Guide

How Forgeworld works, topic by topic.

Getting started

Your citizen
During the closed beta, a new account waits for an admin to approve it before it can play. Pick a name (3 to 24 letters and digits) and a citizenship. You start in that country with 10 Gold, enough to build your first raw-material company. You can rename later for 50 Crypto; old names stay listed on your profile.
The daily routine
Each UTC day you can work once for an employer, work once as manager in a company you run, train once and fight as much as your energy allows. Work and training each give 5 XP. Work, train and hit once, then collect the daily bonus on the home page: 1 Gold and 10 XP.
Levels
Levels come from XP: 200 XP per level up to level 10, 300 up to 20, 400 up to 40, then 500. Every hit gives 1 XP and every 10 HP put into a construction gives 1 XP. Level 5 opens parties and running for congress or party chief. Newspapers open at level 10, military units at level 10 and running for president at level 10. Any citizen can vote.
Streaks
Working or training 30 days in a row earns the Hard Worker or Super Soldier medal, worth 5 Gold each. Miss a day and the streak starts over.
The side panel
The side panel shows your location, level, rank, HP, food limit, strength, economy skill and money. HP and food limit show how long until they are full again. Click the rank to switch between your military and builder rank; the rank tile on profiles has the same switch.
Day change
The game day changes at midnight UTC. While the new day is prepared (power, NPCs, premium auto work), the game pauses for a moment and no actions can be taken.

Energy and food

Energy
You have up to 500 energy, shown as HP. It refills by itself, one point every minute or so, so a full bar takes 8 hours. Work, manager work, training and every hit cost 10 energy.
Food
Eating food from your storage restores 10 energy per quality level: Q1 gives 10, Q5 gives 50. You can eat up to 10 pieces at once; one more piece becomes available every 48 minutes, so the limit is full again in 8 hours.
Eating in battle
On a battle page you can pick a food quality and eat without leaving the fight. The page remembers the food and weapon quality you picked last.

Work and companies

Getting a job
Take a job offer on the Job market. Offers list companies in the country you look at, best paid first; some need a minimum economy skill. You can have one job at a time and quit whenever you like.
Salary and income tax
Your employer pays the salary in the company country's currency each time you work. The country's income tax is taken from it and goes to the treasury.
Public works
Public works hires everyone in every country, without limit, and pays 0.01 Gold minted by the game, untaxed. It produces nothing, so it is only a safe first job.
Economy skill
You start with economy skill 1. Every work for an employer raises it: level 2 after one day, then each level takes twice as long (2, 4, 8 ... 32 days), and about 50 days per level from 8. You produce (4 + skill) / 5 of a full work: skill 1 makes 100%, skill 6 makes 200%.
Building a company
Build a company in the region you stand in for 10 Gold, for yourself or, as a unit leader or commander, for your unit. Its salaries are paid in the currency of the country that owns the region.
Upgrades
A company goes from Q1 to Q5. Upgrades cost 20, 50, 100 and 200 Gold. A downgrade returns 75% of the last upgrade; a Q1 company can be deleted for 75% of its build price, and its employees lose the job.
Raw companies and factories
Grain farms, iron mines, oil wells and coal mines make 10 raw units per full work at Q1 and 20% more per level, 18 at Q5. Factories turn raw materials into products of their own quality, and higher qualities take longer: a full work makes 10 Q1 food or 2 Q5 food, 5 Q1 weapons or 1 Q5 weapon, 2.5 Q1 tickets or 0.5 Q5 tickets. Each item takes 1 grain, 2 iron or 4 oil per quality.
Production
The more work a company gets in a day, the less each one yields: the 10th work makes 70%, the 30th only 33%. Points left over after a factory item carry to the next work.
Deposits
Each country has one high and one medium deposit of two different raw materials (a one-region country only the high one). Raw materials are grain, iron, oil and coal. A raw company produces 25% more on a high deposit of its raw, normally on a medium one, and 25% less in a region without one. Factories produce 10% more when their region's owner holds a high deposit of their raw material, 5% more for a medium one. A region whose owner lost its capital produces 25% less, and a Q5 recycling center in the region adds 5%.
Pollution
Every work in a company adds its production points to the region's pollution, which fades 20% a day. Coal burnt in a coal power plant pollutes its region too, a tenth of a full work per coal. Half of the pollution made in a region spreads equally to its neighbors held by the same country, so a remote power region still dirties the country's industry. Companies in a region more polluted than the average of polluted regions produce 1% less for every 10% over that average, up to 25% less. A recycling center in the region cuts the pollution made there before it spreads. The region page shows its pollution, the average and the output loss, so check it before you build.
Running a company
Owners post job offers with a salary, number of positions (up to 100) and minimum skill, change salaries, dismiss workers, rename the company, set its logo and move it to their current region for 10 Gold. Salaries must reach the country's minimum wage.
Work as manager
Once a day you can work in a company you own or run for your unit. It costs 10 energy and gives 5 XP and the output, but no salary and no economy skill.
Business market
Put a company up for sale for Gold on the Business market. The buyer gets it with its employees and job offers.

