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A tank, a drone, a warship and a missile over a night map

Hegemonia · War guide

War Formula

Everything that decides how much damage a hit deals.

Damage formula

Damage=(1+Military Power ÷ 100+Homeland+Research ÷ 400+(Headquarters + Level) ÷ 200)×Alpha×Distance missile×Luck ±12.5%×War Academy×Base index × 2%×Level ÷ 1000×Critical 2% · ×2

Everything inside the brackets is your damage multiplier. Premium gives no damage bonus. Every hit has a 2% chance to be a critical hit that deals ×2 damage; energy and weapons stay the same.

What raises the multiplier?

  • Military Power

    Every 100 points add +1 to the multiplier. Your main damage stat.

    ÷ 100
  • Headquarters

    Sets your hit capacity and adds a little to damage.

    ÷ 200
  • Research + Level

    Research ÷ 400, Level ÷ 200 like Headquarters: all three at 100 give +1.25.

    ÷400 / ÷200
  • Military base

    Land wars only: the region's base index, 2% per point, 30% at 11. Multiplies the whole hit.

    +2% … +30%
  • War Academy

    Based on your place in the 7-day academy ranking.

    +3% … +20%
  • Homeland

    +0.25 attacking, +0.5 defending; when fighting for regions of the state of your first citizenship.

    +0.25 / +0.5
  • Level

    Multiplies the whole hit by (1 + Level ÷ 1000).

    ÷ 1000

Weapons

Cost of one unit
  • Tank

    Tank

    Land war

    3 boron2 oil2 gold100 CASH

    2,000
    alpha
  • Drone

    Drone

    Land war

    2 uranium6 boron4 oil200 CASH

    2,400
    alpha
  • Ship

    Ship

    Naval war only

    4 uranium8 oil8 gold400 CASH

    4,000
    alpha
  • Missile

    Missile

    Land and missile war

    12 uranium36 boron24 gold1,200 CASH

    6,000
    alpha

Engineering makes production cheaper: 20% at 100, 40% at 400, 50% at most. It also returns (Engineering ÷ 20)% of the weapons you send in every hit (50% at most: 1.5% at 30, 5% at 100, 20% at 400) and adds (Engineering ÷ 40)% to every action's XP (10% at 400, 20% at 800).

One hit

  • Energy

    Every hit requires and spends 50 energy.

    50
  • Action point

    Uses one of your 288 daily actions.

    1 / 288
  • Weapons

    The weapons you send are spent; Engineering brings some back.

    Spent
  • Capacity

    Total alpha cannot exceed your Headquarters capacity.

    Cap

Hit capacity

Level / HeadquartersAlphaTanks
1 / 19,3754
100 / 10096,00048
100 / 400224,571112

Capacity rises in one straight line with Headquarters, with no upper limit: (Level + 20) × 50 × (Headquarters + 124) ÷ 14, rounded down.

Land war

TankDroneMissile
  • Declared on a neighbouring region that shares a land border.
  • The winner takes the region.

Naval war

Ship
  • Ships only. Between coasts on the same sea within 1,000 km.
  • The winner takes the coastal region.

Missile war

Missile
  • Missiles only, on both sides. Regions without a land border, within 2,500 km.
  • If the attacker wins, 50% of buildings are destroyed, the region becomes independent and is protected for 72 hours.
500 km90%
1,250 km75%
2,500 km50%

Outcome

Every war lasts 24 hours. The side with more total damage wins; a tie goes to the defender.

Examples

luck and critical excluded
PlayerMultiplierDamage
New player
Level 1 · stats 1 · 7 tanks
1.02314,329
Mid-game
Level 100 · stats 100 · base 10
3.25549,120
Strong
Mid-game + Academy top 1% + homeland
3.50709,632

Calculate

Stats
Bonuses
War Academy
Weapons sent
Attack distance in a missile war

Average damage

–
Multiplier–
Alpha sent–
Your capacity–
Luck range–
Critical, up to–

Adapted for Hegemonia from the official Rival Regions damage formula: wiki.rivalregions.com/Damage_formula