059|&amp;amp;nbsp;Dark Magenta}}&lt;br /&gt;
* {{Color2|FFFF00|&amp;amp;nbsp;Yellow}}&lt;br /&gt;
* {{Color2|FEFF9B|&amp;amp;nbsp;Ivory}}&lt;br /&gt;
* {{Color2|B70AFF|&amp;amp;nbsp;Electric Purple}}&lt;br /&gt;
* {{Color2|FF00B1|&amp;amp;nbsp;Deep Pink}}&lt;br /&gt;
* {{Color2|4EFFFF|&amp;amp;nbsp;Aqua}}&lt;br /&gt;
* {{Color2|008000|&amp;amp;nbsp;Dark Green}}&lt;br /&gt;
* {{Color2|FF0000|&amp;amp;nbsp;Red}}&lt;br /&gt;
* {{Color2|00FF05|&amp;amp;nbsp;Green}}&lt;br /&gt;
* {{Color2|94652E|&amp;amp;nbsp;Saddle Brown}}&lt;br /&gt;
* {{Color2|FF4700|&amp;amp;nbsp;Orange Red}}&lt;br /&gt;
* {{Color2|23A0FF|&amp;amp;nbsp;Light Blue}}&lt;br /&gt;
* {{Color2|FF87FF|&amp;amp;nbsp;Orchid}}&lt;br /&gt;
* {{Color2|943E3E|&amp;amp;nbsp;Brown}}&lt;br /&gt;
* {{Color2|AD7E7E|&amp;amp;nbsp;Copper Rose}}&lt;br /&gt;
* {{Color2|FFAF56|&amp;amp;nbsp;Tan}}&lt;br /&gt;
* {{Color2|8EBE57|&amp;amp;nbsp;Lime}}&lt;br /&gt;
* {{Color2|0000FF|&amp;amp;nbsp;Blue}}&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be [https://www.warzone.com/ChangeColor purchased]. Purchasing a color gives you unlimited use of that color forever.&lt;br /&gt;
&lt;br /&gt;
* {{Color2|990024|&amp;amp;nbsp;Tyrian Purple}}&lt;br /&gt;
* {{Color2|880085|&amp;amp;nbsp;Mardi Gras}}&lt;br /&gt;
* {{Color2|4169E1|&amp;amp;nbsp;Royal Blue}}&lt;br /&gt;
* {{Color2|FF43A4|&amp;amp;nbsp;Wild Strawberry}}&lt;br /&gt;
* {{Color2|100C08|&amp;amp;nbsp;Smoky Black}}&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package)&lt;br /&gt;
* https://i.imgur.com/nJ90l3t.png Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [[ladders]] for one week.&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/s8sf8Ie.png Green Archer (from the [[1v1 ladder]])&lt;br /&gt;
* https://i.imgur.com/ualbOnd.png Orange Archer (from the [[2v2 ladder]])&lt;br /&gt;
* https://i.imgur.com/LrEVJik.png Pink Dice (from the [[3v3 ladder]])&lt;br /&gt;
* https://i.imgur.com/Lwj2WcV.png Aqua Elephants (from the [[Seasonal Ladder]])&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* {{Color2|DAA520|&amp;amp;nbsp;Goldenrod}}&lt;br /&gt;
* {{Color2|00FFFF|&amp;amp;nbsp;Cyan}}&lt;br /&gt;
* {{Color2|8F9779|&amp;amp;nbsp;Artichoke}}&lt;br /&gt;
* {{Color2|00755E|&amp;amp;nbsp;Rain Forest}}&lt;br /&gt;
* {{Color2|FFE5B4|&amp;amp;nbsp;Peach}}&lt;br /&gt;
* {{Color2|8DB600|&amp;amp;nbsp;Apple Green}}&lt;br /&gt;
* {{Color2|40826D|&amp;amp;nbsp;Viridian}}&lt;br /&gt;
* {{Color2|C04000|&amp;amp;nbsp;Mahogany}}&lt;br /&gt;
* {{Color2|FFDDF4|&amp;amp;nbsp;Pink Lace}}&lt;br /&gt;
* {{Color2|CD7F32|&amp;amp;nbsp;Bronze}}&lt;br /&gt;
* {{Color2|C19A6B|&amp;amp;nbsp;Wood Brown}}&lt;br /&gt;
* {{Color2|C09999|&amp;amp;nbsp;Tuscany}}&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* {{Color2|B0BF1A|&amp;amp;nbsp;Acid Green}}&lt;br /&gt;
* {{Color2|3B7A57|&amp;amp;nbsp;Amazon}}&lt;br /&gt;
* {{Color2|4B5320|&amp;amp;nbsp;Army Green}}&lt;br /&gt;
* {{Color2|664C28|&amp;amp;nbsp;Donkey Brown}}&lt;br /&gt;
* {{Color2|893F45|&amp;amp;nbsp;Cordovan}}&lt;br /&gt;
* {{Color2|D2691E|&amp;amp;nbsp;Cinnamon}}&lt;br /&gt;
* {{Color2|36454F|&amp;amp;nbsp;Charcoal}}&lt;br /&gt;
* {{Color2|FF00FF|&amp;amp;nbsp;Fuchsia}}&lt;br /&gt;
* {{Color2|76FF7A|&amp;amp;nbsp;Screamin&#039; Green}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=6116</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=6116"/>
		<updated>2024-05-03T17:42:26Z</updated>

		<summary type="html">&lt;p&gt;JK 3: /* Ladder Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package, as well as reward for first place on 3v3 ladder)&lt;br /&gt;
* https://i.imgur.com/nJ90l3t.png Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [[ladders]] for one week.&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/s8sf8Ie.png Green Archer (from the [[1v1 ladder]])&lt;br /&gt;
* https://i.imgur.com/ualbOnd.png Orange Archer (from the [[2v2 ladder]])&lt;br /&gt;
* https://i.imgur.com/LrEVJik.png Pink Dice (from the [[3v3 ladder]])&lt;br /&gt;
* https://i.imgur.com/Lwj2WcV.png Aqua Elephants (from the [[Seasonal Ladder]])&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=6115</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=6115"/>
		<updated>2024-05-02T22:04:00Z</updated>

		<summary type="html">&lt;p&gt;JK 3: /* Ladder Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package, as well as reward for first place on 3v3 ladder)&lt;br /&gt;
* https://i.imgur.com/nJ90l3t.png Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [[ladders]] for one week.&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/s8sf8Ie.png Green Archer (from the [[1v1 ladder]])&lt;br /&gt;
* Orange Archer (from the [[2v2 ladder]])&lt;br /&gt;
* Pink Dice (from the [[3v3 ladder]])&lt;br /&gt;
* https://i.imgur.com/Lwj2WcV.png Aqua Elephants (from the [[Seasonal Ladder]])&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=6067</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=6067"/>
		<updated>2024-03-22T09:52:28Z</updated>

		<summary type="html">&lt;p&gt;JK 3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of artifacts and their effects. Note: Due to the ambiguity between Army Camp Boost and Army Cache Boost, it is recommended to avoid the abbreviation ACB. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || ACacheB (A$B) || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACampB (A^B) || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || 2 || 4 || 8 || 14 || 24 || 50 || 64&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12% || 14%&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || IT || Passive || Increase your maximum idle time by XX || 10m || 20m || 40m || 1h 20m || 2h 40m || 5h 20m || 10h 40m&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || 120% || 240% || 480%&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || 28% || 56% || 112%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || 40% || 80%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || 36% || 72% || 144% || 288%&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || 96% || 192% || 384%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || 400% || 800%&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=6066</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=6066"/>
		<updated>2024-03-22T09:49:30Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added additional abbreviations for the ACBs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of artifacts and their effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || ACacheB (A$B) || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACampB (A^B) || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || 2 || 4 || 8 || 14 || 24 || 50 || 64&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12% || 14%&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || IT || Passive || Increase your maximum idle time by XX || 10m || 20m || 40m || 1h 20m || 2h 40m || 5h 20m || 10h 40m&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || 120% || 240% || 480%&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || 28% || 56% || 112%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || 40% || 80%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || 36% || 72% || 144% || 288%&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || 96% || 192% || 384%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || 400% || 800%&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Points&amp;diff=6064</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Points&amp;diff=6064"/>
		<updated>2024-03-19T22:26:05Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added xp calculation example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can earn &#039;&#039;&#039;points&#039;&#039;&#039; by winning single-player games, multi-player games or [[tournaments]], or unlocking [[achievements]].  Points are used to gain [[levels]], which unlock additional features.&lt;br /&gt;
&lt;br /&gt;
If you visit https://www.warzone.com/Points, you can see how many points you have, the progress to your next level, and all points you&#039;ve earned in the last 30 days.  If you hover your mouse cursor over a point award, you will be shown additional details about how that number was calculated.&lt;br /&gt;
&lt;br /&gt;
== Points from Single-Player Games ==&lt;br /&gt;
&lt;br /&gt;
Defeating one of the built-in levels is worth 2,500 points the first time you defeat it.  Getting a gold star on one of these levels is worth an additional 2,500 points.  If you get a gold star the first time you defeat it, you&#039;ll receive the two awards together as a 5,000 point award.&lt;br /&gt;
&lt;br /&gt;
Community levels do not give points.&lt;br /&gt;
&lt;br /&gt;
== Points from Multi-Player Games ==&lt;br /&gt;
&lt;br /&gt;
When players win a [[ranked versus practice|ranked]] multi-player game, they are awarded points.  The number of points the winner(s) are awarded is based off of a number of factors:&lt;br /&gt;
* The number of players who didn&#039;t win the game.  Winning a 3-player FFA gives (on average) twice as many points as a 1v1, since there were two losers as opposed to one. Likewise, winning a 20 player FFA gives 19 times as many points as a 1v1.&lt;br /&gt;
* The levels of the players who didn&#039;t win the game.  Defeating a player who is equal level to you gives a base of 5,000 points.  Defeating a player who is 10 or more levels above you gives a base of 10,000 points.  Defeating a player who is lower level than you gives fewer than 5,000 points, depending on their level.&lt;br /&gt;
* If the winning player is over level 8, their points are also affected by how recently they&#039;ve defeated this player before.  Defeating the same player twice in a 10-day period reduces the points earned from that player by 50%.  Defeating the same player three or more times in a 10-day period reduces the points earned from that player by 80%.  &lt;br /&gt;
* In team games, the team essentially splits the points earned from the defeated players.  However, team members can also receive different amounts of points due to the above rules (if the team members are different levels or have defeated some of the opponents recently.)&lt;br /&gt;
* Tournament games and coin games award 50% more points.  Ladder games award double points.  Real-time games award half as many points as multi-day games.&lt;br /&gt;
&lt;br /&gt;
==== Point Multipliers ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Multi-day games&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Tournament games&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Ladder games&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| Real-time games&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Coin games&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a Real-time coin tournament will give 50% * 150% * 150% = 112.5% points compared to a normal Multi-day game.&lt;br /&gt;
&lt;br /&gt;
== Points from Tournaments ==&lt;br /&gt;
&lt;br /&gt;
The winner of a [[ranked versus practice|ranked]] tournament is awarded points based on a number of factors:&lt;br /&gt;
* The number of players in the tournament.  Winning a 128 player tournament awards, on average, twice as many points as a 64 player tournament.&lt;br /&gt;
* The levels of the players who didn&#039;t win the tournament.  Each player who is equal level to you adds 500 points.  Each player who is ten levels or more above you adds 1,000 points.&lt;br /&gt;
* If a player defeats the same opponent in tournaments multiple times within a 30 day period, the points they earn from that player are reduced by 80% for all victories after the first.  This is tracked independently between games and tournaments.&lt;br /&gt;
* If a team wins a tournament, they essentially split the points earned from all defeated players.  However, team members can also receive different amounts of points due to the above rules (if the team members are different levels or have defeated some of the opponents recently in a tournament.)&lt;br /&gt;
* In addition to the tournament points, the winner of course won a bunch of games within the tournament itself which all awarded elevated points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Hidden settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Making_3d_Maps&amp;diff=6056</id>
		<title>Making 3d Maps</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Making_3d_Maps&amp;diff=6056"/>
		<updated>2024-02-24T23:09:39Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added note about 3D not working in browser and linked to standalone client&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
All Warzone maps work in both 2d mode and 3d mode.  However, when in 3d mode, there are a few additional features that are available to map designers to help take advantage of the additional rendering capabilities of Warzone&#039;s 3d rendering engine.  These are optional, and as a map designer you can choose to use them or ignore them.  They just allow your map to stand out better when viewed in 3d.  All of these features can be found under the &amp;quot;3d Settings&amp;quot; button in the map designer.  This button only appears when viewing your map in 3d mode.&lt;br /&gt;
&lt;br /&gt;
== Texture Image ==&lt;br /&gt;
&lt;br /&gt;
Map designers can upload a &#039;&#039;&#039;texture image&#039;&#039;&#039; that will be displayed on the top of territories and bonus links.  You can upload this image in the &amp;quot;3d Settings&amp;quot; dialog.&lt;br /&gt;
&lt;br /&gt;
The image should be a png for best results, and should use a transparent background for any parts you don&#039;t want to alter.  This width/height of this image should have the same aspect ratio of your map.  For example, if your map is 1500x1000 pixels, your texture image should have a 1.5:1 ratio.  Any area of the image that doesn&#039;t line up with a territory or bonus link in your map will not be used, so these areas can be transparent in your image.&lt;br /&gt;
&lt;br /&gt;
Map designers can also set a &#039;&#039;&#039;texture image strength&#039;&#039;&#039; which defines how strongly the texture image, from 0 to 50, that controls how the texture image gets mixed with the normal color of the territory (normally the color of the player who controls the territory).    A value of 0 means that the texture image will not show at all, and a theoretical value of 100 would mean that the normal color would not show at all and only the texture image would show.  This is why it&#039;s capped at 50, since values that are too high would make the game unplayable.&lt;br /&gt;
&lt;br /&gt;
The strength can be changed in the map designer and the results will be displayed in real-time, so map designers can tune in a value they are comfortable with.  Uploading a new texture image also gets displayed immediately on the map for rapid iteration.&lt;br /&gt;
&lt;br /&gt;
A good texture image does not use large solid colors, since this may interfere with player&#039;s abilities to tell which territories are controlled by which players in a Warzone game.&lt;br /&gt;
&lt;br /&gt;
== Heightmap ==&lt;br /&gt;
&lt;br /&gt;
Map designers can upload two &#039;&#039;&#039;heightmap images&#039;&#039;&#039; that allow you to give 3d depth of your map when played in 3d mode.  This is most commonly used to define hills or mountains or other similar forms of elevation.  The main heightmap only applies to your territories and bonus links, and the &#039;&#039;&#039;terrain heightmap&#039;&#039;&#039; applies to the rest of your map (decorative regions).&lt;br /&gt;
&lt;br /&gt;
This width/height of these images should have the same aspect ratio of your map.  For example, if your map is 1500x1000 pixels, your texture image should have a 1.5:1 ratio.  &lt;br /&gt;
&lt;br /&gt;
Each pixel in the image defines how high the elevation should be at that spot, where black is the lowest possible elevation and white is the highest possible elevation.  Colors have no meaning.&lt;br /&gt;
&lt;br /&gt;
Map designers can define a &#039;&#039;&#039;max height&#039;&#039;&#039; for each of these heightmaps that defines how much the map will be raised.  This value can be altered in the map designer and results are shown in real-time.&lt;br /&gt;
&lt;br /&gt;
Map designers can also define a &#039;&#039;&#039;tessellation size&#039;&#039;&#039; for each of these heightmaps.  This controls how big each polygon in the resulting object will be.  In other words, this controls how much the object will be sub-divided.  Smaller values will allow a higher resolution for your heightmap, but going too small may result in too many polygons being created for your map which could cause it to perform very poorly.  If using a heightmap, you should experiment with different values.  The best value to use for this setting is the highest value that still looks good.&lt;br /&gt;
&lt;br /&gt;
Note that uploading a new heightmap image or changing the tessellation size requires clicking &amp;quot;Apply&amp;quot; in the 3d Settings Dialog before results are shown.&lt;br /&gt;
&lt;br /&gt;
== Limited browser support ==&lt;br /&gt;
&lt;br /&gt;
At the time of writing, 3d maps are not yet supported in browsers. To make 3d maps, use the [[Standalone Client]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Uploading_your_SVG&amp;diff=6023</id>
		<title>Uploading your SVG</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Uploading_your_SVG&amp;diff=6023"/>
		<updated>2024-02-12T18:56:38Z</updated>

		<summary type="html">&lt;p&gt;JK 3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can upload your SVG file into Warzone by following these steps:&lt;br /&gt;
&lt;br /&gt;
* Use this link to enable the Design Maps link: [https://www.warzone.com/EnableMapDevelopment Enable Map Development]&lt;br /&gt;
* Click the Multi-Player tab then Design Maps&lt;br /&gt;
* Click Create New Map&lt;br /&gt;
* Select your SVG file&lt;br /&gt;
* Enter your map&#039;s name and description&lt;br /&gt;
&lt;br /&gt;
Note that your SVG must meet the [[Creating_the_SVG#SVG_file_limitations|SVG file requirements]].&lt;br /&gt;
&lt;br /&gt;
==Updating an existing map&#039;s SVG file==&lt;br /&gt;
&lt;br /&gt;
If you need to make changes to your SVG file after uploading it, simply use the &amp;quot;Upload new SVG&amp;quot; button in the map designer. &lt;br /&gt;
&lt;br /&gt;
A word of caution when updating your SVG: If you upload a new SVG file that doesn&#039;t contain a territory (by number) that the map used to contain, this territory data will be removed from your map. This is expected, as this is in fact the only way to remove territories. If you accidently upload an empty SVG file, it would effectively remove all of your territories and there is no way to undo this action. Just be aware what SVG you upload, and if you&#039;re not confident, you can try uploading into a duplicate version as a test (just remember to delete the duplicate when you&#039;re done to save space.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Creating the SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making|Upload]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Map_requirements&amp;diff=6022</id>
		<title>Map requirements</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Map_requirements&amp;diff=6022"/>
		<updated>2024-02-12T18:52:29Z</updated>

		<summary type="html">&lt;p&gt;JK 3: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the requirements that all maps must meet in order to [[Making maps public|go public]].&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Connections are Visible ===&lt;br /&gt;
&lt;br /&gt;
Players must be able to tell what territories connect just by looking at the map.&lt;br /&gt;
&lt;br /&gt;
The biggest mistake some map creators make is to connect two territories over water, but don&#039;t include any indication on the map that they connect.  It&#039;s customary to use yellow lines to show where the connections are - see the [https://www.warzone.com/SinglePlayer?PreviewMap=12 Earth Map] for an example.  It&#039;s not necessary to use yellow lines, it just must be obvious where the connections are.  It may be obvious that the territories connect in the map designer, but it needs to be obvious in the real game too.&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/ConnectionMissing.png&lt;br /&gt;
&lt;br /&gt;
In maps with tricky connections, you may need to take special care to ensure that the connections can be reasonably figured out just by looking at the map (without clicking around).  A common rule of thumb is that territories that touch must connect, and territories that connect but don&#039;t touch must show the connection somehow.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Territories ===&lt;br /&gt;
&lt;br /&gt;
All territories must be big enough to fit a two-digit army number.  Often people&#039;s first instinct is to keep territories real-life sized, however this doesn&#039;t work well in Warzone&#039;s engine.  This is especially evident once you try playing the [[Mobile Client|mobile version of Warzone]].&lt;br /&gt;
&lt;br /&gt;
Take, for example, Hawaii in the [https://www.warzone.com/SinglePlayer?PreviewMap=12 Earth Map].  Hawaii is a very small island, but in the Earth map it&#039;s sized significantly larger so that it can fit the army number.  &lt;br /&gt;
&lt;br /&gt;
In the map designer, you&#039;ll find a button labeled Show Example Armies.  When clicking this, all army numbers must fit entirely within the territory&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/TinyTerritories.png&lt;br /&gt;
&lt;br /&gt;
See [[Inkscape tips]] for a guide on how to enlarge territories to make them fit their army number.&lt;br /&gt;
&lt;br /&gt;
=== Copyright Violations ===&lt;br /&gt;
&lt;br /&gt;
By uploading a map to Warzone, you are asserting that you own or have the necessary licenses, rights, consents, and permissions to the content within.  See the [https://www.warzone.com/TermsOfService Terms of Service] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Missing or Mistaken Connections ===&lt;br /&gt;
&lt;br /&gt;
Maps makers should make an effort to find and missing or mistaken territory connections.  Missing connections are a very common problem, as it is difficult to find every last connection error within the map designer alone.&lt;br /&gt;
&lt;br /&gt;
The best way to find these kinds of mistakes is to play the map with real humans. If you need help finding players to test your map, make a thread on the map development [[forum]] asking for volunteers to help test your map.  There are always lots of people willing to help test.&lt;br /&gt;
&lt;br /&gt;
Incorrect or missing connections are also much more pronounced in the map previewer (which you can access via links in the Get Link for Sharing window), where all territories connected to the clicked one turn bright yellow.  Map creators should create several [[Testing maps|test games]] on their map with real human players and play them out.&lt;br /&gt;
&lt;br /&gt;
=== Territories are named ===&lt;br /&gt;
&lt;br /&gt;
All territories should be named appropriately.  Naming many territories the same thing, or just typing gibberish makes it hard for players to coordinate in team games.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Links ===&lt;br /&gt;
&lt;br /&gt;
Bonus Links are the small boxes that show how many armies each bonus is worth.  Without these, it is difficult to tell where the bonuses are.  See [[Creating the SVG]] for instructions on how to add bonus links.&lt;br /&gt;
&lt;br /&gt;
When possible, bonus links should be placed near or on top of the bonus they correspond to and be big enough to fit the army number that appears inside of it.&lt;br /&gt;
&lt;br /&gt;
=== Appropriate Size ===&lt;br /&gt;
&lt;br /&gt;
The SVG file specifies the width and height of the map in pixels. The recommended starting point is 1000x1000, however map creators can reduce this if they are making a small map or increase it if they&#039;re making a big map.&lt;br /&gt;
&lt;br /&gt;
The size specified in the SVG file determines how big the army numbers will be on the map.  This size must be appropriate for the map.  If a very small map is stretched into a huge SVG file, the army numbers will be too small to see without zooming in.  In order to avoid unnecessary zooming, a large SVG file should only be used if the map really needs that much room to fit all of its territories.&lt;br /&gt;
&lt;br /&gt;
See [[Map_Making#Map_limitations|Map limitations]] for the applicable limits.&lt;br /&gt;
&lt;br /&gt;
=== Territories should not overlap ===&lt;br /&gt;
&lt;br /&gt;
