Overview
Supremacy 1914 is a grand strategy multi-player online game set in World War I. You will take control of one nation and try to use diplomatic skill, military prowess and covert tactics in the struggle for dominance over the continent – or the whole world. Supremacy 1914 is played in single matches (or ‘game rounds’) which may take two to eight weeks to finish and pit up to 500 players against each other in real-time combat.Gameplay takes place on historical maps and is all about managing your economy, directing your armies to expand your territory, and forming coalitions with other players in order to fulfil the victory condition of the match. Unit commands and productions will be executed even when you are offline. However, keeping a close eye on what is happening on the map and managing the moment-to-moment interactions is key to victory. You can play multiple game rounds simultaneously to explore strategies and challenge different players.By playing and winning games, you will gain awards and higher ranks to measure your progress against other players. You can also join alliances, enter cooperative team matches, and set up rounds with various different settings and game modes.This manual will cover everything you need to know to succesfully participate in a round of Supremacy 1914. Many of the intricacies of gameplay and tactics will only be mentioned in passing, though. It is up to you to master the game and dominate your opponents.
Introduction
The goal of the game is to be the first player to reach a certain amount of Index of Power score (IoP) and thereby win the round. Your current IoP score is calculated on the basis of various factors reflecting your progress towards dominance on the map. To increase your IoP score you can:
– conquer provinces;
– construct buildings;
– increase the morale in your provinces.
As each building contributes to the score according to its level, upgrading building levels will also bring you closer to victory. Your IoP score is not an absolute number, though. Instead it reflects what share of the games overall morale and buildings you control – and thus changes depending on the performance of other players. Therefore, another way to increase your own VP score is to reduce morale in enemy provices or destroy their buildings. Your IoP score on the map will only be increased if you expand faster than the player average.
A game of Supremacy 1914 (also called a ‘round’) hosts a limited number of players. You can play multiple of these rounds at the same time, for example to change between different maps and scenarios, explore different strategies, rule different countries, challenge friends in password-protected private games, etc.
Each ranked game will award you with a certain amount of Goldmark depending on your final Index of Power score, as well as an increase in account level and combat stats. You will also be able to collect various achievements reflecting your progresssion in the game.
Have a look at the New Games section to find out about the different possible round settings and to find running games with these settings.
Joining & Creating Games
In Supremacy 1914 you can play up to 50 games at the same time. The following chapter shows you how to find or create the right game.
To create a new game or join an existing one click “Games” to open the games menu. While “My Games” shows your currently running games with all important information, “New Games” is the place to create or join games. When joining an existing game, you can do one of the following:
1 browse the game list below,
2 search for game titles or game IDs via the search field on the upper left or
3 apply a range of filters to the game search by clicking on “Search options” and adding the respective criteria via the dropdown menus.
If you prefer to create a new game just click on the “+”-Button on the upper right. The different game modes for filtering your search or creating new games are explained under “Game Options”. Games you don’t play anymore or that have ended can be moved to the archive. The archive will start to clear out after a few weeks of sending a game there.
To create a game, click on the “+”-button on the upper right. After choosing a game title (mandatory) and adding a description (optional), you can select from the following game options.
Basic Settings
Each game of Supremacy 1914 comes with certain basic settings which are shown directly in the list of new games or in the game preview on the right-hand column.
Advanced Options
Apart from the above settings game rounds can be customized with a wide range of game options.
Some game options are so-called gold features, which add additional customization options and strategic variety to your games rounds. If either combination of gold features is selected (one or many), the creation will subtract 5,000 Goldmark from your account. The same amount will be subtracted from all players who are joining this game round. Joining and creating gold feature rounds is free for Members of the High Command (premium account, see Chapter 8 “Goldmark and Premium”).
When joining or creating a game of Supremacy 1914 you can choose between over a dozen different historical scenarios which vary in map size, player count, resource balancing and victory condition.
Governing your Country
In Supremacy 1914 managing, upgrading and conquering provinces will lead you to victory. Provinces determine the expansion of your nation, are the main sites of production and the scene for great battles. In order to maximize your efficiency you will have to keep a close eye on your provinces’ production and morale.
The province bar on the bottom of the screen informs you about all relevant properties of the currently selected own (or enemy) province.
