
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 PowerEvery 100 points add +1 to the multiplier. Your main damage stat.
÷ 100
HeadquartersSets your hit capacity and adds a little to damage.
÷ 200
Research + LevelResearch ÷ 400, Level ÷ 200 like Headquarters: all three at 100 give +1.25.
÷400 / ÷200
Military baseLand wars only: the region's base index, 2% per point, 30% at 11. Multiplies the whole hit.
+2% … +30%
War AcademyBased 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
LevelMultiplies the whole hit by (1 + Level ÷ 1000).
÷ 1000
Weapons
Cost of one unit
Tank
Land war
3 boron
2 oil
2 gold
100 CASH2,000alpha
Drone
Land war
2 uranium
6 boron
4 oil
200 CASH2,400alpha
Ship
Naval war only
4 uranium
8 oil
8 gold
400 CASH4,000alpha
Missile
Land and missile war
12 uranium
36 boron
24 gold
1,200 CASH6,000alpha
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
EnergyEvery hit requires and spends 50 energy.
50
Action pointUses one of your 288 daily actions.
1 / 288
WeaponsThe weapons you send are spent; Engineering brings some back.
Spent
CapacityTotal alpha cannot exceed your Headquarters capacity.
Cap
Hit capacity
| Level / Headquarters | Alpha | Tanks |
|---|---|---|
| 1 / 1 | 9,375 | 4 |
| 100 / 100 | 96,000 | 48 |
| 100 / 400 | 224,571 | 112 |
Capacity rises in one straight line with Headquarters, with no upper limit: (Level + 20) × 50 × (Headquarters + 124) ÷ 14, rounded down.
Land war
- Declared on a neighbouring region that shares a land border.
- The winner takes the region.
Naval war
- Ships only. Between coasts on the same sea within 1,000 km.
- The winner takes the coastal region.
Missile war
- 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.
Outcome
Every war lasts 24 hours. The side with more total damage wins; a tie goes to the defender.
Examples
luck and critical excluded| Player | Multiplier | Damage |
|---|---|---|
| New player Level 1 · stats 1 · 7 tanks | 1.023 | 14,329 |
| Mid-game Level 100 · stats 100 · base 10 | 3.25 | 549,120 |
| Strong Mid-game + Academy top 1% + homeland | 3.50 | 709,632 |
Calculate
Adapted for Hegemonia from the official Rival Regions damage formula: wiki.rivalregions.com/Damage_formula