Stability · Stabilität
Cohesion of state and society. Low stability lowers output and tax income and raises unrest.
Stability (0–100 %) moves towards a target every month. The target depends on how well the population's needs are met, unemployment, the tax rate, health and social spending, wars, War exhaustionWar exhaustionMechanicGrows with the length of wars, losses and occupied provinces and lowers stability. Decays slowly in peace., running crises (Crisis ladderCrisis ladderMechanicConflicts start as a crisis with one demand and escalate in stages: demand, threat/sanctions, mobilisation, ultimatum, war. Every stage costs stability and trade; conceding, a compromise or backing down end it.) and a state bankruptcy. Each month stability closes 10% of the gap to its target – changes therefore take effect with a delay.
Every war costs 5% target stability, declaring war a one-off 5% on top. Low stability lowers productivity and raises UnrestUnrestMechanicDiscontent in a region from low stability, unmet needs and high regional unemployment. Unrest lowers the region's output. in the regions. The stability tooltip in the status bar shows every factor and its contribution.
See also UnrestUnrestMechanicDiscontent in a region from low stability, unmet needs and high regional unemployment. Unrest lowers the region's output.
· War exhaustionWar exhaustionMechanicGrows with the length of wars, losses and occupied provinces and lowers stability. Decays slowly in peace.
· Crisis ladderCrisis ladderMechanicConflicts start as a crisis with one demand and escalate in stages: demand, threat/sanctions, mobilisation, ultimatum, war. Every stage costs stability and trade; conceding, a compromise or backing down end it.
· ApprovalApprovalMechanicSupport for the government: rises with growth and won crises, falls with inflation, rising unemployment, war exhaustion and long tenure. In democracies it drives elections, in autocracies legitimacy and the risk of a coup.
Unrest · Unruhe
Discontent in a region from low stability, unmet needs and high regional unemployment. Unrest lowers the region's output.
See also StabilityStabilityMechanicCohesion of state and society. Low stability lowers output and tax income and raises unrest.
· UnrestUnrestMap modeUnrest of the population – high values lower output and stability.
Approval · Zustimmung
Support for the government: rises with growth and won crises, falls with inflation, rising unemployment, war exhaustion and long tenure. In democracies it drives elections, in autocracies legitimacy and the risk of a coup.
See also StabilityStabilityMechanicCohesion of state and society. Low stability lowers output and tax income and raises unrest.
Budget · Haushalt
Income from taxes; spending on administration, education, health, welfare, research, the military, infrastructure, upkeep and interest. A deficit is covered at once by new debt.
See also Public debtPublic debtMechanicDebt costs interest; the rate rises with the debt ratio. If market debt passes a limit, the state goes bankrupt: a haircut, maximum interest and a loss of stability.
· ResearchResearchMechanicResearch points come from the research budget and from research buildings such as universities. One research runs at a time; the queue starts the next one automatically.
· ConstructionConstructionMechanicNew building levels cost money and construction goods (missing goods are bought at a premium). How many projects run in parallel depends on GDP; cancelled projects refund 50%.
Public debt · Staatsschulden
Debt costs interest; the rate rises with the debt ratio. If market debt passes a limit, the state goes bankrupt: a haircut, maximum interest and a loss of stability.
See also BudgetBudgetMechanicIncome from taxes; spending on administration, education, health, welfare, research, the military, infrastructure, upkeep and interest. A deficit is covered at once by new debt.
· StabilityStabilityMechanicCohesion of state and society. Low stability lowers output and tax income and raises unrest.
Production method · Produktionsmethode
Every building level works with one method: fixed inputs, workforce and outputs per day. Technologies unlock better methods; you choose them per building.
See also ConstructionConstructionMechanicNew building levels cost money and construction goods (missing goods are bought at a premium). How many projects run in parallel depends on GDP; cancelled projects refund 50%.
· World marketWorld marketMechanicPrices form every week from the supply and demand of all states. When supply fails – through blockades or crises, say – prices rise; crises from the threat stage add a risk premium to the goods of the states involved.
Construction · Bauen
New building levels cost money and construction goods (missing goods are bought at a premium). How many projects run in parallel depends on GDP; cancelled projects refund 50%.
See also Production methodProduction methodMechanicEvery building level works with one method: fixed inputs, workforce and outputs per day. Technologies unlock better methods; you choose them per building.
· InfrastructureInfrastructureMechanicDevelopment of a region's transport and logistics. Transport hubs and ports raise it; it carries troop supply and productivity.
Infrastructure · Infrastruktur
Development of a region's transport and logistics. Transport hubs and ports raise it; it carries troop supply and productivity.
