If you've just discovered Rival Regions, then you need to familiarize yourself with some basic concepts of the game.
>>> Also in this guide are descriptions of mechanics that are not known to all players that have been playing even for several years. Recommended reading! <<<
Be sure to let @ostavalon know if anything is missing in this guide.
If you are suddenly not yet a member of the Kriegsmacht: be sure to click on the button below, carefully study everything and submit the necessary applications.
Endurance up to 50 - Cancels the energy penalty when working. For 10E you get 1G. Besides saving energy, Endurance also expands the warehouse.
Education up to 50. Strength up to 50. Education increases work experience, which increases income (affects work more power). Strength increases damage in war.
Education up to 100. Strength up to 100. With Education of 100, you can work in a department.
Endurance up to 100 - cancels the energy penalty during war.
With Perks 100/100/100, pumping goes along the following path:
If the time for pumping 1 power skill is less than the time for pumping 2 other skills in total, then it is worth pumping power. If more, then other skills. If the size of the warehouse is not important to you, then endurance after 100 does not need to be pumped. Knowledge, in principle, can be prioritized over power.
The Leningrad region has a 10 education index. Registration in this region gives you an accelerated leveling of skills. But the region is often filled with workers, and therefore it is better to work in another region - NOT by registration.
The time for "zeroing" the day is 21:00 Moscow time. Every day you can build a military academy (MA) in the region of residence (+ G and E), work in a department * for the development of the state and receive a medal for the best article, etc. At the same time, resource exploration limits are being updated.
From daily work, every 5 days you receive a + 4000E medal. Don't miss it!
Time "zeroing" auto — in 24 hours from how you put it.
Read above about the Leningrad region and the 10 index. You can fly to pump MA (for gold and energy drinks) there once a day and then back to work.
* The department is a bonus in the regions of the state that are in it for more than 30 days continuously. There are 11 departments in total. Each account can spend 10 department development points per day. The maximum bonus from each department is 10%.
A state with a top-1 level of a department has such a bonus, and then the scale is divided by 100 - 0.1% for each division. For example, if Great Prussia has 1500 points in the construction department and it takes 1st place, then it has a 10% bonus, and 5% - for a state with 750 points, even if it comes second after Great Prussia.
The department's bonus manifests itself in different ways: deposits of gold and other resources increase production, tanks and destroyers - damage, buildings - give a discount on construction.
It is recommended to spend all 10 points in one of the priority departments: they are at the top of the entire list.
Accounts with Education of 100 and above can work in departments.
Allows you to use auto-work and auto-war, which do not require your constant presence in the game.
2. Increases energy up to 300.
3. Speeds up the leveling of Perks in half.
4.Doubles the warehouse.
5. You can't live without it and it is cheap, and the party also helps in buying.
A person without a premium account does not play RR.
Don't open a factory. A good factory, which will not be ashamed to work, needs more than 150,000 G.
Don't buy money with gold. There is no real course at all.
Only work for gold factories. You spend energy (10E), getting gold (1G) and exchange it for energy (10E) without any losses, and the money you earn goes to the piggy bank. At resource factories, instead of gold, you get resources for which you cannot restore energy.
Once again, there is no point in playing without premium. Contact the officer.
For 24 hours, auto requires about 45.000 E or 4.500 G.
The best combination of auto is an auto once per hour (also called "medals") in a war / military exercise and with it a car in a gold factory. So you gain experience (1/3 of the damage is converted into experience) and money.
Do not change the party like gloves, otherwise you will be known as a politician to the observant. sh** .
Don't write an article about something you don't understand or about something that no one needs, for example, events in the real world.
Registration and work permits can be issued by the Leader and the Ministry of Foreign Affairs. Not the governor and not the Ministry of Economics. You can have up to 3 work permits and 1 residence permit. If "a residence permit is needed to work in the region," then a work permit will do.
You cannot find a decent job in every region.
1) The farm depends on gold in the region. More max. resource - more profit. Deep exploration (DE) increases the max. resource - it's better to farm in them.