NPC workers

What NPCs are
NPCs are computer-run workers that keep the economy moving. They take job offers and work like players, but never appear in rankings, search or the online list.
How many there are
A country gets one NPC for every 380 Gold spent on active companies located there, counting the build price and the upgrades of their current level. Counts are matched once a day, at midnight UTC.
Active companies
A company counts while a player worked in it, as employee or manager, in the last 7 days, and its owner (for a unit's company, the unit leader) worked, trained or fought in that time.
Their day
Once a day, at a random minute, an NPC looks at local offers: without a job it takes the best paid one, with a job it moves only for at least 10% more. Then it works for its employer. If the employer cannot pay or lacks raw materials, it moves to another company. NPCs never work in public works.
Their money
NPCs are paid like players and their output goes to the company. They spend their salary on Gold at the cheapest offers of the currency market, so they also buy the Gold players sell.
Their skill
NPCs gain economy skill from work at half the player rate, so a long-serving NPC produces more.
Fewer NPCs
When a country's active spending drops, NPCs leave: the unemployed first, then the newest.

Power

Energy for companies
Every work in a company uses 10 kWh per company level (50 kWh at Q5). The company pays the energy price in Gold, set by a law from 0.001 Gold per kWh or 0 for free energy, to the treasury of the country that owns its region.
Supply
Every country makes 2 MWh a day on its own, enough for the early game. Once a day, at midnight UTC, coal power plants and a nuclear power plant burn coal and uranium from the national storage, only as much as the previous day's use needs above that. The base itself then burns up to 200 coal a day from the storage while there is any, without pollution, so stockpiles do not pile up; with no coal it is still free. A coal power plant makes up to 1,000 kWh a day per level (10 kWh per coal). Burning coal pollutes the regions with coal plants: every coal adds as much as a tenth of a full work.
Shortage
When the day's supply covers less than the previous day's use, every company in the country produces that much less, up to 75% less. The government page shows the supply, the use and the shortage.
Coal
Every region has a coal level from 0 to 10, rerolled on the 1st of each month, and gives its owner 2 coal a day per level. A coal shaft adds 50% per level. Coal mine companies dig more, and coal is traded on the market like other raw materials.
National wonders
In its capital a country can build, once, a uranium processing site (10 uranium a day into the storage) and a nuclear power plant (up to 20 MWh a day, 1 000 kWh per uranium). Like every building, they are lost when the capital is conquered.