See also SupplySupplyMechanicArmies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops.
· InfrastructureInfrastructureMap modeDevelopment of transport and the supply network.
· Transport HubTransport HubInfrastructureCost$2bnBuild time540 daysWorkforce20,000ProducesServicesRail, road and logistics hub: raises the infrastructure and supply capacity of the region and provides services.
World market · Weltmarkt
Prices form every week from the supply and demand of all states. When supply fails – through blockades or crises, say – prices rise; crises from the threat stage add a risk premium to the goods of the states involved.
See also Trade flowsTrade flowsMechanicEvery week the simulation links exporters and importers of each good into flows (up to 4 partners). Long routes make imports dearer; alliances and economic unions favour partners.
· ChokepointChokepointMechanicStraits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market.
Trade flows · Handelsströme
Every week the simulation links exporters and importers of each good into flows (up to 4 partners). Long routes make imports dearer; alliances and economic unions favour partners.
Trade flows connect surplus and demand between states. For each good the simulation picks up to 4 partners every week; distance, alliances and economic unions influence the choice. Every flow follows a route over land and sea; transport costs grow with its length, up to 25% of the value of the goods.
If a route runs through a ChokepointChokepointMechanicStraits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market., the flow depends on that strait or canal. If it is blocked, the flow looks for a detour – or fails. The TradeTradeMap modeTrade flows by group of goods and chokepoints on the routes. map mode gives the overview.
See also ChokepointChokepointMechanicStraits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market.
· World marketWorld marketMechanicPrices form every week from the supply and demand of all states. When supply fails – through blockades or crises, say – prices rise; crises from the threat stage add a risk premium to the goods of the states involved.
· TradeTradeMap modeTrade flows by group of goods and chokepoints on the routes.
Chokepoint · Engpass
Straits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market.
See also Trade flowsTrade flowsMechanicEvery week the simulation links exporters and importers of each good into flows (up to 4 partners). Long routes make imports dearer; alliances and economic unions favour partners.
· BlockadeBlockadeMechanicA fleet on blockade closes a sea zone to the enemy's trade when its side has clear sea control. If the zone is part of a chokepoint, the chokepoint counts as blockaded; a fully blockaded port no longer supplies troops.
· TradeTradeMap modeTrade flows by group of goods and chokepoints on the routes.
Research · Forschung
Research points come from the research budget and from research buildings such as universities. One research runs at a time; the queue starts the next one automatically.
See also Ahead and behind the timesAhead and behind the timesMechanicEvery technology has a year. Researching ahead of time costs steeply rising surcharges; falling behind makes research cheaper, and technologies other states already have get cheaper too.
· UniversityUniversityPublicCost$1.6bnBuild time720 daysWorkforce8,000Provides research points per level; somewhat fewer in poorer economies.
Ahead and behind the times · Vorgriff und Rückstand
Every technology has a year. Researching ahead of time costs steeply rising surcharges; falling behind makes research cheaper, and technologies other states already have get cheaper too.
The cost of a technology depends on the distance to the current game year. Each year ahead raises the price by 10% plus a quadratic share – more than a few years' lead is practically unaffordable. Each year behind lowers the price by 5%, by at most 75%. Diffusion helps as well: the larger the share of states that already have a technology, the cheaper it gets (up to 30%).
See also ResearchResearchMechanicResearch points come from the research budget and from research buildings such as universities. One research runs at a time; the queue starts the next one automatically.
Relation · Beziehung
One state's opinion of another (−100 to +100). It influences alliances, crises and whether offers are accepted.
See also Crisis ladderCrisis ladderMechanicConflicts start as a crisis with one demand and escalate in stages: demand, threat/sanctions, mobilisation, ultimatum, war. Every stage costs stability and trade; conceding, a compromise or backing down end it.
· AllianceAllianceMechanicDefensive alliances bind: if a partner is attacked, all partners join the war on its side. Economic unions only link trade.
Alliance · Bündnis
Defensive alliances bind: if a partner is attacked, all partners join the war on its side. Economic unions only link trade.
See also RelationRelationMechanicOne state's opinion of another (−100 to +100). It influences alliances, crises and whether offers are accepted.
· Crisis ladderCrisis ladderMechanicConflicts start as a crisis with one demand and escalate in stages: demand, threat/sanctions, mobilisation, ultimatum, war. Every stage costs stability and trade; conceding, a compromise or backing down end it.