2) There is a limit left. Updated at 21:00. You can explore only 2,500 gold points per day. The more people work, the faster the resource leaves, the more often is needed, the faster the limit goes and the points ends.
Game table about gold by region:
How to find the table yourself: on a PC - "resources" on the state page next to the list of factories, on the phone - "resources" on the state page somewhere below.
The algorithm for choosing a region is simple: see the maximum indicators (> 500), the limit (> 1000 at 20-21 Moscow time) and the factory lvl 160+. Check the availability of deep exploration and the limit in the region every day at the same time so as not to stand idle.
Left the title for future reference. There will be about private buildings, BN, skills (there are above), boosts, gold and energy, multiculturalism and so on.
What else to write about? Write to Gilbert.
At the moment, in the Great Prussia in the RR (!) A Presidential Republic has been established. This is one of the forms of government. Read more about forms of government on the official Wiki. Why do we have a Republic with the King alive? This form of government only affects the mechanics of the game.
Characteristic features of the Republic: elections of a leader and parliament every 5 days, a higher salary in gold for government posts (leader, ministers, governors) and the post of the Ministry of Foreign Affairs (in other forms it is absent), as well as the ability for governors to adopt economic law (construction and points) in one click.
The candidates for the post of Leader are representatives of parliamentary parties: leader AND winner of the primaries.
There is also a System with a dominant party (almost never used in the RR) and Dictatorship (its types: Dictatorship, Dualistic Monarchy and One-party system).
We keep the Republic for the gold and the convenience of the governors, and the elections are the necessary costs for us. If necessary, a dictatorship is introduced for a while.
Parliamentary republic - exists only in independent regions. There is no leader and, therefore, residency is only free *. In order for aliens not to take residence permits, it is necessary to close the borders, and a migration agreement can be made for our own.
The system with a dominant party - elections are held every 5 days and the entire parliament is won by the party with the largest number of votes (even if 40%). Consequently, only candidates from this party go to the election of the leader.
This form of government appeared by mistake of Jer and was originally conceived as one-party, but then common sense won out. Extremely unpopular. Probably, the gold at the posts has been cut.
You can only switch to this form of government from the Republic.
Dictatorship - for adoption, 80% of the votes "AYES" among those who voted are required. In a dictatorship, there are no parliamentary elections (there is none at all) and a leader. The dictator can put an unlimited number of law. No Foreign Ministry. MOE cannot transfer resources. Gold on posts has been cut, as in other forms of Dictatorship.
There is a free transition to the Monarchy and the One-Party system, and from them - back to the Dictatorship. When passing to the Dictatorship, all votes on law disappear. When returning to the Republic or to the Monarchy, new elections begin (in the Monarchy - only parliament).
In general, the dictatorship and each of its types have their pros and cons, which can be combined with competent transitions between them.
The leader can only be changed through elections. To change the leader in a dictatorship, it is necessary to return to the Republic.
Dualistic Monarchy - a kind of Dictatorship with an elected parliament. MOE can transfer resources. Parliament cannot pass a single law without the consent of the Monarch. The monarch can submit an unlimited number of law. The monarch can start new elections with a transition to the dictatorship and back. In the same way, he can cancel his own and others' votes on law.
One-party system is a type of Dictatorship in which all seats in parliament are occupied by the Dictator's party, if it is in the state. If the dictator changes the party, then the party in the parliament also changes. Such a parliament can even pass law against the vote of the Dictator. A dictator can only put forward one law.
Unlike other dictatorships, here the dictator can remove his law. If, for example, the Dictator in the Dictatorship or Monarchy has put 5 law and one of them he needs to cancel, he can go to the one-party system and cancel the law: the oldest will be canceled first, and so on in turn.
For a long time, this form of government stood in Great Prussia.
* Free residency - can be taken on the spot, while in the region. From a PC on the overview page, from a phone on the region page. Maybe in states, for example, if they have lost their treasury in one way or another and cannot pay for a residence permit issued only by the leader (and the Ministry of Foreign Affairs). Coordination "fly and take a residence permit" is exactly what it means to fly and take, not ask and wait.
