A: Nation Name
This is self explanatory. This is the name you chose for your nation when you started the game.
B: XP
This shows your current experience points with how many experience points you need to level up. Upon reaching the target you will level up allowing you to research a new tech to give you attribute bonuses as well as unlock other techs (Anchor [Technology]) also allowing you to utilise a wider variety of landmarks scattered around the map (Anchor [Landmarks]). After levelling up the target experience will increase exponentially as your level increases.
Base xp has a minimum value of 0.01 and for a neutral tile is calculated as:
{changed and needs updating}
C: Level
This is your current in game level. This will determine which techs you can purchase (Anchor [Technology]) as well as how much experience you will gain by attacking tiles and other players.
D: Geo Eff Value
This is one of the most important values in the game as it defines how successful you will be when you attack another tile. It is determined by the shape and size of your Nation as well as any other bonuses you may have from attributes; specifically Air combat (Anchor [Attributes]). The current formula is:
Where:
Let's say I'm a level 44 player with
- 10 defensive air combat
- 5 general air combat
- 121 tiles
- 196 faces
Firstly it counts up how many tiles you have, takes the square root of it and multiplies it by 4. This will give you how many tiles you can have i.e the max faces.
Then it counts up how many exposed faces there are. Exposed faces are defined by any edges that are not touching your own territory.
Then it will calculate the size penalty which is the number of tiles you have, divided by 25 and then rounded down to a whole number.
Then it will calculate any bonuses to subtract by adding your general and defensive air combat attributes, multiplying by 2 and then adding 2.
If your level is below 100 it will subtract half of your level off 50 and then add this to your current bonus.
Finally it will sum these variables (adding the penalties and subtracting the bonuses), divide it by 100 and subtract the result from 1
So my probability of capturing a tile is 0.04 which is 4%
E: Total Size
This is a count of all the tiles that you currently control and is used to calculate your current Geo Eff value.
F: Forts Available
This is a count of how many fortifications you have available to place on your tiles. More fortifications can be purchased in the $ Techs tab (Anchor [Purchaseable Techs]).
G: Agriculture Bonus
This is a bonus defined by your agricultural attribute (Anchor [Attributes]) The value of your agricultural bonus determines how much bonus exp is awarded at the start of each day. A new day starts at midnight which runs off EST/EDT (GMT -5 hours/ -4 hours.)
H: Rebirth Counter
The rebirth counter comes into play when you hit level 100. It starts at 1000 and, depending on your level, will decrease by a set value per day (00:00 EST/EDT [GMT -5 hours/ -4 hours]). This is calculated by:
Hence at level 101 your rebirth counter will decrease by 1 per day, at level 102; 2 per day etc. When the counter reaches 0 your nation will reset including level, all techs bought or researched and captured tiles. You will earn 5% of your exp before resetting and earn 100 credits per level above 100 before the reset.
So if I was level 150 with 1,000,000 xp when the counter reached 0, I would end up with 5000 bonus credits and 50,000 xp.
I: Offensive & Defensive Weapons
Offensive and defensive weapons are purchasable techs that allow you to equip them as weapons. Each weapon has its own offensive and defensive stat boosts that will add to your current attributes. Offensive weapons will only boost your stats when attacking another player whilst defensive weapons will only boost your stats when being attacked by another player.
J: Counter
Counter is split into two separate options; "Counter" and "Counter and Invade." Countering will only activate if the attacking player fails to capture a defending players tile. If counter is selected and the counter succeeds, the attacking players tile will be destroyed and returned to neutral ground. If counter and invade is selected and the counter succeeds the attacking players tile will become the defending players tile. Counter success is determined by both the defending players counter attack attribute and the attacking players counter attack defence attribute. (Anchor[Attributes])