Player-controllable territories can never overlap with each other.  If you find yourself in a situation where you feel like you want one territory to be on top of another, you need to cut a hole in the outer territory in the shape of the inner one. This makes the inner one look like it&#039;s on top, even though technically the territories aren&#039;t overlapping.&lt;br /&gt;
&lt;br /&gt;
=== Testing Maps ===&lt;br /&gt;
&lt;br /&gt;
The map must be a real map and not just a test.  It&#039;s a good idea to make your first map just a couple of territories to prove you understand how to make a real map, however maps without any strategic value should not go public.  You&#039;re free to put these into testing mode to play games on them, however.&lt;br /&gt;
&lt;br /&gt;
== Grandfathered Maps ==&lt;br /&gt;
&lt;br /&gt;
Players sometimes notice maps that are already public that don&#039;t meet some of these requirements.  Older maps that were created before these requirements existed are grandfathered in, such as the Wheel map that does not have bonus links or the United States Big map that had tiny territories.  The presence of the old violations does not exempt new maps from the requirements.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Creating the SVG]]&lt;br /&gt;
* [[Uploading your SVG]]&lt;br /&gt;
* [[Map guidelines]]&lt;br /&gt;
* [[Inkscape tips]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=6021</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=6021"/>
		<updated>2024-02-12T18:51:12Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Removed duplicate image link to Hearts color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package, as well as reward for first place on 3v3 ladder)&lt;br /&gt;
* https://i.imgur.com/nJ90l3t.png Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [[ladders]] for one week.&lt;br /&gt;
&lt;br /&gt;
* Green Archer (from the [[1v1 ladder]])&lt;br /&gt;
* Orange Archer (from the [[2v2 ladder]])&lt;br /&gt;
* Pink Dice (from the [[3v3 ladder]])&lt;br /&gt;
* https://i.imgur.com/Lwj2WcV.png Aqua Elephants (from the [[Seasonal Ladder]])&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Creating_the_SVG&amp;diff=6020</id>
		<title>Creating the SVG</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Creating_the_SVG&amp;diff=6020"/>
		<updated>2024-02-12T18:46:52Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Renamed &amp;quot;Map limitations&amp;quot; to &amp;quot;SVG limitations&amp;quot;, since map requirements has its own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first step in making a map is create an SVG file.  This SVG file defines what the map looks like, where the territories are, what their shapes are, as well as the &amp;quot;bonus link&amp;quot; rectangles that show the bonus values.&lt;br /&gt;
&lt;br /&gt;
You can use any SVG editor you want.  Many graphic design applications have the ability to export to SVG, so if you&#039;re already familiar with one you may use that.  If you don&#039;t know what to use, try Inkscape. Inkscape is a good choice since it&#039;s free, works across all of the major operating systems, and is overall very nice application. You can download it at http://inkscape.org. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to test your SVG file as you are building it. Don&#039;t wait until you&#039;ve spent a bunch of time building the perfect map before uploading it into Warzone the first time.  You want to make sure the tools and techniques you are using will work with Warzone, as Warzone [[SVG Limitations|doesn&#039;t support some SVG features]].&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
After opening Inkscape, you should do a few things to set up your document:&lt;br /&gt;
&lt;br /&gt;
* Optionally, set the background to black: This is so it fits in with Warzone&#039;s theme. In Inkscape, click &amp;quot;Document Properties&amp;quot; (top-rightmost button, or shift-control-D) and click the &amp;quot;Background&amp;quot; (under the default &amp;quot;Page&amp;quot; tab). Set the R,B, and G to 0 and the A to full to get black.  This isn&#039;t a required step, as Warzone will ignore the background color you set here and always have a black background.  However, making it black in Inkscape helps you visualize how it will appear when you upload it.&lt;br /&gt;
* Set the document size: Go back to &amp;quot;Document Properties&amp;quot; and look at &amp;quot;Custom Size&amp;quot;.  First set the Units to &amp;quot;px&amp;quot;, then set the Width and Height to the desired size of your map (900x900 is a good starting point).  Then expand the &amp;quot;Viewbox&amp;quot; drop down and set the Width and Height to the same values as your &amp;quot;Custom size&amp;quot;.  You can adjust the size for your own map&#039;s needs, up to a maximum of 3500x2500.  If army numbers appear too small when you test your map, that means your map is too big and had to be shrunken down, causing the army numbers to shrink. Thanks to the magic of SVG, you can reduce the size of your map without losing any detail.&lt;br /&gt;
* Ensure the Scale is also set to 1 (both x and y)&lt;br /&gt;
&lt;br /&gt;
Then just start drawing, using Inkscape&#039;s drawing tools.  For learning how to draw in Inkscape, there are many good tutorials on the web.  Try searching with search engines or on Youtube.&lt;br /&gt;
&lt;br /&gt;
==Assign Territories==&lt;br /&gt;
&lt;br /&gt;
As you are drawing, you will need to designate which objects will be player-controllable territories and which are just for decoration. To mark an object as a player-controllable territory, give it an id of Territory_#. For example, Territory_1, Territory_2, Territory_3, etc. To do this in Inkscape, right-click on the object and select &amp;quot;Object Properties.&amp;quot; Then set the &amp;quot;ID&amp;quot; to Territory_1. &lt;br /&gt;
&lt;br /&gt;
Inkscape will tell you if you try to re-use the same number more than once (it will say &amp;quot;id exists!&amp;quot;), so you don&#039;t need to pay super close attention to where you left off in the numbering. Also, you don&#039;t need to use every number - it&#039;s okay to jump around (for example, skipping from Territory_11 to Territory_19.) This is also good if you decide to delete one; you don&#039;t need to go back and fill in the gap. &lt;br /&gt;
&lt;br /&gt;
Anything that doesn&#039;t start with Territory_ won&#039;t be a territory, so you can include extra objects for decoration or instruction, such as lines, arrows, etc.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a really large map, note that maps may not contain more than 4000 territories or 1500 bonuses and your SVG file cannot be bigger than 3 megabytes.  For very large maps (&amp;gt;3000 territories), keep this filesize limitation in mind.  One strategy that helps is to use as few nodes as possible for your shapes.&lt;br /&gt;
&lt;br /&gt;
==Starting from an image==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re modeling your map after something you have an image of, it&#039;s often helpful to insert an image, set its opacity to 50% and just draw over the top of it.  The image itself won&#039;t show up when you upload it to Warzone.&lt;br /&gt;
&lt;br /&gt;
To insert an image in Inkscape, just drag the image file into your canvas. Then, you can move it to the back by selecting Object -&amp;gt; Lower to Bottom. You can adjust its opacity by selecting Object -&amp;gt; Fill and Stroke.&lt;br /&gt;
&lt;br /&gt;
==Overridden Properties==&lt;br /&gt;
&lt;br /&gt;
Warzone will override a few properties of each player-controllable territory. Therefore, it does not matter what you set for these properties when designing the map, since the values will be overwritten when the map is used in a real game:&lt;br /&gt;
&lt;br /&gt;
* Fill color: The fill color will be replaced with the color of the player who controls the territory&lt;br /&gt;
* Stroke color (border color): The stroke color will be replaced with the color of the bonus the territory belongs to (you&#039;ll set these colors for each bonus later)&lt;br /&gt;
* Stroke width (border width): The stroke width will always be 1.&lt;br /&gt;
&lt;br /&gt;
Player-controllable territories are &amp;quot;brought to the front.&amp;quot; That is, you can&#039;t overlap a player-controllable territory with another object and expect it to stay that way. &lt;br /&gt;
&lt;br /&gt;
Further, player-controllable territories should not overlap each other - you don&#039;t want to have territories that players can&#039;t click on.  If you want a territory to be on top of another, you really need to cut a hole in the outer territory in the shape of the inner one.  This makes the inner one look like it&#039;s on top, even though technically the territories aren&#039;t overlapping.&lt;br /&gt;
&lt;br /&gt;
==Bonus Links==&lt;br /&gt;
&lt;br /&gt;
You can make a small &amp;quot;bonus link&amp;quot; rectangle that shows the number of armies a bonus gives. This is preferred over making your own rectangles with a number in them for two reasons:&lt;br /&gt;
&lt;br /&gt;
* If players click on the bonus link, it selects the bonus.&lt;br /&gt;
* If players override the value of the bonus, the game will show the correct number.&lt;br /&gt;
&lt;br /&gt;
To make a bonus link, make an object near the bonus.  A 16x16 rectangle is the standard, but some players prefer to use circles or other artistic styles.  Give the object an ID of BonusLink_BonusName. Remove any spaces or punctuation, special letters (like the ß), letters of any other alphabet then the latin alphabet, or letters with diacritics (such as ë, î, ú) from the bonus name. For example, the Earth map has a bonus named &amp;quot;Middle East&amp;quot; and the rectangle&#039;s name is &amp;quot;BonusLink_MiddleEast&amp;quot;. Be sure to use the same casing; for example, bonuslink_middleeast would not work.&lt;br /&gt;
&lt;br /&gt;
If you are not sure what to name your bonus link box, Warzone will help you out. After uploading your SVG file and creating the bonuses in the map designer, open the Bonuses window and look at the text. The Bonuses window will tell you what to name your Bonus Link rectangle.  If you&#039;ve named the object correctly, but Warzone still isn&#039;t recognizing it, it may be because your bonus link is a group (a &amp;quot;g&amp;quot; node in the svg file.)  Only individual objects can be bonus links, not groups.  To fix this, in Inkscape, just right-click the offending object and select &amp;quot;Ungroup.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The fill color of a bonus link will be set to the color assigned to the bonus.  The stroke color of the bonus link will always be set to yellow, and this color is not overridable.  However, the yellow stroke can be hidden by setting the stroke opacity to zero.&lt;br /&gt;
&lt;br /&gt;
== Including Text ==&lt;br /&gt;
&lt;br /&gt;
To include text in your SVG file, please follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Make the text using the text tool in Inkscape.&lt;br /&gt;
* Arrange the text exactly as you want it.&lt;br /&gt;
* Select the text.&lt;br /&gt;
* Select Path -&amp;gt; Object to Path&lt;br /&gt;
&lt;br /&gt;
After doing this, your text will behave as an object. If you need to modify what the text says, you must delete and re-create the object. &lt;br /&gt;
&lt;br /&gt;
If you followed these steps but the text still is not showing up, please also verify that the text isn&#039;t overlapping any player-controllable territories, and that the text&#039;s color isn&#039;t the same as what&#039;s behind it.  A common mistake is to make black text, and if you didn&#039;t change your Inkscape background to black as instructed above, it will appear in Inkscape but not when Warzone changes your background to black.&lt;br /&gt;
&lt;br /&gt;
== SVG file limitations ==&lt;br /&gt;
	 &lt;br /&gt;
New Warzone maps are currently subject to the following limitations:&lt;br /&gt;
	 &lt;br /&gt;
* Max 3500 x 2500 pixels (W x H)&lt;br /&gt;
* Max 1500 bonuses&lt;br /&gt;
* Max 4000 territories&lt;br /&gt;
* Max SVG file size: 3 MB&lt;br /&gt;
* Max height map size: 2 MB&lt;br /&gt;
* Max texture size: 2 MB&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Uploading your SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Uploading_your_SVG&amp;diff=6019</id>
		<title>Uploading your SVG</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Uploading_your_SVG&amp;diff=6019"/>
		<updated>2024-02-12T18:43:17Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Linked to SVG file requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can upload your SVG file into Warzone by following these steps:&lt;br /&gt;
&lt;br /&gt;
* Use this link to enable the Design Maps link: [https://www.warzone.com/EnableMapDevelopment Enable Map Development]&lt;br /&gt;
* Click the Multi-Player tab then Design Maps&lt;br /&gt;
* Click Create New Map&lt;br /&gt;
* Select your SVG file&lt;br /&gt;
* Enter your map&#039;s name and description&lt;br /&gt;
&lt;br /&gt;
Note that your SVG must meet the [[Creating_the_SVG#Map_limitations|SVG file requirements]].&lt;br /&gt;
&lt;br /&gt;
==Updating an existing map&#039;s SVG file==&lt;br /&gt;
&lt;br /&gt;
If you need to make changes to your SVG file after uploading it, simply use the &amp;quot;Upload new SVG&amp;quot; button in the map designer. &lt;br /&gt;
&lt;br /&gt;
A word of caution when updating your SVG: If you upload a new SVG file that doesn&#039;t contain a territory (by number) that the map used to contain, this territory data will be removed from your map. This is expected, as this is in fact the only way to remove territories. If you accidently upload an empty SVG file, it would effectively remove all of your territories and there is no way to undo this action. Just be aware what SVG you upload, and if you&#039;re not confident, you can try uploading into a duplicate version as a test (just remember to delete the duplicate when you&#039;re done to save space.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Creating the SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making|Upload]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Uploading_your_SVG&amp;diff=6018</id>
		<title>Uploading your SVG</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Uploading_your_SVG&amp;diff=6018"/>
		<updated>2024-02-12T18:38:39Z</updated>

		<summary type="html">&lt;p&gt;JK 3: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can upload your SVG file into Warzone by following these steps:&lt;br /&gt;
&lt;br /&gt;
* Use this link to enable the Design Maps link: [https://www.warzone.com/EnableMapDevelopment Enable Map Development]&lt;br /&gt;
* Click the Multi-Player tab then Design Maps&lt;br /&gt;
* Click Create New Map&lt;br /&gt;
* Select your svg file&lt;br /&gt;
* Enter your map&#039;s name and description&lt;br /&gt;
&lt;br /&gt;
==Updating an existing map&#039;s SVG file==&lt;br /&gt;
&lt;br /&gt;
If you need to make changes to your SVG file after uploading it, simply use the &amp;quot;Upload new SVG&amp;quot; button in the map designer. &lt;br /&gt;
&lt;br /&gt;
A word of caution when updating your SVG: If you upload a new SVG file that doesn&#039;t contain a territory (by number) that the map used to contain, this territory data will be removed from your map. This is expected, as this is in fact the only way to remove territories. If you accidently upload an empty SVG file, it would effectively remove all of your territories and there is no way to undo this action. Just be aware what SVG you upload, and if you&#039;re not confident, you can try uploading into a duplicate version as a test (just remember to delete the duplicate when you&#039;re done to save space.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Creating the SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making|Upload]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Creating_the_SVG&amp;diff=6017</id>
		<title>Creating the SVG</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Creating_the_SVG&amp;diff=6017"/>
		<updated>2024-02-12T18:38:00Z</updated>

		<summary type="html">&lt;p&gt;JK 3: expanded See Also section to link to Uploading SVG page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first step in making a map is create an SVG file.  This SVG file defines what the map looks like, where the territories are, what their shapes are, as well as the &amp;quot;bonus link&amp;quot; rectangles that show the bonus values.&lt;br /&gt;
&lt;br /&gt;
You can use any SVG editor you want.  Many graphic design applications have the ability to export to SVG, so if you&#039;re already familiar with one you may use that.  If you don&#039;t know what to use, try Inkscape. Inkscape is a good choice since it&#039;s free, works across all of the major operating systems, and is overall very nice application. You can download it at http://inkscape.org. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to test your SVG file as you are building it. Don&#039;t wait until you&#039;ve spent a bunch of time building the perfect map before uploading it into Warzone the first time.  You want to make sure the tools and techniques you are using will work with Warzone, as Warzone [[SVG Limitations|doesn&#039;t support some SVG features]].&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
After opening Inkscape, you should do a few things to set up your document:&lt;br /&gt;
&lt;br /&gt;
* Optionally, set the background to black: This is so it fits in with Warzone&#039;s theme. In Inkscape, click &amp;quot;Document Properties&amp;quot; (top-rightmost button, or shift-control-D) and click the &amp;quot;Background&amp;quot; (under the default &amp;quot;Page&amp;quot; tab). Set the R,B, and G to 0 and the A to full to get black.  This isn&#039;t a required step, as Warzone will ignore the background color you set here and always have a black background.  However, making it black in Inkscape helps you visualize how it will appear when you upload it.&lt;br /&gt;
* Set the document size: Go back to &amp;quot;Document Properties&amp;quot; and look at &amp;quot;Custom Size&amp;quot;.  First set the Units to &amp;quot;px&amp;quot;, then set the Width and Height to the desired size of your map (900x900 is a good starting point).  Then expand the &amp;quot;Viewbox&amp;quot; drop down and set the Width and Height to the same values as your &amp;quot;Custom size&amp;quot;.  You can adjust the size for your own map&#039;s needs, up to a maximum of 3500x2500.  If army numbers appear too small when you test your map, that means your map is too big and had to be shrunken down, causing the army numbers to shrink. Thanks to the magic of SVG, you can reduce the size of your map without losing any detail.&lt;br /&gt;
* Ensure the Scale is also set to 1 (both x and y)&lt;br /&gt;
&lt;br /&gt;
Then just start drawing, using Inkscape&#039;s drawing tools.  For learning how to draw in Inkscape, there are many good tutorials on the web.  Try searching with search engines or on Youtube.&lt;br /&gt;
&lt;br /&gt;
==Assign Territories==&lt;br /&gt;
&lt;br /&gt;
As you are drawing, you will need to designate which objects will be player-controllable territories and which are just for decoration. To mark an object as a player-controllable territory, give it an id of Territory_#. For example, Territory_1, Territory_2, Territory_3, etc. To do this in Inkscape, right-click on the object and select &amp;quot;Object Properties.&amp;quot; Then set the &amp;quot;ID&amp;quot; to Territory_1. &lt;br /&gt;
&lt;br /&gt;
Inkscape will tell you if you try to re-use the same number more than once (it will say &amp;quot;id exists!&amp;quot;), so you don&#039;t need to pay super close attention to where you left off in the numbering. Also, you don&#039;t need to use every number - it&#039;s okay to jump around (for example, skipping from Territory_11 to Territory_19.) This is also good if you decide to delete one; you don&#039;t need to go back and fill in the gap. &lt;br /&gt;
&lt;br /&gt;
Anything that doesn&#039;t start with Territory_ won&#039;t be a territory, so you can include extra objects for decoration or instruction, such as lines, arrows, etc.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a really large map, note that maps may not contain more than 4000 territories or 1500 bonuses and your SVG file cannot be bigger than 3 megabytes.  For very large maps (&amp;gt;3000 territories), keep this filesize limitation in mind.  One strategy that helps is to use as few nodes as possible for your shapes.&lt;br /&gt;
&lt;br /&gt;
==Starting from an image==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re modeling your map after something you have an image of, it&#039;s often helpful to insert an image, set its opacity to 50% and just draw over the top of it.  The image itself won&#039;t show up when you upload it to Warzone.&lt;br /&gt;
&lt;br /&gt;
To insert an image in Inkscape, just drag the image file into your canvas. Then, you can move it to the back by selecting Object -&amp;gt; Lower to Bottom. You can adjust its opacity by selecting Object -&amp;gt; Fill and Stroke.&lt;br /&gt;
&lt;br /&gt;
==Overridden Properties==&lt;br /&gt;
&lt;br /&gt;
Warzone will override a few properties of each player-controllable territory. Therefore, it does not matter what you set for these properties when designing the map, since the values will be overwritten when the map is used in a real game:&lt;br /&gt;
&lt;br /&gt;
* Fill color: The fill color will be replaced with the color of the player who controls the territory&lt;br /&gt;
* Stroke color (border color): The stroke color will be replaced with the color of the bonus the territory belongs to (you&#039;ll set these colors for each bonus later)&lt;br /&gt;
* Stroke width (border width): The stroke width will always be 1.&lt;br /&gt;
&lt;br /&gt;
Player-controllable territories are &amp;quot;brought to the front.&amp;quot; That is, you can&#039;t overlap a player-controllable territory with another object and expect it to stay that way. &lt;br /&gt;
&lt;br /&gt;
Further, player-controllable territories should not overlap each other - you don&#039;t want to have territories that players can&#039;t click on.  If you want a territory to be on top of another, you really need to cut a hole in the outer territory in the shape of the inner one.  This makes the inner one look like it&#039;s on top, even though technically the territories aren&#039;t overlapping.&lt;br /&gt;
&lt;br /&gt;
==Bonus Links==&lt;br /&gt;
&lt;br /&gt;
You can make a small &amp;quot;bonus link&amp;quot; rectangle that shows the number of armies a bonus gives. This is preferred over making your own rectangles with a number in them for two reasons:&lt;br /&gt;
&lt;br /&gt;
* If players click on the bonus link, it selects the bonus.&lt;br /&gt;
* If players override the value of the bonus, the game will show the correct number.&lt;br /&gt;
&lt;br /&gt;
To make a bonus link, make an object near the bonus.  A 16x16 rectangle is the standard, but some players prefer to use circles or other artistic styles.  Give the object an ID of BonusLink_BonusName. Remove any spaces or punctuation, special letters (like the ß), letters of any other alphabet then the latin alphabet, or letters with diacritics (such as ë, î, ú) from the bonus name. For example, the Earth map has a bonus named &amp;quot;Middle East&amp;quot; and the rectangle&#039;s name is &amp;quot;BonusLink_MiddleEast&amp;quot;. Be sure to use the same casing; for example, bonuslink_middleeast would not work.&lt;br /&gt;
&lt;br /&gt;
If you are not sure what to name your bonus link box, Warzone will help you out. After uploading your SVG file and creating the bonuses in the map designer, open the Bonuses window and look at the text. The Bonuses window will tell you what to name your Bonus Link rectangle.  If you&#039;ve named the object correctly, but Warzone still isn&#039;t recognizing it, it may be because your bonus link is a group (a &amp;quot;g&amp;quot; node in the svg file.)  Only individual objects can be bonus links, not groups.  To fix this, in Inkscape, just right-click the offending object and select &amp;quot;Ungroup.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The fill color of a bonus link will be set to the color assigned to the bonus.  The stroke color of the bonus link will always be set to yellow, and this color is not overridable.  However, the yellow stroke can be hidden by setting the stroke opacity to zero.&lt;br /&gt;
&lt;br /&gt;
== Including Text ==&lt;br /&gt;
&lt;br /&gt;
To include text in your SVG file, please follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Make the text using the text tool in Inkscape.&lt;br /&gt;
* Arrange the text exactly as you want it.&lt;br /&gt;
