World Order

The rules of World Order

The full reference. New to the game? Start with How to play.

All times below are for the longest game, Genesis, where one game hour is one real hour. Faster games scale every timer by their speed, except attack travel times, which are set per game length so defenders always get a fair warning.

Game lengths

GameReal lengthSpeedAttacks land inPeace time
Blitz1 hour×576about 1.5 minutes5 minutes
Skirmish8 hours×7230 to 60 minutes40 minutes
Campaign48 hours×12about 8 hours4 hours
Standoff72 hours×8about 12 hours6 hours
Dominion8 days×3about 12 hours16 hours
Genesis24 days×1about 12 hours48 hours

There are no turns. Any player can act at any time, and every action takes time to finish. No action can start if it would finish after the game ends. During peace time nobody can attack or launch air strikes, but building, trading, alliances and every covert mission work as usual.

The map

Eight countries share a map of forty regions. Each country starts with a capital and four outer regions. Everyone always sees the whole map: every region, its owner, its borders, whether it is coastal, and its main resource. The sea is one connected ocean. Capitals are inland, so they can't be invaded from the sea.

Resources

A country earns about 2,000 per hour in all, flowing continuously. The capital makes about 30% of that and each outer region 10% to 25%. Every country is clearly short of energy or wealth: the weaker of the two is 25% to 40% of its energy and wealth income. Intelligence is 10% to 20% of income. Countries start with about twelve hours of income saved. Resources can't be exchanged for one another and there is no storage limit; shortages are fixed only through deals.

Units

UnitStrengthCostBuild timeWhere
Army (land)175 wealth + 25 energy6 hoursany region
Navy4200 wealth + 200 energy12 hourscoastal regions
Air force8200 wealth + 600 energy12 hoursany region

Every strength point costs the same, so no unit is simply better value. You pay when you order, every unit in an order finishes together, and cancelling refunds half. A standing order can keep building the same units while you can pay for them.

Upkeep is about 2% of a unit's build cost per hour, paid in the same mix of energy and wealth, for every unit you own, wherever it is. If you can't pay, the unpaid part of your army is unsupplied: it fights at half strength and counts at half on the leaderboard until you pay again. Units can be disbanded at any time, without a refund.

Movement

Battles

What you can see

You see everything about your own country. For other countries you see the map, their Reputation, the leaderboard and their armies as a range per unit type (for example “Navy: 5 to 15”), within about 20% of the truth. Exact numbers come only from spy reports, shared vision with allies, or the Gazette.

Deals

A deal is a set of terms that the game carries out automatically. One side can offer: resources now, a payment every hour, a penalty if it breaks the deal, a reward for capturing a region, joining an attack, carrying armies by sea, spying on a target, liberating a former region, defending the other side, letting its armies through, or sharing intelligence reports. Both sides can agree to a peace promise or to found an alliance.

Deals last 48 hours by default and at least 6. Each country can have five open offers at most. Breaking any part of a deal breaks all of it, takes effect at once, and the other side is told immediately. Acting against a deal, for example attacking a country you've promised peace to, asks you to confirm first. Land and units always stay with their owner; they can't be traded.

Reputation

Every country starts at 70 out of 100. The labels are Trusted (80 to 100), Reliable (60 to 79), Neutral (40 to 59), Doubtful (20 to 39) and Treacherous (0 to 19). Reputation never recovers on its own. It falls when a country breaks a deal (−15), leaves an alliance without notice (−15), attacks a fellow alliance member (−30 in total) or is exposed running a covert operation, and it rises when a country keeps its deals.

Alliances

An official alliance has two to four members. Every member gets a peace promise, shared vision and military access with every other member. Defence pacts are separate deals. A new member needs more than half of the current members to agree. A member can leave with notice, which costs no Reputation, or leave at once, which counts as breaking a deal.

Covert missions

MissionCost (Intelligence)Effect
Spy report, low confidence500A country's numbers, which a cover story can fool
Spy report, high confidence1,500The true numbers, and can reveal a secret mission
Cover story1,000Your reported figures show 50% to 150% of the truth
Sabotage1,500Halves a region's production for about a day
Siphon1,500Moves 10% of the target's stored wealth to you
Incite2,500Unrest in a region the target captured
False flag+1,000Blames another country for your operation

A country can run at most three operations, and at most one against each target, per Gazette edition. Counter-intelligence catches operations against you, and you choose whether to make them public.

The Gazette

The World Order Gazette publishes 24 editions a game, with a news cycle every four game hours. It reports public events, breaking news (a country knocked out, a new leader, peace time ending, a capital captured, an alliance splitting) and what players choose to publish. Messages between players are never reported as fact. The Final Edition awards Honours such as The Loyal Friend, The Great Betrayer and The Kingmaker.

Victory

Fair play

Every country starts equal in total strength, income and difficulty of missions; the map generator checks this before a game begins. Every action is checked by the game's server, so the app can't be used to cheat. Computer players fill empty seats and follow the same rules as people.