WORLD COMMAND 2.5.2 - THE GUIDE TO PLAYING ========================================== CONTENTS 1. What the game is 2. Installing, starting and updating 3. Your first game, step by step 4. The keys 5. Running your nation: money, people and growth 6. The command menu, system by system 7. The army, war and conquest 8. Diplomacy, alliances and lost lands 9. Resources, industry and the markets 10. Discoveries, horizons and everything else 11. The agenda and events 12. The ways to win, and how to reach each 13. Scenarios, difficulty and saving 14. Playing online: accounts and rooms 15. Playing together in one world 16. Talking: chats, channels, buffers and private messages 17. The voice chat and private calls 18. Your account, tickets and the staff 19. The web version 20. Advice for a good game 21. Languages and versions 22. Your career 23. Friends, the players of a room, reports 24. Rankings 25. New modes, trade wars, proxy wars, raids, refineries 26. The tutorial in the browser 1. WHAT THE GAME IS ------------------- You lead one of 197 nations in 2027 (every nation of the world, Palestine too) and decide everything: taxes and the budget, laws and the constitution, the cities, the army and its weapons, research, diplomacy, trade, war and conquest, mines and industry, wonders and expeditions to space. Time flows by itself - one day about every second at normal speed - and it keeps flowing while you read menus. You can play alone against the computer, or online with friends in one shared world, talking by text and by voice. The game speaks through your screen reader (NVDA, JAWS) or, without one, through the voice of Windows. It speaks English, Turkish, Russian, German, Spanish, French, Indonesian, Filipino, Portuguese, Brazilian Portuguese, Arabic, Simplified Chinese and Kurdish (Kurmanji). 2. INSTALLING, STARTING AND UPDATING ------------------------------------ - Unpack the zip into a folder and start WorldCommand.exe. The first start asks the language. - At every start the game looks for a new version. It reads what changed; Update now downloads only the changed files and starts again. While downloading, Space tells the percent and Escape cancels. Check for updates in the main menu does the same. - When the staff publish a new message of the day, a small window shows it at the start or when you log in. Enter closes it. It does not come back until the message changes; the online menu can read it again. 3. YOUR FIRST GAME, STEP BY STEP -------------------------------- If you are new, start with Tutorial: learn to play. It is a calm world where the clock waits for you; it gives one task at a time and moves on when you have done it. F3 repeats the task, F4 skips it. For a real game choose New game: 1. The scenario: the world of today, or a different world (see section 13). 2. Your nation: all nations A to Z, a search by name, or by region. Good nations for a beginner have a big economy and calm neighbours. 3. The character of your leader: a diplomat, a general, an economist, a reformer or a strongman. The clock starts. Do this in your first minutes: - Press T for the date and the speed, then 1 to 9 to hear the state of your nation: 1 the treasury, 2 the economy, 3 the people, 4 the army, 5 your wars, 6 research, 7 allies and trade, 8 your world rank, 9 your score. - Press Enter for the command menu. In Research, choose a field; research never stops by itself. - In Economy and budget, look at the balance: if you lose money every month, raise taxes a little or spend less. - In Diplomacy and other nations, improve relations with your neighbours and sign trade agreements: trade brings money. - P pauses, plus and minus change the speed. Space jumps to the next month. - At the end of every month B reads the briefing: money, approval, stability, growth, research. - V asks the advisor what to do now; G explains why the economy grows or shrinks; 0 explains why the people are pleased or angry. When you do not know what to do, press V. - When something urgent happens, you hear it and A opens the agenda, where you decide. 4. THE KEYS ----------- In the game: - Enter the command menu; Escape the game menu (save, settings, leave). F1 the help. - T the date and speed; P pause; plus and minus the speed; Space to the next month (online only the host). - 1 to 9 the state of the nation (see above); 0 the mood of the people; G the growth. - A the agenda; N the latest news; B the briefing; V the advisor; W the newspaper; Y the trends of the year. - R resources and occupied land; K prospecting; I the technology industry; Q a poll of the people. - L the leader and the parliament; Z the ways to win; X discoveries; H the state of the world; O the players online. - Control+S saves quickly (offline). In every menu and in the game, the messages: - The left and the right bracket (ğ and ü on a Turkish keyboard) change the buffer of messages, comma and period read the older and the newer message