* Select the text.&lt;br /&gt;
* Select Path -&amp;gt; Object to Path&lt;br /&gt;
&lt;br /&gt;
After doing this, your text will behave as an object. If you need to modify what the text says, you must delete and re-create the object. &lt;br /&gt;
&lt;br /&gt;
If you followed these steps but the text still is not showing up, please also verify that the text isn&#039;t overlapping any player-controllable territories, and that the text&#039;s color isn&#039;t the same as what&#039;s behind it.  A common mistake is to make black text, and if you didn&#039;t change your Inkscape background to black as instructed above, it will appear in Inkscape but not when Warzone changes your background to black.&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
	 &lt;br /&gt;
New Warzone maps are currently subject to the following limitations:&lt;br /&gt;
	 &lt;br /&gt;
* Max 3500 x 2500 pixels (W x H)&lt;br /&gt;
* Max 1500 bonuses&lt;br /&gt;
* Max 4000 territories&lt;br /&gt;
* Max SVG file size: 3 MB&lt;br /&gt;
* Max height map size: 2 MB&lt;br /&gt;
* Max texture size: 2 MB&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Uploading your SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Creating_the_SVG&amp;diff=6016</id>
		<title>Creating the SVG</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Creating_the_SVG&amp;diff=6016"/>
		<updated>2024-02-12T18:35:02Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added list of map limitations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first step in making a map is create an SVG file.  This SVG file defines what the map looks like, where the territories are, what their shapes are, as well as the &amp;quot;bonus link&amp;quot; rectangles that show the bonus values.&lt;br /&gt;
&lt;br /&gt;
You can use any SVG editor you want.  Many graphic design applications have the ability to export to SVG, so if you&#039;re already familiar with one you may use that.  If you don&#039;t know what to use, try Inkscape. Inkscape is a good choice since it&#039;s free, works across all of the major operating systems, and is overall very nice application. You can download it at http://inkscape.org. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to test your SVG file as you are building it. Don&#039;t wait until you&#039;ve spent a bunch of time building the perfect map before uploading it into Warzone the first time.  You want to make sure the tools and techniques you are using will work with Warzone, as Warzone [[SVG Limitations|doesn&#039;t support some SVG features]].&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
After opening Inkscape, you should do a few things to set up your document:&lt;br /&gt;
&lt;br /&gt;
* Optionally, set the background to black: This is so it fits in with Warzone&#039;s theme. In Inkscape, click &amp;quot;Document Properties&amp;quot; (top-rightmost button, or shift-control-D) and click the &amp;quot;Background&amp;quot; (under the default &amp;quot;Page&amp;quot; tab). Set the R,B, and G to 0 and the A to full to get black.  This isn&#039;t a required step, as Warzone will ignore the background color you set here and always have a black background.  However, making it black in Inkscape helps you visualize how it will appear when you upload it.&lt;br /&gt;
* Set the document size: Go back to &amp;quot;Document Properties&amp;quot; and look at &amp;quot;Custom Size&amp;quot;.  First set the Units to &amp;quot;px&amp;quot;, then set the Width and Height to the desired size of your map (900x900 is a good starting point).  Then expand the &amp;quot;Viewbox&amp;quot; drop down and set the Width and Height to the same values as your &amp;quot;Custom size&amp;quot;.  You can adjust the size for your own map&#039;s needs, up to a maximum of 3500x2500.  If army numbers appear too small when you test your map, that means your map is too big and had to be shrunken down, causing the army numbers to shrink. Thanks to the magic of SVG, you can reduce the size of your map without losing any detail.&lt;br /&gt;
* Ensure the Scale is also set to 1 (both x and y)&lt;br /&gt;
&lt;br /&gt;
Then just start drawing, using Inkscape&#039;s drawing tools.  For learning how to draw in Inkscape, there are many good tutorials on the web.  Try searching with search engines or on Youtube.&lt;br /&gt;
&lt;br /&gt;
==Assign Territories==&lt;br /&gt;
&lt;br /&gt;
As you are drawing, you will need to designate which objects will be player-controllable territories and which are just for decoration. To mark an object as a player-controllable territory, give it an id of Territory_#. For example, Territory_1, Territory_2, Territory_3, etc. To do this in Inkscape, right-click on the object and select &amp;quot;Object Properties.&amp;quot; Then set the &amp;quot;ID&amp;quot; to Territory_1. &lt;br /&gt;
&lt;br /&gt;
Inkscape will tell you if you try to re-use the same number more than once (it will say &amp;quot;id exists!&amp;quot;), so you don&#039;t need to pay super close attention to where you left off in the numbering. Also, you don&#039;t need to use every number - it&#039;s okay to jump around (for example, skipping from Territory_11 to Territory_19.) This is also good if you decide to delete one; you don&#039;t need to go back and fill in the gap. &lt;br /&gt;
&lt;br /&gt;
Anything that doesn&#039;t start with Territory_ won&#039;t be a territory, so you can include extra objects for decoration or instruction, such as lines, arrows, etc.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a really large map, note that maps may not contain more than 4000 territories or 1500 bonuses and your SVG file cannot be bigger than 3 megabytes.  For very large maps (&amp;gt;3000 territories), keep this filesize limitation in mind.  One strategy that helps is to use as few nodes as possible for your shapes.&lt;br /&gt;
&lt;br /&gt;
==Starting from an image==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re modeling your map after something you have an image of, it&#039;s often helpful to insert an image, set its opacity to 50% and just draw over the top of it.  The image itself won&#039;t show up when you upload it to Warzone.&lt;br /&gt;
&lt;br /&gt;
To insert an image in Inkscape, just drag the image file into your canvas. Then, you can move it to the back by selecting Object -&amp;gt; Lower to Bottom. You can adjust its opacity by selecting Object -&amp;gt; Fill and Stroke.&lt;br /&gt;
&lt;br /&gt;
==Overridden Properties==&lt;br /&gt;
&lt;br /&gt;
Warzone will override a few properties of each player-controllable territory. Therefore, it does not matter what you set for these properties when designing the map, since the values will be overwritten when the map is used in a real game:&lt;br /&gt;
&lt;br /&gt;
* Fill color: The fill color will be replaced with the color of the player who controls the territory&lt;br /&gt;
* Stroke color (border color): The stroke color will be replaced with the color of the bonus the territory belongs to (you&#039;ll set these colors for each bonus later)&lt;br /&gt;
* Stroke width (border width): The stroke width will always be 1.&lt;br /&gt;
&lt;br /&gt;
Player-controllable territories are &amp;quot;brought to the front.&amp;quot; That is, you can&#039;t overlap a player-controllable territory with another object and expect it to stay that way. &lt;br /&gt;
&lt;br /&gt;
Further, player-controllable territories should not overlap each other - you don&#039;t want to have territories that players can&#039;t click on.  If you want a territory to be on top of another, you really need to cut a hole in the outer territory in the shape of the inner one.  This makes the inner one look like it&#039;s on top, even though technically the territories aren&#039;t overlapping.&lt;br /&gt;
&lt;br /&gt;
==Bonus Links==&lt;br /&gt;
&lt;br /&gt;
You can make a small &amp;quot;bonus link&amp;quot; rectangle that shows the number of armies a bonus gives. This is preferred over making your own rectangles with a number in them for two reasons:&lt;br /&gt;
&lt;br /&gt;
* If players click on the bonus link, it selects the bonus.&lt;br /&gt;
* If players override the value of the bonus, the game will show the correct number.&lt;br /&gt;
&lt;br /&gt;
To make a bonus link, make an object near the bonus.  A 16x16 rectangle is the standard, but some players prefer to use circles or other artistic styles.  Give the object an ID of BonusLink_BonusName. Remove any spaces or punctuation, special letters (like the ß), letters of any other alphabet then the latin alphabet, or letters with diacritics (such as ë, î, ú) from the bonus name. For example, the Earth map has a bonus named &amp;quot;Middle East&amp;quot; and the rectangle&#039;s name is &amp;quot;BonusLink_MiddleEast&amp;quot;. Be sure to use the same casing; for example, bonuslink_middleeast would not work.&lt;br /&gt;
&lt;br /&gt;
If you are not sure what to name your bonus link box, Warzone will help you out. After uploading your SVG file and creating the bonuses in the map designer, open the Bonuses window and look at the text. The Bonuses window will tell you what to name your Bonus Link rectangle.  If you&#039;ve named the object correctly, but Warzone still isn&#039;t recognizing it, it may be because your bonus link is a group (a &amp;quot;g&amp;quot; node in the svg file.)  Only individual objects can be bonus links, not groups.  To fix this, in Inkscape, just right-click the offending object and select &amp;quot;Ungroup.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The fill color of a bonus link will be set to the color assigned to the bonus.  The stroke color of the bonus link will always be set to yellow, and this color is not overridable.  However, the yellow stroke can be hidden by setting the stroke opacity to zero.&lt;br /&gt;
&lt;br /&gt;
== Including Text ==&lt;br /&gt;
&lt;br /&gt;
To include text in your SVG file, please follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Make the text using the text tool in Inkscape.&lt;br /&gt;
* Arrange the text exactly as you want it.&lt;br /&gt;
* Select the text.&lt;br /&gt;
* Select Path -&amp;gt; Object to Path&lt;br /&gt;
&lt;br /&gt;
After doing this, your text will behave as an object. If you need to modify what the text says, you must delete and re-create the object. &lt;br /&gt;
&lt;br /&gt;
If you followed these steps but the text still is not showing up, please also verify that the text isn&#039;t overlapping any player-controllable territories, and that the text&#039;s color isn&#039;t the same as what&#039;s behind it.  A common mistake is to make black text, and if you didn&#039;t change your Inkscape background to black as instructed above, it will appear in Inkscape but not when Warzone changes your background to black.&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
	 &lt;br /&gt;
New Warzone maps are currently subject to the following limitations:&lt;br /&gt;
	 &lt;br /&gt;
* Max 3500 x 2500 pixels (W x H)&lt;br /&gt;
* Max 1500 bonuses&lt;br /&gt;
* Max 4000 territories&lt;br /&gt;
* Max SVG file size: 3 MB&lt;br /&gt;
* Max height map size: 2 MB&lt;br /&gt;
* Max texture size: 2 MB&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Map_Making&amp;diff=6015</id>
		<title>Map Making</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Map_Making&amp;diff=6015"/>
		<updated>2024-02-12T18:07:19Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added link to 3D maps page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will teach you how you can make your very own Warzone map!  Anyone may make a map -- you do not need to purchase a membership or be a certain level.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Creating a Warzone map is a four-step process.  See the links below for instructions on how to accomplish each of these steps.  &lt;br /&gt;
&lt;br /&gt;
# Create your SVG file (defines what the map looks like)&lt;br /&gt;
# Enter the details (connections, [[bonuses]], etc.)&lt;br /&gt;
# Test the map (play games on it to ensure it works correctly)&lt;br /&gt;
# Mark the map as public (allows other players to play your map)&lt;br /&gt;
&lt;br /&gt;
== Required Reading ==&lt;br /&gt;
&lt;br /&gt;
Please refer to the following sections for a full guide on making your map. You may wish to watch the [https://www.youtube.com/watch?v=AkQn1pIZdY4 recommended tutorial video], but you should also read the wiki as it contains important information that isn&#039;t in the video.&lt;br /&gt;
&lt;br /&gt;
* [[Creating the SVG]]&lt;br /&gt;
* [[Uploading your SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
* [[Entering map details]]&lt;br /&gt;
* [[Testing maps|Testing your map]]&lt;br /&gt;
* [[Making maps public|Make the map public]]&lt;br /&gt;
* [[Map versioning|Managing different versions of your map]]&lt;br /&gt;
* [[Making 3d Maps|Making 3D Maps]]&lt;br /&gt;
&lt;br /&gt;
If you get stuck or have questions, feel free to post on the [[map development forum]].&lt;br /&gt;
&lt;br /&gt;
== Additional Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Map guidelines|Guidelines for making a great map]]&lt;br /&gt;
* [[Inkscape tips]]&lt;br /&gt;
* [[SVG Limitations]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AkQn1pIZdY4 Tutorial Video]&lt;br /&gt;
* [[Automating the map creation process]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making|!]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Map_requirements&amp;diff=6011</id>
		<title>Map requirements</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Map_requirements&amp;diff=6011"/>
		<updated>2024-01-30T23:11:19Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added link to Map Limitations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the requirements that all maps must meet in order to [[Making maps public|go public]].&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Connections are Visible ===&lt;br /&gt;
&lt;br /&gt;
Players must be able to tell what territories connect just by looking at the map.&lt;br /&gt;
&lt;br /&gt;
The biggest mistake some map creators make is to connect two territories over water, but don&#039;t include any indication on the map that they connect.  It&#039;s customary to use yellow lines to show where the connections are - see the [https://www.warzone.com/SinglePlayer?PreviewMap=12 Earth Map] for an example.  It&#039;s not necessary to use yellow lines, it just must be obvious where the connections are.  It may be obvious that the territories connect in the map designer, but it needs to be obvious in the real game too.&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/ConnectionMissing.png&lt;br /&gt;
&lt;br /&gt;
In maps with tricky connections, you may need to take special care to ensure that the connections can be reasonably figured out just by looking at the map (without clicking around).  A common rule of thumb is that territories that touch must connect, and territories that connect but don&#039;t touch must show the connection somehow.&lt;br /&gt;
&lt;br /&gt;
=== Tiny Territories ===&lt;br /&gt;
&lt;br /&gt;
All territories must be big enough to fit a two-digit army number.  Often people&#039;s first instinct is to keep territories real-life sized, however this doesn&#039;t work well in Warzone&#039;s engine.  This is especially evident once you try playing the [[Mobile Client|mobile version of Warzone]].&lt;br /&gt;
&lt;br /&gt;
Take, for example, Hawaii in the [https://www.warzone.com/SinglePlayer?PreviewMap=12 Earth Map].  Hawaii is a very small island, but in the Earth map it&#039;s sized significantly larger so that it can fit the army number.  &lt;br /&gt;
&lt;br /&gt;
In the map designer, you&#039;ll find a button labeled Show Example Armies.  When clicking this, all army numbers must fit entirely within the territory&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/TinyTerritories.png&lt;br /&gt;
&lt;br /&gt;
See [[Inkscape tips]] for a guide on how to enlarge territories to make them fit their army number.&lt;br /&gt;
&lt;br /&gt;
=== Copyright Violations ===&lt;br /&gt;
&lt;br /&gt;
By uploading a map to Warzone, you are asserting that you own or have the necessary licenses, rights, consents, and permissions to the content within.  See the [https://www.warzone.com/TermsOfService Terms of Service] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Missing or Mistaken Connections ===&lt;br /&gt;
&lt;br /&gt;
Maps makers should make an effort to find and missing or mistaken territory connections.  Missing connections are a very common problem, as it is difficult to find every last connection error within the map designer alone.&lt;br /&gt;
&lt;br /&gt;
The best way to find these kinds of mistakes is to play the map with real humans. If you need help finding players to test your map, make a thread on the map development [[forum]] asking for volunteers to help test your map.  There are always lots of people willing to help test.&lt;br /&gt;
&lt;br /&gt;
Incorrect or missing connections are also much more pronounced in the map previewer (which you can access via links in the Get Link for Sharing window), where all territories connected to the clicked one turn bright yellow.  Map creators should create several [[Testing maps|test games]] on their map with real human players and play them out.&lt;br /&gt;
&lt;br /&gt;
=== Territories are named ===&lt;br /&gt;
&lt;br /&gt;
All territories should be named appropriately.  Naming many territories the same thing, or just typing gibberish makes it hard for players to coordinate in team games.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Links ===&lt;br /&gt;
&lt;br /&gt;
Bonus Links are the small boxes that show how many armies each bonus is worth.  Without these, it is difficult to tell where the bonuses are.  See [[Creating the SVG]] for instructions on how to add bonus links.&lt;br /&gt;
&lt;br /&gt;
When possible, bonus links should be placed near or on top of the bonus they correspond to and be big enough to fit the army number that appears inside of it.&lt;br /&gt;
&lt;br /&gt;
=== Appropriate Size ===&lt;br /&gt;
&lt;br /&gt;
The SVG file specifies the width and height of the map in pixels. The recommended starting point is 1000x1000, however map creators can reduce this if they are making a small map or increase it if they&#039;re making a big map.&lt;br /&gt;
&lt;br /&gt;
The size specified in the SVG file determines how big the army numbers will be on the map.  This size must be appropriate for the map.  If a very small map is stretched into a huge SVG file, the army numbers will be too small to see without zooming in.  In order to avoid unnecessary zooming, a large SVG file should only be used if the map really needs that much room to fit all of its territories.&lt;br /&gt;
&lt;br /&gt;
See [[Map_Making#Map_limitations|Map limitations]] for the applicable limits.&lt;br /&gt;
&lt;br /&gt;
=== Territories should not overlap ===&lt;br /&gt;
&lt;br /&gt;
Player-controllable territories can never overlap with each other.  If you find yourself in a situation where you feel like you want one territory to be on top of another, you need to cut a hole in the outer territory in the shape of the inner one. This makes the inner one look like it&#039;s on top, even though technically the territories aren&#039;t overlapping.&lt;br /&gt;
&lt;br /&gt;
=== Testing Maps ===&lt;br /&gt;
&lt;br /&gt;
The map must be a real map and not just a test.  It&#039;s a good idea to make your first map just a couple of territories to prove you understand how to make a real map, however maps without any strategic value should not go public.  You&#039;re free to put these into testing mode to play games on them, however.&lt;br /&gt;
&lt;br /&gt;
== Grandfathered Maps ==&lt;br /&gt;
&lt;br /&gt;
Players sometimes notice maps that are already public that don&#039;t meet some of these requirements.  Older maps that were created before these requirements existed are grandfathered in, such as the Wheel map that does not have bonus links or the United States Big map that had tiny territories.  The presence of the old violations does not exempt new maps from the requirements.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
&lt;br /&gt;
* [[Map Making]]&lt;br /&gt;
* [[Map guidelines]]&lt;br /&gt;
* [[Inkscape tips]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Map_Making&amp;diff=6010</id>
		<title>Map Making</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Map_Making&amp;diff=6010"/>
		<updated>2024-01-30T23:09:04Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added map limitations section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will teach you how you can make your very own Warzone map!  Anyone may make a map -- you do not need to purchase a membership or be a certain level.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Creating a Warzone map is a four-step process.  See the links below for instructions on how to accomplish each of these steps.  &lt;br /&gt;
&lt;br /&gt;
# Create your SVG file (defines what the map looks like)&lt;br /&gt;
# Enter the details (connections, [[bonuses]], etc.)&lt;br /&gt;
# Test the map (play games on it to ensure it works correctly)&lt;br /&gt;
# Mark the map as public (allows other players to play your map)&lt;br /&gt;
&lt;br /&gt;
== Required Reading ==&lt;br /&gt;
&lt;br /&gt;
Please refer to the following sections for a full guide on making your map. You may wish to watch the [https://www.youtube.com/watch?v=AkQn1pIZdY4 recommended tutorial video], but you should also read the wiki as it contains important information that isn&#039;t in the video.&lt;br /&gt;
&lt;br /&gt;
* [[Creating the SVG]]&lt;br /&gt;
* [[Uploading your SVG]]&lt;br /&gt;
* [[Map requirements]]&lt;br /&gt;
* [[Entering map details]]&lt;br /&gt;
* [[Testing maps|Testing your map]]&lt;br /&gt;
* [[Making maps public|Make the map public]]&lt;br /&gt;
* [[Map versioning|Managing different versions of your map]]&lt;br /&gt;
&lt;br /&gt;
If you get stuck or have questions, feel free to post on the [[map development forum]].&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
&lt;br /&gt;
New Warzone maps are currently subject to the following limitations:&lt;br /&gt;
&lt;br /&gt;
* Max 3500 x 2500 pixels (W x H)&lt;br /&gt;
* Max 1500 bonuses&lt;br /&gt;
* Max 4000 territories&lt;br /&gt;
* Max SVG file size: 3 MB&lt;br /&gt;
* Max height map size: 2 MB&lt;br /&gt;
* Max texture size: 2 MB&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong style=&amp;quot;color: red&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning: Many map makers abandon their biggest maps because they are unable to meet the SVG file size limit without throwing away all their work. &lt;br /&gt;
&lt;br /&gt;
Keep the file sizes in mind when making maps!&lt;br /&gt;
&lt;br /&gt;
Use as few nodes as possible for your shapes, or reduce the size of your map by a lot...&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Map guidelines|Guidelines for making a great map]]&lt;br /&gt;
* [[Inkscape tips]]&lt;br /&gt;
* [[SVG Limitations]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AkQn1pIZdY4 Tutorial Video]&lt;br /&gt;
* [[Automating the map creation process]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making|!]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=6000</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=6000"/>
		<updated>2023-12-07T22:33:32Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added Aqua Elephants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package, as well as reward for first place on 3v3 ladder)&lt;br /&gt;
* [https://i.imgur.com/epYpqqb.png https://i.imgur.com/nJ90l3t.png] Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the https://www.warzone.com/Ladders 4 official ladders for 1 week.&lt;br /&gt;
&lt;br /&gt;
* Green Archer (First place on [https://www.warzone.com/LadderSeason?ID=0 1v1 ladder])&lt;br /&gt;
* Orange Archer (First place on [https://www.warzone.com/LadderSeason?ID=1 2v2 ladder])&lt;br /&gt;
* Pink Dice (First place on [https://www.warzone.com/LadderSeason?ID=4 3v3 ladder])&lt;br /&gt;
* https://i.imgur.com/Lwj2WcV.png Aqua Elephants (First place on [https://www.warzone.com/LadderSeasons Seasonal ladder]&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=5999</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=5999"/>
		<updated>2023-11-26T23:20:48Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Fix issue with listing Orange Dice as reward for 3v3 ladder while it should be Pink Dice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (Orange color, part of the Summer Sale package, as well as reward for first place on 3v3 ladder)&lt;br /&gt;
