Kaiserpunk: Comprehensive Region Management and Stability Guide - Magic Game World

Kaiserpunk: Comprehensive Region Management and Stability Guide

Kaiserpunk: Comprehensive Region Management and Stability Guide

The entire landmass of the world is separated into many regions. Each of them can be conquered and subsequently exploited for resources.

 

A key stat of any region is Stability. It is imperative that you watch it carefully so it doesn’t drop too low. The more unstable a region, the less you get from it, meaning all the resources and immigration you can get from a region can receive drastic penalties if a region is unstable. There are plenty of both positive and negative factors that influence a region’s stability.

 

Kaiserpunk: Comprehensive Region Management and Stability Guide

 

At the end of each day, all the bonuses and penalties to a region’s stability are recalculated and a new result is set. Naturally, if the penalties outmatch the bonuses, the region will gradually become more unstable, before succumbing to anarchy and even rebellion. A region can rebel from your rule and join another country!

 

It is perfectly normal for a region to be highly unstable after it is conquered. It takes time for the situation to calm down and stabilize enough for normal life to resume.

 

 

Positive

  • The Propaganda bureau (region upgrade) directly boosts a region’s stability, but it takes up an upgrade slot and as such it spends a daily Cash cost to stay operational.

 

  • The effect of multiple Propaganda bureaus can stack!

 

  • Keeping an army in a region increases the daily stability bonus.

 

  • Improving the region’s garrison increases the daily stability bonus.

 

 

Negative

  • Each hostile neighboring region increases the daily stability penalty.

 

  • Each hostile army in a neighboring region increases the daily stability penalty.

 

  • Each battle taking place in a neighboring region incurs a one-time stability penalty.

 

  • Each battle taking place in the region in question incurs a drastic one-time stability penalty.

 

Besides the above-noted standard bonuses and penalties, various events can take place in and around a region that can also impact a region’s stability directly. For example, a severe earthquake can hit a region (at random). This will naturally destabilize a region to a certain degree and it will take time for things to get back to normal.

 

 

Region terrain

Another key element of a region is the terrain type. This shows the most prevalent or most important type of terrain in the region and each type comes with its own bonuses and penalties regarding army units. Since these modifiers can be substantial, take special care when deciding what kind of an army you’ll be using to assault a region. Army composition is of extreme importance. These terrain bonuses and penalties can be somewhat offset or counteracted by appropriate army general traits.

 

 

Plains

Tanks +10% attack

Artillery +25% attack, -10% defense

Fighters +20% attack

Bombers +40% attack

Army cooldown -20%

 

 

Forest

Infantry +10% attack, +20% defense

Tanks -15% attack, +10% defense

Artillery -20% attack, +10% defense

Fighters -40% attack

Bombers -30% attack

 

 

Desert

Infantry +10% attack, -15% defense

Tanks +10% attack, -5% defense

Artillery +15% attack, -5% defense

Fighters +20% attack

Bombers +20% attack

 

 

Tundra

Infantry -25% attack, -30% defense

Tanks +15% attack, +10% defense

Bombers +40% attack

Army +20% supply cost

 

 

Mountains

Infantry +10% attack, +15% defense

Tanks -20% attack, +10% defense

Artillery -25% attack, +20% defense

Fighters -20% attack, -10% defense

Bombers -50% attack, -30% defense

 

 

Rural

Infantry +25% attack, +20% defense

Tanks +15% attack, +10% defense

Artillery +5% attack, +5% defense

 

 

Urban

Infantry +30% defense, +30% attack

Artillery -10% attack

Fighters -25% attack

Bombers -40% defense

 

 

Marine

Infantry -40% attack, -30% defense

Tanks -60% attack, -30% defense

Artillery -75% attack, -50% defense

Ships +50% attack, +20% defense

 

 

Region Upgrades

Each region can be somewhat upgraded to provide more resources and potential citizens. If you look at a region’s info panel (opens up automatically when a region is selected), you’ll notice the resources and immigration stats at the bottom of the panel. This shows both the maximum potential and the actual numbers the region is doing. As noted when explaining region mechanics, region stability has a drastic influence on these values. In other instances, region upgrades can have a direct impact on region stability as is the case with the Propaganda bureau.

 

  • Logistics center – Serves as a starting point for army supply chains. Armies will take supplies from the nearest Logistics center IF it has the needed resources.

 

  • Propaganda bureau – Increases immigration interest from the region.

 

  • Factory complex – Boosts the manufacturing of the region’s main product.

 

  • Farming center – Boosts the production of the region’s agricultural production.

 

  • Mining site – Boosts the production of the region’s raw ore production.

 

  • Tax office – Increases the taxation on the region population, increasing income, but negatively impacts region stability.

 

  • Airbase – Airbases serve as staging areas for your air forces. You can only transfer squadrons to regions that have an airbase.

 

  • Infrastructure – A refurbished network of roads. Reduces cooldown of incoming armies and increases resource transfer from your main region to the Logistics centers.

 

  • Railroad – An additional upgrade of the Infrastructure. Has the same effect, only better.

 

  • Fernando

    Fernando is doing what he always did, sharing his honest opinions about games whenever he can. The difference is now he is writing and not talking about it.

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