Leader and parliamentary elections are held every five days. They don't necessarily go together, but we brought their timing together with the primaries. In parliamentary elections, you must always vote for the Kriegsmacht. In the election of a leader, you usually need to vote for Gilbert, but there are exceptions (when you need to put someone in office for a while).
To vote, you need a residency in the state. You can vote in parliamentary elections in any region of the state of residence. You can vote in the election of a leader from any region of the world.
It is necessary to vote with every account in every election, even if they show 60.1 / 60 seats and even in elections with one candidate. Firstly, this is drill: you get used to following orders for voting in other situations where one vote can really become victorious and, for example, bring 31/60 seats. Secondly, if we relax, ill-wishers can take advantage of this: for example, register accounts, vote in elections and take a significant share of parliament, or even worse - take a leader or control over parliament. We must strive for 100% turnout of our voters!
Seats in parliament are distributed according to the level and votes of party elections --- primaries. Primaries are held every 5 days. Consequently, the player elected to them sits in parliament for the next 5 days.
The priority in the distribution of seats is given to people with a large number of votes. Then - by level. If the whole party has the same number of votes in the primaries (for example, 0), then the distribution is solely by level. The screenshot below shows the distribution of 69 and 66 levels with 1 vote and 101, 101, 101 with 3 votes.
Usually for the primaries we create a poll and based on its result ("I want") we make a list for coordination. You should vote on it and, as with other elections, not ignore. Primaries and coordination allow anyone to get into the parliament of the game.
Law in the Parliament of the Republic can be adopted: by a simple majority, an absolute majority, by ministers, as well as accelerated and as usual. There are no ministers in the parliament of the Autonomy, the governors in the Republic (!) Have the opportunity to quickly pass bills on construction and exploration.
A simple majority (in fact, exactly 50%) of those who voted (and not the entire parliament) accept all law, except for the change in the forms of government (the Dominant Party and the Dictatorship), which require 80%. In fact, 50% of the seats are enough to control the Parliament (the other 50% also control it), and with the full use of 50% + 1 seats, control over the parliament is absolute.
Voting usually takes 24 hours. The draft law can be adopted ahead of schedule if the following conditions are met: 50% of the entire parliament (and not those who voted) voted FOR OR the responsible minister voted for. Law to change the form of government, transfer and adoption of the region, as well as the independence of the region, cannot be adopted ahead of schedule.
Contrary to popular belief, you don't need to be in a state to open a parliament. Click on the form of government (President of the Republic, Dictatorship, etc.) on the page of the state and you will open the parliament.
The Minister of Economy can early adopt economic law: construction, exploration, deep exploration, transfer of the treasury, sale of resources.
The Minister of Foreign Affairs can accept ahead of schedule: closure / opening of borders, migration and military agreements.
Contrary to popular belief, the law for the issuance of a residence permit by the leader is not passed by the ministers, but by the parliament.
Marshal (Leader with the powers of a marshal) can early adopt law on war: land, sea, space.
In our Parliament, we admit only our party to power. Unfortunately, in our state there are other people's registrations and sometimes they are enough to take 1-2 places. It is better not to vote for anyone in the parliament of autonomies: let it be empty and only the governor.
Parliament in the RR is a fiction and not a place for discussion. You can read about the RP Parliament of Great Prussia on the corresponding page: Reichstag. The role of parliament as a cost of the mechanics of the RR is inherent in almost any state in the RR, and it is because of it that the elections of most states are some form of dictatorship.
We ask you to vote for law as it is said in the comments or in coordination. If asked through poll and primaries: please vote. Don't put useless law like in the screenshot below. If your hands are itchy and it seems to you that your law is needed, check with the officer. If you see a law that you think is necessary, but there is no coordination on it, check with the officer.