* [https://i.imgur.com/epYpqqb.png https://i.imgur.com/nJ90l3t.png] Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [https://www.warzone.com/Ladders 4 official ladders] for 1 week.&lt;br /&gt;
&lt;br /&gt;
* Green Archer (First place on [https://www.warzone.com/LadderSeason?ID=0 1v1 ladder])&lt;br /&gt;
* Orange Archer (First place on [https://www.warzone.com/LadderSeason?ID=1 2v2 ladder])&lt;br /&gt;
* Pink Dice (First place on [https://www.warzone.com/LadderSeason?ID=4 3v3 ladder])&lt;br /&gt;
* Elephants (First place on [https://www.warzone.com/LadderSeasons Seasonal ladder]&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=5998</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=5998"/>
		<updated>2023-11-26T23:16:11Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Reworded section headings to be more in line with the rest of the document, added ladder colors (still needs some images)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Packages Colors ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Dice (Orange color, part of the Summer Sale package, as well as reward for first place on 3v3 ladder)&lt;br /&gt;
* [https://i.imgur.com/epYpqqb.png https://i.imgur.com/nJ90l3t.png] Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Ladder Colors == &lt;br /&gt;
&lt;br /&gt;
There are also colors that can be unlocked by holding first place in one of the [https://www.warzone.com/Ladders 4 official ladders] for 1 week.&lt;br /&gt;
&lt;br /&gt;
* Green Archer (First place on [https://www.warzone.com/LadderSeason?ID=0 1v1 ladder])&lt;br /&gt;
* Orange Archer (First place on [https://www.warzone.com/LadderSeason?ID=1 2v2 ladder])&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Orange Dice (First place on [https://www.warzone.com/LadderSeason?ID=4 3v3 ladder])&lt;br /&gt;
* Elephants (First place on [https://www.warzone.com/LadderSeasons Seasonal ladder]&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=5997</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=5997"/>
		<updated>2023-11-26T23:03:15Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added images of colors for the Seasonal Packages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Colors from Seasonal Packages ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/faDANQN.png Dice (Orange color, part of the Summer Sale package)&lt;br /&gt;
* [https://i.imgur.com/epYpqqb.png https://i.imgur.com/nJ90l3t.png] Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* https://i.imgur.com/PifHAFe.png Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Colors from Ladders == &lt;br /&gt;
&lt;br /&gt;
To-do&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=5996</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=5996"/>
		<updated>2023-11-26T22:47:48Z</updated>

		<summary type="html">&lt;p&gt;JK 3: /* Colors from Seasonal Packages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Colors from Seasonal Packages ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/i7OD1pp.jpg Dice (Orange color, part of the Summer Sale package)&lt;br /&gt;
* [https://i.imgur.com/epYpqqb.png https://i.imgur.com/nJ90l3t.png] Hearts (Wild Strawberry color, part of the Valentine&#039;s Day Sale package)&lt;br /&gt;
* Warlight (Red color, part of the Birthday package)&lt;br /&gt;
&lt;br /&gt;
== Colors from Ladders == &lt;br /&gt;
&lt;br /&gt;
To-do&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Player_colors&amp;diff=5995</id>
		<title>Player colors</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Player_colors&amp;diff=5995"/>
		<updated>2023-11-26T22:43:46Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Split the colors with patterns into limited edition/from packages/from ladders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone players may select from 24 standard different colors to represent themselves.  There is no default color, as the sign-up page randomly selects a color each time it is loaded.&lt;br /&gt;
&lt;br /&gt;
This page lists the colors along with the hex-codes that represent them.&lt;br /&gt;
&lt;br /&gt;
== Standard Colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #59009d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;59009D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff7d00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF7D00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #606060&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;606060&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Gray&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff697a&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF697A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Hot Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff8c&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF8C&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Sea Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #009b9d&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;009B9D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Teal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ac0059&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AC0059&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Magenta&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffff00&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFFF00&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Yellow&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #feff9b&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FEFF9B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Ivory&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #b70aff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B70AFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Electric Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff00b1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00B1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Deep Pink&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4effff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4EFFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Aqua&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #008000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;008000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Dark Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff0000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF0000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00ff05&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FF05&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #94652e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;94652E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Saddle Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff4700&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF4700&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orange Red&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #23a0ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;23A0FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Light Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ff87ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF87FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Orchid&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #943e3e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;943E3E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ad7e7e&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;AD7E7E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Copper Rose&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #ffaf56&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFAF56&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8ebe57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8EBE57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Lime&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #0000ff&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;0000FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Blue&lt;br /&gt;
&lt;br /&gt;
== Premium Colors ==&lt;br /&gt;
&lt;br /&gt;
The premium colors can be purchased. Purchasing a color gives you unlimited use of that color forever. &lt;br /&gt;
&amp;lt;br&amp;gt;[https://www.warzone.com/ChangeColor https://www.warzone.com/ChangeColor]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #990024&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;990024&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tyrian Purple&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #880085&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;880085&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mardi Gras&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4169E1&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4169E1&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Royal Blue&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF43A4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF43A4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wild Strawberry&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #100C08&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;100C08&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Smoky Black&lt;br /&gt;
&lt;br /&gt;
== Limited Edition Colors ==&lt;br /&gt;
&lt;br /&gt;
In addition to the colors above, a few limited edition colors have also been released:&lt;br /&gt;
* https://i.imgur.com/EwKhbMM.png Blue Diagonals (also called Support Blue, is a reward for purchasing a support bundle when Warzone was raising funds to go to court)&lt;br /&gt;
* https://i.imgur.com/2f3AcRB.png Prison Green&lt;br /&gt;
&lt;br /&gt;
Please note that the limited edition colors are no longer for sale.&lt;br /&gt;
&lt;br /&gt;
== Colors from Seasonal Packages ==&lt;br /&gt;
&lt;br /&gt;
These colors are one of the colors mentioned above combined with a unique pattern. They can be unlocked by purchasing one of the Seasonal Packages. The most up-to-date reporting of these packages can be found in the [https://www.warzone.com/Forum/657840-anyone-know-different-bought-packages-2 &amp;quot;Does anyone know the different bought packages? #2&amp;quot; forum]&lt;br /&gt;
&lt;br /&gt;
* https://i.imgur.com/i7OD1pp.jpg Dice (Orange color)&lt;br /&gt;
* [https://i.imgur.com/epYpqqb.png https://i.imgur.com/nJ90l3t.png] Hearts (Wild Strawberry color)&lt;br /&gt;
&lt;br /&gt;
== Colors from Ladders == &lt;br /&gt;
&lt;br /&gt;
To-do&lt;br /&gt;
&lt;br /&gt;
== Reserve Colors ==&lt;br /&gt;
&lt;br /&gt;
Games with more than 24 players will offer additional color choices, up to the max of 40.  Because these colors are often too similar to other colors or the neutral color, these colors are only available in large games to minimize the number of times that similar colors are used. Note that they cannot be selected as a default player color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #DAA520&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;DAA520&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Goldenrod&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00FFFF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00FFFF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cyan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8F9779&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8F9779&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Artichoke&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #00755E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;00755E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Rain Forest&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFE5B4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFE5B4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Peach&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #8DB600&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;8DB600&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Apple Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #40826D&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;40826D&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Viridian&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C04000&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C04000&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Mahogany&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FFDDF4&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FFDDF4&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Pink Lace&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #CD7F32&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;CD7F32&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Bronze&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C19A6B&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C19A6B&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Wood Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #C09999&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;C09999&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Tuscany&lt;br /&gt;
&lt;br /&gt;
== Custom Game Colors ==&lt;br /&gt;
&lt;br /&gt;
There are a few hidden colors beyond the 40 player colors. These colors cannot be obtained by a player due to the 40 player limit, but these colors do appear when assigning territories to slots AO through AW in Custom Game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #B0BF1A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;B0BF1A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Acid Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #3B7A57&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;3B7A57&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Amazon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #4B5320&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;4B5320&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Army Green&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #664C28&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;664C28&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Donkey Brown&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #893F45&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;893F45&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cordovan&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #D2691E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;D2691E&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Cinnamon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #36454F&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;36454F&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Charcoal&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #FF00FF&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;FF00FF&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Fuchsia&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color: #76FF7A&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;tt&amp;gt;76FF7A&amp;lt;/tt&amp;gt;&amp;amp;nbsp;Screamin&#039; Green&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mines&amp;diff=5543</id>
		<title>Mines</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mines&amp;diff=5543"/>
		<updated>2023-10-29T22:14:02Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Add order of multipliers for calculating mine output&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mines&#039;&#039;&#039; are the core way to get ore in [[Warzone Idle]].   Mines generate ore every second.  You can find mines by exploring on the map and conquering them.&lt;br /&gt;
&lt;br /&gt;
Mines can be upgraded to produce more ore per second.  The upgrade cost varies depending on the mine and the level, so the costs are not listed in this wiki.&lt;br /&gt;
&lt;br /&gt;
The ore that mines generate can be refined into bars via [[Smelters/Crafters|Smelters]]&lt;br /&gt;
&lt;br /&gt;
== Generation Rate ==&lt;br /&gt;
&lt;br /&gt;
Each mine generates different types of resources, and in different ratios.  For example, a mine could generate 100% copper, or 30% copper and 70% tin.&lt;br /&gt;
&lt;br /&gt;
The total ore each mine generates is based on this formula:&lt;br /&gt;
&lt;br /&gt;
(0.3 * Level ^ 2) + (Level + 2)&lt;br /&gt;
&lt;br /&gt;
If mine&#039;s level is 1, multiply result by 0.3.  If mine level is 2, multiply result by 0.6.  If mine level is 3, multiply result by 0.8.&lt;br /&gt;
&lt;br /&gt;
The result of this formula is then divided into the resource types it generates.&lt;br /&gt;
--&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot; {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mining Rate&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Increase&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.99/sec || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3.2/sec || +2.21/sec || +223%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6.16/sec || +2.96/sec || +92.5%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10.8/sec || +4.64/sec || +75%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 14.5/sec || +3.7/sec || +34%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 18.8/sec || +4.3/sec || +30%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 23.7/sec || +4.9/sec || +26%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 29.2/sec || +5.5/sec || +23%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 35.3/sec || +6.1/sec || +21%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 42.0/sec || +6.7/sec || +19%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 49.3/sec || +7.3/sec || +17%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 57.2/sec || +7.9/sec || +16%&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 65.7/sec || +8.5/sec || +15%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 74.8/sec || +9.1/sec || +14%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 84.5/sec || +9.7/sec || +13%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 94.8/sec || +10.3/sec || +12%&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 105.7/sec || +10.9/sec || +11%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 117.2/sec || +11.5/sec || +11%&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 129.3/sec || +12.1/sec || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 142.0/sec || +12.7/sec || +10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers can be increased via your tech upgrades, advancement upgrades, supercharge powers, etc.&lt;br /&gt;
&lt;br /&gt;
Multipliers are applied to the base value in the order:&amp;lt;br&amp;gt;&lt;br /&gt;
a) sum of techs and advancements&amp;lt;br&amp;gt;&lt;br /&gt;
b) supercharged mine (x20 multiplier)&amp;lt;br&amp;gt;&lt;br /&gt;
c) mine doubler (Rock Candy reward from Hardened Far Land)&amp;lt;br&amp;gt;&lt;br /&gt;
d) ad watch bonus (+20% or +30% depending on Couch Potato reward from Hard Siege of Feldmere)&lt;br /&gt;
&lt;br /&gt;
== Mine Generation Ratios ==&lt;br /&gt;
&lt;br /&gt;
Mines produce either one, two or three different kinds of ore. The total production of a mine depends on the level of the mine and other upgrades, however the ratios of ores a mine produces doesn&#039;t change per level unless increased ore production advancements are purchased. The basic ratios are displayed in the table below, with the first 42 mines in the same order as displayed in Idle.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot; {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mine&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Ore#1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Ore#2&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Ore#3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Gaspo || 100% Copper || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Hopesonen || 85% Copper || 15% Tin || -&lt;br /&gt;
|-&lt;br /&gt;
| Freadwels || 50% Copper || 50% Tin || -&lt;br /&gt;
|-&lt;br /&gt;
| Valinia || 80% Tin || 20% Iron || -&lt;br /&gt;
|-&lt;br /&gt;
| Keleginary || 20% Copper || 30% Tin || 50% Iron&lt;br /&gt;
|-&lt;br /&gt;
| Proftor || 100% Iron || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Handow || 40% Copper || 40% Tin || 20% Zinc&lt;br /&gt;
|-&lt;br /&gt;
| Censborogeol || 40% Copper || 60% Zinc || -&lt;br /&gt;
|-&lt;br /&gt;
| Foremotions || 80% Zinc || 20% Nickel || -&lt;br /&gt;
|-&lt;br /&gt;
| Andorcel || 20% Iron || 30% Zinc || 50% Nickel&lt;br /&gt;
|-&lt;br /&gt;
| Fectly || 100% Nickel || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Ciliked || 40% Iron || 40% Nickel || 20% Lead&lt;br /&gt;
|-&lt;br /&gt;
| Stramentension || 50% Zinc || 50% Lead || -&lt;br /&gt;
|-&lt;br /&gt;
| Bragpose || 20% Nickel || 80% Lead || -&lt;br /&gt;
|-&lt;br /&gt;
| Probnonders || 40% Tin || 40% Lead || 20% Silicon&lt;br /&gt;
|-&lt;br /&gt;
| Suffergizes || 50% Lead || 50% Silicon || -&lt;br /&gt;
|-&lt;br /&gt;
| Sparterchacks || 20% Iron || 80% Silicon || -&lt;br /&gt;
|-&lt;br /&gt;
| Judingsions || 40% Nickel || 40% Silicon || 20% Aluminum&lt;br /&gt;
|-&lt;br /&gt;
| Gicabbonies || 50% Silicon || 50% Aluminum || -&lt;br /&gt;
|-&lt;br /&gt;
| Rivulstenspers || 20% Lead || 80% Aluminum || -&lt;br /&gt;
|-&lt;br /&gt;
| Draugerhytics || 40% Silicon || 40% Aluminum || 20% Silver&lt;br /&gt;
|-&lt;br /&gt;
| Shadambuzzler || 50% Aluminum || 50% Silver || -&lt;br /&gt;
|-&lt;br /&gt;
| Excienested || 20% Aluminum || 80% Silver || -&lt;br /&gt;
|-&lt;br /&gt;
| Echnuthfirones || 40% Zinc || 40% Silver || 20% Gold&lt;br /&gt;
|-&lt;br /&gt;
| Flautify || 50% Silver || 50% Gold || -&lt;br /&gt;
|-&lt;br /&gt;
| Grincurvinding || 20% Silver || 80% Gold || -&lt;br /&gt;
|-&lt;br /&gt;
| Rowskiman || 40% Iron || 40% Gold || 20% Platinum&lt;br /&gt;
|-&lt;br /&gt;
| Herobbing || 50% Gold || 50% Platinum || -&lt;br /&gt;
|-&lt;br /&gt;
| Mufficatormes || 20% Gold || 80% Platinum || -&lt;br /&gt;
|-&lt;br /&gt;
| Diserbalned || 40% Tin || 40% Platinum || 20% Titanium&lt;br /&gt;
|-&lt;br /&gt;
| Ottornood || 50% Platinum || 50% Titanium || -&lt;br /&gt;
|-&lt;br /&gt;
| Arraight || 20% Platinum || 80% Titanium || -&lt;br /&gt;
|-&lt;br /&gt;
| Sketeematic || 40% Lead || 40% Titanium || 20% Thorium&lt;br /&gt;
|-&lt;br /&gt;
| Neutinoclar || 50% Titanium || 50% Thorium || -&lt;br /&gt;
|-&lt;br /&gt;
| Bewillo || 20% Titanium || 80% Thorium || -&lt;br /&gt;
|-&lt;br /&gt;
| Explum || 40% Aluminum || 40% Thorium || 20% Neodymium&lt;br /&gt;
|-&lt;br /&gt;
| Catated || 50% Thorium || 50% Neodymium || -&lt;br /&gt;
|-&lt;br /&gt;
| Facipaz || 20% Thorium || 80% Neodymium || -&lt;br /&gt;
|-&lt;br /&gt;
| Bruther || 40% Silver || 40% Neodymium || 20% Chromium&lt;br /&gt;
|-&lt;br /&gt;
| Wagorget || 50% Neodymium || 50% Chromium || -&lt;br /&gt;
|-&lt;br /&gt;
| Beconch || 20% Neodymium || 80% Chromium || -&lt;br /&gt;
|-&lt;br /&gt;
| Runnett || 40% Gold || 40% Chromium || 20% Uranium&lt;br /&gt;
|-&lt;br /&gt;
| Farbors || 50% Chromium || 50% Uranium || -&lt;br /&gt;
|-&lt;br /&gt;
| Throomize || 20% Chromium || 80% Uranium || -&lt;br /&gt;
|-&lt;br /&gt;
| Apiesters || 40% Platinum || 40% Uranium || 20% Lanthanum&lt;br /&gt;
|-&lt;br /&gt;
| Ounded || 50% Uranium || 50% Lanthanum || -&lt;br /&gt;
|-&lt;br /&gt;
| Chase-on || 20% Uranium || 80% Lanthanum || -&lt;br /&gt;
|-&lt;br /&gt;
| Chase-off || 40% Titanium || 40% Lanthanum || 20% Samarium&lt;br /&gt;
|-&lt;br /&gt;
| Purson || 50% Lanthanum || 50% Samarium || -&lt;br /&gt;
|-&lt;br /&gt;
| Fondord || 20% Lanthanum || 80% Samarium || -&lt;br /&gt;
|-&lt;br /&gt;
| Pirelapperots || 40% Thorium || 40% Samarium || 20% Terbium&lt;br /&gt;
|-&lt;br /&gt;
| Gallinstent || 50% Samarium || 50% Terbium || -&lt;br /&gt;
|-&lt;br /&gt;
| Naldors || 20% Samarium || 80% Terbium || -&lt;br /&gt;
|-&lt;br /&gt;
| Randix || 40% Neodymium || 40% Terbium || 20% Erbium&lt;br /&gt;
|-&lt;br /&gt;
| Defegustical || 50% Terbium || 50% Erbium || -&lt;br /&gt;
|-&lt;br /&gt;
| Oppingeast || 20% Terbium || 80% Erbium || -&lt;br /&gt;
|-&lt;br /&gt;
| Norsents || 40% Chromium || 40% Erbium || 20% Yttrium&lt;br /&gt;
|-&lt;br /&gt;
| Janeroces || 50% Erbium || 50% Yttrium || -&lt;br /&gt;
|-&lt;br /&gt;
| Tronnegated || 20% Erbium || 80% Yttrium || -&lt;br /&gt;
|- &lt;br /&gt;
| Spikover || 40% Uranium || 40% Yttrium || 20% Dysprosium&lt;br /&gt;
|- &lt;br /&gt;
| Pacizantry || 50% Yttrium || 50% Dysprosium || -&lt;br /&gt;
|-&lt;br /&gt;
| Sponiansumble || 20% Yttrium || 80% Dysprosium || -&lt;br /&gt;
|-&lt;br /&gt;
| Toportienative || 40% Lanthanum || 40% Dysprosium || 20% Unobtanium&lt;br /&gt;
|-&lt;br /&gt;
| Contairily || 50% Dysprosium || 50% Unobtanium || -&lt;br /&gt;
|-&lt;br /&gt;
| Ganishare || 20% Dysprosium || 80% Unobtanium || -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_Developers_Guide&amp;diff=5539</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=5539"/>
