HELP

Final Earth Help

Introduction

Your main objective as the Allies or Axis is to defeat the opposing team by taking over or destroying all critical enemy countries. Your team and their large forces will assist you aiding you during your battle with the enemy!

Ranking Up

Your rank is one of the most important statistics for your character. It will determine what your clearance is and what units you can buy. Ranking up requires that you gain experience. As you gain experience, your experience bar will increase; this denotes how close you are to achieving the next rank. Once it becomes full, you will rank up. There are many ways to gain experience:

  • Train your stats
  • Attack and be attacked
  • Capturing Countries
  • Complete operations
  • Receive a presidential promotion

If you put points into your ranking stat, you will reduce the EXP required to reach the next rank by 1% for each skill-point.

Statistics

If you are going to become a successful leader, you will have to pay very close attention to your statistics. These are your core values, and as you progress through the game, they will continue to rise. Although they are personal stats, they will affect the efficiency of units under your command.

Statistic Description
Strength Improves physical and mental strength which allows you to rank up at a faster rate.
Leadership Increases your unit attack strength, decreases operation losses and increases the number of facilities you can destroy.
Intelligence Increases the rate your stats develop, improves various operations* and allows you to see opposing team players countries.
Communication Reduces your unit loss rate and improves various operations*

* It's important to know that some operation bonuses only apply when combined with other stats bonuses. Keep this in mind when you train as you may wish to balance out what you train.

Attacking

The central part of the game is attacking the opposing team's forces to help your team win. You, as a soldier, are given the freedom to create whatever force you wish with the units available to you.

As you rank up, you will be able to use vehicles, aircraft and even naval units. You can launch an attack against an enemy force in your country from the command page. From there, you can select what kind of attack you wish to start. Each attack increases your war timer, which means you'll not be able to travel or attack again for a specified amount of time.

Swift attacks are quick-strike attacks where your force moves in and engages the enemy as quickly as possible. As a result, you will do less damage and take more significant losses but be able to launch another attack soon—swift attacks on average increase your war timer by 30 minutes.

Typical attacks allow your units some time to plan out their attack, putting you and the enemy on an equal footing. On average, this type adds 90 minutes to your war timer.

Measured attacks are carefully planned assaults on the enemy. Your units will move in carefully, attack enemy forces with precision and move out. These attacks will do more considerable damage, suffer fewer losses but take approximately 150 minutes before you can launch another attack.

You can boost your attacking strength by training the leadership statistic. You can reduce your losses by training the communication statistic.

The force order currently does not modify how your attack is executed and exists as a future feature in the game (this will be removed shortly and reintroduced at a later date).

Capturing Countries

In addition to assaults, capturing countries is how your team wins the game. If your team has a greater force in a country than the enemy your team will start gaining control of that country.

However, your team will also need to show the local population that you provide the means to control their country. As a result, one soldier will be unable to capture an entire nation, even if there is no enemy force present. For a small island, you would only need a few soldiers to be able to keep control. With a bigger country, your team will need a greater army to be able to control it.

If there are no axis or allies forces in the country, the country will slowly turn neutral. However, if the controlling team places ground or air defences in the country, they will retain control of the country.

Again, you must keep in mind that a sufficient number of ground or air defences must be placed depending on the size of the country. The key is being able to protect the local population so they will support your team.

You can capture a maximum of 2% control of each country per hour; the combined 'strength' of the units in the country determines how much percentage your team will gain. If you outweigh the opposition by a factor of 2, you will capture 2%.

Your team can earn money by controlling a country 100% at 00:00:00 providing it has oil rigs, factories or mines, so capturing countries is essential to winning the game.

Ranks

Default funds Rank Bonus
$1m Private Nothing
$1.25m Corporal Able to buy infantry units
$1.5m Sergeant Access to team forums
$2m Lieutenant Able to set a motto
$3m Captain Able to buy ground units
$4m Major Able to buy special-ops soldiers
$5.5m Lieutenant Colonel Able to build facilities
$7.5m Colonel Able to create a formation
$8.75m Brigadier Able to buy aircraft
$10m Major General Able to deposit funds into the team vault
$11m Lieutenant General Able to vote for president
$12.25m General Nothing at the moment
$13.5m Field Marshal Able to buy naval units
$15.5m Governor Formation size expansion
$18m Ambassador Able to broadcast in a country
$20m Senator Able to apply for president
$25m Vice president Global research, Manage funds, Promote, Demote
$30m President Nuclear missile command

The very highest ranks are President and Vice president. Only one person can be President or Vice president on Axis and Allies. Being one of these ranks gives you a vast amount of control over the whole team (Axis or Allies). You can change the rate of the funds distributed to players under your command. Presidents are elected every week and should be chosen wisely if your team is to succeed.