Region buildings

Starting a construction
The president, vice president or labour minister starts the next level of a building in a region their country owns, for 10 Gold from the country treasury. A country builds in one region at a time; on the government page builders queue up to 5 more orders, paid when ordered and refunded if cancelled, which start one by one as each construction ends. Buildings go from Q1 to Q5; national wonders, built only in the capital, have a single level. The Power topic covers the coal shaft, the coal power plant and the wonders.
Building
Every citizen of the country, wherever they stand, can help (with a human check, like battle hits): Build puts 10 HP into the construction and Build ×5 puts 50, on the region's page or on the construction tile under the side panel. 1 HP is 1 point before builder gear and rank. Q1 takes 20000 points and every level 2.5 times more; a national wonder takes 2000000. That holds for up to 10 citizens; every citizen past that adds a 10th, fixed when the level starts.
Builder equipment
Builder pieces drop only from constructions (every 10 HP put in rolls like a hit), combat pieces only from battles. They share the slots of your doll, so swap them to build; premium players also get a builder doll worn alongside. Construction adds % progress, construction on one building more of it. A critical step puts in double progress, an avoided step costs no HP but still counts. Drop chance raises builder drops.
Builder ranks
Progress you put into constructions earns build points and a builder rank. Every rank or star after the first adds 2% construction progress. HP spent stays the same; the extra progress counts for the medal and the rank too.
Master Builder
The citizen who put the most progress into a finished level gets Master Builder (5 Gold). Starts and completions appear in the home page news.
Defense system
Adds 2.5% defender damage per level in battles for its region, and at Q5 also 2.5% defender accuracy.
Recycling center
Cuts the pollution companies in its region make by 5% per level, and at Q5 also adds 5% to their output.
Conquest
When a region is conquered or liberated, each of its buildings loses a level (a national wonder is lost), a running construction is lost and queued orders there are refunded.

Training and strength

Training
Train once a day on the Training page for 10 energy and 5 XP. Each training adds strength, quickly at first and less as strength grows: +10 a day up to 150, +5 up to 200, +2.5 up to 250, then +1, +0.5 and +0.2, and +0.1 a day from 325. You start with 100.
Specialization
On the Training page pick soldier, builder or entrepreneur: +10% to your own damage, construction progress or work output, and −10% to the other two. A change is free once every 30 days, otherwise it costs 50 Crypto; either way the 30 days start again.
Why strength matters
Your base hit is a tenth of your strength before the rank bonus: a new Recruit with 100 strength hits for 10, and 300 strength hits three times as hard.

Battles and damage

How a battle runs
A battle has rounds of 120 minutes. The side with more damage in a round wins it, and ties go to the defender; the first to win 8 rounds wins the battle and the region.
Your hit
Each hit costs 10 energy. Its damage depends on strength, rank, weapon and equipment, then varies from 80% to 120%. Without equipment, a hit has a 12.5% chance to miss and a 12.5% chance to be critical, doing double damage. Berserk fires 5 hits at once and stops early when energy or weapons run out.
Bonus events
Now and then the game runs a bonus event, such as extra damage or a higher equipment drop chance, between two set times. A banner above the page shows a running event, and the home page calendar marks the days.
Weapons
Without a weapon you do half damage. A weapon multiplies damage from 120% (Q1) to 200% (Q5) and is used up by the hit.
Where you fight from
Both sides fight from regions of their own country or an ally. Defenders get +20% damage in the battle region itself; attackers can never fight from there, but get +20% from their own country's regions bordering it. In a resistance war both sides fight from the region itself with the bonus.
Cut-off regions
A region whose owner cannot reach its original regions through regions it holds, by land or sea, is cut off. Its defenders deal 20% less damage, and so do attackers whose every region bordering the battle is cut off.
Ranks
Rank points are the total damage you have dealt. Ranks go from Recruit through Sergeant, Captain and Colonel to Field Marshal, each with four more stars on the way to the next. God of War at 5 billion points is the last. Recruit gives no bonus; every rank or star after it adds 2% damage, up to +120% for God of War.
Special items
The Special shop sells battle items for Gold; use them from your storage. A bunker gives +10% damage while defending a region, a city map +20% while attacking in a resistance war and steroids +20% in any fight, each for 24 hours after use; they add up, and using one again adds another 24 hours. Heavy ammo adds 10% critical chance and a ghillie suit a 10% chance a hit costs no energy, in any fight for 24 hours, on top of the equipment caps. A sniper scope adds 3.25% accuracy in any fight for 24 hours. A medkit refills your food limit to full. A tactical knife makes hits without a weapon do 100% damage instead of 50% for 30 days; you can pause it in your storage, and paused time does not run down. A toolbox adds 50% construction progress for 24 hours. A megaphone, bought for Crypto or won in the battle pass, shows your message of up to 140 characters to every online player for 10 seconds; one announcement is on air at a time. Coffee and energy bars, also bought for Crypto, raise your economy skill or strength to 75% of the highest in the game (equipment not counted); they do nothing once you are there.
Battle heroes
In battles for a region, the top fighter of each side in a round gets Battle Hero (5 Gold); the top fighter of each side over the whole battle gets Campaign Hero (10 Gold).
Subsidies
The president, vice president or defense minister of any country can pay fighters of either side in a battle for a region: a Gold rate per 1,000,000 damage, paid as the damage is dealt, from a budget moved out of the treasury in advance. The rate can change at any time and the budget can grow. Only the side's highest rate with budget left pays. What is left goes back to the treasury when the subsidy is cancelled or the battle ends.
Unit contracts
A commander can also set aside Gold for a damage target on one side and auction it to military units for 5, 10, 15, 30 minutes. Unit leaders and commanders bid a price per 1,000,000 damage, each bid lower than the last. The lowest bid from a unit without another active contract wins, and the Gold not needed at that price returns. The members' damage on that side then fills the contract instead of earning subsidies. The unit treasury gets the whole amount once the target is reached, or is paid for the damage done when the battle ends.
Training battle
Players up to level 10 can always fight in the training battle between Team A and Team B, from anywhere, to practise and earn rank. A new one starts as soon as one ends.
Fair play
One hit at a time: there is a short pause between hits across all battles, and the game checks occasionally that a person is playing.