Crisis ladder · Krisenleiter
Conflicts start as a crisis with one demand and escalate in stages: demand, threat/sanctions, mobilisation, ultimatum, war. Every stage costs stability and trade; conceding, a compromise or backing down end it.
A crisis starts with exactly one demand – territory, reparations, lifting an embargo, leaving an alliance or demilitarising a border region. Other states can join either camp.
The initiator can escalate 30 days after reaching a stage at the earliest; every stage has a deadline of 90 days, the ultimatum 30 days. From the threat stage mutual sanctions apply; mobilisation raises troop upkeep and readiness. If the target rejects the ultimatum or it runs out, war begins and the demand becomes the war goal.
The tension of the crisis lowers the stability of everyone involved and, through a risk premium, raises the world market prices of the goods the camps supply. If a crisis ends without war, the leaders keep a truce of 365 days.
See also RelationRelationMechanicOne state's opinion of another (−100 to +100). It influences alliances, crises and whether offers are accepted.
· War scoreWar scoreMechanicBalance of a war from −100 to +100 from occupied provinces, battle losses and war exhaustion. It decides which peace terms the enemy has to accept.
· TensionTensionMap modeCrisis tension of the states (supporters at half).
War score · Kriegspunkte
Balance of a war from −100 to +100 from occupied provinces, battle losses and war exhaustion. It decides which peace terms the enemy has to accept.
War score comes mostly from occupied value: every province has a value from its population, and the capital adds 25% of the total value. Battles add up to 25 points, the difference in War exhaustionWar exhaustionMechanicGrows with the length of wars, losses and occupied provinces and lowers stability. Decays slowly in peace. up to 15.
A peace offer may demand at most what your war score allows (plus a tolerance of 5); a white peace is always possible. After peace, a truce of 730 days applies.
See also War exhaustionWar exhaustionMechanicGrows with the length of wars, losses and occupied provinces and lowers stability. Decays slowly in peace.
· Siege and occupationSiege and occupationMechanicA supplied army without opposition in an enemy province besieges it; after some days (longer in rough terrain and capitals) control changes. Occupied areas produce less and count for the war score.
War exhaustion · Kriegsmüdigkeit
Grows with the length of wars, losses and occupied provinces and lowers stability. Decays slowly in peace.
See also War scoreWar scoreMechanicBalance of a war from −100 to +100 from occupied provinces, battle losses and war exhaustion. It decides which peace terms the enemy has to accept.
· StabilityStabilityMechanicCohesion of state and society. Low stability lowers output and tax income and raises unrest.
Organisation · Organisation
Combat readiness of a unit. Losses hit organisation first; when it drops to 5%, the unit retreats.
See also SupplySupplyMechanicArmies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops.
· ReserveReserveMechanicTroops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle.
Supply · Versorgung
Armies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops.
The supply network starts at the capital and at every own coastal province under own control (supply by sea). From there it reaches across own and friendly territory and 1 province into enemy territory – occupation therefore only advances along the front.
Connected armies draw their supply goods (fuel, munitions) from the stockpile. Without supply they lose strength (AttritionAttritionMechanicArmies without full supply lose strength every day: share of the shortage × attrition value of the terrain.) and organisation every day; below 50 % their firepower falls as low as 50%. Cut-off armies receive nothing at all.
See also AttritionAttritionMechanicArmies without full supply lose strength every day: share of the shortage × attrition value of the terrain.
· OrganisationOrganisationMechanicCombat readiness of a unit. Losses hit organisation first; when it drops to 5%, the unit retreats.
· SupplySupplyMap modeSupply network of your troops: supply fulfilment, cut-off areas dark.
Attrition · Abnutzung
Armies without full supply lose strength every day: share of the shortage × attrition value of the terrain.
See also SupplySupplyMechanicArmies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops.
· DesertDesertTerrainMovement cost×1.4Defence bonus±0%Frontage14.4 unitsClose air support×1.25Attrition without supply3%/dayDesert: the widest front and the strongest air effect, but high attrition without supply. Armour and artillery have the edge, infantry is somewhat weaker.
· JungleJungleTerrainMovement cost×2Defence bonus+35%Frontage5.4 unitsClose air support×0.5Attrition without supply2.8%/dayJungle: very slow, a very narrow front, high attrition without supply and little effect from the air. Light forces and marines have the edge, heavy formations are at a clear disadvantage.
Manpower · Mannstärke
The country's pool of people fit for service. Recruitment and reinforcement use manpower; it slowly regrows with the population.
See also BarracksBarracksMilitaryCost$600MBuild time180 daysWorkforce2,000Barracks: allows recruiting land units in the region and provides a garrison.