This information includes the province’s owner, the current morale of its population, the resources and tax income from that province, all buildings in that province as well as current constructions and productions.
The main menu provides access to the province administration, which offers an overview over all your provinces, buildings and constructions. Here you can also start production and constructions (in one or multiple provinces at a time), enable and disable buildings and set rally points (see chapter 5 “Warfare”).
Disabling/enabling buildings: It will often make sense to disable unused buildings to save their upkeep costs. To switch buildings on or off click on the building icon in the province bar or province administration.
Start production/construction: Start productions and constructions by clicking on the hammer or cogwheel icon in the province bar or province administration.
Multi-selecting provinces: If you want to start the same production or construction in more than one province, you can select multiple provinces in the province administration (1) by holding CTRL and clicking the designated provinces or (2) by drawing the cursor over them. (Hint: Selecting multiple provinces using the CTRL key works on the map itself, too.)
Province morale overview: The province administration gives you a quick overview of your province’s morale. Low morale can have a number of negative effects on your provinces’ buildings and productions.
Morale is a percentage-based value representing the overall loyality and productivity of your provinces. You should always keep an eye on province morale as shown in the bottom left of the province bar. Province morale is recalculated once per day at day change and depends (among others) on the following factors:
Distance to Capital
The higher the distance to your country’s capital, the lower your maximum province morale.
Enemy Armies
If there are enemy troops on your territory it will lower your maximum province morale.
Buildings
Some buildings (e.g. railways, factories, harbors) increase your maximum province morale.
War Penalty
Each country you are at war with will lower your maximum province morale.
Neighboring Provinces
Morale trends in neighboring provinces increase or lower your maximum province morale.
Enemy Neighbors
The more enemy provinces surround your province, the lower its maximum province morale.
Availability of Resources
If there is a shortage of certain resources in your overall economy provice morale will suffer (see chapter 4 “Economy”).
Dependent on these factors your province moral will show a trend (“rising” or “falling”). If your maximum province morale is above the province’s current morale, it will increase at day change by 20-25% of the difference between both values. If your maximum province morale is below the province’s current morale, it will decrease accordingly.
As mentioned, the morale of a province directly effects the province’s resource production. If morale is low, the province will just produce a fraction of the possible resources: One single-resource province with at least 90% morale produces 3,150 tons a day. If morale drops under 90%, the production fades continuously and is reduced to half when the morale drops to 30%, below that it keeps decreasing even further.
In addition, provinces with low morale (less than 30%) have a high risk of revolts. Revolts damage or kill garrison troops or change the owner of a province. You can prevent revolting by positioning a sufficient number of garrison troops in the province center. Revolt risk is displayed in morale tooltip of the province bar.
Hint: If you find your province morale dropping for no apparent reason, a hostile spy might be the cause. He may have either reduced the morale directly or may have sabotaged the production of resources, which causes a drop of morale if the demand cannot be met anymore (see “Espionage”).
Hint: You can toggle the morale view in the game round settings on the top right to receive a quick overview about morale levels in your provinces.
You can always use Goldmark to instantly boost province morale (10% for 500 Goldmark). This in turn directly effects the province’s productivity and reduces the risk of revolts. However, once raise, province morale will again fall at day change if the calculated maximum province morale is lower than the current one.
If you conquer a province, you’ll receive the whole daily production of that province and a part of the tax income. Conquering a province will also reduce its morale to 25%, making revolts very likely.
One notable exception to this rule is ‘re-conquering’ provinces: As long as the new owner of a captured province does not increase its morale to more than 80%, the previous owner will have the chance to re-conquer the lost province. If the province had more than 80% morale under the previous owner, it will automatically recover up to 75% after being re-conquered. Otherwise, the above rule applies.
If you conquer the capital of another nation you receive two special benefits:
-The morale of all of your provinces is increased by 10%.
-You receive half of the countries money reserves.
-You receive the daily resource production from the captured province.
The losing nation suffers the following consequences:
-Morale in all of their provinces is reduced by 20% morale.
-The maximum morale in all of his provinces is reduced by 40%.