You can increase your team's vault by building factories and mines and capturing countries which contain oil. Only the President and Vice President have access to choosing what to do with these funds; for example, they can build nuclear missiles or initialise research and development improving your team as a whole.

Units

Once you have passed the rank of Private, you can buy units to increase your chances of success when taking over and defending countries. These units are split up into four categories. Soldiers, Land Vehicles, Naval and Aircraft. The following tables show the different units and a brief description.

Infantry

Name Cost Description
Rebel $35k Low-cost, low life unit. Can do small damage to other infantry units.
Assault $100k Standard infantry capable of taking out other foot soldiers
Support $125k Covers your infantry while still providing decent firepower against other foot soldiers.
Suicide bomber $150k High damage, low life unit; able to destroy infantry, tanks, and jeeps
Anti-tank $200k Equipped with anti-tank weaponry can defeat jeeps and tanks. In large quantities can provide some damage against choppers.
Anti-air $250k Anti-air has low life and deals low damage to planes and choppers.
Medic $250k Can save your infantry in combat while still damaging opposing forces infantry
Engineer $250k Reduces vehicle losses in battle and does moderate damage against jeeps and tanks.
Sniper $400k The sniper is a specialist infantry unit with high life and severe damage against infantry.
Mortar Team $500k Mortar teams do significant damage to soldiers and jeeps while still having moderately high life.
Special ops $750k General all-purpose high life unit ready to take on all unit types when in large quantities. Can also do various operations.

Jeeps

Name Cost Description
Humvee $250k Humvees are a cheap jeep unit able to provide some damage to infantry in large quantities but has rather low life.
Vodnik $300k Vodniks do slightly more damage to infantry than Humvees and have a higher life.
M113 APC $1.8m Deals moderate damage to infantry and jeeps with decent life
IAV Stryker $2.3m High life jeep capable of decent damage to infantry along with low damage to tanks and jeeps.
BTR-80 $3m High life jeep capable of decent damage to infantry, tanks and jeeps.
A-100 MLR $3m Deals significant damage to infantry and jeeps while still having decent life. Can bombard facilities.
M142 HIMARS $4m Deals significant damage to infantry and jeeps while still having decent life. Can bombard facilities.

Tanks

Name Cost Description
M198 Howitzer $750k High life tank but low attacking power against all but air units. Can deal damage to facilities.
Type 98 $2.15m Low life tank capable of large damage to other tanks.
WZ551 $2.5m Low cost anti-infantry tank with low damage to tanks and jeeps. Has low life.
AMX-30 $3.5m Anti-tank tank unit with minor damage to jeeps and choppers.
Tunguska M1 $3.5m Anti-air tank with decent life.
ZBD-97 $3.5m Anti-infantry tank with average life. Deals small damage to tanks, jeeps and helicopters.
T-90 $4m Provides moderate damage agains tanks and jeeps with moderate life. Can deal small damage to naval units.
FV 510 Warrior $4m Anti-infantry tank with average life. Deals moderate damage to tanks, jeeps and choppers.
MRV Bison $4m Moderate life tank that supports your other vehicles increasing their life
M3A3 Bradley $4.5m Anti-air tank with some protection against tanks and jeeps with high life.
BREM-1 $5m High life tank that supports your other vehicles increasing their life
M1A2 Abram $6.2m Deals large damage to other tanks and jeeps with a high life. Can do small damage to naval units.
Black Eagle $8m Large damage dealer to tanks, jeeps and infantry with very high life. Can do moderate damage to helicopters.

Choppers

Name Cost Description
MD500 Defender $12m MD500's can deal pretty good damage to soldiers and provide some force against all other unit types. They are easily destroyed.
Mi-28 Havoc $13m Havocs have slightly higher life than MD500s while still dealing similar damage.
Hind Mi35 $17.5m Mi35's deal large damage to solders and choppers with small damage against other unit types. They have moderately high life.
AH-64 Apache $19m Apaches are capable of large damage against soldiers, tanks, jeeps and choppers. They have moderately high life.
Changhe Z-8 $20m Relative to other choppers these deal reduced damage to all units but still a force to be reckoned with their very high life.
UH-60 Blackhawk $25m The blackhawk can deal similar damage as MD500's but have a significantly higher life.