After each election of the leader, it is necessary to give him the powers of Marshal again. At the moment without the Marshal, the state is most vulnerable to external attacks: the leader cannot deliver a preemptive or retaliatory strike in a timely manner. Therefore, this law should be adopted ahead of schedule.
It is best to enter parliament immediately after the end of the elections and vote for the relevant law or, if it is not yet there, put it in and report it to the general chat. In the one-party system, all seats in parliament (currently 150 seats) are occupied by the ruling party, so the role of primaries is insignificant. However, they are part of the game mechanic and still run every 5 days.
Parliament can regulate its own size: 60, 80, 100 or 150 seats. For the quick adoption of lzs (50% recruitment), we use a parliament of 60 seats. In the autonomy, the number of possible places is less: from 12 places and more.
Sometimes we need to vote not in our state: when drinking in another state, taking an independent region, helping others.
Coordination to change residency or elections is the same coordination as any other and cannot be ignored. You must do everything as soon as you can.
You can vote in 24 hours after receiving a residency. Therefore, do not change your residency 24 hours before the start of the elections, so that you can immediately vote. Or calculate so that it is not too late. But be careful!
For parliamentary elections, you will have to fly (you can vote only in that state), and in leader elections, you can vote from any place.
The party or the list of parties or candidate for which you need to vote can be viewed in coordination or check with your officer.
The vote cast in the parliamentary elections is retained even if you changed your residency during the elections. But the vote given in the election of the leader, in this case, disappears. Do not change your residency without coordination, even if the elections have already ended. If in strong doubt, check with an officer.
For other states or regions, you may need to create a party and join it. Follow appropriate coordination. As mentioned above, for control, you need to get 50% + 1 place. In practice, it is necessary to take as many places as the opponent has + 1.
For example, the enemy has 20 seats, but there are 3 people in the party, and we have 40 seats. This means that we need 21 people in the party - after all, the enemy can catch up with 17 more.
Such parliaments are usually a place of struggle: all accounts in the capture party must be active or will be kicked (then you need to return to the main party). You must be ready to put forward and vote on law.
In fact, in all the mechanics of the RR there are peculiar nuances that I will not consider in this guide, but the general and most common picture looks like this.
Wars in the RR are divided into several types:
Ground and Moon
Sea
Space
Rebellions and coups
All wars last 24 hours, but the naval one consists of two phases: naval and landing - and lasts a total of 48 hours.
In some wars, some types of weapons may not be available. Of course, in a Sea war you can only fight with Battleship, in a Moon war - with Moon tanks and in a space war - with stations. The most popular types of weapons are tanks (they make sense more likely when the tank department is operating) and bombers. For sea wars, battleship are needed. Stuff your warehouses with these weapons, and the rich stuff with drones too.
Wars are declared by parliament (or marshal), uprisings and coups are raised by 3 players with Gold.
Write @ostavalon if you think you need to add more words, concepts and terms
Slang on the wiki (link) Often outdated, incomplete.
War, battle, front, etc. - war mechanically. It is called differently, more often to distinguish the concept of combat from a full-fledged war, but sometimes the difference is not made.
Damage - damage (from the English damage - damage).
Yaga and derivatives - Energy
Weapons and derivatives - are weapons.
Pouring, damaging - inflicting damage. Attach / Defat - inflict damage for a certain side in battle.
Buffer - the difference in damage between attackers and defenders (shown in a war in the middle or in the list of wars). It can be positive or negative.
Graph - a graph of damage change (damage / damage graph) in battle.
Swing - a situation when, due to the nature of the inflows, the damage fluctuates within some limits and the graph looks like a sinusoid (hum: wavy line back and forth). Usually this term is used to describe the situation at the end of the war, and especially nervous is the situation when the buffer goes from positive to negative and back and it is not clear what the buffer will be at the end of the war. The situation can be corrected by increasing the accounts on one side, blitz or construction projects.
Blitz - (from German Blitzkrieg - lightning war) - inflicting a large amount of damage in a short time (usually <10 minutes, <30 minutes, less often an hour). The essence of such an operation is that the enemy should not come to his senses and, ideally, not a single unit of damage from his side should be inflicted. Blitz here.