of it (section 16). Online, in every menu and in the game: - F2 a message to the room; F3 who plays which nation; F4 contact the staff. - F6 the players online, with the client of each (the Windows game or the web version); in the admin panel, Accounts lists every account; the moderators have their own Moderator panel with the tickets, the players, the rooms and the accounts; F7 the channel of the general chat; F8 a message to the general chat; F9 the answer to the last private message; F10 the staff chat (staff only). - F11 the voice chat of the room on and off; Shift+F11 your microphone off and on; F5 the voice menu (section 17). In menus: - The arrows, Home, End, Page Up and Page Down move; a letter jumps to the next item starting with it; Enter chooses; Escape goes back. In text boxes: - Up and down read the whole text; left and right move letter by letter; Control with left and right moves by words; Home and End go to the start and the end. - Backspace and Delete erase a letter; Shift or Control with Backspace erases the word before the cursor, with Delete the word after it (at the end of the text, the word before). - F2 repeats the question; F3 switches the speaking of the typed letters off and on (also in Settings); Control+V pastes, Control+A selects everything (then Delete erases it). In password boxes the letters are never spoken. 5. RUNNING YOUR NATION: MONEY, PEOPLE AND GROWTH ------------------------------------------------ Money. Taxes bring the revenue; the spending level says how much of it the state spends (above 100 percent is debt). The budget shares it between the military, health, education, infrastructure, social care and research. Lowering a share leaves the money in the treasury; raising it above what is free takes it from the others. Above 35 percent tax more and more is evaded, so very high taxes bring less. Debt costs interest every month, and interest eats growth. The people. Approval decides elections in a democracy; stability keeps the state together - very low stability brings a coup. Low taxes, health, social care, jobs and growth please the people; wars, scandals and hunger anger them. Domestic policies (free healthcare, pensions, housing and more) cost money every month but raise approval. Growth. Infrastructure, education, research, trade, low debt and stability make the economy grow; sanctions, wars and high interest shrink it. G tells exactly what helps and what hurts. A good rhythm: every month listen to B, fix the biggest problem it names, and keep the balance near zero or positive. 6. THE COMMAND MENU, SYSTEM BY SYSTEM ------------------------------------- Economy and budget: tax rate, spending level, budget shares. Statecraft: the central bank (high interest lowers inflation but slows growth), repaying and borrowing, the wealth fund (about 5 percent a year), six laws, five strategic programs (artificial intelligence, space, nuclear power, missile shield, cyber command), immigration, a speech to the nation, achievements, the history of your nation, the leaders. The state: the constitution (democracy, monarchy, autocracy or theocracy; a democracy changes it by referendum; term limits; a referendum of confidence). The cities: every province of your nation with its satisfaction; build hospitals, universities, factories, ports and housing up to level 3, and appoint governors - a loyal party member, a technocrat (investments a fifth cheaper) or a popular local. Governors and buildings can be given to all cities at once. When a city is restless: aid for every restless city, a tour of the leader, a curfew, or talks with the protest leaders. Trade: what you sell to and buy from every nation, customs duties up to an embargo (watch for trade wars), and the reserve of foreign currency that defends your money. The media: press conferences, interviews abroad, scandals. The leader and the parliament (L): in a democracy wars and laws need the vote of the parliament. Without a majority you build a coalition with the liberals, the nationalists or the greens; each partner has its own mind. Early elections can be called. The leader ages, may fall ill, and a successor follows. Domestic policies and the people: fourteen policies with their cost and effect; What the people think explains the mood. Development projects: ten projects in three levels, three at a time. Cabinet: five ministries, three kinds of minister. Goals: three at a time; a reached goal pays money, approval and research. Research: fourteen fields with ten levels; the menu and the 6 key tell how many months the next level needs. When two fields meet at a high level, a secret breakthrough appears. 