Ecnomoy
Growing your economy through resource management is key to support your military endeavors. Read this chapter to learn about how to increase resource production, how to avoid negative effects of lacking resources and how to trade them on the stock market.
In Supremacy 1914 everything revolves around 7 different resources: grain, fish, iron ore, lumber, coal, oil, and gas. Those resources fall into 3 different resource categories which are used for specific purposes.
If you want to increase basic resource production look for buildings that increase resource production (e.g., Railroad, Factory, Harbor). Resource production is also affected by province morale (see chapter 3 “Governing your Country”). Shortages of any resource may lead to morale loss and may even affect units effectiveness in battle. Production and consumption values change depending on a positive or negative value, which will determine the production of resources. Thus, your resource balance is constantly increasing/decreasing.
If your nation grows too big, it is affected by Corruption: Every province loses a small amount of production (base production + optional Bonus).
Hint: If you hover over a resource, you can see how much you have in stock, the amount you produce per day and the total amount used for upkeep. Watch out for resource rates turning negative – an indication that you are consuming more than you can produce. Prevent this by conquering provinces, constructing buildings that boost resource production or deactivating unused buildings.
Next to these three resource categories, your provinces are producing tax revenue (or money), which won’t get exhausted by the population.
Goldmark is a premium currency, which can be obtained by completing the tutorial, by winning game rounds, and by purchasing it via the in-game shop. See chapter 8 “Goldmark & Premium” for details.
In Supremacy 1914, three different resource categories determine the success of your economy: food, building materials, and energy. Each category consists of multiple resource types – meaning that you can meet the upkeep requirements of each category with any of resource type from that category. This allows you to fine-tune your resource consumption within each category to fit your needs.
Apart from personal trades via the Diplomacy screen (see chapter 6, “Diplomacy”) you can also anonymously trade resources on the Stock Market. Here you can either turn your spare resources into money or buy resources that you are lacking.
BUYING RESOURCES
There are 3 different types of offers available on the Stock Market:
–Top Offers lists the 4 least expensive offers – both for buying and selling.
–All Offers lists all offers available on the Stock Market.
–My Trades shows the history of all your past trades.
In order to decide which offer to choose, check the quotient after the @ symbol. A quotient of @ 3.0 means that you buy 1,000 of a resource for 3,000 money. The smaller the quotient, the better the offer. You can always buy resources for Goldmark at @ 0.5, that is 5,000 of a resource for 2,500 Goldmark.
SELLING RESOURCES
If you want to offer some of your own resources, click on Add Sell Offer. After selecting the resource you want to sell, choose a quantity and determine the price. As soon as you have published the offer, the selected amount of resources will be subtracted from your resource balance. The offer will be displayed as “active” until somebody responds to it or you delete it in “My Trades”.
Hint: You can take advantage of the stock market dynamics by buying resources for a low price and selling it for a higher price. Embargoing another country or being at war will prevent them from buying from your offers or you buying from theirs.
Upgrades in the provinces are an important and fundamental way to affect the moral of a province. At the same time they allow you to train specific units.
Notes
-Productivity increase refers to the percentage of improvement that is added to the province’s base production. Increases are not cumulative so the percentage is always applied to the base production and then added to the overall production.
-Not all building types are available from the beginning. Prerequisites are listed above.
-Each building can only be built once per province, but some buildings are available in multiple levels.
-In some provinces, harbours can be built at different locations. As only one harbour can be built per province, you should select a location that fits your logistic and military needs.
Units
Supremacy 1914 features a roster of 13 different units from the three branches: Land, Air, and Naval. Each unit type offers a set of unique features with regard to speed on different territories and strengths or weaknesses in combat with other units. In order to decide which unit to recruit and bring to battle you will have to make yourself familiar with unit costs and requirements, their different battle properties, their state and behavior on different territory, and the available commands.
As you can see from the table below, all units have certain requirements that have to be met in order to build/recruit them. This includes certain buildings and building levels. Furthermore, since some buildings are not available before a certain day of game you cannot build all units from the start.
Each unit requires a certain amount of resources to produce. These systematically differ between unit types. Each unit also comes with a daily upkeep that has to be afforded in order to keep the unit at full strength.
You can learn the details of each unit’s costs and requirements by clicking on the (i) icon in the production panel or on the respective unit icon in the army bar.