Equipment

Drops
Every hit, misses included, has a 0.33% chance to drop a Q1 piece of equipment for any slot but the charm. Builder pieces drop only from constructions (see Region buildings).
Slots
You wear one piece in each of eight slots: helmet, armor, vision, offhand, gloves, pants, shoes and charm. Double-click a worn piece to take it off.
Stats
Each piece has two random stats, every one equally likely: extra damage, higher top damage, critical chance, accuracy, a chance a hit costs no energy, economy skill, more strength from training, a higher equipment drop chance, flat hit damage, strength, a chance a hit uses no weapon, or a chance a hit finds a Q1 weapon. The charm rolls only critical chance, accuracy, avoid chance, economy skill, training and drop chance. Higher qualities roll higher values.
Skills from equipment
Strength and economy skill from equipment show as a small +x next to your own. They count for damage, work output and job requirements, but training and work grow only your own skill.
Charging up
Economy skill and training from a piece start at nothing when you put it on. Every 12 hours worn adds a quarter, so the piece works in full after 48 hours. Taking it off resets the charge; switching to a set that keeps it on does not. A worn piece still charging shows its charge, say 50%, next to the stat.
Caps
Totals of the worn set are capped: +50% damage, +100% top damage, critical chance up to 40%, accuracy up to 100%, an avoid chance up to 40%, +75% training, double drop chance, weapons saved or found on up to 40% of hits, and +10 economy skill. Hit damage and strength have no cap.
Your stats
The Military tile on the equipment page and on profiles shows your totals with the worn set; Construction below it shows what builder pieces add to constructions. Hover or focus a stat to see its base value and the green bonus from equipment.
Sets
With premium, save up to 5 sets of worn pieces and switch between them in one click, say one for battle and one for work. Pieces merged or sold since are skipped.
Builder doll
With premium, the Builder tab next to the doll gives you a second doll just for builder pieces. It is worn at the same time as your normal one, so you no longer swap equipment between building and fighting: battles count the combat pieces on your normal doll, constructions the builder doll (and builder pieces on the normal doll in slots it leaves empty). When premium ends, the pieces on the builder doll go back to your storage.
Merging
Merge three pieces of one quality into one piece of the next quality, up to Q5, for 0.30 Gold at Q1, three times more for each quality above. The new piece takes the slot and kind of a random ingredient, so combat and builder pieces mix: each one is a 1 in 3 chance for its kind (two builder and one combat: 2 in 3 builder, 1 in 3 combat).