7. THE ARMY, WAR AND CONQUEST ----------------------------- Army and production: soldiers, tanks, fighter jets, ships, drones, ballistic missiles and nuclear warheads, each with the real models of your nation. The reserve lowers upkeep in peace; mobilization brings it back in war. Arms can be sold to friendly nations and bought from nations that trust you, of their own models (Army, Buy weapons from abroad); generals, the academy, fortifications, sea mines, the alert level, mercenaries and war bonds are in the menu More. How a war goes: every war has a front between you and the enemy. Battles, air strikes, missiles, drones, artillery, special forces and naval bombardment push the front. When the front breaks through, a province falls. Neighbours fight with their whole army; a distant nation can only be reached by ships, aircraft, paratroopers or a landing, and a landing needs 60 percent of the sea between you. Nations without a coast have no navy and cannot be blockaded. Before a war: in Diplomacy look at who would defend your target, and in a democracy count the votes of the parliament. Allies can be called to arms; allied armies on the same front push it 20 percent further. Peace: offer peace without conditions, for money, or for provinces. A nation that loses its last province is yours: annex it, install a puppet that pays tribute and sends soldiers, or set it free. Occupation: conquered people resist. Keep soldiers there and spend on social care, or choose a policy for each land: integration, martial law, autonomy or exploitation of its resources. Many conquests anger the world: sanctions first, then a coalition against you. Every province you take brings its real cities: the news names them and they appear in The state, Cities. Cities given back or freed go home; integrated ones stay yours, and so do the fields you dug there. 8. DIPLOMACY, ALLIANCES AND LOST LANDS -------------------------------------- In the menu of a nation: about it, improving relations, aid, trade, a defence pact, a state visit, a military base, sanctions, spies, breaking up its alliances, joining a war, military operations, war and peace. More diplomatic actions and New diplomatic actions add embassies, non-aggression, loans, territorial claims, sister cities, joint research, visa-free travel, arms control, peacekeepers and more. Alliances of nations, like NATO: found one and name it, invite nations or ask to join. The computer decides by its relations, common enemies and its government; a player answers in the agenda. Every member defends every other. The leader gives rights to members (inviting, expelling, deputy), and everyone can pay into the common fund, from which the leader buys joint command, a common market, a science network and a solidarity fund. The computer founds and builds its own alliances too. Our lost lands: when others hold your provinces, ask for them back, buy them back, support the resistance there, or start a war of liberation. 9. RESOURCES, INDUSTRY AND THE MARKETS -------------------------------------- Prospecting (K): geologists search your land and every land you hold for oil, gas, metals, gold, copper, iron ore, coal, lithium, uranium, rare earths and silver - where they really are. A survey takes three months; a find is developed, then produces every month until it runs dry. A high quota brings more but empties the field sooner and lowers the world price. An ally can pay half a survey and share the field. The technology industry (I): factories turn raw materials into steel, electronics, batteries, microchips and nuclear fuel. The goods are sold every month, and a working factory makes weapons cheaper, raises growth and research and lowers the cost of energy. Missing raw materials can be bought automatically at the world price. Since 2.2.6 zinc, magnesium, phosphate and chromium can be searched for too. In the prospecting menu, a nation that trusts you sells a prospecting licence for five years; a quarter of what the fields there bring goes to it. A prospecting expert (2.4.3) costs 40 billion and leads the next three surveys: they cost nothing, take two months, find something about twice as often and find bigger fields; then the expert leaves and can be hired again. New factories: cement (buildings, development projects and wartime buildings cost less), fertilizer (farms give more) and light alloys (war equipment costs less). Agriculture and livestock (command menu): crop farms, livestock ranches and fisheries make food that is sold or stored, and food prices raise inflation less. Wells, dams and irrigation bring the farms water. Farmland, water, fertilizer and the development projects Modern farming and Modern livestock farming make them give more. Wartime buildings (Army menu): shelters, military bases at home, food depots and water reservoirs. The commodity market: buy and sell oil, gas, food, metals and every mineral, uranium included. A stock of oil or food brakes inflation when prices jump. 10. DISCOVERIES, HORIZONS AND EVERYTHING ELSE --------------------------------------------- Discoveries (X): ten world wonders - only one nation can build each, so it is a race - expeditions to Antarctica, the deep ocean, the Amazon, the