		<updated>2023-10-10T13:16:29Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added link to Lua extension for VS Code&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 Warzone [[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 two ways to load mod code into Warzone: Using the Standalone Client, or directly uploading from your editor.  Uploading from your editor is the preferred way since it allows for more rapid iteration.  However, it also requires an extension to your editor, which only exists for VS Code.  If you want to develop from an editor other than VS Code, or if you want to develop without an active internet connection, you should use the Standalone Client method.&lt;br /&gt;
&lt;br /&gt;
=== Developing with the Standalone Client ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.warzone.com/EnableModDevelopment to enable mod development for your Warzone 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;
=== Developing with direct upload from your editor ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.warzone.com/EnableModDevelopment to enable mod development for your Warzone 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 Warzone Mod Helper VS Code extension VSIX file from https://github.com/FizzerWL/WarzoneModHelper/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.warzone.com/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.warzone.com/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.warzone.com/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;
== 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;
Warzone 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 expliclty 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, Warzone 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 Warzone 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 Warzone must use the MIT license, or something equally or more permissable.  Any mods without a license specified are assumed to be using MIT.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&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;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=5537</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=5537"/>
		<updated>2023-09-27T22:48:58Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Updated ACB/A$B abbreviations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a (currently incomplete) list of artifacts and their effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || A$B || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACB || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || 2 || 4 || 8 || 14 || 24 || 50 || 64&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12% || 14%&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || IT || Passive || Increase your maximum idle time by XX || 10m || 20m || 40m || 1h 20m || 2h 40m || 5h 20m || 10h 40m&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || 120% || 240% || 480%&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || 28% || 56% || 112%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || 40% || 80%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || 36% || 72% || 144% || 288%&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || 96% || 192% || 384%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || 400% || 800%&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hotkeys&amp;diff=5516</id>
		<title>Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hotkeys&amp;diff=5516"/>
		<updated>2023-07-16T22:11:40Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Remove notes about Unity only, since it also works on browser for quite a while now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone supports a few hotkeys to make navigating the UI easier. Once you get used to the game, these can make playing easier.&lt;br /&gt;
&lt;br /&gt;
==Phase Manipulation==&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; - While building your turn, you can press the A key to advance to the next phase.&lt;br /&gt;
* &#039;&#039;&#039;Q&#039;&#039;&#039; - While building your turn, you can press the Q key to go back to the previous phase.&lt;br /&gt;
* &#039;&#039;&#039;Z&#039;&#039;&#039; - When done building your turn, you can press the Z key to commit your orders assuming you&#039;ve advanced to the confirmation phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CTRL&#039;&#039;&#039; - While in the Attack/Transfer phase, you can hold down &#039;&#039;&#039;Control&#039;&#039;&#039; to cause clicks to initiate a deployment (just as would happen in the Deployment phase.) Many players prefer to just skip immediately to the Attack/Transfer phase and then deploy using this shortcut. This allows you to issue a deployment and the corresponding attack order at the same time rather than having to do all of your deployments separately from attacks.&lt;br /&gt;
&lt;br /&gt;
==Main Game Elements==&lt;br /&gt;
* &#039;&#039;&#039;W&#039;&#039;&#039; - When watching the latest turn, you can press W as a substitute for clicking the Watch Turn button.&lt;br /&gt;
* &#039;&#039;&#039;G&#039;&#039;&#039; - Shortcut to opening the [[History]] window.&lt;br /&gt;
*&#039;&#039;&#039; B&#039;&#039;&#039; - Shortcut to opening the [[Cards]] window.&lt;br /&gt;
* &#039;&#039;&#039;P&#039;&#039;&#039; and &#039;&#039;&#039;M&#039;&#039;&#039; - Short for Plus and Minus, these are shortcuts for zooming in and out. These are useful for systems without mousewheel support.&lt;br /&gt;
* Escape - Closes any open pop-up windows.&lt;br /&gt;
* &#039;&#039;&#039;T&#039;&#039;&#039; - Shortcut to opening the Chat window. (Multi-player only)&lt;br /&gt;
* &#039;&#039;&#039;R&#039;&#039;&#039; - Clicks the Refresh button. (Multi-player only)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; - Opens the Statistics dialog.&lt;br /&gt;
* &#039;&#039;&#039;U&#039;&#039;&#039; - Opens the Autopilot dialog. (Member only)&lt;br /&gt;
* &#039;&#039;&#039;C&#039;&#039;&#039; - Toggles the Commander box in the attack/transfer dialog.&lt;br /&gt;
&lt;br /&gt;
==History Navigation==&lt;br /&gt;
&lt;br /&gt;
* Left/right arrow keys go forward/backward through history by one turn.&lt;br /&gt;
* Up/down arrows keys go forward/backward through history by one order. &lt;br /&gt;
* Home key - opens up history to the first turn (or territory distribution in a manual distribution game)&lt;br /&gt;
* End key - goes to the last turn (you may also wish to use escape to close history completely)&lt;br /&gt;
* Number keys - View perspective as players, or 0 key to view All again.&lt;br /&gt;
&lt;br /&gt;
==Chat Window==&lt;br /&gt;
While the chat window is open, you can hold down &#039;&#039;&#039;Shift&#039;&#039;&#039; or &#039;&#039;&#039;Control&#039;&#039;&#039; and click any territory on the map to paste its name into the chat edit box.&lt;br /&gt;
For bonus names, click on the box that indicates the bonus value.&lt;br /&gt;
* &#039;&#039;&#039;SHIFT&#039;&#039;&#039; - Paste territory or bonus names into the edit box of the &#039;&#039;&#039;public&#039;&#039;&#039; chat.&lt;br /&gt;
* &#039;&#039;&#039;CTRL&#039;&#039;&#039; ( &#039;&#039;&#039;Command&#039;&#039;&#039; on a Mac )  - Paste territory or bonus names into the edit box of the &#039;&#039;&#039;team-only&#039;&#039;&#039; chat. If used in a 1v1 or FFA game, it&#039;s pasted in the public chat instead.&lt;br /&gt;
&lt;br /&gt;
To link into &#039;&#039;&#039;private chat&#039;&#039;&#039;, just make sure the main chat box is closed and hold either &#039;&#039;&#039;SHIFT&#039;&#039;&#039; or &#039;&#039;&#039;CTRL / Command&#039;&#039;&#039; while clicking a territory.  It will go into whatever &#039;&#039;&#039;private chat&#039;&#039;&#039; window is open.&lt;br /&gt;
&lt;br /&gt;
==Outside of Games==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ctrl+G&#039;&#039;&#039; - Opens the Go-To Dialog, which allows you to go to any game, map, template, etc by Url (Unity only)&lt;br /&gt;
* &#039;&#039;&#039;Ctrl+Shift+M&#039;&#039;&#039; - Opens the Mod Development Dialog (Unity only, mod development must be enabled)&lt;br /&gt;
* &#039;&#039;&#039;Ctrl+Shift+,&#039;&#039;&#039; - Opens the Mod Development Log (Unity only, mod development must be enabled)&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Levels&amp;diff=5514</id>
		<title>Levels</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Levels&amp;diff=5514"/>
		<updated>2023-07-15T10:37:09Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Add commanders to page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By earning [[points]], players can gain &#039;&#039;&#039;levels&#039;&#039;&#039;.   Gaining levels unlocks additional features or [[map]]s that players can use, among other things.&lt;br /&gt;
&lt;br /&gt;
== Levels don&#039;t make you stronger ==&lt;br /&gt;
The idea of leveling up is familiar to anyone who&#039;s played an RPG. However, Warzone’s leveling system has an important distinction: In Warzone, levels don’t actually make you stronger. Warzone is fundamentally a competitive strategy game, and games will always be won or lost based on your strategy alone. Levels will not do anything that gives you an advantage in a game. It’s just as easy for a level 1 player to defeat a level 30 player as it is for a level 40 player.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Leveling up unlocks rewards.  Once a reward is unlocked, you have it permanently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Points (Delta)&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Points (Sum)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Reward&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || style=&amp;quot;text-align:right;&amp;quot; | 7,000 || style=&amp;quot;text-align:right;&amp;quot; | 7,000 || Can create 6 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || style=&amp;quot;text-align:right;&amp;quot; | 7,300 || style=&amp;quot;text-align:right;&amp;quot; | 14,300 || Can join tournaments&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || style=&amp;quot;text-align:right;&amp;quot; | 7,800 || style=&amp;quot;text-align:right;&amp;quot; | 22,100 || Can post to the [[forums]] (all except [[Ladder]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5 || style=&amp;quot;text-align:right;&amp;quot; | 8,100 || style=&amp;quot;text-align:right;&amp;quot; | 30,200 || Three days of ad-free play&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6 || style=&amp;quot;text-align:right;&amp;quot; | 8,600 || style=&amp;quot;text-align:right;&amp;quot; | 38,800|| Can create 7 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7 || style=&amp;quot;text-align:right;&amp;quot; | 9,100 || style=&amp;quot;text-align:right;&amp;quot; | 47,900|| Can use the [[Statistics Window]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8 || style=&amp;quot;text-align:right;&amp;quot; | 9,500 || style=&amp;quot;text-align:right;&amp;quot; | 57,400|| Can include the [[Diplomacy Card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9 || style=&amp;quot;text-align:right;&amp;quot; | 10,000 || style=&amp;quot;text-align:right;&amp;quot; | 67,400|| Can create 8 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10 || style=&amp;quot;text-align:right;&amp;quot; | 10,500 || style=&amp;quot;text-align:right;&amp;quot; | 77,900|| Can include the [[Emergency Blockade Card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 11 || style=&amp;quot;text-align:right;&amp;quot; | 11,100 || style=&amp;quot;text-align:right;&amp;quot; | 89,000|| Can use [[Open Seat Prerequisites]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12 || style=&amp;quot;text-align:right;&amp;quot; | 11,700 || style=&amp;quot;text-align:right;&amp;quot; | 100,700|| Can create 10 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13 || style=&amp;quot;text-align:right;&amp;quot; | 12,300 || style=&amp;quot;text-align:right;&amp;quot; | 113,000|| Can create [[tournaments]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 14 || style=&amp;quot;text-align:right;&amp;quot; | 12,900 || style=&amp;quot;text-align:right;&amp;quot; | 125,900|| Can include the [[Airlift Card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 || style=&amp;quot;text-align:right;&amp;quot; | 13,600 || style=&amp;quot;text-align:right;&amp;quot; | 139,500|| Can create 12 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 16 || style=&amp;quot;text-align:right;&amp;quot; | 14,300 || style=&amp;quot;text-align:right;&amp;quot; | 153,800|| Can use [[vacations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 17 || style=&amp;quot;text-align:right;&amp;quot; | 15,100 || style=&amp;quot;text-align:right;&amp;quot; | 168,900|| Can include the [[Sanctions Card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18 || style=&amp;quot;text-align:right;&amp;quot; | 15,900 || style=&amp;quot;text-align:right;&amp;quot; | 184,800|| Can create 14 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 19 || style=&amp;quot;text-align:right;&amp;quot; | 16,700 || style=&amp;quot;text-align:right;&amp;quot; | 201,500|| Can use the [[extra armies for territories]] setting when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20 || style=&amp;quot;text-align:right;&amp;quot; | 17,600 || style=&amp;quot;text-align:right;&amp;quot; | 219,100|| Can change the [[offensive and defensive kill rate]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 21 || style=&amp;quot;text-align:right;&amp;quot; | 18,500 || style=&amp;quot;text-align:right;&amp;quot; | 237,600|| Can create 16 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 22 || style=&amp;quot;text-align:right;&amp;quot; | 19,400 || style=&amp;quot;text-align:right;&amp;quot; | 257,000|| Can have two created [[tournaments]] at a time&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 23 || style=&amp;quot;text-align:right;&amp;quot; | 20,500 || style=&amp;quot;text-align:right;&amp;quot; | 277,500|| Can include the [[spy card]], [[surveillance card]], and [[reconnaissance card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 24 || style=&amp;quot;text-align:right;&amp;quot; | 21,600 || style=&amp;quot;text-align:right;&amp;quot; | 299,100|| Can create 18 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:right;&amp;quot; | 22,700 || style=&amp;quot;text-align:right;&amp;quot; | 321,800|| Can include [[wastelands]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 26 || style=&amp;quot;text-align:right;&amp;quot; | 23,900 || style=&amp;quot;text-align:right;&amp;quot; | 345,700|| Can enable the [[attack only and transfer only]] settings when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27 || style=&amp;quot;text-align:right;&amp;quot; | 25,100 || style=&amp;quot;text-align:right;&amp;quot; | 370,800|| Can create 20 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 28 || style=&amp;quot;text-align:right;&amp;quot; | 26,400 || style=&amp;quot;text-align:right;&amp;quot; | 397,200|| Can include the [[blockade card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 29 || style=&amp;quot;text-align:right;&amp;quot; | 27,900 || style=&amp;quot;text-align:right;&amp;quot; | 425,100|| Can take up to 3 [[vacations]] per year&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 30 || style=&amp;quot;text-align:right;&amp;quot; | 29,300 || style=&amp;quot;text-align:right;&amp;quot; | 454,400|| Can create 22 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 31 || style=&amp;quot;text-align:right;&amp;quot; | 30,800 || style=&amp;quot;text-align:right;&amp;quot; | 485,200|| Can enable the [[local deployments]] setting when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 32 || style=&amp;quot;text-align:right;&amp;quot; | 32,500 || style=&amp;quot;text-align:right;&amp;quot; | 517,700|| Can have up to three created [[tournaments]] at a time&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 33 || style=&amp;quot;text-align:right;&amp;quot; | 34,200 || style=&amp;quot;text-align:right;&amp;quot; | 551,900|| Can create 24 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 34 || style=&amp;quot;text-align:right;&amp;quot; | 35,900 || style=&amp;quot;text-align:right;&amp;quot; | 587,800|| Can use Dense, Heavy, and Complete [[fog]] levels&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 35 || style=&amp;quot;text-align:right;&amp;quot; | 37,900 || style=&amp;quot;text-align:right;&amp;quot; | 625,700|| Can include the [[gift card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36 || style=&amp;quot;text-align:right;&amp;quot; | 39,800 || style=&amp;quot;text-align:right;&amp;quot; | 665,500|| Can create 26 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 37 || style=&amp;quot;text-align:right;&amp;quot; | 41,900 || style=&amp;quot;text-align:right;&amp;quot; | 707,400|| Can enable [[multi-attack]] and [[attack by percentage]] settings when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 38 || style=&amp;quot;text-align:right;&amp;quot; | 44,200 || style=&amp;quot;text-align:right;&amp;quot; | 751,600|| Can have up to four created [[tournaments]] at a time, and use [[commanders]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 39 || style=&amp;quot;text-align:right;&amp;quot; | 46,400 || style=&amp;quot;text-align:right;&amp;quot; | 798,000|| Can create 28 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; | 48,900 || style=&amp;quot;text-align:right;&amp;quot; | 846,900|| Can enable [[no-split mode]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 41 || style=&amp;quot;text-align:right;&amp;quot; | 51,400 || style=&amp;quot;text-align:right;&amp;quot; | 898,300|| Can include the [[order priority card]] and [[order delay card]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 42 || style=&amp;quot;text-align:right;&amp;quot; | 54,100 || style=&amp;quot;text-align:right;&amp;quot; | 952,400|| Can create 30 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 43 || style=&amp;quot;text-align:right;&amp;quot; | 57,000 || style=&amp;quot;text-align:right;&amp;quot; | 1,009,400|| Can have up to five created [[tournaments]] at a time&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 44 || style=&amp;quot;text-align:right;&amp;quot; | 60,000 || style=&amp;quot;text-align:right;&amp;quot; | 1,069,400|| Can create 32 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 45 || style=&amp;quot;text-align:right;&amp;quot; | 63,100 || style=&amp;quot;text-align:right;&amp;quot; | 1,132,500|| Can [[override bonuses]] when creating games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 46 || style=&amp;quot;text-align:right;&amp;quot; | 66,400 || style=&amp;quot;text-align:right;&amp;quot; | 1,198,900|| Can create 34 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 47 || style=&amp;quot;text-align:right;&amp;quot; | 69,900 || style=&amp;quot;text-align:right;&amp;quot; | 1,268,800|| Can use [[custom scenarios]] when creating multi-player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 48 || style=&amp;quot;text-align:right;&amp;quot; | 73,600 || style=&amp;quot;text-align:right;&amp;quot; | 1,342,400|| Can join the [[1 v 1 Ladder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 49 || style=&amp;quot;text-align:right;&amp;quot; | 77,400 || style=&amp;quot;text-align:right;&amp;quot; | 1,419,800|| Can take up to 5 [[vacations]] per year&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:right;&amp;quot; | 81,500 || style=&amp;quot;text-align:right;&amp;quot; | 1,501,300|| Can create 36 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 51 || style=&amp;quot;text-align:right;&amp;quot; | 85,800 || style=&amp;quot;text-align:right;&amp;quot; | 1,587,100|| Can join the [[2 v 2 Ladder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 52 || style=&amp;quot;text-align:right;&amp;quot; | 90,300 || style=&amp;quot;text-align:right;&amp;quot; | 1,677,400 || Can join the [[Seasonal Ladder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 53 || style=&amp;quot;text-align:right;&amp;quot; | 95,000 || style=&amp;quot;text-align:right;&amp;quot; | 1,772,400 || Can create 40 player games&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 54 || style=&amp;quot;text-align:right;&amp;quot; | 100,000 || style=&amp;quot;text-align:right;&amp;quot; | 1,872,400 || Can join the [[3 v 3 Ladder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 55 || style=&amp;quot;text-align:right;&amp;quot; | 220,400 || style=&amp;quot;text-align:right;&amp;quot; | 2,092,800 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 56 || style=&amp;quot;text-align:right;&amp;quot; | 479,000 || style=&amp;quot;text-align:right;&amp;quot; | 2,571,800 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 57 || style=&amp;quot;text-align:right;&amp;quot; | 830,600 || style=&amp;quot;text-align:right;&amp;quot; | 3,402,400 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 58 || style=&amp;quot;text-align:right;&amp;quot; | 1,308,400 || style=&amp;quot;text-align:right;&amp;quot; | 4,710,900 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 59 || style=&amp;quot;text-align:right;&amp;quot; | 1,957,900 || style=&amp;quot;text-align:right;&amp;quot; | 6,668,800 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 60 || style=&amp;quot;text-align:right;&amp;quot; | 2,840,700 || style=&amp;quot;text-align:right;&amp;quot; | 9,509,500 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 61 || style=&amp;quot;text-align:right;&amp;quot; | 4,040,300 || style=&amp;quot;text-align:right;&amp;quot; | 13,549,800 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 62 || style=&amp;quot;text-align:right;&amp;quot; | 5,670,900 || style=&amp;quot;text-align:right;&amp;quot; | 19,220,700 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 63 || style=&amp;quot;text-align:right;&amp;quot; | 7,886,900 || style=&amp;quot;text-align:right;&amp;quot; | 27,107,600 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 64 || style=&amp;quot;text-align:right;&amp;quot; | 10,898,900 || style=&amp;quot;text-align:right;&amp;quot; | 38,006,500 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 65 || style=&amp;quot;text-align:right;&amp;quot; | 14,992,400 || style=&amp;quot;text-align:right;&amp;quot; | 52,998,900 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 66 || style=&amp;quot;text-align:right;&amp;quot; | 20,556,000 || style=&amp;quot;text-align:right;&amp;quot; | 73,554,900 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 67 || style=&amp;quot;text-align:right;&amp;quot; | 28,117,800 || style=&amp;quot;text-align:right;&amp;quot; | 101,672,700 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 68 || style=&amp;quot;text-align:right;&amp;quot; | 38,394,900 || style=&amp;quot;text-align:right;&amp;quot; | 140,067,600 || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 69 || style=&amp;quot;text-align:right;&amp;quot; | 52,362,900 || style=&amp;quot;text-align:right;&amp;quot; | 192,430,500 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map Levels ==&lt;br /&gt;
By gaining levels, players can gain access to additional maps.  Players only need access to a map in order to &#039;&#039;create&#039;&#039; games or tournaments on that map.  If they are invited to a game or tournament, they can always join it no matter what level they are.&lt;br /&gt;
&lt;br /&gt;
Map creators are in full control of what level their maps unlock. As a map creator, you can log into your map at any time, click the &amp;quot;Edit Name/Description&amp;quot; button and set the level. You can do this even after it&#039;s public. If you want your map available to everyone regardless of their level, you can just set your map to level 1 and everyone will be able to use it. &lt;br /&gt;
&lt;br /&gt;
The advantage of setting a level to your map is increased visibility. For example, if you set your map to level 10, whenever someone levels up to 10 it&#039;ll pop up a message on their screen letting them know they&#039;ve unlocked your map. For best visibility, you should try to set your map to a level that has few other maps assigned to it (or at least, where your map is rated more highly than the others at that level.)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Points]]&lt;br /&gt;
* [[Hidden settings]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=5512</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=5512"/>
		<updated>2023-06-11T12:05:49Z</updated>

