Think of P&W something like Crusader Kings or Europa Universalis in MMO format. With a modern theme.
It's built as a political simulator. The politics in this game are a lot better than many other MMORTS games. You group together in alliances. And then you form treaties with other strong alliances.
The wars in these games are pretty awesome; you'd have like 400 individual nations fighting with 400 other individuals. The military system has simple rules but can be complex, like chess, and has to be done in coordination. Something like air control will reduce your opponent's tank effectiveness. So if you have a large army of tanks and poor air control, you'll need to coordinate with an ally with strong air forces to take down their air force while you do the ground attacks. Or if you're in a losing war with a superior nation with a larger army, you can coordinate with allies to blitz them at the same time, to hit them before they can rebuy troops.
Winning a war isn't just about military. You need to find the right allies early to make sure you have the numbers and support in a war. You need to build up your economy - afford enough steel for the tanks and ships, enough munitions for long wars.
If anyone's feeling a little ambitous... you can also try to dominate industry and economy as well. All prices are based on market forces.
It's still quite a young game (<2 years I think) so it's actually early enough to dominate. Yet it's old enough to be stable.
- Register nation. Doesn't matter which continent. For now maybe avoid Asia.
- Do the tutorial and other free money stuff.
- Stay on beige and don't change color until you're in an alliance. Try to join a (good) alliance before beige expires.
- Buy up to 500 infra, 500 land on your first city.
- Get a second city.
- Buy 500 infra, 500 land on your second city.
- Then get 1000 land on both your cities.
- Get 700 infra on each city. Then 1000 infra.
- Try to have at least 2 military improvements per city.
- By this time you should probably have joined an alliance who has better guides.
For your 1000 infra city improvements, I would recommend:
- 2 power plants
- full stadiums, shopping, banks
- police station
- subway
- raw resource improvements
- at least 2 military improvements
Avoid the manufacturing improvements (steel, gas, munitions, aluminum) until you have over 1000 infra.
It's generally cheaper to get resources off the market, especially food. Most of the bigger nations have the cashflow, cities, and projects to do heavy manufacturing.
The best source of income is from your own citizens and from raiding inactives.
For military improvements,
- Barracks and Soldiers are probably the most important.
- Tanks are great, but the steel is way too expensive for most young nations.
- Airforce is quite crucial - all wars are won on air. But raiders often don't have an air force.
- Navy keeps your nation from getting blockaded. If you're blockaded, you can't request for aid or buy from outside.
I highly recommend everyone join an alliance. You'll get protection while on beige, but once you grow to a certain size, you'll be continuously fending off very aggressive and well funded raiders like Arrgh.
My recommendations are biased to my own perceptions. But I suppose it's better than nothing.
Good alliances generally focus on training and community and require you to sign up on an external forum. Generally the longer it takes to get membership, the better the alliance is. They'll usually just throw random questions to see if you're active, because active means trainable and will coordinate in a war.
Bad alliances focus on how much aid they'll give you.
Avoid all "paperless" alliances except GPA. Paperless is like living in a disaster prone area and refusing insurance. It works well until it doesn't. This is from my past experience in other games - people will help a paperless alliance on a winning war, but not on a losing one.
Green Protection Agency - Definitely the best if you just want to grow, or do something like trading and nation building. They're not all hippies. A lot of people join GPA to build up peacefully into a top tier nation then go off conquering the world.
The Syndicate - They won a war against a UPN coalition that was much bigger, just a week ago. Until very recently, they were the most dangerous alliance in the game.
Black Knights - The guys behind the ayy lmao ads. solid membership and activity levels.
The Knights Radiant - A lot of people with experience from another game, Cyber Nations. They look like the fastest growing, weren't even top 15 a week ago. And they actually gained score in through last two wars, one of which was against a nuclear VE.
Viridian Entente - Solid leaders who also have CN experience, but did really poorly in a recent war.
Rose - Good allies, good score and growth, lots of nukes. But not too war tested. They actually lost the last war against The Syndicate.
Roz Wei - Their guys seem forum active and have a good leader. But they're paperless, which sounds like a losing war waiting to happen.
Arrgh - Practically a pirate alliance. Experienced leadership. It looks like fun, but expect to get in trouble a lot. They also don't seem to have many goals other than blowing things up.
United Purple Nations - Good members, poor leadership. They're reevaluating their leadership and are broke from losing the recent war, so bad time.
The Light Federation - Poor leadership
Dutch East India Company - Very poor leadership. Went from 100k to 25k score in a month during the present war. Post-war, they lost half their membership in a week, which is a horrible sign.
Link is
https://politicsandwar.com/register/ref=Magnus%20Decimus%20Gault(I'll cycle around the referral bonus
)