Note: When calculating the overall damage output of an army stack you have to pay attention to the so-called size factors of units: When an army reaches a certain size each additional unit of the same type added to the stack only adds a fraction of its damage to the total damage of the army. Size factors are explained in detail in the Articles section of the forum.
MOVE
To move your units, select one (left-click) or multiple units (CTRL-left click or drawing a circle around the units with the right mouse button) and drag them to their target location while holding down the left mouse button. Clicking the right mouse button while dragging will cancel the command. Alternatively, you can select the units, click the “March” button and then select the destination with a single click.
TARGET
You can add additional waypoints to an active move command or issue additional attack commands by clicking on “add target”. This feature can also be used to set custom paths for your amiers which will be default use the fastest (not: shortest) route available.
DELAY
All march and attack commands can be prepared to run at a later time. In order to achieve this, click on “delay” and set the time of arrival. Regardless of speed and starting location units will delay their march to allow for a synchronized arrival.
MARCH
You can increase movement speed of your troops by 50% by issuing a “forced march” command. However, they will lose 5% of their morale every hour.
SPLIT ARMIES
You can split any number of units from a given army stack by clicking on “split armies” and adjust the sliders for each unit type accordingly and selecting either “move” or “attack”. (Note: Armies positions on the same
ATTACK
Dragging your army on an enemy army or city will change the move command into an attack command. Your army will start moving to the destination and will attack as soon as the enemy is in range. If an army contains ranged units (for example Artillery), it will approach the enemy only until the unit with the highest range is in position (see chapter 6 “Warfare” for details).
Special units are only available in games with unit packs enabled. In order to use them, you have to select one of the options in the section “Extra Units” when you create a new game.
AIRPLANES
Airplanes are only available in games with the “Air Pack”.
Note: Air units need an airfield to take-off. They use air damage values when airborne or when stationed in a province with an airfield. Ground damage values (Fighter: 10%, Bomber: 7%) are used when on ground without air base. Balloons mobility is limited to the routes to which all ground troops are bound.
PATROL
Fighters on patrol gather intelligence on enemy armies and reveal hidden units. They automatically attack enemy aircraft in the area of patrol if the latter have an active “attack” or “patrol” command. Airplanes crossing the area of patrol with a “move” command are not attacked.
ATTACK
When the command to attack is given, bombing aircraft is your goal until they are destroyed. After each attack, however, they must fly back to the base to charge new bombs.
MOVE TO ANOTHER AIRFIELD
Airplanes can only operate with an airfield in range. You can change the airfield they use for refueling by issuing a “move” command to a different airfield. If it is in flight range, the aircraft will fly to the new base – otherwise the aircraft will be loaded on ground vehicles in order to be transported to the destination. Note: These transports are vulnerable and slow and should be avoided when enemy units are close. The diplomatic status “Shared Map” allows aircraft to use another nation’s airport as well. If the relation is set to “Right of Way”, the aircraft cannot use them and only moves on the ground.
While Battleships are available in normal rounds, other naval units can only be used in games with the “Air & Naval Pack” enabled. The special feature of the Submarine is that it is stealthed when not attacking (it can be made visible by patroling fighters and spies, though). The Light Cruiser is an effective alternative to the battleship. Although it is not as strong and has a shorter range, it can be built much quicker, requires less resources and has a higher speed.
SHIP ABILITIES
As long as Submarines do not attack they are invisible to the opponent. They become (and remain) visible during battle but disappear again after the battle has been resolved.
Submarines do not have weapons for long distances. Their tarn properties make them a perfect weapon to intercept enemy battleships and land assault forces.
The psychological effect of submarine presence is not to be underestimated. Therefore, submarines are ideal for guarding coastal areas and blocking strategically important sea routes.
Use spies to detect enemy submarines. Fighters on patrol can spot enemy submarines when in range. Balloons can not.
Unit effectiveness in battle depends heavily its morale and mobilization (oil supply) values. Unit morale is displayed directly under each unit on the map (when hovering over it). Detailed information about unit morale, mobilization and strength can be found in the army bar and unit details popup.
The morale of infantry units depends on several factors:
The starting morale of a unit corresponds to the morale of the province in which they have been trained.
