Unit Attributes

Attributes of Unit Types


The general category of unit. At the moment, these are LAND, SEA, AIR.


This is the type of unit within the category. For instance the LAND category has types Infantry, Cavalry, Armored Car, Armor, etc. while SEA category has types Battleship, Destroyer, etc. AIR might have Type Bomber, Fighter, Fighter/Bomber, etc.


The class is the specific instance of a type…for example LAND/Armor/M1-A1 Abrams. In this instance M1-A1 Abrams is the unit class. For AIR types the class might be "Sopwith Camel" or "B-1B Lancer". For SEA types the class might be "Wisconsin Class".


This the national owner of the class. At the start of the game basic classes available to 'ALL' are made available. Beyond these initial classes, players will have to develop their own classes through research and development. When these are developed, only the nation that developed that class may build them unless they specifically transfer that design to another nation or they are acquired through espionage or other means.


This attribute indicates that the class is secret and not for public knowledge. For instance, if you develop an F-117 Stealth Fighter/Bomber you might not want it published. Classes that you specify as "secret" will not show up on published lists that other players see. However, not all classes can stay secret. If a new and powerful Battleship appears on the high seas it will be hard to keep it secret. Submarine and aircraft candidates are better candidates for secrecy.


This is the attack value of the class. It represents the firepower of the class. It will be used for making comparative combat calculations within a Category/Type. However, be aware that Category/Type adjustments come into play. For instance, a newer Destroyer may have better numbers than an older Battleship. That does not mean the Destroyer will win…because despite its better numbers, it is still a Destroyer fighting a Battleship and its good numbers will be reduced because of the natural Category/Type disparity between Destroyers and Battleships.


This is the defense value of the class. It is an abstracted value representing the armor, damage control potential, and other defensive capabilities.


This is a comparative value indicating the range at which the unit is able to apply its firepower in a combat situation. The value does not reflect any actual distance, it is merely a comparative value. For instance, basic infantry at game start has a range of 1 while basic artillery at game start has a range of 2. This simply might indicate that the infantry will have to close with the artillery in most battle situations.


This value indicates the units movement capabilities during combat and its ability to break contact or pursue enemies. It does not reflect the units strategic movement capability outside of combat.


This value indicates the units maintenance and supply requirements during combat. It encompasses such things as fuel use, likelihood of mechanical breakdown, and the skill required of the maintenance staff. Again, this is an abstract value for tactical combat logistics, it is not a factor in strategic logistics.

Attributes of Individual Units

Unit ID

This is the actual identifier for a specific unit. This value can be set by the player. If you want to create the 101st Austro-Hungarian Airborne Storm-Trooping Hussar Division you can.


This value reflects the actual training and experience of the unit. These values have an effect on combat. These values can be raised through training, or come naturally through experience in battle. The values are:

RAW The basic raw recruit
GREEN Basic training provided
READY Fully trained
VETERAN Experienced troops, combat experience required
HARDENED Extended combat experience
CRACK Fully blooded troops
ELITE The cream of the crop


This is a value the player sets to indicate what type of deployment the unit is in. This value has a combat effect when compared against the enemy. The values are:

MOTHBALL The unit equipment is in storage and personnel dispersed Costs to reactivate
RESERVE The equipment is maintained and personnel maintain some level of training Costs to return to Active Duty
GARRISON Equipment and personnel are at a regular peacetime state of readiness
PATROL Unit actively patrols its area of operation and maintains a normal defense Costs to maintain
ACTIVE DEFENSE Unit is in a dynamic defensive mode A mobile defense for defending the unit as opposed to a specific area
STATIC DEFENSE Unit is in defensive posture Good for defending a specific area
INSURGENCY Unit is actively engaged as insurgents Beneficial for weaker forces
COUNTER-INSURGENCY Unit is actively engaged in counter-insurgent or counter-rebellion combat operations Costs to maintain
STRIKE Unit is engaged in specific limited offensive combat operations Costs to maintain
ASSAULT Unit is actively engaged in sustained offensive combat operations Costs to maintain
SIEGE Unit is actively engaged in siege operations Costs to maintain
INTERDICTION Unit is actively engaged in denying the enemy access to an area Good for disrupting transport or other operations in an area
BLOCKADE Unit attempting to blockade a specific port. Naval only.
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