Sahara, the Moon and Mars, a national museum of their treasures, secret breakthroughs, legends and mysteries in several parts. Horizons (H): the climate, food prices, epidemics, crises, the World Cup, the World Expo and Nobel prizes; eighty-four new actions from a lottery to satellites, fiber internet, free health care and freedom of the press; the war equipment (air defence, stealth bombers, a carrier, submarines, bunkers, lasers and more) is developed once and then built in the Army menu like the other units (every arm also has a standard, an elite and a light kind with real names; the Army menu has the intelligence agency, and a nation's menu its covert operations), with the real models of each nation, and can be sold and bought; the war doctrines are there too; honours, world records and how history will remember you. Secret armies (2.5.3, Army menu, The secret army; the Army tab on the web): raise secret divisions; they train for three months and cost money every month, and they do not show in the strength the world sees. In the first battle against a nation they surprise it and fight half again as hard; then that nation knows of them. Send them in secret to an ally at war: they fight for it, and if its enemy finds them, the enemy is furious with you. Show them in a parade and they join the regular army. Spies and the new covert operation Hunt for their secret army find the secret armies of others; the computer raises them too. Every nation shows the real name of its armed forces (the Turkish Armed Forces, the Bundeswehr, the People's Liberation Army and so on). Special forces (2.5.5, Army menu, Special forces; the Army tab on the web): train teams of your real special forces unit (Delta Force, the SAS, the Maroon Berets, the KSK, Spetsnaz, Sayeret Matkal and more); a team trains for two months. Once a month they carry out a mission: a raid behind the lines of an enemy at war destroys soldiers, tanks or aircraft; sabotage hits the power plants and railways of a nation that is not an ally (if it finds out, it is furious); a hostage rescue at home lifts approval and stability; a joint exercise with an ally gives experience and brings you closer. A failed mission can cost a team. They also fight in every battle of your wars and get better with experience; the computer trains them too. More: the stock market and the credit rating, the census, gold, privatization and nationalization, festivals, the generals and the army extras; the newspaper (W) and the trends of the year (Y). 11. THE AGENDA AND EVENTS ------------------------- Earthquakes, protests, booms, refugee crises, scandals, epidemics, coalition talks, angry cities, press conferences and offers of other players come to the agenda. You hear them as they happen; A opens the agenda and you choose. Stories with several steps come back months later and remember what you did. 12. THE WAYS TO WIN, AND HOW TO REACH EACH ----------------------------------------- Z tells how far you are on every way; Shift+Z opens the menu The ways to win, where you run for Secretary-General of the United Nations and build the colony on Mars (also in the command menu). - The economy: twice the economy of the second nation for two years. Grow steadily, trade, avoid costly wars. - Domination: 30 percent of the provinces of the world. A strong army, a navy for distant lands, many allies. - Diplomacy: become Secretary-General of the United Nations - good relations with most of the world, little aggression. - Science: a colony on Mars - space research complete, energy 8, the Mars expedition, three years of building. - Culture: 1000 points of influence - wonders, treasures, monuments, Nobel prizes, World Cups, cultural exchanges. After a victory the game goes on; the computer can win too, and the first winner of the world is remembered. 13. SCENARIOS, DIFFICULTY AND SAVING ------------------------------------ Seven scenarios: the world of today, the great depression, the brink of a world war, a golden age of peace, the scramble for resources, the climate emergency, the space age. In Settings choose the difficulty (easy, normal, hard, very hard) and the mood of the world (calm, normal, stormy) for new games. From hard on the computer plays smarter: it researches with a plan, arms against a threatening player next door, attacks a player who is busy in another war or weak at home, and nations alarmed by a player's conquests make alliances against them (on very hard also sanctions). Online, whoever creates a room chooses its difficulty, in the desktop game and in the browser. What changed in every version (the main menu, the online menu and the game menu, also in an online room) reads the changes line by line with the arrows, like a text file; in the browser it is in the lobby and in the room. Saving: Control+S or Save in the game menu saves quickly; the command menu saves under a name. Autosave is off; turn it on in Settings and the game saves itself every new year and keeps the year before too. Load a game loads or deletes a save. Online games are saved by the server (section 15). 