Units consume a certain amount of grain (20 tons per unit per day). If this supply is not met, unit morale decreases.
Units morale is affected by the moral of the province in which they are stationed. If this is low, the morale drops, if this is high, the troops morale will increase. Unit morale also drops on enemy territory.
For each victory over an enemy the army will receive a small morale boost. Each loss decreases the unit’s morale a little.
In contrast to infantry, mechanical units (artillery, tanks, armoured cars, heavy tanks, railguns, battleships, aircraft, submarines, balloons) don’t have morale value, but rather a condition value. Most rules affecting unit morale also apply to unit condition. When a unit is stationed on own territory (naval units: everywhere) condition increases by ca. 17% of the difference to 100% per day.
When merge Infantry units into one army stack, the average morale value of the original armies is obtained. When Infantry units are merged with mechanical units the resulting morale will be the average of all morale and condition values in the army stack.
Warfare
On your path to supremacy you will almost inevitably have to engage in military conflict. The following chapter gets you started on the basics of combat and how it is resolved.
Typically, combat is inititated in one of three cases:
You issue an attack command to an enemy province capital or army (either via point-and-click or drag-and-drop).
Your armies are attacked the same way and defend themselves.
Your army crosses path with a hostile army, or when passing the main city in a hostile province. If your army wins the fight, the remaining troops will continue executing the previously given command.
Note: Artillery also has an auto-bombardment feature: Idle long-range weapons will start firing at the closest enemy. It is often better to have units select their own target instead of giving an explicit attack order.
Combat is resolved turn-based with one attack action per hour (also known as a ‘combat tick’). You can check the remaining time before the next combat tick by hovering the mouse over the attacking unit.
Both units/armies attack at the same time using their respective attack or defense stats (attack damage takes precedence). These values are influenced by (1) terrain, (2) unit morale, and (3) target unit type, (4) army stack size, and (5) mobilization.
Terrain: Unit strength differs between terrain types (land, sea, air). For example, air unit strength is reduced to 10% on land, infantry strength is reduced to 17% on sea, and so on.
Morale: Infantry strength is affected by their current morale. At maximum morale they deal their full damage which decreases in a linear fashion with sinking morale (up until 55% morale – after that, damage is not reduced further).
Target unit type: The inflicted damage varies between target unit types (normal, air, buildings) and wether the unit in question deals the damage as attack or defense damage.
Army stack size: When an army reaches a certain size each additional unit of the same type added to the stack only adds a fraction of its damage to the total damage of the army.
Mobilisation: The strength (and thereby damage output) of your army scales with its mobilization in a linear fashion.
When stacks of units attack each other, the added damage of one army affects only one unit of the other army. Thus, units will fall one by one. The excess damage per combat tick is applied to the next unit in line.
When you issue an attack command on a player with whom you are currently not at war, a pop-up will notify you that this will change your diplomatic relation to that player (see chapter 7 “Diplomacy”).
Diplomatic relations are directly affecting the behavior of your troops, causing them to peacefully pass other armies or attacking them when encoutering them on the map.
E.g., when you are at war with a player, your troops will always attack their troops. Also, if your troops are encountered on another player’s territory, that player’s army will take you for an intruder and attack. This happens if your diplomatic relationship is either war, trade embargo, or peace. Setting your relation to right of way, shared map, or shared intelligence will prevent defensive actions by the other players’ army.
Note: “Peace” just means that your armies won’t automatically start an attack when in range of other armies.
Range: Even infantry units have a range. Thus it can happen that your army starts fighting before it reaches its target. In this case the fight will be finished before the army commences its way to the target.
Contested targets: In some cases more than one country starts an attack on a single enemy province. Should an ally of yours win the province before you do, your units will continue attacking the city and will cause a war between you and your ally. In order to avoid this, you should not attack the city itself in your initial attack order, but the troops stationed in the city. You can do that by selecting the army in the city as a target or, if the army units aren’t visible, the flag that marks the city.
Attacking damage / defending damage: An army that is stationary inside a city only does defending damage while the attacking army only does attacking damage. If the army in the city gets a move/attack command or if the battle is taking place outside of a city, both armies attack eachother with attacking damage and retaliate with defending damage (thus those battles are decided twice as fast). Some units have better attacking or defending damage and should be used accordingly.