Tournaments

What they are
Tournaments are single-elimination brackets of battles with no region at stake. They are listed on the Tournaments page and in the home page calendar. Most run on a weekly or monthly calendar and open for sign-up beforehand.
Kinds
A world war splits all active countries into two teams. A team tournament puts 3 or 4 countries in a team. A country tournament enters every country whose citizens dealt damage in the last 30 days. In a unit tournament a unit leader signs up the unit, and its members at sign-up close fight for it. In a solo tournament players sign up alone, sometimes within a level range, and fight one against one.
Pace
Rounds are shorter than in battles for a region: world war 10 minutes per round, 5 rounds to win, team and country tournaments 10 minutes per round, 3 rounds to win, unit tournaments 5 minutes per round, 3 rounds to win and solo tournaments 3 minutes per round, 2 rounds to win.
The bracket
When sign-up closes, entries are seeded by their damage over the last 30 days, and the top seeds get byes. Each stage starts a few minutes after the last match of the one before ends. The two semi-final losers play for 3rd place.
Fighting
You fight from anywhere, for one entry per tournament: your unit or yourself from sign-up close, or a country side from your first hit. Matches count for damage and rank, but give no medals, no boosts, no subsidies and no unit or alliance order bonus. Some tournaments freeze battles for regions while they run: no new attacks or resistance wars, and round clocks stop.
Rewards
Every player of the winning side with 10 or more hits in a match gets the tournament's item. Places 1 to 3 share the Gold prize 50/30/20: to country treasuries (split evenly in a team), the unit treasury or the solo player. Players of the winner with 30 or more hits over the tournament get the Tournament Winner medal (5 Gold).

Battle pass and missions

Daily missions
Each UTC day you get 4 missions, such as hitting, eating, working or posting a market offer. Each finished mission pays 0.25 Gold and 100 battle pass XP.
Seasons and tiers
A battle pass season is a calendar month. Every 350 XP reaches a tier, up to one tier per day of the month. Each tier has a free reward and a premium reward.
Premium track
Buy the premium track of the current season for 5 Crypto to claim premium rewards too, including tiers you already reached.
Claiming
Claim reached rewards on the Battle pass page during the season. Rewards left when the season ends are claimed for you.

Auctions

Listing
Put a stored piece from your equipment, or special items from your storage, on auction for 12, 24, 72 hours, with a starting price in Gold and an optional buy-now price above it. It leaves your equipment or storage until the auction ends. You can run up to 10 auctions at once, 20 with premium.
Bidding
The first bid is at least the starting price, each next one at least 5% above the top bid. Your Gold is taken when you bid and comes back at once if someone outbids you. You cannot bid on your own auctions.
No sniping
A bid in the last 5 minutes moves the end 5 minutes later.
Buy now
Paying the buy-now price, or bidding that much, ends the auction at once at that price.
The end
The top bidder gets the lot and the seller the price minus a 5% fee. Without bids the lot goes back to the seller, who can also cancel an auction nobody bid on.

Money and markets

Currencies
Each country has its own currency for salaries and the goods market. Gold is global: it pays for companies, upgrades, units, parties and newspapers. Crypto is bought with real money for premium and cosmetics; players can trade it for Gold on the currency market but never send it.
Goods market
You trade on the market of the country you are in, and can preview others. Buyers pay that country's VAT on top of the price, and import tax when the seller is not its citizen. Special items, such as boosts, megaphones, coffee and energy bars, are not sold here: put them on auction.
Selling
Goods you list leave your storage at once and come back if you withdraw the offer. My offers lists everything you and your unit sell in every country, where you can change prices.
Currency market
Trade Gold against country currencies and Crypto. Post an offer with an amount and a price per 1.00, or buy from the cheapest. Money you list leaves your wallet and comes back if you withdraw. My offers lists your currency offers in every pair. Units and countries trade national currencies only; Crypto is bought and sold from your own wallet.
Price history
The currency market charts the daily average Gold price for the last 7 days, weighted by volume. Trades far above that day's best price are left out.
Storage
Your storage holds raw materials and uranium (no quality) and products of Q1 to Q5. Eat food and use special items from there.
Transaction log
Profiles, countries and military units have a transaction log of the money and items gained or spent. When an officer spends a unit's or a country's money, the row names the officer and the company it was for, if any.