14. PLAYING ONLINE: ACCOUNTS AND ROOMS ------------------------------------- Online rooms in the main menu connects to the server. Log in, or create an account: a name of 3 to 20 letters or digits, a password of at least 6 characters, and an e-mail address (one account for each address; it is only used to help you if you forget your password and to confirm changes of your account). Remember the login, and next time Log in as your name is the first item. I forgot my password mails you a code; with it you choose a new password. The online menu: Rooms, Players online (F6), the general chat (F8), the Chat mode, the channel (F7), the voice chat (F5), the message of the day, Contact the staff, My tickets, My account, Log out. Rooms: create a room with a name, a password if you want one, and a scenario; or choose a room in the list. A room with a password asks it - unless you were invited. In the room menu choose your nation, hear the players, talk, switch the voice chat on, and the host starts the game. The host also sets the speed and skips months. 15. PLAYING TOGETHER IN ONE WORLD --------------------------------- The world runs on the server for everyone in the room. O and Players in this world tell who leads which nation. In the menu of a nation led by a player, Together with the player: alliances, trade, non-aggression, peace and ceasefires are offers that the other player accepts or refuses in the agenda. You can send money, ask for money, lend, pay a monthly support, send weapons, call to arms against a common enemy, sign research pacts, grant military access, hold joint exercises, help a wonder, send messages and share intelligence. Allied players form a coalition. When you leave, the world is saved and your nation waits for you: come back, choose it again, and play on. While you are away the computer only keeps your nation steady; it does not spend your treasury. A room that everyone left is hidden and closes after five minutes without anyone; until then, even after a restart of the server, its players can come back. If you lose your nation, you stay in the room and choose a free one. 16. TALKING: CHATS, CHANNELS, BUFFERS AND PRIVATE MESSAGES --------------------------------------------------------- - The chat of the room (F2, or Say something in the room) reaches only the players in your room. - The general chat (F8) reaches everyone online in the same channel. F7 chooses the channel: 40 languages (English, Türkçe, Русский, Deutsch, Español, Français, Bahasa Indonesia, Chinese, Arabic, Persian, Portuguese, Italian, Polish, Ukrainian, Dutch, Japanese, Korean, Hindi, Vietnamese, Azerbaijani, Kazakh, Romanian, Greek, Swedish, Filipino, Bulgarian, Czech, Hungarian, Finnish, Danish, Norwegian, Serbian, Croatian, Hebrew, Thai, Malay, Uzbek, Georgian, Bengali, Kurdish) and eight channels of a topic in any language: help, trade, diplomacy, beginners, looking for players and rooms, alliances, events and tournaments, and off-topic. The general chat can be kept quiet (in the F7 menu): then it is only kept in its buffer, with a soft sound. - Private messages: F6 lists the players online; Enter on a player sends a private message or invites them to your room. F9 answers the last private message. When a player logs in, the others online hear "name is online". - The help bot: WCBot is in the F6 list. Send it a private message with a question about the game, in any language; it looks in the guide and the code of the game and answers in a few seconds. It cannot do anything in the game. - The chat mode (in the online menu and the room menu): choose where to talk - the room, a channel of the general chat, your private messages or the staff chat - and the menus close. Just type: the first letter opens the text box, Enter sends. Enter on nothing goes back to the menu. Comma and period read the messages meanwhile. - The buffers keep everything: all messages, the general chat, the room chat, private messages, the staff chat, the game (every event with its date) and the news. The brackets change the buffer, comma and period move inside it. - Every kind of message has its own sound: the room, the general chat, a private message, the staff, a notification, an invitation, a sent message. - Be friendly. The moderators look after the channels; a player who breaks the rules can be muted for some minutes. 