Any abrupt change of priority and the arrival of a large number of accounts and damage in 2-3 hours is not a blitz, although noobs, lalki and foreigners often call it that.
Auto, auto maximum, full auto, AUTO (-> pour auto) - auto mode (available with premium) of inflicting damage. Blue button "Auto: maximum damage". Deals damage with a given weapon and energy every 10 minutes (when restoring energy). Taking into account the medal - 7 times per hour.
Medals (-> medal), auto once an hour, once an hour - auto mode (available with premium) of inflicting damage. Green button "Auto: damage once per hour". Deals damage with the specified weapon and energy once every 60 minutes and does not waste your energy. Medal - a medal for military action - instant restoration of the applied energy. RR: "Send troops now and your Energy will not decrease!"
Usually any auto without specification is complete. Medals are medals and once an hour.
The damage mode once per hour can be combined with your farm. You can farm and fight at the same time once an hour in military exercises or inflict damage with medals in coordination.
Often, for damage with medals, they say to fight from the place of farming. Please always do this kind of coordination. There is nothing difficult about this and it does not interfere with your farm. Non-compliance often speaks of you as an unreliable and lazy person.
stick is a charge of energy. Most often, this means the maximum 300E (without premium - 200E).
Prepare 3 sticks - an algorithm as a result of which you should have full energy, you should not have a cooldown for energy recovery and a medal should be ready. In total, you can conditionally inflict damage at 900E per time - this is very useful in blitz.
It is necessary to stop any auto (and war and work), restore energy. On the "Browse" page from the PC, you can see the timer until the medal is restored.
Penalty - distance penalty when dealing damage. It can significantly affect the outcome: it is better to fly to the region closer and pour without a penalty. When coordinating the "medal from the farm", you do not need to fly anywhere: therefore, once again, we urge you to perform such coordination every time.
Attack - the side of the attack (left) or battle in which you or your ally are attacking. This is the same place to attack, to attack, to sharpen, and so on. Throw an attack - start a war.
Def - the side of the defense (right) or the battle in which ... you defend. Here, pour in def, stand in def, defat, and so on.
Response - a retaliatory attack on the same region or state (then regardless of the region).
Overlap - an attack on top of another attack in order to take a region after it is captured by the enemy. Ideally, it should be placed a few seconds after the enemy attack, and between them there is also an uprising. Or blocking the uprising (so that, if successful, take the region)
Demolition, loot - most often understood as the destruction of construction projects in the region. For example, if you place and carry an attack before attacking the enemy and break the region before him. Or in order to simply break the construction sites of the region (here - to disassemble).
When a region is captured, 50% of the construction projects in it collapse, and 50% of their value (25% of the total) goes to the invader's treasury, with the exception of the LF - nothing comes from him.
Peacetime is a mechanic whereby a region or from a region cannot be attacked or transferred. All independent regions receive peacetime for 7 days: it doesn't matter if Jer introduced them, an uprising / coup was knocked out in him, or a bill for independence passed.
Although a region with a peacetime cannot be attacked, there may be an attack on it at the time of gaining independence. In the event of the capture of such a region, it goes into a state and preserves peacetime: it cannot be attacked from it, it cannot be attacked, it cannot be transferred. BUT it can be made independent.
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Ground warfare is the most common. You can fight with tanks (it is advisable with the department), attack aircraft, bombers, poplars (they cause radioactive contamination - energy is restored more slowly), drones (the most expensive weapon, which is more suitable for blitz games).
The Moon War is the only war between the Moon regions. In fact, the same as ground, but the only weapons are Moon tanks.
Sea War - An attack from a seaside region against another seaside region. The only war lasting 48 hours: 2 phases of 24 hours.
Sea phase - only battleship can fight. If successful, the landing phase begins.
The landing phase --- just like in the ground phase. If successful, the region is captured.