Diplomacy
Supremacy 1914 is as much about diplomacy as it is about armed combat. Since you cannot afford to support multiple frontlines at once, you will have to entertain diplomatic relations with other players. These can be managed via the Diplomacy menu which can be accessed from the main menu.
The Diplomacy window is divided into two parts labeled Information and Messages & Trades.
Information shows a list of all countries in your game and some useful information like the number of provinces they control, their current score, their status, your diplomatic relation and an option to get in touch through the in-game messaging system.
You can sort the list by each category to get a better overview about what is going on in your round.
The Activity status, for example, is useful to identify whether a player is active, inactive, or run by the AI/computer. If a human player stays inactive for 3 days, the AI takes over until that player returns to the game.
Changing your relation to a player can be easily done by selecting the respective relation from the drop-down menu under Your Relation.
Note: Some relations have to be confirmed by the other player in order to be activated.
In total there are 6 diplomatic relations between countries. By default, peace is the initial condition and can be changed at any time by both sides.
Note: Countries that are controlled by the AI do not actively engage in diplomatic activity (like declaring war or imposing a trade embargo). However, they respond to your actions: If you share Right of Way, it will probably also be offered to you after some time. The Elite AI differs from the regular AI in being hesitant about such changes, though. Also, it tracks your diplomatic and military activity and offers/refuses relations based on your reputation: If you have a good reputation the A.I. will grant you right of way, but if it is low it may declare war.
In addition to the information found in the Diplomacy screen, you can select a second tab: Trades & Messages. Here you’ll see all countries with which there has been a diplomatic exchange as well as the messages and offers sent between those countries and yourself. As soon as a new message or a new offer arrives, you will receive a notification on the main screen..
As soon as a new message or a new offer arrives for you, the main menu will inform you accordingly. In contrast to the Market (see chapter 4 “Economy”), the Trade system allows you to trade directly with other human players. To trade, click “Start a new conversation” and “New Trade” to select your offer and the expected return:
-Resources lets you trade money (capped at 100,000) as well as all of the five basic resources (capped at 30,000).
-Relation lets you trade all relations except for “at war”.
-Province lets you trade any of your provinces.
-Explored map lets you trade all exploration information that is at least 5 days old.
Trading can become a crucial aspect when teaming up with players or solving diplomatic crisis. Make good use of it to further your diplomatic or military causes.
The “Daily European” (or Newspaper) is your main hub of information about the game and what is happening in your absence. Make sure to check it regularly to keep track of building constructions, official government statements and war casualties. In addition, you will find useful statistics about the game round, a list of hotkeys and much more.
GAME INFO
The Daily European is published once per day and always shows the current date (you can check it on the top right). However, you can browse through past entries using the arrows on the top left or by just entering the respective day number manually. The top half of the newspaper also shows you the following crucial game information.
The Index of Nations shows an overview of all players as well as the number of Victory Points they have accumulated.
The Map on the right also is updated once each day and gives you a visual overview about territorial changes and conflicts across the globe.
The Stats tab cycles through different useful statistics in real-time (e.g., the wealthiest nations, the most active explorers, the most technologically advanced nations etc.). Each day, different categories are featured.
The Game Info tab informs about the victory condition of each round (i.e., how many Victory Points are needed to win), the remaining time until day change, and any special rules that apply to the game round.
Hint: Some game information is also represented in the bottom part of the newspaper, typically as the first and last entry of each day. This includes a list of Hot Keys, information about players becoming inactive or a change of the game admin role.
The sum of 2000 relative victory points is permanently divided amongst all players. If a player becomes proportionately greater, he will get a larger share of the available basis points currently in the game. As the victory points in the daily European are calculated relatively, at the same time the number of winning points for the other players falls. (Basis points are not visible in the game and are displayed in the background of the calculation of the relative victory points).