		<summary type="html">&lt;p&gt;JK 3: added IT for idle time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a (currently incomplete) list of artifacts and their effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || ACacheB || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACampB || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || 2 || 4 || 8 || 14 || 24 || 50 || 64&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12% || 14%&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || IT || Passive || Increase your maximum idle time by XX || 10m || 20m || 40m || 1h 20m || 2h 40m || 5h 20m || 10h 40m&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || 120% || 240% || 480%&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || 28% || 56% || 112%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || 40% || 80%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || 36% || 72% || 144% || 288%&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || 96% || 192% || 384%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || 400% || 800%&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference&amp;diff=5508</id>
		<title>Mod API Reference</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference&amp;diff=5508"/>
		<updated>2023-05-29T17:55:41Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Fixed GameOrderCustom reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This explains how to use Warzone&#039;s [[Mods|mod]] API and links to the documentation for each object type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
When writing a mod, you&#039;ll encounter variables/objects of three basic types:&lt;br /&gt;
* Primitives: strings, numbers, booleans, etc.&lt;br /&gt;
* Tables: collections of key/value pairs.  A table is a lot like a hashmap or dictionary in other languages. Note that in Warzone, the key of a table will always be either a string or an integer.  Some places in this reference will refer to Arrays which are just tables with numeric keys starting at 1.&lt;br /&gt;
* Proxy objects: Discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
== Proxy Objects ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;proxy object&#039;&#039;&#039; proxies information back and forth between your mod and Warzone.  You can tell if an object is a proxy object by looking for a &amp;lt;code&amp;gt;proxyType&amp;lt;/code&amp;gt; field.  All proxy objects always have the following fields:&lt;br /&gt;
&lt;br /&gt;
* proxyType: A string identifying the type of proxy object.&lt;br /&gt;
* readOnly: False if you&#039;re allowed to make changes to this proxy object, or true if it&#039;s read-only.&lt;br /&gt;
* readableKeys: An array containing all fields you&#039;re allowed to read from this object.&lt;br /&gt;
* writableKeys: An array containing all fields you&#039;re allowed to change on this object if readOnly is False.&lt;br /&gt;
&lt;br /&gt;
To read a field, simply read it like a property: &amp;lt;code&amp;gt;obj.field&amp;lt;/code&amp;gt;.  Similarly, to write to a proxy object, just assign to that field: &amp;lt;code&amp;gt;obj.field = newVal&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a handy function you can include in your mod to print out everything on a proxy object:&lt;br /&gt;
  function PrintProxyInfo(obj)&lt;br /&gt;
    print(&#039;type=&#039; .. obj.proxyType .. &#039; readOnly=&#039; .. tostring(obj.readonly) .. &#039; readableKeys=&#039; .. table.concat(obj.readableKeys, &#039;,&#039;) .. &#039; writableKeys=&#039; .. table.concat(obj.writableKeys, &#039;,&#039;));&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Writing Tables ==&lt;br /&gt;
&lt;br /&gt;
If a writable Warzone proxy object exposes a table, and you wish to make changes to that table, you must assign the table back to the proxy object.  For example, assume you have a &amp;lt;code&amp;gt;GameStanding&amp;lt;/code&amp;gt; object named &amp;lt;code&amp;gt;standing&amp;lt;/code&amp;gt; which exposes the &amp;lt;code&amp;gt;Cards&amp;lt;/code&amp;gt; table, and you want to add something at index 9:&lt;br /&gt;
&lt;br /&gt;
  standing.Cards[9] = something  --WRONG!&lt;br /&gt;
&lt;br /&gt;
This code won&#039;t work since the proxy object isn&#039;t having anything assigned to it.  Proxy objects are only aware of changes when something is directly assigned into them.  To make this work, you must assign the table into the proxy object&#039;s field:&lt;br /&gt;
  local cards = standing.Cards&lt;br /&gt;
  cards[9] = something&lt;br /&gt;
  standing.Cards = cards; --Right&lt;br /&gt;
&lt;br /&gt;
Note: If you use lua&#039;s &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; function, proxy objects will identify themselves as tables.  However, that should be considered an implementation detail.  For the purposes of this wiki, proxy objects aren&#039;t considered tables.&lt;br /&gt;
&lt;br /&gt;
== API Reference ==&lt;br /&gt;
&lt;br /&gt;
* [[Mod API Reference:ActiveCard|ActiveCard]]&lt;br /&gt;
* [[Mod API Reference:ActiveCardWoreOff|ActiveCardWoreOff]]&lt;br /&gt;
* [[Mod API Reference:Armies|Armies]]&lt;br /&gt;
* [[Mod API Reference:BonusDetails|BonusDetails]]&lt;br /&gt;
* [[Mod API Reference:Boss1|Boss1]]&lt;br /&gt;
* [[Mod API Reference:Boss2|Boss2]]&lt;br /&gt;
* [[Mod API Reference:Boss3|Boss3]]&lt;br /&gt;
* [[Mod API Reference:Boss4|Boss4]]&lt;br /&gt;
* [[Mod API Reference:CardGame|CardGame]]&lt;br /&gt;
* [[Mod API Reference:CardGameAbandon|CardGameAbandon]]&lt;br /&gt;
* [[Mod API Reference:CardGameAirlift|CardGameAirlift]]&lt;br /&gt;
* [[Mod API Reference:CardGameBlockade|CardGameBlockade]]&lt;br /&gt;
* [[Mod API Reference:CardGameBomb|CardGameBomb]]&lt;br /&gt;
* [[Mod API Reference:CardGameDiplomacy|CardGameDiplomacy]]&lt;br /&gt;
* [[Mod API Reference:CardGameGift|CardGameGift]]&lt;br /&gt;
* [[Mod API Reference:CardGameOrderDelay|CardGameOrderDelay]]&lt;br /&gt;
* [[Mod API Reference:CardGameOrderPriority|CardGameOrderPriority]]&lt;br /&gt;
* [[Mod API Reference:CardGameReconnaissance|CardGameReconnaissance]]&lt;br /&gt;
* [[Mod API Reference:CardGameReinforcement|CardGameReinforcement]]&lt;br /&gt;
* [[Mod API Reference:CardGameSanctions|CardGameSanctions]]&lt;br /&gt;
* [[Mod API Reference:CardGameSpy|CardGameSpy]]&lt;br /&gt;
* [[Mod API Reference:CardGameSurveillance|CardGameSurveillance]]&lt;br /&gt;
* [[Mod API Reference:CardInstance|CardInstance]]&lt;br /&gt;
* [[Mod API Reference:ClanPlayerInfo|ClanPlayerInfo]]&lt;br /&gt;
* [[Mod API Reference:ClientGame|ClientGame]]&lt;br /&gt;
* [[Mod API Reference:Commander|Commander]]&lt;br /&gt;
* [[Mod API Reference:CustomScenario|CustomScenario]]&lt;br /&gt;
* [[Mod API Reference:CustomScenarioTerritory|CustomScenarioTerritory]]&lt;br /&gt;
* [[Mod API Reference:DistributionMode|DistributionMode]]&lt;br /&gt;
* [[Mod API Reference:Game|Game]]&lt;br /&gt;
* [[Mod API Reference:GameColor|GameColor]]&lt;br /&gt;
* [[Mod API Reference:GameOpenSeat|GameOpenSeat]]&lt;br /&gt;
* [[Mod API Reference:GameOrder|GameOrder]]&lt;br /&gt;
* [[Mod API Reference:GameOrderAttackTransfer|GameOrderAttackTransfer]]&lt;br /&gt;
* [[Mod API Reference:GameOrderAttackTransferResult|GameOrderAttackTransferResult]]&lt;br /&gt;
* [[Mod API Reference:GameOrderBossEvent|GameOrderBossEvent]]&lt;br /&gt;
* [[Mod API Reference:GameOrderCustom|GameOrderCustom]]&lt;br /&gt;
* [[Mod API Reference:GameOrderDeploy|GameOrderDeploy]]&lt;br /&gt;
* [[Mod API Reference:GameOrderDiscard|GameOrderDiscard]]&lt;br /&gt;
* [[Mod API Reference:GameOrderEvent|GameOrderEvent]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCard|GameOrderPlayCard]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardAbandon|GameOrderPlayCardAbandon]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardAirlift|GameOrderPlayCardAirlift]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardAirliftResult|GameOrderPlayCardAirliftResult]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardBlockade|GameOrderPlayCardBlockade]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardBomb|GameOrderPlayCardBomb]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardDiplomacy|GameOrderPlayCardDiplomacy]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardFogged|GameOrderPlayCardFogged]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardGift|GameOrderPlayCardGift]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardOrderDelay|GameOrderPlayCardOrderDelay]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardOrderPriority|GameOrderPlayCardOrderPriority]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardReconnaissance|GameOrderPlayCardReconnaissance]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardReinforcement|GameOrderPlayCardReinforcement]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardSanctions|GameOrderPlayCardSanctions]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardSpy|GameOrderPlayCardSpy]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardSurveillance|GameOrderPlayCardSurveillance]]&lt;br /&gt;
* [[Mod API Reference:GameOrderReceiveCard|GameOrderReceiveCard]]&lt;br /&gt;
* [[Mod API Reference:GameOrderStateTransition|GameOrderStateTransition]]&lt;br /&gt;
* [[Mod API Reference:GamePlayer|GamePlayer]]&lt;br /&gt;
* [[Mod API Reference:GameSettings|GameSettings]]&lt;br /&gt;
* [[Mod API Reference:GameStanding|GameStanding]]&lt;br /&gt;
* [[Mod API Reference:GameWL|GameWL]]&lt;br /&gt;
* [[Mod API Reference:IncomeMod|IncomeMod]]&lt;br /&gt;
* [[Mod API Reference:IsVersionOrHigher|IsVersionOrHigher]]&lt;br /&gt;
* [[Mod API Reference:MapDetails|MapDetails]]&lt;br /&gt;
* [[Mod API Reference:MapFamily|MapFamily]]&lt;br /&gt;
* [[Mod API Reference:NoParameterCardInstance|NoParameterCardInstance]]&lt;br /&gt;
* [[Mod API Reference:PendingStateTransition|PendingStateTransition]]&lt;br /&gt;
* [[Mod API Reference:PlayerCards|PlayerCards]]&lt;br /&gt;
* [[Mod API Reference:PlayerInfo2|PlayerInfo2]]&lt;br /&gt;
* [[Mod API Reference:ReinforcementCardInstance|ReinforcementCardInstance]]&lt;br /&gt;
* [[Mod API Reference:ServerGame|ServerGame]]&lt;br /&gt;
* [[Mod API Reference:SpecialUnit|SpecialUnit]]&lt;br /&gt;
* [[Mod API Reference:TerritoryConnection|TerritoryConnection]]&lt;br /&gt;
* [[Mod API Reference:TerritoryDetails|TerritoryDetails]]&lt;br /&gt;
* [[Mod API Reference:TerritoryModification|TerritoryModification]]&lt;br /&gt;
* [[Mod API Reference:TerritoryStanding|TerritoryStanding]]&lt;br /&gt;
* [[Mod API Reference:UI|UI]]&lt;br /&gt;
[[Category:Mod Developers Guide]][[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Query_game_API&amp;diff=5506</id>
		<title>Query game API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Query_game_API&amp;diff=5506"/>
		<updated>2023-05-25T15:58:11Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Updated Settings parameter and added GetChat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone can provide programmatic access to the details about multi-player Warzone games.  This allows for the more technical users to write a program that can analyze information about games.  This data is only available for ladder games, tournament games, games created by the [[Create game API]], or games that you played in.&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing the feed can see that isn&#039;t already available through the game&#039;s normal interface.  This is just a way to write custom analyzers which allows for a broader analysis across games. &lt;br /&gt;
&lt;br /&gt;
The primary goals of this API is to enable tools that do statistical analysis of finished games and to enable custom ladders or custom tournaments to check on the winners of the game after it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
To access the data, use a URL like this: https://www.warzone.com/API/GameFeed?GameID=1212978&lt;br /&gt;
&lt;br /&gt;
This will return data describing basic details(id, state, name, numberOfTurns, lastTurnTime, templateID, players) about the game.&lt;br /&gt;
&lt;br /&gt;
If you want to get the entire turn history of the game, add an additional querystring parameter &#039;&#039;&#039;GetHistory=true&#039;&#039;&#039;.  Adding this will cause the API to return you details about every turn of the game assuming it&#039;s finished.&lt;br /&gt;
&lt;br /&gt;
If you want to get a game&#039;s settings, add an additional querystring parameter &#039;&#039;&#039;Settings=true&#039;&#039;&#039;.  Adding this will cause the API to return you details about the settings of the game.&lt;br /&gt;
&lt;br /&gt;
If you want to get a game&#039;s public chat message, add an additional querystring parameter &#039;&#039;&#039;GetChat=true&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==JSON Definition==&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;standing&#039;&#039;&#039; is the state of the board at any given point in time.  This contains one entry per territory that contains the number of armies on that territory, who controls it, and the fog level. &lt;br /&gt;
* A &#039;&#039;&#039;turn&#039;&#039;&#039; is just a collection of orders.  This includes all the orders each player submitted, mixed together in the sequence they played out. &lt;br /&gt;
* An &#039;&#039;&#039;order&#039;&#039;&#039; is obviously one order that a player submitted.  But it can also include other things, such notifications when a player gets eliminated, or when cards are received, etc.  Essentially, this represents what you see in the &#039;&#039;&#039;Orders&#039;&#039;&#039; panel on the right side of a game when viewing history. &lt;br /&gt;
In the JSON, you&#039;ll find: &lt;br /&gt;
* The players in the game (their names, color, their state, etc.) &lt;br /&gt;
* All of the details of the map (it&#039;s name, all of its territories and what they connect to, all of its bonuses and what territories are in each bonus) &lt;br /&gt;
* The &#039;&#039;&#039;distribution standing&#039;&#039;&#039;: This is what the map looked like when it was time to pick the territories you started with.  This is only present for manual distribution games. &lt;br /&gt;
* The picks: This tells you which territories each player picked, and in what order.  Like the distribution standing, this is only present for manual distribution games. &lt;br /&gt;
* Standing 0: This tells you what the map looked like at the beginning of the game. &lt;br /&gt;
* Turn 0: This is all of the orders that played out on the first turn of the game. &lt;br /&gt;
* Standing x/turn x:  Standings and turns then alternate for each turn of the game, all the way until the final standing. &lt;br /&gt;
&lt;br /&gt;
== Game State ==&lt;br /&gt;
&lt;br /&gt;
This API returns a &amp;quot;state&amp;quot; attribute on the game.  This will be one of the following values:&lt;br /&gt;
* WaitingForPlayers: This game is in the lobby and has not yet begun.&lt;br /&gt;
* DistributingTerritories: This game is waiting for players to make their territory selections.  This state will not exist for games with automatic distribution.&lt;br /&gt;
* Playing: The game is in progress.&lt;br /&gt;
* Finished: The game has finished.&lt;br /&gt;
&lt;br /&gt;
== Player States ==&lt;br /&gt;
&lt;br /&gt;
This API returns a &amp;quot;players&amp;quot; collection which contains information about each player in the game.  Each player will have a &amp;quot;state&amp;quot; attribute with one of the following values:&lt;br /&gt;
* Invited: The game is waiting on this player to accept or decline the game.  This state will only ever be present for games still in the lobby.&lt;br /&gt;
* Playing: This player is in the game, and still alive.  This state will never be present in a game that has finished.&lt;br /&gt;
* Eliminated: This player has been eliminated from the game.&lt;br /&gt;
* SurrenderAccepted: This player has surrendered and is no longer in the game.&lt;br /&gt;
* Booted: This player was booted from the game.&lt;br /&gt;
* Won: This player has won the game.  This state will only be present in games that have finished.&lt;br /&gt;
* EndedByVote: This player, along with the other remaining players in the game, have voted to end the game.  This state will only ever be present for games that are finished by voting-to-end.&lt;br /&gt;
* Declined: This player declined the game and did not play.&lt;br /&gt;
* RemovedByHost: This player was removed by the host via the &amp;quot;Add/Remove Players&amp;quot; button and did not play.  If you created the game via the Create Game API, you don&#039;t have to worry about this state since you&#039;re the host, and only you could remove players.&lt;br /&gt;
&lt;br /&gt;
==Getting a list of Game IDs==&lt;br /&gt;
&lt;br /&gt;
In order to use the game feed, you&#039;ll need to know the game ID.  This can be obtained through the graphical Warzone client by opening up the Settings panel and examining the &amp;quot;Link to Game&amp;quot; field.  At the end of this field, you&#039;ll see GameID= followed by a number.&lt;br /&gt;
&lt;br /&gt;
To find game IDs programmatically, you can use the [[Game ID feed API]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Game ID feed API]]&lt;br /&gt;
&lt;br /&gt;
[[Category:API]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference&amp;diff=5484</id>
		<title>Mod API Reference</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference&amp;diff=5484"/>
		<updated>2023-04-16T22:13:11Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added GameOrderCustom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This explains how to use Warzone&#039;s [[Mods|mod]] API and links to the documentation for each object type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
When writing a mod, you&#039;ll encounter variables/objects of three basic types:&lt;br /&gt;
* Primitives: strings, numbers, booleans, etc.&lt;br /&gt;
* Tables: collections of key/value pairs.  A table is a lot like a hashmap or dictionary in other languages. Note that in Warzone, the key of a table will always be either a string or an integer.  Some places in this reference will refer to Arrays which are just tables with numeric keys starting at 1.&lt;br /&gt;
* Proxy objects: Discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
== Proxy Objects ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;proxy object&#039;&#039;&#039; proxies information back and forth between your mod and Warzone.  You can tell if an object is a proxy object by looking for a &amp;lt;code&amp;gt;proxyType&amp;lt;/code&amp;gt; field.  All proxy objects always have the following fields:&lt;br /&gt;
&lt;br /&gt;
* proxyType: A string identifying the type of proxy object.&lt;br /&gt;
* readOnly: False if you&#039;re allowed to make changes to this proxy object, or true if it&#039;s read-only.&lt;br /&gt;
* readableKeys: An array containing all fields you&#039;re allowed to read from this object.&lt;br /&gt;
* writableKeys: An array containing all fields you&#039;re allowed to change on this object if readOnly is False.&lt;br /&gt;
&lt;br /&gt;
To read a field, simply read it like a property: &amp;lt;code&amp;gt;obj.field&amp;lt;/code&amp;gt;.  Similarly, to write to a proxy object, just assign to that field: &amp;lt;code&amp;gt;obj.field = newVal&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a handy function you can include in your mod to print out everything on a proxy object:&lt;br /&gt;
  function PrintProxyInfo(obj)&lt;br /&gt;
    print(&#039;type=&#039; .. obj.proxyType .. &#039; readOnly=&#039; .. tostring(obj.readonly) .. &#039; readableKeys=&#039; .. table.concat(obj.readableKeys, &#039;,&#039;) .. &#039; writableKeys=&#039; .. table.concat(obj.writableKeys, &#039;,&#039;));&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Writing Tables ==&lt;br /&gt;
&lt;br /&gt;
If a writable Warzone proxy object exposes a table, and you wish to make changes to that table, you must assign the table back to the proxy object.  For example, assume you have a &amp;lt;code&amp;gt;GameStanding&amp;lt;/code&amp;gt; object named &amp;lt;code&amp;gt;standing&amp;lt;/code&amp;gt; which exposes the &amp;lt;code&amp;gt;Cards&amp;lt;/code&amp;gt; table, and you want to add something at index 9:&lt;br /&gt;
&lt;br /&gt;
  standing.Cards[9] = something  --WRONG!&lt;br /&gt;
&lt;br /&gt;
This code won&#039;t work since the proxy object isn&#039;t having anything assigned to it.  Proxy objects are only aware of changes when something is directly assigned into them.  To make this work, you must assign the table into the proxy object&#039;s field:&lt;br /&gt;
  local cards = standing.Cards&lt;br /&gt;
  cards[9] = something&lt;br /&gt;
  standing.Cards = cards; --Right&lt;br /&gt;
&lt;br /&gt;
Note: If you use lua&#039;s &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; function, proxy objects will identify themselves as tables.  However, that should be considered an implementation detail.  For the purposes of this wiki, proxy objects aren&#039;t considered tables.&lt;br /&gt;
&lt;br /&gt;
== API Reference ==&lt;br /&gt;
&lt;br /&gt;
* [[Mod API Reference:ActiveCard|ActiveCard]]&lt;br /&gt;
* [[Mod API Reference:ActiveCardWoreOff|ActiveCardWoreOff]]&lt;br /&gt;
* [[Mod API Reference:Armies|Armies]]&lt;br /&gt;
* [[Mod API Reference:BonusDetails|BonusDetails]]&lt;br /&gt;
* [[Mod API Reference:Boss1|Boss1]]&lt;br /&gt;
* [[Mod API Reference:Boss2|Boss2]]&lt;br /&gt;
* [[Mod API Reference:Boss3|Boss3]]&lt;br /&gt;
* [[Mod API Reference:Boss4|Boss4]]&lt;br /&gt;
* [[Mod API Reference:CardGame|CardGame]]&lt;br /&gt;
* [[Mod API Reference:CardGameAbandon|CardGameAbandon]]&lt;br /&gt;
* [[Mod API Reference:CardGameAirlift|CardGameAirlift]]&lt;br /&gt;
* [[Mod API Reference:CardGameBlockade|CardGameBlockade]]&lt;br /&gt;
* [[Mod API Reference:CardGameBomb|CardGameBomb]]&lt;br /&gt;
* [[Mod API Reference:CardGameDiplomacy|CardGameDiplomacy]]&lt;br /&gt;
* [[Mod API Reference:CardGameGift|CardGameGift]]&lt;br /&gt;
* [[Mod API Reference:CardGameOrderDelay|CardGameOrderDelay]]&lt;br /&gt;
* [[Mod API Reference:CardGameOrderPriority|CardGameOrderPriority]]&lt;br /&gt;
* [[Mod API Reference:CardGameReconnaissance|CardGameReconnaissance]]&lt;br /&gt;
* [[Mod API Reference:CardGameReinforcement|CardGameReinforcement]]&lt;br /&gt;
* [[Mod API Reference:CardGameSanctions|CardGameSanctions]]&lt;br /&gt;
* [[Mod API Reference:CardGameSpy|CardGameSpy]]&lt;br /&gt;
* [[Mod API Reference:CardGameSurveillance|CardGameSurveillance]]&lt;br /&gt;
* [[Mod API Reference:CardInstance|CardInstance]]&lt;br /&gt;
* [[Mod API Reference:ClanPlayerInfo|ClanPlayerInfo]]&lt;br /&gt;
* [[Mod API Reference:ClientGame|ClientGame]]&lt;br /&gt;
* [[Mod API Reference:Commander|Commander]]&lt;br /&gt;
* [[Mod API Reference:CustomScenario|CustomScenario]]&lt;br /&gt;
* [[Mod API Reference:CustomScenarioTerritory|CustomScenarioTerritory]]&lt;br /&gt;
* [[Mod API Reference:DistributionMode|DistributionMode]]&lt;br /&gt;
* [[Mod API Reference:Game|Game]]&lt;br /&gt;
* [[Mod API Reference:GameColor|GameColor]]&lt;br /&gt;
* [[Mod API Reference:GameOpenSeat|GameOpenSeat]]&lt;br /&gt;
* [[Mod API Reference:GameOrder|GameOrder]]&lt;br /&gt;
* [[Mod API Reference:GameOrderAttackTransfer|GameOrderAttackTransfer]]&lt;br /&gt;
* [[Mod API Reference:GameOrderAttackTransferResult|GameOrderAttackTransferResult]]&lt;br /&gt;
* [[Mod API Reference:GameOrderBossEvent|GameOrderBossEvent]]&lt;br /&gt;
* [[Mod API Reference:GameOrderDeploy|GameOrderCustom]]&lt;br /&gt;
* [[Mod API Reference:GameOrderDeploy|GameOrderDeploy]]&lt;br /&gt;
* [[Mod API Reference:GameOrderDiscard|GameOrderDiscard]]&lt;br /&gt;
* [[Mod API Reference:GameOrderEvent|GameOrderEvent]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCard|GameOrderPlayCard]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardAbandon|GameOrderPlayCardAbandon]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardAirlift|GameOrderPlayCardAirlift]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardAirliftResult|GameOrderPlayCardAirliftResult]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardBlockade|GameOrderPlayCardBlockade]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardBomb|GameOrderPlayCardBomb]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardDiplomacy|GameOrderPlayCardDiplomacy]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardFogged|GameOrderPlayCardFogged]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardGift|GameOrderPlayCardGift]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardOrderDelay|GameOrderPlayCardOrderDelay]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardOrderPriority|GameOrderPlayCardOrderPriority]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardReconnaissance|GameOrderPlayCardReconnaissance]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardReinforcement|GameOrderPlayCardReinforcement]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardSanctions|GameOrderPlayCardSanctions]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardSpy|GameOrderPlayCardSpy]]&lt;br /&gt;
* [[Mod API Reference:GameOrderPlayCardSurveillance|GameOrderPlayCardSurveillance]]&lt;br /&gt;
* [[Mod API Reference:GameOrderReceiveCard|GameOrderReceiveCard]]&lt;br /&gt;
