Region concept
Basic concept


Regions are the base of Projet "W"s gameplay, and managing them the right way is the key to success. If you loose all of your regions, then it's game over. If you conquer all hostile regions (excluding those lost due to social uprisings or pollution) you'll win the game.

Each nation starts out the game with a given number of empty (meaning withough buildings) regions with a given population (Note that the region distribution can differ depending on selected game mode), and though some nations own less regions than others this usually is no disadvantage, as those regions may be harder to conquer due to their location or due to the fact that they just produce more resources. So if you start a game with the default game mode no nation will have an advantage just due to the number of owned regions.

Your regions will generate resources each turn, which is the currency used in the game. You need it to construct buildings, to pay your staff, to construct military units and much more. So driving up the resource output of your regions should be your main goal.

Constructing the right buildings and making a region as efficient as possible is the key to a winning strategy. If you keep an eye on loyalty to keep resource productions up you'll have enough funds to hire staff, maintain your army and start global projects, so you'll spent a lot of your time optimizing your regions.

Taking over enemy regions is done by moving your divisions to them and defeating the enemy division of that region. If you win the battle your division will move into that region and ownership will be moved to you, adding it to your list of active regions.
Factors


Each region is defined by several factors that you'll have to balance in order to keep the region and maximized it's resource output. E.g. just upping the resource production without taking care of the populations loyalty and pollution wouldn't make it in the long run as you'd just loose the region due to either social uprisings or a dying population.

  • Population
    The number of people living in this region. A bigger population can produce more resources, but also makes it harder to keep your people loyal. Tied to the population limit, which is the maximum number of people that can populate this region. This cap is different for each region and can be increased by constructing appropriate buildings.

  • Growth
    This is the population growth per turn, i.e. the number of new people born each turn. Can be increased by constructing appropriate buildings.

  • Loyalty
    The population's loyality towards their government (meaning : you). It basicaly tells you how happy the people in this region are, making it a very important factor. If it falls below a certain threshold, the region will separete itself and is lost for you. The loyality factor also directly influences the resource output of this region, so keeping it high makes a region much more productive. You can construct buildings or use research to raise this factor.

  • Economic power (aka resources)
    This is the number of resources produced by this region per turn, converted to the game's currency system. It's calculated from the population count and the current loyalty as well as all buildings in that region that generate resources.

  • Energy
    Except for power plants (and a few other exceptions), all buildings need power in order to work. So if your region is out of energy, which is the case if the constructed buildings consume more energy than your power plants generate, the lights will go black and the region won't generate any resources. If this happens, you need to either demolish power consuming buildings, construct new power plants or upgrade your existing ones.

  • Pollution
    A lot of buildings are bad for the environment and raise pollution. This is a factor that you should keep an eye on as a high pollution will have your population shrink and will also lower loyality, and in the end can wipe out your whole population. This will then result in loosing this region. Most buildings that produce ressources also pollute the environment, so it's clever to construct other buildings to counter this and replace buildings with more modern environmental-friendly versions.

  • Defense
    This factor determines the strength of the local defensive division that's used to defend your region if it's attacked and no real division is deployed to this region. This is a natural factor, so some regions come with a low defense factor and others with a higher one. This factor can be increased by constructing e.g. bunkers.

  • Constructing buildings
    Every region starts of with 9 or 12 (for regions with access to the open sea) empty building spots that you can use to optimize the region. Since this means that building space is pretty limited you'll have to choose wisely what to build, depending on the region's designation. So for example constructing the same buildings in each region wouldn't be a wise strategy. So here are some basic tips :

  • Locate
  • When deciding on what to construct, always take a region's surrounding into account. Though that might seem natural it's something people tend to forget. So in a region that' surrounded by three hostile nations it's a good idea to construct anti-air guns and a bunker to fortify it against attacks, whereas such buildings would be a wast of space and resources in a region that can't be reached by the enemy. On the other hand it's also a good idead to construct your important and espensive buildings in those regions that are far off the frontlines and can't be reached within a turn by an enemy.

  • Decentralize
  • After the above hint you might think that it would be a good idea to e.g. construct all your expensive research buildings in regions far off from the frontlines. And though this might be the case under certain conditions you should always try to decentralize if possible, cause it would be pretty bad if loosing just one region would make your research slow down just before getting this new exciting technology done.

  • Upgrade
  • Due to the limited number of building spots, you should always update your buildings. So if you research a new technology that allows you to construct a new power plant that produces double the amoung of enery than the next best power plant, it's always a good idea to jump through your regions, demolishing those old plants and replacing them with the new more efficent ones.

  • Plan
  • "Phase 2" allows you to plan up to two additional building spots. So instead of having to come back to a region everytime a building is finished you can now construct one building and directly plan the next two ones that'll be automatically constructed afterwards.

    The local defense force


    As mentioned in the description of a region's defense factor, it directly affects the strength of your so-called local defense force. This is a voluntary division that's called to arms if your region is attacked and no real division is deployed there. So even regions without any real divisions can defend themselves, thus deploying a division to a region in order to keep it isn't necessary. Also note that these divisions are not limited in number, so if a region is attacked a dozen times, it'll always have a renewed local defense force, though it's usually a pretty weak division.