A formula how points are calculated can be found here: [link]
ARTICLES
The bottom part of the newspaper consists of articles that are of different origin: some are automatically generated by the game system, some reflect current diplomatic, military or economic incidents on the map, other are composed by actual players and used for diplomatic communication and role-playing. Among the automatically-generated messages are the following:
-reports about building constructions
-reports about war casualties
-reports about damaged / deactivated buildings
-reports about taken capitols
-reports about revolts and uprisings
-reports about trades and changes in diplomatic status
Keeping an eye on these reports is crucial for understanding the occurances on the map and help explain drops in morale, malfunctioning buildings, or ‘disappearing’ troops.
WRITING ARTICLES
The “write article” button gives you the possibility to write articles, which will then appear directly in the Daily Gazette. This can be a strong diplomatic tool, articles published from there can be read by all players. However, choose your words wisely: Published articles can have serious consequences, so try to avoid insulting or exposing other nations or their leaders.
Should you find yourself in the possession of classified information you still want to inform the other players about, you can hide your identity by sending the message as ‘anonymous’. Such articles will not be published as an official government communiqué and their origin concealed.
Coalitions are a special form of diplomatic relation. A coalition is a good opportunity to interact and communicate with allies. It grants you many advantages like an own chat or a ranking of all coalitions on this map. As a team you can display your flag and become the most powerful coalition.
In the coalition window you can find all existing coalitions in this game.
To create an own coalition, click on the button on the top right. Then you can enter a name and a description and upload a flag. Please use a rather small image size for that.
Unfortunately it is not yet possible to invite other players. They have to apply for it themselves. To apply for a coalition, click on the info button (i) on the right side and hit the Apply button afterwards.
The coalition leader will then decide about the applications. To leave a coalition, just click on the ‘My coalitions’ tab and hit the Leave button.
Espionage
Sometimes even cunning diplomats and skilled tacticions will find themselves in situations that call for more subtle strategies. This is where Espionage comes in. In Supremacy 1914 you can gather intelligence or sabotage your opponent with a range of different espionage options. They can be accessed from the Espionage Headquarters (accessible through the main menu).
The Espionage Headquarters informs you about the number of spies you have recruited and their daily costs. Spies don’t work like regular units but are recruited and deployed directly via the Espionage panel.
-Spies need to be recruited. Click on the province you want to send the spy to and select recruit. This will cost you £20,000.
-Spies need to be assigned to a mission. Click on the ✚ next to one of the three missions Intelligence, Economic Sabotage, and Military Sabotage to assign one or more spies.
-Spies don’t perform their mission right away but will try to do so once per day.
-Spies get a daily salary between £500 and £4,000 per spy per day (depending on the mission). These are charged at day change.
You can check the results of your daily spy actions in the Reports tab of your Espionage Headquarters.
Note: If the other player runs a Counter Espionage on the province, your own spy might get caught. Both players will be noticed and the spy destroyed. Thus, if you notice strange occurances in your provinces (like dropping resource production or morale), consider deploying a counter spy to investigate and (maybe) expel enemy spies.
Intelligence
The spies collect information on the diplomatic and economic activities of the opponent. Information includes:
-positions and missions of enemy spies
-In and outbound communication
-Information about armies in the target province
-Resource production information and trade Manufacturing
Intelligence missions cost £2000 per spy and day.
Economic Sabotage
Spies with the sabotage mission try to damage the opponent’s production and morale in the target province. These missions include:
-The destruction of resources
-Theft of tax revenue
-Decrease of morality
-Deactivation of the Recruiting building to increase demand for resources
Industrial espionage costs £4000 per spy and day.
Military Sabotage
Military saboteurs try to disturb the strategic plans and the infrastructure of the enemy. Missions include:
-The uncovering of all enemy armies
-The damage of the buildings
-The prolonging of the production
-Deactivated recruitment buildings
Military Sabotage costs £4000 per spy and day.
Counter Intelligence
-Defense spies defend against counter intelligence and unmask enemy spies.
Counter Intelligence costs £1000 per day.
Spies are always exposed to the danger of being caught in their missions if they are stationed on foreign territory. The risk of exposure is different for each spy mission and is vastly increased if an enemy counter intelligence spy is deployed in the same province.
Hint: Spies, which are currently not in use cost you £500 per day. Therefore, it is often useful to dismiss no longer needed spies from your service. You can do this with the “discharge” button in the Espionage window.