Travel and the map

Moving around
Click your location in the side panel to travel to another region. Without a ticket a trip costs a full energy bar, so you can only leave with full energy; a ticket lowers that by 20% per quality, and a Q5 ticket makes it free.
Why location matters
Where you stand decides which market you trade on, where you build companies and how you fight.
Regions
The world is divided into regions linked by land borders and sea routes. Each region keeps its original country, even when another one occupies it. The map shows owners, battles and how many citizens stand in each region.
Capitals
While a country does not hold its capital, companies in its regions produce 25% less.

Politics

Parties
From level 5, found a party of your country for 10 Gold, or join one. The chief edits the congress list and backs a presidential candidate. A leaving chief hands over to the member with the most XP.
Elections
Every month, in UTC: congress on the 1st (10 seats), president on the 4th, party chiefs on the 14th. Congress candidates need level 5, party chief candidates level 5, presidential candidates level 10; country candidates also need a party of the country. Candidacy closes the day before. One vote per election; ties go to the earlier candidacy, and an election without votes keeps the current holders.
Government
The president appoints a vice president, a defense minister, a finance minister and a labour minister and can dismiss them. Congress members propose any law; the president and vice president all but impeachment and dismissals; the vice president also commands the military but appoints no one; the defense minister alliances, pacts, war and peace; the finance minister taxes, donations, printing money, the minimum wage and the energy price. The president, vice president, finance and labour ministers build and run the country's companies with the treasury, and the president, vice president and labour minister start region buildings. The president, vice president and finance minister buy goods for the country storage with the treasury; anyone may donate items to it, and a donation law gives them away.
Laws
Laws: taxes, minimum wage, energy price, donations from the treasury, printing money (200 national currency per Gold), the message of the day, alliances, non-aggression pacts, their cancellation and breaking, war, peace, impeachment, minister dismissal and revoking citizenship. Voting lasts 24 hours.
Citizenship
Anyone may ask another country for citizenship from its page for 10 Gold, paid to its treasury whatever the vote; a unit leader may ask the same for the unit, paid from the unit treasury. The country's congress votes on it like a law. A revoke citizenship law makes a citizen or a unit of the country stateless: no country, the UN flag, and import tax on every market. Changing or losing citizenship leaves congress, any office and the party.
Passing a law
A law passes once yes votes reach half of the filled congress seats; alliances, pacts, their cancellation and peace need that in both countries, and a congress without members blocks them. Impeachment needs more than 70%; the runner-up of the last presidential election takes over, or the office stays empty.
Alliances
A president whose country is in no alliance founds one for 100 Gold from the treasury and becomes its Secretary General. Members cannot declare war on each other; fighting from each other's regions still needs a mutual protection pact. Presidents apply to join; member presidents vote on applications, on inviting a country, on expelling a member and on a new Secretary General (any citizen of a member country). Once an invitation passes, the invited president has 72 hours to accept or refuse it. A vote passes once more than half of the member countries with a president say yes, and lasts at most 24 hours. The Secretary General names a deputy without a vote, as a president appoints ministers; both edit the logo and description and give the alliance order: a battle and side where citizens of member countries get +5% damage, fixed until that battle ends. A country may leave at any time; the last one out dissolves the alliance.
Limits
The president and ministers can propose 5 laws per 24 hours, a congress member 10 per term.
Taxes
One taxes law sets the income tax on salaries, VAT and import tax, each up to 25% and the same for every product. All go to the country treasury, which anyone can also donate to.

