
Hegemonia · War guide
War Formula
Everything that decides how much damage a hit deals.
Damage formula
Damage=(1+Base index ÷ 20+War Academy+Military Power ÷ 100+Homeland+(Research + Headquarters + Level) ÷ 200)×Alpha×Distance missile×Luck ±12.5%
Everything inside the brackets is your damage multiplier. Premium gives no damage bonus.
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 + LevelAdded together with Headquarters: all three at 300 give +1.5.
÷ 200
Military baseThe base index of the region. Caps at index 10.
+0.5
War AcademyBased on your place in the 7-day academy ranking.
+0.3 … +2
HomelandWhen fighting for regions of the state of your first citizenship.
+1
Weapons
Cost of one unit
Tank
Land war
3 boron
2 oil
2 gold
100 GOLD1,500alpha
Drone
Land war
2 uranium
6 boron
4 oil
200 GOLD2,400alpha
Ship
Naval war only
4 uranium
8 oil
8 gold
400 GOLD4,000alpha
Missile
Land and missile war
12 uranium
36 boron
24 gold
1,200 GOLD6,000alpha
Engineering makes production cheaper: 20% at 100, 40% at 400, 50% at most.
One hit
EnergyEvery hit requires and spends 100 energy.
100
Action pointUses one of your 144 daily actions.
1 / 144
WeaponsAll the weapons you send are used up.
All
CapacityTotal alpha cannot exceed your Headquarters capacity.
Cap
Hit capacity
| Level / Headquarters | Alpha | Tanks |
|---|---|---|
| 1 / 1 | 10,500 | 7 |
| 100 / 100 | 96,000 | 64 |
| 100 / 400 | 124,800 | 83 |
Above Headquarters 100, every 100 points add +10% capacity.
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 excluded| Player | Multiplier | Damage |
|---|---|---|
| New player Level 1 · stats 1 · 7 tanks | 1.025 | 10,762 |
| Mid-game Level 100 · stats 100 · base 10 | 4.00 | 384,000 |
| Strong Mid-game + Academy top 1% + homeland | 7.00 | 672,000 |
Calculate
Adapted for Hegemonia from the official Rival Regions damage formula: wiki.rivalregions.com/Damage_formula