17. THE VOICE CHAT AND PRIVATE CALLS ------------------------------------ The voice chat works at the tables - in the online rooms - and in private calls; never in the chat channels. Before you start: in Settings, Sound devices, choose the sound output and the microphone (or keep the defaults of the system), then Test my microphone: speak for three seconds after the tone and you hear yourself as the others will hear you, and the game tells whether the level is good. Use headphones, so the others do not hear themselves back. At a table: - Everyone in a room hears its voice chat, also without pressing anything. F11 joins it to talk: everyone in the room hears you. F11 again leaves it. Who does not want to hear it switches it off in the voice menu (F5): Hear the voice chat of the room. - Shift+F11 closes your microphone and opens it again; with it closed you still hear the others. - You only send sound when you speak. If the others hear noise, choose a less sensitive microphone setting; if they miss your first words, a more sensitive one. - When someone joins or leaves the voice chat you hear it. Private calls (anywhere, also in the lobby): - F5, Call a player privately, choose the player. It rings for them; they answer or decline in their F5 menu. - During a call you hear only each other. F5, Hang up, ends it. A new call needs the other to answer again. The voice menu (F5) also tells who is in the voice chat and who is talking now, and sets the volume of the voices, the sensitivity of the microphone and the devices. Settings, Voice chat, has the same. 18. YOUR ACCOUNT, TICKETS AND THE STAFF --------------------------------------- The server language (Settings): the message of the day, What's new, the rules and the notes of updates come in it, whatever the language of the game. What's new in the online menu reads the news of the staff; new news open at the login. The rules: the online game has rules (rules.txt in English and rules_.txt, next to the game). The first time you log in, and every time they change, the game shows them line by line: read them with the arrows and accept them at the end (End jumps there). Without accepting them you cannot enter rooms or talk. The online menu reads them any time. My account (in the online menu): - Change my password: a code goes to your e-mail; type it, then the new password twice. - Change my e-mail address: a code goes to your current address; type it, then the new address. - Delete my account: after a code and your password, the account is gone for ever. An account without an e-mail address confirms with its password instead; please add an address. Contact the staff opens a ticket: support, reporting a player, a bug, an idea, game balance, a translation mistake. My tickets shows your tickets with every message one under the other; you answer and close them there. The answers of the team come as notifications. The staff: moderators look after the chat channels given to them - they mute players and can close a channel for a while (the menu Moderation). The staff choose how long a mute lasts and why; the muted player hears the reason, and the developer sets the longest mute a moderator can give. Admins have the admin panel: notifications, tickets, rooms, bans, the chats of everyone, the message of the day. The developer is the highest role and gives and takes away roles. Nobody can act on a member of the staff with the same or a higher role. The staff talk in their own chat with F10. 19. THE WEB VERSION ------------------- https://hosting-ttserver.com.tr:8445/ plays the game in the browser on a computer, tablet or phone, with the same accounts and the same online rooms, so sighted players and screen reader users play together. The tabs are the parts of the command menu; letter keys open them. The web version talks like the desktop game: the general chat with its channels, private messages and invitations, the buffers, the voice chat with private calls (the browser asks once for the microphone), My account, My tickets, the rules and the message of the day; F11, Shift+F11, F5 and F6 work there. 20. ADVICE FOR A GOOD GAME -------------------------- - When you do not know what to do, press V; when money runs out, press G and 1. - Keep the balance positive; debt and interest eat growth slowly but surely. - Research never stops: always have a field chosen. - Look for resources early: one big field can change the fate of a small nation. - Do not forget the cities: angry cities lower stability. - Before a war, ask who defends your target and whether the parliament agrees. - Online, agree with your friends before you start: who leads what, and the speed. 