Planes

Name Cost Description
BZK005 $3m Can spy on other forces but has low life and low damage abilities against other units.
Predator $4.5m Can spy on other forces but has low life and low damage abilities against other units.
Xian JH-7 $23m Xian JH-7 does high damage to infantry, tanks and jeeps but has a very low life.
F-16 Viper $28m F-16s deal small damage to all unit types and have a moderately high life.
MiG-29 Fulcrum $30m Anti-air unit with small airstrike capabilities against facilities. Has very high life.
F-15 Eagle $32m Anti-air unit with small airstrike capabilities against facilities. Has very high life.
Chengdu J-10 $32m The Chengdu J-10 deals decent damage to soldiers, tanks and jeeps. Does small damage to other unit types and moderate damage to facilities. Has moderate life.
Panavia Tornado $33m Does large damage to soldiers, tanks and jeeps. Good against other planes and has a moderately high life.
Chengdu J-20 $120m Deals high damage to all units but very much focused on its anti-air capabilities. Has high life.
B-2 Stealth bomber $900m Deals incredibly high damage to most unit types and facilities. Incapable of attacking other air units. Can take a large beating.
Name Cost Description
Destroyer $150m Destroyers deal large damage to vehicle units and relatively low damage to all other unit types. Can bombard facilities.
Submarine $200m Anti-naval unit capable of doing high damage to other naval units. Has low life.
Cruiser $350m Moderately high damage ability against all unit types except naval units. Can bombard facilities. Has moderately low life relative to other naval units.
Frigate $500m Deals low damage to aircraft and has relatively low life.
Battleship $700m Deals great damage to infantry and jeeps. Does moderate damage to other unit types. Can bombard facilities. Has moderately low life relative to other naval units
Aircraft carrier $2.5b Does great damage to all unit types but incapable of hitting facilities. Has high life.
Super Carrier $7b Deals insane damage to all unit types annd facilities however you can only own one of these. Has incredibly high life.
Nuclear Submarine $5b Deals insane damage to naval units but incapable of hitting any other unit type. Has high life.

Facilities

Once you have passed the rank of Lieutenant Colonel, you can build facilities. You can see the available facilities and a small description in the table below. Building facilities is to help your team as a whole. When your team controls a country, you can purchase facilities in that country. Each country will produce different amounts of income from factories, mines or oilrigs.

Facilities Cost Use
Ground defences $2m Grants defence against ground attacks and prevents you from losing country control
Air defences $2m Grants defence of air attacks and a small chance to intercept warheads
Mines $5m Produces funds at a slow rate but are underground and difficult to destroy
Factories $10m Produces funds at an effective rate but are very vulnerable
Oil Rigs Cannot Buy Produces funds at a high rate

Factories, mines, and oil rigs slowly increase in the country every hour.

World

The world page shows all of the countries, who they are controlled by and whether it is currently a warzone. Each country is controlled either by Allies, Axis, neutral or destroyed. Neutral means no one yet controls the country. Destroyed means the country has become uninhabitable after nuclear warfare.

Clicking on one of the countries shown on the world view will open up a window showing the forces attacking/defending it (if any).

Global research and development

The Presidents can only access this, but it will affect all forces on the team. For example, a President can upgrade Tank Tracks which will increase the efficiency of all tanks on the same side by 15%. R&D, however, will take a certain amount of days, and cost a significant amount of funds, taken directly from the team's vault.

Name Description Days Cost
Entrenchment Increase ground defence health by 20% 3 $10b
Improved Radar Increase air defence damage by 20% 5 $20b
Structural Engineering Improve factories and mines health by 20% 5 $20b
Paratrooper Training Decrease travel times by 10% 5 $35b
Academic Training Improve stat gains by 10% 7 $50b
SRBM Allows launching of nuclear weapons up to 3k km away. 3 $50b
IRBM Increases missile range to 6k km from the origin. 5 $100b
Strategic Missile Defense Improve nuclear missile defence by 30% 10 $150b
ICBM Increases missile range further to 12k km range 7 $150b
Uranium Enrichment Improve nuclear missile damage by 30% 14 $250b

Formations

Formations are a close-knit group of Military commanders on the same team. They can work together in a variety of ways, such as Group Travel. Group Travel allows the Leader of the Formation to move all members of the Formation to a designated enemy country, which will hopefully be enough to capture it for the Formation's Team. The team with the most organised and powerful Formations will be a significant factor in winning the War!

War

You can use the war page to monitor how well your units are doing in combat. Statistics are updated every hour.

Whenever you are in a country, you are automatically defending it if it's under control by your team. Likewise, you are automatically attacking if the country is under control of the enemy.

Getting further help

If you need further help feel free to visit our official discord server or post in the newbies' forum. One of our veterans will be willing to help you out!