Terrain effect · Geländewirkung
Terrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.
Every land unit belongs to a troop class (InfantryInfantryTroop classCrossing relief0%Unit types1Infantry: slight advantage in forest, cities and jungle, somewhat weaker in open desert and steppe., Light forcesLight forcesTroop classCrossing relief0%Unit types0Mountain troops, special forces and light infantry: strong and faster in mountains, hills, forest and jungle., MarinesMarinesTroop classCrossing relief50%Attack on the coast+10%Unit types1Marines: advantage in marshes and on the coast, suffer only half the river and strait crossing penalty., MechanisedMechanisedTroop classCrossing relief0%Unit types3Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities., ArmourArmourTroop classCrossing relief0%Unit types1Armour: decisive on plains, steppe and desert; markedly weaker and slower in forest, marsh, jungle, mountains and cities., ArtilleryArtilleryTroop classCrossing relief0%Unit types2Artillery and drones: strong with open fields of fire on plains, steppe and desert, weak in jungle, marsh and mountains., SupportSupportTroop classCrossing relief0%Unit types2Air defence and coastal missiles: neutral in combat, slower in difficult terrain.). The terrain of the battle province changes per class:
- the attack of the attacker,
- the defence of the defender (together with the terrain's defence bonus),
- the movement cost of entering the province.
No terrain factor drops below 0.2. Terrain also limits the FrontageFrontageMechanicHow many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder. and dampens or amplifies Close air supportClose air supportMechanicAir wings on close air support raise their side's firepower in battle, depending on air superiority. Terrain dampens the effect (jungle, forest, mountains, cities) or amplifies it (desert, steppe, plains).. The terrain table shows the exact values; in the game they appear in the tooltip of every province and unit and in the battle window.
See also FrontageFrontageMechanicHow many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder.
· River and strait crossingRiver and strait crossingMechanicAttacking across a river costs firepower (the defender gets a 25% bonus); across a strait it is multiplied by 0.5. Marines bear only part of this penalty.
· ArmourArmourTroop classCrossing relief0%Unit types1Armour: decisive on plains, steppe and desert; markedly weaker and slower in forest, marsh, jungle, mountains and cities.
· Light forcesLight forcesTroop classCrossing relief0%Unit types0Mountain troops, special forces and light infantry: strong and faster in mountains, hills, forest and jungle.
· MountainsMountainsTerrainMovement cost×2.5Defence bonus+60%Frontage4.8 unitsClose air support×0.7Attrition without supply2%/dayMountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it.
Frontage · Frontbreite
How many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder.
The frontage is 12 units (brigades at full strength) per side, multiplied by the frontage factor of the terrain – wider in the desert, much narrower in mountains, jungle, marsh and cities. If a side has more strength than fits on the front, only that share fights, and the side's fire is cut accordingly.
The rest stands in ReserveReserveMechanicTroops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle.: it does not fire and suffers no strength losses, but loses a share of organisation because it relieves the troops at the front. A large army therefore holds a narrow front for a long time but does not break it by mass alone.
See also ReserveReserveMechanicTroops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle.
· Terrain effectTerrain effectMechanicTerrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.
· MountainsMountainsTerrainMovement cost×2.5Defence bonus+60%Frontage4.8 unitsClose air support×0.7Attrition without supply2%/dayMountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it.
· PlainsPlainsTerrainMovement cost×1Defence bonus±0%Frontage12 unitsClose air support×1.15Attrition without supply1%/dayOpen ground: fast movement, a wide front, no defence bonus. Armour, mechanised forces and artillery are at their strongest here, and close air support is amplified.
Reserve · Reserve
Troops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle.
See also FrontageFrontageMechanicHow many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder.
· OrganisationOrganisationMechanicCombat readiness of a unit. Losses hit organisation first; when it drops to 5%, the unit retreats.
River and strait crossing · Fluss- und Meerengenübergang
Attacking across a river costs firepower (the defender gets a 25% bonus); across a strait it is multiplied by 0.5. Marines bear only part of this penalty.
See also MarinesMarinesTroop classCrossing relief50%Attack on the coast+10%Unit types1Marines: advantage in marshes and on the coast, suffer only half the river and strait crossing penalty.
· Terrain effectTerrain effectMechanicTerrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.
Siege and occupation · Belagerung und Besetzung
A supplied army without opposition in an enemy province besieges it; after some days (longer in rough terrain and capitals) control changes. Occupied areas produce less and count for the war score.
See also SupplySupplyMechanicArmies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops.