* [[Mod API Reference:GameOrderStateTransition|GameOrderStateTransition]]&lt;br /&gt;
* [[Mod API Reference:GamePlayer|GamePlayer]]&lt;br /&gt;
* [[Mod API Reference:GameSettings|GameSettings]]&lt;br /&gt;
* [[Mod API Reference:GameStanding|GameStanding]]&lt;br /&gt;
* [[Mod API Reference:GameWL|GameWL]]&lt;br /&gt;
* [[Mod API Reference:IncomeMod|IncomeMod]]&lt;br /&gt;
* [[Mod API Reference:IsVersionOrHigher|IsVersionOrHigher]]&lt;br /&gt;
* [[Mod API Reference:MapDetails|MapDetails]]&lt;br /&gt;
* [[Mod API Reference:MapFamily|MapFamily]]&lt;br /&gt;
* [[Mod API Reference:NoParameterCardInstance|NoParameterCardInstance]]&lt;br /&gt;
* [[Mod API Reference:PendingStateTransition|PendingStateTransition]]&lt;br /&gt;
* [[Mod API Reference:PlayerCards|PlayerCards]]&lt;br /&gt;
* [[Mod API Reference:PlayerInfo2|PlayerInfo2]]&lt;br /&gt;
* [[Mod API Reference:ReinforcementCardInstance|ReinforcementCardInstance]]&lt;br /&gt;
* [[Mod API Reference:ServerGame|ServerGame]]&lt;br /&gt;
* [[Mod API Reference:SpecialUnit|SpecialUnit]]&lt;br /&gt;
* [[Mod API Reference:TerritoryConnection|TerritoryConnection]]&lt;br /&gt;
* [[Mod API Reference:TerritoryDetails|TerritoryDetails]]&lt;br /&gt;
* [[Mod API Reference:TerritoryModification|TerritoryModification]]&lt;br /&gt;
* [[Mod API Reference:TerritoryStanding|TerritoryStanding]]&lt;br /&gt;
* [[Mod API Reference:UI|UI]]&lt;br /&gt;
[[Category:Mod Developers Guide]][[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameSettings&amp;diff=5483</id>
		<title>Mod API Reference:GameSettings</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameSettings&amp;diff=5483"/>
		<updated>2023-04-07T20:10:20Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Removed IsCustomCoinGame key since using it gives missing key errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;GameSettings&#039;&#039;&#039;: All settings the game was started with.  These are never changed once the game is created.&lt;br /&gt;
* &#039;&#039;&#039;AIsSurrenderWhenOneHumanRemains&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AllowAttackOnly&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AllowPercentageAttacks&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AllowTransferOnly&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AllowVacations&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;ArmyCap&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;number&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AtStartDivideIntoTeamsOf&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AutoBootEnabled&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AutoBootTime&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AutoForceJoinTime&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AutomaticTerritoryDistribution&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AutoStartGame&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BankDuration&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BankingBootTimes&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BonusArmyPer&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BootedPlayersTurnIntoAIs&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CardHoldingsAndReceivesFogged&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CardPlayingsFogged&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Cards&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:CardID|CardID]],[[Mod API Reference:CardGame|CardGame]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CoinEntryFee&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CoinPrize&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Commanders&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CommerceArmyCostMultiplier&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CommerceCityBaseCost&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CommerceGame&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Created&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:DateTime|DateTime]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CustomScenario&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:CustomScenario|CustomScenario]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;DefenseKillRate&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;DirectBootTime&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;DirectBootTimeSummaryString&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;DistributionModeID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:DistributionID|DistributionID]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;FogLevel&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameFogLevel|GameFogLevel]] (enum)&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;ForceJoinTime&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;HasAnySortOfFog&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;HasSpecialUnits&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;InitialBank&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;InitialNeutralsInDistribution&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;InitialNonDistributionArmies&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;InitialPlayerArmiesPerTerritory&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;InstantSurrender&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;IsArchived&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;IsCoinsGame&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;:  &lt;br /&gt;
* &#039;&#039;&#039;IsTournamentLadderQuickmatchOrClanWar&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;KillRatesAreModified&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;LadderID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:LadderID|LadderID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;LimitDistributionTerritories&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;LocalDeployments&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;LuckModifier&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MapID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:MapID|MapID]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MapTestingGame&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MaxCardsHold&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MinimumArmyBonus&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MinimumBootTime&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MinimumVersionRequired&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MoveOrder&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:MoveOrderEnum|MoveOrderEnum]] (enum)&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MultiAttack&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;MultiPlayer&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;NoSplit&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;NumberOfCardsToReceiveEachTurn&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;NumberOfWastelands&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;OffenseKillRate&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;OneArmyMustStandGuardOneOrZero&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;OneArmyStandsGuard&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;OverriddenBonuses&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:BonusID|BonusID]],integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;PersonalMessage&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;PrivateMessaging&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;RankedGame&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;RealTimeGame&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;RoundingMode&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RoundingModeEnum|RoundingModeEnum]] (enum)&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SinglePlayer&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;StartedBy&#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;StartedByInfo&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerInfo2|PlayerInfo2]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SurrenderedPlayersTurnIntoAIs&#039;&#039;&#039; &#039;&#039;boolean&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TemplateIDUsed&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:TemplateID|TemplateID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TemplateName&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TimesCanComeBackFromAI&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TournamentID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;integer&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;VoteBootTime&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TimeSpan|TimeSpan]]&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;WastelandSize&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;:&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Idle_FAQ&amp;diff=5464</id>
		<title>Idle FAQ</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Idle_FAQ&amp;diff=5464"/>
		<updated>2023-01-29T19:30:14Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added link to artifact abriviation page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Frequently Asked Questions&#039;&#039;&#039; about [[Warzone Idle]]&lt;br /&gt;
&lt;br /&gt;
== How can I inspect a territory without conquering it? ==&lt;br /&gt;
&lt;br /&gt;
Inspect one of its neighbors, such as a territory you own or a fogged territory, then click &amp;quot;connections list&amp;quot; and select it from the list.&lt;br /&gt;
&lt;br /&gt;
== Why is it slow? ==&lt;br /&gt;
&lt;br /&gt;
Warzone Idle is meant to be played in short sessions throughout your day, not in one sitting.  Feel free to take a break, and come back in an hour or two.  Your armies will accumulate even when you&#039;re offline.&lt;br /&gt;
&lt;br /&gt;
== Yes, but even then it&#039;s taking forever! ==&lt;br /&gt;
&lt;br /&gt;
Be sure to upgrade your army camps!  Army camps are where you will get most of your armies.  Also be sure to get the techs that increase your army camp production, and purchase all mercenaries.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t afford to do all this, see the next question.&lt;br /&gt;
&lt;br /&gt;
== What does AV (or any other abbreviation) mean? ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably referring to an artifact, see [[Artifacts]] for more info. &lt;br /&gt;
&lt;br /&gt;
== How do I get money faster? ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll get most of your money by selling items that are made by your crafters.  Be sure to keep your smelters and crafters active -- anytime they are waiting for resources, you are losing out on potential money.  In general, the longer it takes to craft an item, the better investment it is, so try to keep your crafters on the slowest recipes as much as possible.&lt;br /&gt;
&lt;br /&gt;
Be sure to sell off any items or ore that you don&#039;t need for techs or your smelters.  Selling stuff is important for maximizing money generation.&lt;br /&gt;
&lt;br /&gt;
== Why is there waiting? ==&lt;br /&gt;
&lt;br /&gt;
The recommended way to play is to check in every once in a while and re-invest your profits while you&#039;re doing other stuff.  With this strategy, there&#039;s virtually no waiting involved in playing Warzone Idle.&lt;br /&gt;
&lt;br /&gt;
== Increased Money From Territories didn&#039;t increase my income as much as advertised ==&lt;br /&gt;
&lt;br /&gt;
Not all of your money/sec comes from territories -- some of it comes from bonuses. If you get the Statistics advancement, you can easily see how much of your money comes from territories versus bonuses.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have the Statistics advancement yet, you can get an idea of where your money is coming from by clicking around the map.  Territories and Bonuses will identify themselves in the inspect area at the bottom, and each will say how much money per second they generate.&lt;br /&gt;
&lt;br /&gt;
== Army Camp upgrade didn&#039;t increase my armies/sec as much as advertised ==&lt;br /&gt;
&lt;br /&gt;
Some increases are added together, not multiplied.  For example, say you&#039;re getting 100 armies per second, and you get an upgrade of 10%.  Now you&#039;re getting 110 armies per second.  Then you get another upgrade of 10%, it makes your total increase 20% bringing your armies per second to 120. But if you look only at that second upgrade in isolation, you might be confused on why 110 to 120 isn&#039;t quite 10%.  The answer is because the upgrades are added together with your previous upgrades, not multiplied.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m out of mercenaries and all I have left to spend money on is army camps! ==&lt;br /&gt;
&lt;br /&gt;
A common mistake players make is buying mercenaries too early.&lt;br /&gt;
&lt;br /&gt;
Think of it this way: You&#039;re spending some money on mercenaries and some money on army camp upgrades.  Buying mercenaries gives you armies immediately, but buying army camp upgrades gives you armies over time.  Therefore, it&#039;s far better to do those army camp upgrades first and buy the mercenaries later, so your camp upgrades have more time to produce armies.  Upgrading army camps when a level is almost complete is not an efficient plan.&lt;br /&gt;
&lt;br /&gt;
When to buy mercenaries is a balancing act and there&#039;s no sure-fire rules on when to do it.  Ideally, you want to be purchasing your last mercenaries to conquer the last territory on the map.&lt;br /&gt;
&lt;br /&gt;
The speed at which you progress through Warzone Idle is based on your strategy, so if things are going too slow you should try revisiting your play style.&lt;br /&gt;
&lt;br /&gt;
== How do I gain Advancement Points (AP)? ==&lt;br /&gt;
&lt;br /&gt;
You can get Advancement Points by finishing levels of Warzone Idle. You can also get Advancement Points by abandoning levels partway. When you abandon a level, Warzone will tell you how much AP you can get for your partial progress. Note that this partial AP will be subtracted from how much AP you can gain the next time you play that same level.&lt;br /&gt;
&lt;br /&gt;
Be warned that using this abandoned method to decrease the final awarded points reduced the amount of the bonus you receive when paying the coins for a % bonus.&lt;br /&gt;
&lt;br /&gt;
== Any more tips? ==&lt;br /&gt;
&lt;br /&gt;
Once you have a bunch of AP upgrades, you should consider going back and playing previous levels again.  You&#039;ll be able to clear them much more quickly than the first time, and you can earn some extra AP this way.  Each level gives 25% less AP each time you beat it, so it&#039;s best to defeat each level a few times then move on.&lt;br /&gt;
&lt;br /&gt;
== Cheating ==&lt;br /&gt;
&lt;br /&gt;
Any attempts to cheat will result in your Warzone account being banned (along with any of your alts).  Do not attempt to modify the game data, modify your system clock, or automate the game in any fashion except as provided within the game&#039;s normal UI.  You have been warned.&lt;br /&gt;
&lt;br /&gt;
== Syncing Between Devices ==&lt;br /&gt;
See [[Warzone Idle Syncing]]&lt;br /&gt;
[[Category:Warzone Idle]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=5463</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=5463"/>
		<updated>2023-01-29T19:25:31Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added missing values for rarities (Note: might have made a mistake, pls double check)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a (currently incomplete) list of artifacts and their effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || ACacheB || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACampB || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || 4% || 8% || 16% || 32%&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || 2 || 4 || 8 || 14 || 24 || 50 || 64&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12% || 14%&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || - || Passive || Increase your maximum idle time by XX || 10m || 20m || 40m || 1h 20m || 2h 40m || 5h 20m || 10h 40m&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || 120% || 240% || 480%&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || 28% || 56% || 112%&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || 40% || 80%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || 32% || 64% || 128%&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || 36% || 72% || 144% || 288%&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || 96% || 192% || 384%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || 240% || 480% || 960%&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || 35% || 50% || 65%&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || 400% || 800%&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5m || 15m || 30m || 1h || 2h || 4h || 8h&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Artifacts&amp;diff=5461</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Artifacts&amp;diff=5461"/>
		<updated>2023-01-29T12:57:59Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added abbreviations for artifact names, since people in forums tend to be confused about those&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Artifacts&#039;&#039;&#039; are permanent upgrades you can find in [[Warzone Idle]].  Artifacts and [[advancements]] are the only things that give permanent Warzone Idle upgrades.&lt;br /&gt;
&lt;br /&gt;
You may only have 3 artifacts equipped at any time.  Those are the only 3 that have any effect.  Some artifacts are Passive which means their effects always apply while equipped, and others must be activated and then have a cooldown until you can activate them again.&lt;br /&gt;
&lt;br /&gt;
To change the three artifacts you have equipped, open the Advancements tab and click View All next to artifacts.  Then drag the one you want to equip into a box at the top.&lt;br /&gt;
&lt;br /&gt;
To activate a non-passive artifact, equip it and then look for the Activate button on the advancements tab.  It will then &amp;quot;cool down&amp;quot; until it can be used again.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot un-equip an artifact that&#039;s cooling down.  You also cannot equip two identical artifacts (regardless of rarity).&lt;br /&gt;
&lt;br /&gt;
== Getting Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can be found by digging at dig sites that you find while playing Warzone Idle.  All Warzone Idle levels have dig sites other than the tutorial, the first level, and the bonus level.&lt;br /&gt;
&lt;br /&gt;
Once started, a dig site disappears from the map and will be shown on the Advancements tab. Starting a new Warzone Idle level does not affect the current dig but all dig sites left on the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Timing ==&lt;br /&gt;
&lt;br /&gt;
Note that the times specified in dig sites, as well as artifact cooldown and upgrade time, are in real-world time and are not affected by how often you open the game or what your maximum Idle Time is set to. They &#039;&#039;are&#039;&#039;, however, affected by Time Warp, both the power and the artifact (though the artifact does not affect its own cooldown).&lt;br /&gt;
&lt;br /&gt;
Additionally some clan war rewards may reduce artifact cooldown, affecting the Time Warp cooldown. There also exists an advancement which reduces digging time.&lt;br /&gt;
&lt;br /&gt;
== Rarities and Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each artifact has a rarity. Higher rarities correspond to stronger effects.&lt;br /&gt;
&lt;br /&gt;
The rarities are, from lowest to highest:&lt;br /&gt;
* Poor&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Insane&lt;br /&gt;
&lt;br /&gt;
An artifact may have its rarity upgraded by sacrificing four artifacts of the same rarity. The upgrade will take some time, during which the artifact cannot be used. The amount of time required depends on the rarity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old rarity&lt;br /&gt;
! New rarity&lt;br /&gt;
! Time required&lt;br /&gt;
|-&lt;br /&gt;
|Poor || Common || 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Common || Uncommon || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
|Uncommmon || Rare || 1 day&lt;br /&gt;
|-&lt;br /&gt;
|Rare || Epic || 2 days&lt;br /&gt;
|-&lt;br /&gt;
|Epic || Legendary || 5 days&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || Insane || 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of artifact types ==&lt;br /&gt;
&lt;br /&gt;
This is a (currently incomplete) list of artifacts and their effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Abbreviation &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Type&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |  Effect&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |  Rarity&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
!Insane&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Values || AV || Passive || Alloy sell value increased by XX% || 3.5% || 7% || 14% || 28% || 56% || 112% || 224%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache || AC || Active || Instantly get an army cache of size XX% || 10% || 20% || 40% || 80% || 160% || 320% || 640%&lt;br /&gt;
|-&lt;br /&gt;
|Army Cache Boost || ACacheB || Passive || Increases armies received from all caches by XX% || 1% || 2% || 4% || 8% || 16% || 32% || 64%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Boost || ACampB || Passive || Increases armies produced by army camps by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Army Camp Discount || ACD || Passive || Reduces cost of upgrading army camps by XX% || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Money Boost || BMB || Passive || Increases the money received from bonuses by XX% || 5% || 10% || 20% || 40% || 80% || 160% || 320%&lt;br /&gt;
|-&lt;br /&gt;
|Cache Boost || CB || Passive || Money, armies, and resources received from all caches increased by XX% || 0.4% || 0.8% || 1.6% || 3.2% || 6.4% || 12.8% || 25.6%&lt;br /&gt;
|-&lt;br /&gt;
|Craft Double || CD || Passive || XX% chance of crafters producing two items instead of one || 0.75% || 1.5% || 3% || 6% || 12% || 24% || 48%&lt;br /&gt;
|-&lt;br /&gt;
|Damage Territory || DT || Active || Reduce armies needed to conquer a territory by XX% || 1.5% || 3% || 6% || 12% || 24% || 48% || 96%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Army Camp || DAC || Active || Purchase an army camp upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Hospital || DH || Active || Purchase a hospital upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Discount Mine || DM || Active || Purchase a mine upgrade at a XX% discount || 3% || 6% || 12% || 24% || 48% || 96% || 192%&lt;br /&gt;
|-&lt;br /&gt;
|Draft Boost || DB || Passive || Draft values increased by XX% || 2% || 4% || 8% || 16% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Crafters || EC || Passive || Crafter ingredients reduced by XX% || 0.5% || 1% || 2% || R || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Smelters || ES || Passive || Smelter ingredients reduced by XX% || 0.5% || 1% || 2% || R || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Field Hospital || FH || Active || Deploy a field hospital that saves XX% from conquering neighboring territories || 1.5% || 3% || 6% || 12% || E || 48% || I&lt;br /&gt;
|-&lt;br /&gt;
|Fog Buster || FB || Active || Reveals XX fogged territories on the map || P || 4 || 8 || 14 || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Boost || HB || Passive || Armies saved by hospitals increased by XX% || 1% || 2% || 4% || 8% || 10% || 12 || I&lt;br /&gt;
|-&lt;br /&gt;