Space war - an attack from the Earth on the Moon. The opposite is impossible. You can place an attack from a region with a high level of the spaceport (top 20). You can only fight with orbital stations (quite an expensive weapon). The only war where attackers inflict 50% less damage (a penalty introduced for attacks from Earth due to the inability to respond from the Moon).
Air war - for today - just a meme. Previously, it acted as a sea, but in any region within the radius. From Moscow across St. Petersburg, for example. And thank God that they removed it.
Map of possible attacks from the Leningrad region (1):
2 - ground attack only;
3 - both land and sea;
4 - only sea attack (Kaliningrad region, along the radius from this region you can attack Odessa on the Black Sea coast);
5 - only sea attack (Arkhangelsk region, it is clearly visible that along the radius, because in real distance - across several seas);
6 - Novaya Zemlya, part of the Arkhangelsk region;
7 - the approximate place of the center of the Arkhangelsk region, to which the radius (and distance during flight) is considered.
Uprising (fist) - can be raised in any region only while in the region. Pouring into attack and def can only be from the same region. If successful, the uprising destroys 50% of its construction projects, removes the dictatorship in the state if it existed and throws the region into independence.
Coup (Fire) - can be raised from anywhere only in the "red" regions (Development Index = 1). You can pour into the attack from any region (a penalty applies), pouring into the def - only from the coup region. If successful, the region falls into independence; nothing is destroyed, the form of government of the state does not change; all accounts that inflicted more than 5kk of damage in the attack receive a residence permit and cannot change it for the next 5 days (you can change it through another coup). A region with an active coup cannot be attacked.
"To pour up to 4-5kk" means to pour in less than 5kk in order not to get a residence permit. If you overdid it and poured more than 5kk (by accident or not) - do not hesitate and pour to the bitter end!
There is a minimum cooldown of 5 days between the start of the old and new uprisings and the coup.
Structures have an effect in regions of war, not regions in which they are located. Often, the outcome of a war depends not only on the strength in the form of the number of accounts, but also on the correct construction projects and resource reserves: this is especially true for large battles, during which even top-1 regions are sometimes built.
The military academy is not a building as such. It is built by players at the place of residency (+1 without premium and +2 with premium). At 300 MA, it gives the maximum damage bonus. In battle, it is unique for each region (the bonus does not depend on the other). Affects the initial damage (higher is better, no upper limit). In uprisings, it only gives a bonus to defense.
Military base - affects the military index, which affects the damage. In combat, this index is unique for each region. Also, compared to other buildings, it doubles the initial damage. In uprisings, it gives a greater bonus to defense.
Hospital - affects the initial damage. Not affected in battle. Affects the index of medicine for energy recovery.
School - affects the initial damage. Not affected in battle. Affects the speed of pumping skills (exact values are unknown).
Power plant - affects the initial damage. Not directly affected in combat. If there is a lack of energy in the state, the rest of the buildings work partially (97/113, for example). 1 ES gives 10E. 1 structure (in addition to ES and LF) eats 2E. 1ES provides 5 buildings.
AA defense - if one side has an advantage, it cuts the damage of the other side. The maximum debuff is -75% with a difference of 300 AA defenses. Affects the initial damage. Does not affect sea, moon and space battles. In uprisings, it gives a debuff to defense (why? ....).
Airport - if one of the sides has an advantage, it increases its damage. The maximum buff is + 75% with a difference of 300 airports. Affects the initial damage. Does not affect sea, moon and space battles. Does not play a role in uprisings. Affects the flight speed between regions (the average of the two regions).
Port - if one of the sides has an advantage, it increases its damage. The maximum buff is + 75% with a difference of 300 ports. Affects the initial damage. Affects sea battles only. Does not play a role in uprisings.
Cosmodrome - makes it possible to attack the Moon region from Earth. I don't know the effect on damage. Affects the speed of flight to the moon.
Housing stock - affects the Development Index. 1 index - red zone - you can start a coup.
During the war, the construction of WB and Air Defense + Aero / Ports and, accordingly, Power Plants is usually underway.
The section is still being worked on. All wishes - @ostavalon.