War and resistance

Declaring war
Congress declares war by law; proposing costs the treasury 30 Gold whatever the vote. A non-aggression pact is signed for 14, 30, 45, 60 or 90 days with a fine in Gold set by its proposer, and blocks war while it holds. Cancelling it needs the proposing congress, then the other one, and the pact still holds 24 hours after. Breaking it is a law of one congress: proposing costs 30 Gold like war and needs the fine in the treasury too; when it passes, the treasury pays the fine to the other country and war is declared.
Attacking
Once at war, the president or defense minister attacks a bordering enemy region. The declaring side alone may attack for the first 24 hours; later a side may attack unless it lost a battle of this war in the last 24 hours. A war has one running battle at a time.
Peace
Both congresses vote for peace, like an alliance. Not while a battle of the war runs. Wars and alliances also end on their own 30 days after they start.
Resistance
Standing in an occupied region, start a resistance war for its original country: 5 Gold for its citizens, 10 for others. Both sides fight from the region itself. If it wins, you get the Resistance Hero medal. Only one runs per occupied and occupier country. After one ends, the next waits 12 hours (6 for citizens of the occupied country) unless its congress starts it.

Military units

Founding
From level 10, found a unit for 50 Gold with room for 5 players. It belongs to your country. Expand it by 5 slots at a time up to 50.
Members
You are in one unit at most and join by applying; the leader or a commander accepts. The leader kicks anyone, a commander only regular members. A leader hands over leadership before leaving.
Orders and ranks
The leader or a commander sets a battle order. Members hitting for that side get the unit's rank bonus: novice +5%, regular +10%, veteran +15%, elite +20%. Rank upgrades cost Gold per slot.
Treasury and storage
Members deposit money and items; the leader and commanders pay them out to members. Disbanding hands everything to the leader.
Unit companies
Leaders and commanders build and run companies for the unit, paid from its treasury. With supply on, members working in a unit company get items from the unit storage each work.

Press

Newspapers
From level 10, found a newspaper for 10 Gold and publish articles, one per hour, filed under your country.
Readers
Readers subscribe, vote and comment, one comment every 10 seconds. The press page lists articles by country, latest, top and subscribed. Every 100 subscribers earn you a Media Mogul medal.

Medals

Earning medals
Every medal pays Gold: Battle Hero, Campaign Hero, Resistance Hero, Hard Worker, Super Soldier, Society Builder, Media Mogul, Congress Member, President, Tournament Winner, Master Builder and Bug Hunter. Most pay 5 Gold; Campaign Hero pays 10.
Invites
Share your invite link from the Referrals page. For every friend who reaches level 10 you and your friend each get 5 Gold, and you get a random Q1 equipment piece (every 5th friend a Q1 lucky charm instead). Every 10th friend also gives you the Society Builder medal. You also get 10% of the Gold your friends earn from medals.
Bug Hunter
Admins award Bug Hunter to players who find bugs in the game.

Community

Chat
The chat dock has global, trade, country, alliance and military unit channels. Write :code: to use emotes you own.
Messages
Send private messages from a player's profile. Reading a conversation marks it read.
Notifications
The Notifications page lists what happened to you. In Settings you can turn off kinds of notifications you do not want, and switch off notification and gunshot sounds.
Support
Open a support ticket from the footer, as a suggestion, a bug or other. Staff answer in the ticket, then close it or ask whether your issue is resolved: yes closes it, no reopens it with your reason.
Reports
Report chat messages, articles, comments and players that break the rules. Moderators review reports; removed content is hidden.

Premium and Crypto

Crypto
Crypto is bought with real money. It pays for premium, cosmetics, name changes and specialization changes. It cannot be sent to other players, but can be sold for Gold on the currency market.
Premium
Premium lasts 30 days for 10 Crypto and unlocks a name font, a name effect, an interface accent color, a profile banner and more auction alerts. Turn on auto work and auto train and it works and trains for you after the day changes, and adds All in to the battle panel: it fights in berserks at the normal pace and eats your chosen food until HP and food limit run out, while the battle page stays open, and stops at the end of the round. Construction panels get All in too: Build ×5 at the same pace, eating until HP and food run out or the level is finished. Buying again extends it. When premium ends, the name font and effect go back to normal, auto work and auto train turn off and builder doll pieces return to storage.
Gifts
Premium and the battle pass premium track can be bought for another player. They are told who sent the gift.
Cosmetics
Cosmetics such as emotes and avatar frames are owned forever once bought.