Goldmark can be used to trigger Instant Espionage Actions. For these actions you do not have to recruit spies and the spy reports will immediately be displayed.
The following instant actions are available:
Reveal Armies
-Reveals armies in and around the selected province.
Cost: 750
Country Information
Discloses the player’s resources, diplomatic relations spy positions and factory productions.
Cost: 750
Decrease Morale
-Decreases morale in the selected province by 10%.
Cost: 2,000
Destroy Resources
-Destroys parts of today’s resource production of this province.
Cost: 2,000
Damage Upgrade
-Damage a building in this province, but never the capital.
Cost: 2,000
Reveal All Armies
-Reveals all of the player’s armies.
Cost: 1,650
As Instant Espionage Actions have an immediate effect you can chain multiple ones for added effect. However, be careful with sabotage missions: It won’t take your opponent long to figure out who is messing with their provinces and they might be ready to retaliate.
Goldmark & High Command
Goldmark is the premium currency in Supremacy 1914 which can be obtained by completing the turorial, by winning game rounds and by purchasing it via the in-game shop. You can play very succesfully without Goldmark, but employing it strategically may be the deciding factor for a victory. Goldmark can be put to different uses: it allows you to speed up recruitment and construction, influence the morale of own or enemy troops and provinces, or purchase other resources.
INSTANT ESPIONAGE ACTIONS
Goldmark can be used to trigger Instant Espionage Actions. For these actions you do not have to recruit spies and the spy reports will immediately be displayed.
Some game options are so-called gold features, which add additional customization options and strategic variety to your games rounds. If either combination of gold features is selected (one or many), the creation will subtract 5,000 Goldmark from your account. The same amount will be subtracted from all players who are joining this game round. Joining and creating gold feature rounds is free for Members of the High Command (premium account, see Chapter 8 “Goldmark and Premium”).
You can become a “Member of the High Command” by acquiring 1, 6 or 12 months of premium account. You will find these options in the “Buy High Command” tab in the shop. As a Member of the High Command you can use certain functions, which are not available to other players, including better possibilities of co-operation with other players and more control over your units and production.
PREMIUM ACCOUNT ADVANTAGES
-no entry fee for Gold rounds
-special “Honored Member of the High Command” medal
-general mobilization (auto-built recruitment offices in each province)
-rally points
-build queue
-advanced fire control
-special diplomatic relation: shared intelligence
-image upload option in the newspaper
-create 5 own games per month
FREE GOLD ROUNDS
As a Member of the High Command you can join Gold rounds without paying the entry fee of 5,000 GM.
MEDAL
Each member of 12 months or more will receive a special “Honored Member of the High Command” medal that will be displayed in your achievements.
GENERAL MOBILIZATION
At game start, each of your provinces will be equipped with a Recruitment Office which automatically recruits Infatry units at a given interval.
RALLY POINTS
Using rally points you can command units to move to a designated location right after being recruited.
BUILD QUEUE
The build queue allows you to plan you construction and production in advance and to optimize the consumption of resources. Instead of immediately starting a production or construction you can add it to the global build queue. You can check all queued processes in the Province Administration. The costs of a production/construction order will not be paid before the construction begins, so you can plan ahead of time. Use the build queue list to check whether certain resources are missing.
ADVANCED FIRE CONTROL
Units normally decide on their own whether or not to attack enemies with ranged or melee attacks in Supremacy 1914. The Advanced Fire Control feature can be used to fine-tune army commands.
Hold Fire
Prevents the automatic fire, so that only explicitly granted attacking orders are running.
Return Fire
Only when hostile units are attacking you.
Fire at will
The default setting. Enemies are automatically attacked, provided that the army has no other commands.
Aggressive
All enemies in range are under attack. Even marching orders are interrupted.
SHARED INTELLIGENCE
Shared Intelligence is a diplomatic state reserved for Members of the High Command. It works exactly like Shared Map, but with the additional benefit of sharing the map your player shares with other players.
CUSTOM NEWSPAPER IMAGES
As Member of the High Command you can spice up your newspaper articles by attaching images.
CREATE 5 GAMES PER MONTH
Normal players can only create 1 own game per month, but as Member of the High Command you can create 5 own games per month!