|Hospital Discount || HD || Passive || Reduces the cost of upgrading hospitals by XX% || 0.75% || 1.5% || 3% || 6% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Idle Time || - || Passive || Increase your maximum idle time by XX || 10 minutes || 20 minutes || 40 minutes || 80 minutes || 160 minutes || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Inspire Mercenaries || IM || Active || Get XX% of mercenaries from a mercenary camp for free || 1.5% || 3% || 6% || R || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Item Values || IV || Active || Item sell values increased by X% || 2% || 4% || 8% || 16% || 32% || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Market Raid || MR || Active || Instantly conduct a market raid of size XX% || 7.5% || 15% || 30% || 60% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary Discount || MD || Passive || Decrease cost of mercenaries by XX% || 1% || 2% || 4% || 8% || 16% || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Mine Boost || MB || Passive || Ore received from mines increased by XX% || 1.75% || 3.5% || 7% || 14% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Mine Discount || - || Passive || Reduces the cost of upgrading mines by XX% || 1.25% || 2.5% || 5% || 10% || 20% || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache || MC || Active || Instantly get a money cache of size XX% || 15% || 30% || 60% || R || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Money Cache Boost || MCB || Passive || Increases money received from all caches by XX% || 2% || 4% || 8% || 16% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Ore Values || OV || Passive|| Ore sell values increased by XX% || 4.5% || 9% || 18% || R || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Quadruple Strike || QS || Active|| Conquer a territory you have four or more borders to at a XX% discount || 6% || 12% || 24% || 48% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache || RC || Active || Instantly get a resource cache of size XX% || 15% || 30% || 60% || 120% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cache Boost || RCB || Passive || Increases resources received from all caches by XX% || 5% || 10% || 20% || 40% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Smelt Double || SD || Passive || XX% chance of smelters producing two alloys instead of one || 0.75% || 1.5% || 3% || 6% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Crafters || SC || Passive || Crafters work XX% faster || 5% || 10% || 15% || 25% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Speedy Smelters || SS || Passive || Smelters work XX% faster || 5% || 10% || 15% || 25% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Army Camp || SAC || Active || Supercharge an army camp for XX || 7.5 minutes || 15 minutes || 30 minutes || 60 minutes || 120 minutes || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Supercharge Mine || SM || Active || Supercharge a mine for XX || 7.5 minutes || 15 minutes || 30 minutes || 60 minutes || E || 240 minutes || I&lt;br /&gt;
|-&lt;br /&gt;
|Tech Discount || TD || Passive || Reduces requirements of techs by XX% || 0.75% || 1.5% || 3% || 6% || E || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Territory Money Boost || TMB || Passive || Increases the money received from territories by XX% || 12.5% || 25% || 50% || 100% || 200% || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Time Warp || TW || Active || Advance time by XX || 7.5 minutes || 15 minutes || 30 minutes || 60 minutes || 120 minutes || L || I&lt;br /&gt;
|-&lt;br /&gt;
|Triple Strike || TS || Active|| Conquer a territory you have three or more borders to at a XX% discount || 5% || 10% || 20% || 40% || 80% ||  160% || I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warzone Idle]]&lt;br /&gt;
&amp;lt;!--Google sheet almost complete: https://docs.google.com/spreadsheets/d/13Od8lzysJoW5LdB2ruBn0xjwkwP7NfYHNA7Rq7TACUc/edit#gid=0--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Set_map_details_API&amp;diff=5433</id>
		<title>Set map details API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Set_map_details_API&amp;diff=5433"/>
		<updated>2022-12-24T02:58:51Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Fixed wrong example (keys were not strings, but they should be)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;set map details API&#039;&#039;&#039; can be used by map creators to assist in creating their [[map]].  This API can do the things that the built-in Warzone map UI can do, such as setting [[Territories|territory]] names, setting territory center points, defining the connections between territories, etc.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
To use the API, you must first have uploaded your SVG file via the [[Map Making|normal process]].  After it&#039;s uploaded, click the button named &amp;quot;Get link for sharing&amp;quot; and you&#039;ll get a URL such as:&lt;br /&gt;
&lt;br /&gt;
https://www.warzone.com/play?PreviewMap=5859&lt;br /&gt;
&lt;br /&gt;
The number at the end of the URL is your map ID.  In the example shown, the map ID is 5859.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
To enter the details of your map without using the UI, you POST some JSON to https://www.warzone.com/API/SetMapDetails&lt;br /&gt;
&lt;br /&gt;
The beginning of the JSON should look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;email&amp;quot;: &amp;quot;your@email.com&amp;quot;,&lt;br /&gt;
    &amp;quot;APIToken&amp;quot;: &amp;quot;yourapitoken&amp;quot;,&lt;br /&gt;
    &amp;quot;mapID&amp;quot;: 5859,&lt;br /&gt;
    &amp;quot;commands&amp;quot;: [&lt;br /&gt;
              ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Warzone account&#039;s e-mail address and API token are always required, as is the map ID you&#039;re modifying.  You may get your API token using the [[Get API Token API]].  You may only enter the ID of a map you own, and the map must be in development mode (the same restrictions apply to editing the map with the UI.)&lt;br /&gt;
&lt;br /&gt;
Note that after updating a map with the API, your browser may need to be refreshed to see the changes reflected in the UI.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
You can specify commands within the commands node shown above.  You may specify as many copies of each command as you need, and you do not need to specify every command.  &lt;br /&gt;
&lt;br /&gt;
===Set Territory Name===&lt;br /&gt;
&lt;br /&gt;
  { command: &#039;setTerritoryName&#039;, id: 12, name: &#039;Kamchatka&#039; },&lt;br /&gt;
  { command: &#039;setTerritoryName&#039;, id: 34, name: &#039;Ukraine&#039; }&lt;br /&gt;
&lt;br /&gt;
This sets the name of a territory, similar to typing in its name in the left side after clicking on it.  Specify the territory id (from the Territory_ format of your SVG file) and the name you wish to set it to.&lt;br /&gt;
&lt;br /&gt;
===Set Territory Center Point===&lt;br /&gt;
	&lt;br /&gt;
  { command: &#039;setTerritoryCenterPoint&#039;, id: 12, x: &#039;43.34&#039;, y: &#039;98.12&#039; }&lt;br /&gt;
	&lt;br /&gt;
Specify the territory id and the coordinates of the center point.  Coordinates are measured from the top-left corner of the SVG file. &lt;br /&gt;
&lt;br /&gt;
===Specify Connections===&lt;br /&gt;
&lt;br /&gt;
  { command: &#039;addTerritoryConnection&#039;, id1: 12, id2:34, wrap: &amp;quot;Normal&amp;quot; },&lt;br /&gt;
  { command: &#039;addTerritoryConnection&#039;, id1: 56, id2:78, wrap: &amp;quot;WrapHorizontally&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
Specify the two territory IDs as id1 and id2 attributes.  It does not matter which territory is 1 and which is 2, since all connections in Warzone are two-way. &lt;br /&gt;
&lt;br /&gt;
As the wrap attribute, specify either Normal, WrapHorizontally, or WrapVertically to tell Warzone whether or not the connections wrap around the edge of the map.&lt;br /&gt;
&lt;br /&gt;
Connections cannot be removed via the API, only added.  If you accidentally add a mistaken connection, it can be removed through the UI or you can delete the map and start over.&lt;br /&gt;
&lt;br /&gt;
===Add Bonus===	&lt;br /&gt;
&lt;br /&gt;
  { command: &#039;addBonus&#039;,  name: &amp;quot;South America&amp;quot;,  armies: 4, color: &amp;quot;#DD0000&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
Adding a [[bonus]] is similar to clicking the &amp;quot;Add new Bonus&amp;quot; button.  The new bonus will initially have no territories assigned, but you can use addTerritoryToBonus below to add territories.&lt;br /&gt;
&lt;br /&gt;
The armies attribute specifies how many armies per turn the bonus is worth, and the color attribute supports six hex characters is in the format #RRGGBB.  The hash sign must be included and all six characters must be specified.&lt;br /&gt;
&lt;br /&gt;
===Add Territory to Bonus===&lt;br /&gt;
&lt;br /&gt;
  { command: &#039;addTerritoryToBonus&#039;, id:12, bonusName: &amp;quot;South America&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
This is equivalent to selecting the territory and checking the bonus name check-box.  The bonus must have already been created, either via addBonus above or via the UI.  Attributes specify the territory ID and the bonus name. The bonus name is case-sensitive, so be sure it&#039;s entered perfectly.&lt;br /&gt;
&lt;br /&gt;
===Add Distribution Mode===&lt;br /&gt;
&lt;br /&gt;
  { command: &#039;addDistributionMode&#039;, name: &amp;quot;Warlords&amp;quot; },&lt;br /&gt;
  { command: &#039;addDistributionMode&#039;, name: &amp;quot;Top vs Bottom&amp;quot;, scenarios: [&#039;Top&#039;, &#039;Bottom&#039;] }&lt;br /&gt;
&lt;br /&gt;
Just like making a bonus, this creates an empty distribution mode just as if you clicked &amp;quot;Add new Distribution&amp;quot; in the UI.  &lt;br /&gt;
&lt;br /&gt;
There are two types: [[Normal Distribution|Normal]] and [[Scenario distributions]].  To create a normal distribution, just specify a name, as is shown in the first example above.&lt;br /&gt;
&lt;br /&gt;
The second example shows how to create a scenario distribution.  When creating a scenario distribution, also specify the name of each scenario.  There must be at least two scenarios defined, although there can be more.&lt;br /&gt;
&lt;br /&gt;
===Add Territory to a Distribution Mode===&lt;br /&gt;
&lt;br /&gt;
  { command: &#039;addTerritoryToDistribution&#039;, id:12, distributionName: &amp;quot;Warlords&amp;quot; },&lt;br /&gt;
  { command: &#039;addTerritoryToDistribution&#039;, id:12, distributionName: &amp;quot;Top vs Bottom&amp;quot;, scenario:&amp;quot;Top&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
To add a territory to a normal distribution, as is shown in the first example, just specify the territory id and distribution name.  The distribution name is case-sensitive, so be sure it&#039;s entered perfectly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To add a territory to a scenario distribution, as is shown in the second example, specify the territory id, distribution name, and scenario name. &lt;br /&gt;
	&lt;br /&gt;
[[Category:API]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Points&amp;diff=5347</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Points&amp;diff=5347"/>
		<updated>2022-07-20T10:56:05Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added coin game multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can earn &#039;&#039;&#039;points&#039;&#039;&#039; by winning single-player games, multi-player games or [[tournaments]], unlocking [[achievements]], or from [[ladders]].  Points are used to gain [[levels]], which unlock additional features.&lt;br /&gt;
&lt;br /&gt;
If you visit https://www.warzone.com/Points, you can see how many points you have, the progress to your next level, and all points you&#039;ve earned in the last 30 days.  If you hover your mouse cursor over a point award, you will be shown additional details about how that number was calculated.&lt;br /&gt;
&lt;br /&gt;
== Points from Single-Player Games ==&lt;br /&gt;
&lt;br /&gt;
Defeating one of the built-in levels is worth 2,500 points the first time you defeat it.  Getting a gold star on one of these levels is worth an additional 2,500 points.  If you get a gold star the first time you defeat it, you&#039;ll receive the two awards together as a 5,000 point award.&lt;br /&gt;
&lt;br /&gt;
Community levels do not give points.&lt;br /&gt;
&lt;br /&gt;
== Points from Multi-Player Games ==&lt;br /&gt;
&lt;br /&gt;
When players win a [[ranked versus practice|ranked]] multi-player game, they are awarded points.  The number of points the winner(s) are awarded is based off of a number of factors:&lt;br /&gt;
* The number of players who didn&#039;t win the game.  Winning a 3-player FFA gives (on average) twice as many points as a 1v1, since there were two losers as opposed to one. Likewise, winning a 20 player FFA gives 19 times as many points as a 1v1.&lt;br /&gt;
* The levels of the players who didn&#039;t win the game.  Defeating a player who is equal level to you gives a base of 5,000 points.  Defeating a player who is 10 or more levels above you gives a base of 10,000 points.  Defeating a player who is lower level than you gives fewer than 5,000 points, depending on their level.&lt;br /&gt;
* If the winning player is over level 8, their points are also affected by how recently they&#039;ve defeated this player before.  Defeating the same player twice in a 10-day period reduces the points earned from that player by 50%.  Defeating the same player three or more times in a 10-day period reduces the points earned from that player by 80%.  &lt;br /&gt;
* In team games, the team essentially splits the points earned from the defeated players.  However, team members can also receive different amounts of points due to the above rules (if the team members are different levels or have defeated some of the opponents recently.)&lt;br /&gt;
* Tournament games and coin games award 50% more points.  Ladder games award double points.  Real-time games award half as many points as multi-day games.&lt;br /&gt;
&lt;br /&gt;
==== Point Multipliers ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Multi-day games&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Tournament games&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Ladder games&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| Real-time games&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Coin games&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points from Tournaments ==&lt;br /&gt;
&lt;br /&gt;
The winner of a [[ranked versus practice|ranked]] tournament is awarded points based on a number of factors:&lt;br /&gt;
* The number of players in the tournament.  Winning a 128 player tournament awards, on average, twice as many points as a 64 player tournament.&lt;br /&gt;
* The levels of the players who didn&#039;t win the tournament.  Each player who is equal level to you adds 500 points.  Each player who is ten levels or more above you adds 1,000 points.&lt;br /&gt;
* If a player defeats the same opponent in tournaments multiple times within a 30 day period, the points they earn from that player are reduced by 80% for all victories after the first.  This is tracked independently between games and tournaments.&lt;br /&gt;
* If a team wins a tournament, they essentially split the points earned from all defeated players.  However, team members can also receive different amounts of points due to the above rules (if the team members are different levels or have defeated some of the opponents recently in a tournament.)&lt;br /&gt;
* In addition to the tournament points, the winner of course won a bunch of games within the tournament itself which all awarded elevated points.&lt;br /&gt;
&lt;br /&gt;
== Points from Ladders ==&lt;br /&gt;
&lt;br /&gt;
The [[1 v 1 Ladder|1v1]] and [[2v2 ladder]]s award points every 24 hours to each player that holds a rank of 30 or better.  The [[seasonal ladder]] awards points at the end of each season to each player that holds a rank of 30 or better.&lt;br /&gt;
&lt;br /&gt;
They award points based on this formula: (31 – rank) ^ 3 * 0.6 + 1000&lt;br /&gt;
&lt;br /&gt;
The seasonal ladder additionally multiplies the result of this formula by the number of days in the season.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Hidden settings]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=5231</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=5231"/>
		<updated>2022-02-06T23:12:33Z</updated>

		<summary type="html">&lt;p&gt;JK 3: As suggested by awaythro: make button colors code for even more readability&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 meansure 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 meansure 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;
&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;
&lt;br /&gt;
&#039;&#039;&#039;HorizontalLayoutGroup&#039;&#039;&#039;: A container that stacks its children horizontally.&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;
&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;
:: &amp;lt;code&amp;gt;#BABABC, #6C73D1, #FF00ED, #FFC200, #00A0FF, #00B5FF, #F3FFAE, #43C731, #43C631, #1274A4, #1274A5, #B03B3B, #0021FF, #359029, #00E9FF, #00FF21, #FFF700, #AA3A3A, #43C732, #00D4FF, #B03C3C, #00F4FF, #00BFFF, #4EC4FF, #615DDF, #100C08, #0000FF, #4EFFFF, #59009D, #008000, #FF7D00, #FF0000, #606060, #00FF05, #FF697A, #94652E, #00FF8C, #FF4700, #009B9D, #23A0FF, #AC0059, #FF87FF, #FFFF00, #943E3E, #FEFF9B, #AD7E7E, #B70AFF, #FFAF56, #FF00B1, #8EBE57, #DAA520, #990024, #00FFFF, #8F9779, #880085, #00755E, #FFE5B4, #4169E1, #FF43A4, #8DB600, #40826D, #C04000, #FFDDF4, #CD7F32, #C19A6B, #C09999, #B0BF1A, #3B7A57, #4B5320, #664C28, #893F45, #D2691E, #36454F, #FF00FF, #76FF7A&amp;lt;/code&amp;gt;&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;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;
&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;
&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.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;&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;text&#039;&#039;&#039; and &#039;&#039;&#039;selected&#039;&#039;&#039;.  &#039;&#039;&#039;text&#039;&#039;&#039; populates the text that will appear on that button, and &#039;&#039;&#039;selected&#039;&#039;&#039; is a zero-argument function that gets called if the player selects that option.&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.&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
InterceptNextTerritoryClick&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=5230</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=5230"/>
		<updated>2022-02-06T23:00:57Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Added spaces to list of button colors so the text can resize with the window&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 meansure 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 meansure 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;
&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;
&lt;br /&gt;
&#039;&#039;&#039;HorizontalLayoutGroup&#039;&#039;&#039;: A container that stacks its children horizontally.&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;
&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;
** #BABABC, #6C73D1, #FF00ED, #FFC200, #00A0FF, #00B5FF, #F3FFAE, #43C731, #43C631, #1274A4, #1274A5, #B03B3B, #0021FF, #359029, #00E9FF, #00FF21, #FFF700, #AA3A3A, #43C732, #00D4FF, #B03C3C, #00F4FF, #00BFFF, #4EC4FF, #615DDF, #100C08, #0000FF, #4EFFFF, #59009D, #008000, #FF7D00, #FF0000, #606060, #00FF05, #FF697A, #94652E, #00FF8C, #FF4700, #009B9D, #23A0FF, #AC0059, #FF87FF, #FFFF00, #943E3E, #FEFF9B, #AD7E7E, #B70AFF, #FFAF56, #FF00B1, #8EBE57, #DAA520, #990024, #00FFFF, #8F9779, #880085, #00755E, #FFE5B4, #4169E1, #FF43A4, #8DB600, #40826D, #C04000, #FFDDF4, #CD7F32, #C19A6B, #C09999, #B0BF1A, #3B7A57, #4B5320, #664C28, #893F45, #D2691E, #36454F, #FF00FF, #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;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;
&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;
&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.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;&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;text&#039;&#039;&#039; and &#039;&#039;&#039;selected&#039;&#039;&#039;.  &#039;&#039;&#039;text&#039;&#039;&#039; populates the text that will appear on that button, and &#039;&#039;&#039;selected&#039;&#039;&#039; is a zero-argument function that gets called if the player selects that option.&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.&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
InterceptNextTerritoryClick&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=5229</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=5229"/>
		<updated>2022-02-06T22:40:20Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Split button colors into 3 lines so its actually readable&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 meansure 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 meansure 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;
&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;
&lt;br /&gt;
&#039;&#039;&#039;HorizontalLayoutGroup&#039;&#039;&#039;: A container that stacks its children horizontally.&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;
&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;
  #BABABC,#6C73D1,#FF00ED,#FFC200,#00A0FF,#00B5FF,#F3FFAE,#43C731,#43C631,#1274A4,#1274A5,#B03B3B,#0021FF,#359029,#00E9FF,#00FF21,#FFF700,#AA3A3A,#43C732,#00D4FF,#B03C3C,#00F4FF,#00BFFF,#4EC4FF,#615DDF,#100C08,#0000FF,#4EFFFF,#59009D,#008000,&lt;br /&gt;
  #FF7D00,#FF0000,#606060,#00FF05,#FF697A,#94652E,#00FF8C,#FF4700,#009B9D,#23A0FF,#AC0059,#FF87FF,#FFFF00,#943E3E,#FEFF9B,#AD7E7E,#B70AFF,#FFAF56,#FF00B1,#8EBE57,#DAA520,#990024,#00FFFF,#8F9779,#880085,#00755E,#FFE5B4,#4169E1,#FF43A4,#8DB600,&lt;br /&gt;
  #40826D,#C04000,#FFDDF4,#CD7F32,#C19A6B,#C09999,#B0BF1A,#3B7A57,#4B5320,#664C28,#893F45,#D2691E,#36454F,#FF00FF,#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;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;
&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;
&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.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;&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;text&#039;&#039;&#039; and &#039;&#039;&#039;selected&#039;&#039;&#039;.  &#039;&#039;&#039;text&#039;&#039;&#039; populates the text that will appear on that button, and &#039;&#039;&#039;selected&#039;&#039;&#039; is a zero-argument function that gets called if the player selects that option.&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.&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
InterceptNextTerritoryClick&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=5228</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=5228"/>
		<updated>2022-02-06T22:21:23Z</updated>

		<summary type="html">&lt;p&gt;JK 3: Removed duplicate colors for 100C08, FFFF00, and 943E3E&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 meansure 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 meansure 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;
&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;
&lt;br /&gt;
&#039;&#039;&#039;HorizontalLayoutGroup&#039;&#039;&#039;: A container that stacks its children horizontally.&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;
&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:  #BABABC,#6C73D1,#FF00ED,#FFC200,#00A0FF,#00B5FF,#F3FFAE,#43C731,#43C631,#1274A4,#1274A5,#B03B3B,#0021FF,#359029,#00E9FF,#00FF21,#FFF700,#AA3A3A,#43C732,#00D4FF,#B03C3C,#00F4FF,#00BFFF,#4EC4FF,#615DDF,#100C08,#0000FF,#4EFFFF,#59009D,#008000,#FF7D00,#FF0000,#606060,#00FF05,#FF697A,#94652E,#00FF8C,#FF4700,#009B9D,#23A0FF,#AC0059,#FF87FF,#FFFF00,#943E3E,#FEFF9B,#AD7E7E,#B70AFF,#FFAF56,#FF00B1,#8EBE57,#DAA520,#990024,#00FFFF,#8F9779,#880085,#00755E,#FFE5B4,#4169E1,#FF43A4,#8DB600,#40826D,#C04000,#FFDDF4,#CD7F32,#C19A6B,#C09999,#B0BF1A,#3B7A57,#4B5320,#664C28,#893F45,#D2691E,#36454F,#FF00FF,#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;
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&#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;
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&#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;
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&#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;
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== Helper Functions ==&lt;br /&gt;
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&#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;
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&#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;&lt;br /&gt;
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&#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;text&#039;&#039;&#039; and &#039;&#039;&#039;selected&#039;&#039;&#039;.  &#039;&#039;&#039;text&#039;&#039;&#039; populates the text that will appear on that button, and &#039;&#039;&#039;selected&#039;&#039;&#039; is a zero-argument function that gets called if the player selects that option.&lt;br /&gt;
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&#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.&lt;br /&gt;
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&#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.&lt;br /&gt;
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InterceptNextTerritoryClick&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JK 3</name></author>
	</entry>
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