· War scoreWar scoreMechanicBalance of a war from −100 to +100 from occupied provinces, battle losses and war exhaustion. It decides which peace terms the enemy has to accept.
Close air support · Luftnahunterstützung
Air wings on close air support raise their side's firepower in battle, depending on air superiority. Terrain dampens the effect (jungle, forest, mountains, cities) or amplifies it (desert, steppe, plains).
See also Air superiorityAir superiorityMechanicShare of your own air power over an air space. It strengthens close air support, interdiction and bombing and lowers your own losses; ground-based air defence counts too.
· Terrain effectTerrain effectMechanicTerrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.
· Fighter WingFighter WingAir force · FighterAir combat12Ground attack6Naval strike3Cost$4.1bnBuild time365 daysUpkeep$2.8M/dayFighter wing: wins air superiority, intercepts enemy aircraft and can support ground forces.
Air superiority · Luftüberlegenheit
Share of your own air power over an air space. It strengthens close air support, interdiction and bombing and lowers your own losses; ground-based air defence counts too.
See also Close air supportClose air supportMechanicAir wings on close air support raise their side's firepower in battle, depending on air superiority. Terrain dampens the effect (jungle, forest, mountains, cities) or amplifies it (desert, steppe, plains).
· Air situationAir situationMap modeAir superiority of the own side over land and sea.
· Air DefenceAir DefenceArmy · SupportAttack2Defence6Speed30 km/dayCost$1.2bnBuild time210 daysUpkeep$2.2M/dayGround-based air defence: counts towards the air defence of its region and protects against air strikes and missiles. Hardly any attack value in ground combat.
Sea control · Seeherrschaft
Your side's share of the presence of fleets, naval aircraft and coastal batteries in a sea zone at war. Clear sea control allows blockades and landings; submarines deny the sea rather than control it.
See also BlockadeBlockadeMechanicA fleet on blockade closes a sea zone to the enemy's trade when its side has clear sea control. If the zone is part of a chokepoint, the chokepoint counts as blockaded; a fully blockaded port no longer supplies troops.
· Amphibious landingAmphibious landingMechanicTroops embark in port and land on a foreign coast – only with your own sea control. Landed troops fight with a penalty; marines, technology and shore bombardment reduce it.
· Sea controlSea controlMap modeSea control per sea zone – share of the own side.
Blockade · Blockade
A fleet on blockade closes a sea zone to the enemy's trade when its side has clear sea control. If the zone is part of a chokepoint, the chokepoint counts as blockaded; a fully blockaded port no longer supplies troops.
See also Sea controlSea controlMechanicYour side's share of the presence of fleets, naval aircraft and coastal batteries in a sea zone at war. Clear sea control allows blockades and landings; submarines deny the sea rather than control it.
· ChokepointChokepointMechanicStraits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market.
· Trade warTrade warMechanicSubmarines, surface ships and maritime patrol aircraft on interdiction intercept enemy trade flows. Escorts and anti-submarine forces lower the interception rate.
Trade war · Handelskrieg
Submarines, surface ships and maritime patrol aircraft on interdiction intercept enemy trade flows. Escorts and anti-submarine forces lower the interception rate.
See also BlockadeBlockadeMechanicA fleet on blockade closes a sea zone to the enemy's trade when its side has clear sea control. If the zone is part of a chokepoint, the chokepoint counts as blockaded; a fully blockaded port no longer supplies troops.
· Trade warTrade warMap modeHow strongly the trade war intercepts flows in the sea zones.
· Submarine (conventional)Submarine (conventional)Navy · SubmarineAttack4Sea control1Anti-submarine3Cost$130MBuild time900 daysUpkeep$60k/dayConventional submarine: very hard to detect, cheaper than a nuclear one. Strong in the trade war; denies the sea to the enemy rather than controlling it.
Amphibious landing · Amphibische Landung
Troops embark in port and land on a foreign coast – only with your own sea control. Landed troops fight with a penalty; marines, technology and shore bombardment reduce it.
See also Sea controlSea controlMechanicYour side's share of the presence of fleets, naval aircraft and coastal batteries in a sea zone at war. Clear sea control allows blockades and landings; submarines deny the sea rather than control it.
· Amphibious ShipAmphibious ShipNavy · AmphibiousAttack0.5Sea control1Air defence2Cost$260MBuild time1,000 daysUpkeep$120k/dayAmphibious ship: carries brigades across the sea and onto foreign coasts – required for amphibious landings.
· MarinesMarinesTroop classCrossing relief50%Attack on the coast+10%Unit types1Marines: advantage in marshes and on the coast, suffer only half the river and strait crossing penalty.