21. LANGUAGES AND VERSIONS -------------------------- The languages: English, Turkish, Russian, German, Spanish, French, Indonesian, Filipino, Portuguese, Brazilian Portuguese, Arabic, Simplified Chinese and Kurdish; change it in Settings. What changed in every version is in CHANGES.txt. 22. YOUR CAREER --------------- A nation lives as long as one game; the commander stays. Playing brings experience, and experience brings ranks: Recruit, Private, Corporal, Sergeant, Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, General, Marshal and Supreme Commander. Experience: a month of play 5 (at most 150 months a day count), a province taken 10, a nation that surrenders 100, a research level 15, a goal of the cabinet 40, an achievement 60, a development project 25, a world wonder 200, an expedition that comes home 40, a good year (approval 60 and stability 50 in December) 80. The reward of the day: the first time you play each day you get experience; it grows for ten days in a row, and every seventh day in a row brings 200 more. Missing a day starts the series again. The challenges of the week: three tasks, the same for every commander, new every Monday; each brings experience, all three together 500 more. J tells your career in one sentence, Shift+J opens all of it: the rank, the next rank, the days in a row, the challenges of the week and your record over all games. Online the server keeps your career. The online menu has My online career and the Hall of fame: the twenty commanders with the most experience and your place. When someone in your room is promoted, everyone hears it. The games alone have their own career (My career in the main menu, kept in career.txt next to the game). On the web: My online career and the Hall of fame are in the lobby, My career in the room, and J in the game. 23. FRIENDS, THE PLAYERS OF A ROOM, REPORTS ------------------------------------------ Friends, in the online menu: your friends, who of them is online and in which room. Enter on a friend: send a private message, invite them to your room, join their room, or remove them. Add a friend by name there, or with Enter on a player in F6 (Add as a friend); they accept or decline in their Friends. You hear when a player comes online and when one goes offline. The host of a room (and the staff) has The players of the room, in the room menu and in the game menu (Escape): remove a player (they may come back), ban one (they cannot come back, also one who is not there), and lift a ban. A reason can be given; the player hears it. The one who created the room and the staff cannot be removed. Reporting a message: read a message in the buffers with comma and period (the general chat, the chat of the room or a private message) and press Delete. Choose Report it to the staff and write the reason: a report without a reason is not sent. The staff get it as a ticket; the server tells them whether it saw that message. On the web: Tab to a message in the talk card and press Delete. 24. RANKINGS ------------ The Hall of fame, in the online menu and in the game menu of a room, has many rankings: experience over all games, the ranking of the week, the champions, the most days in a row, months played, provinces taken, nations that surrendered, research levels, world wonders and expeditions. Choose one; each tells the best twenty and your place. The ranking of the week counts the experience earned since Monday. Every Monday the first three of the week get 1000, 600 and 300 experience; everyone online hears who they were, and the champions ranking keeps the weeks won and the weeks in the first three. Your career (Shift+J) tells your experience of this week, your best week and your places. The list of the players online (F6) tells the rank of everyone. On the web: The Hall of fame, then Which ranking. 25. NEW MODES, TRADE WARS, PROXY WARS, RAIDS, REFINERIES -------------------------------------------------------- Since 2.5.0 a new game or a room can start in four more worlds: an age of chaos (shaky governments, coups and rebels), the great mineral rush (minerals worth a fortune, cheap surveys that find more), the superpowers (the eight strongest nations start with twice the army, more money and research) and every nation for itself (no alliances, blocs or pacts). Your wars has the other kinds of war. A trade war puts tariffs on everything a nation sells: both economies shrink, the smaller one more, and after a year a much smaller nation may give in and pay; end it there too. A proxy war pays rebels inside another nation every month: its stability falls and rebels may rise, but if it finds out, relations collapse and it may declare war. In a real war, Raid the mines and oil fields of an enemy: if the raid succeeds, we carry off a fifth of what their mines and fields bring for six months. Prospecting (K), Refineries, smelters and mine safety: four kinds of plants with three levels each make the minerals of their kind worth 12 percent more a level and the natural resources of the land bring more. Fields can have accidents; mine safety makes them rarer. On the web: the Wars and Prospecting tabs. 26. THE TUTORIAL IN THE BROWSER ------------------------------- Since 2.5.1 the web version has the tutorial too. In the lobby, Start the tutorial opens an easy world of today, only for you, with the clock stopped. A card at the top of the game says one step at a time: start the clock, choose a research, change the budget, send diplomats, order an army, go to the next month, open the agenda, the wars and the world. It goes on when you have done the step; Say the step again, Skip this step and End the tutorial are on it.