Capturing Countries
Overview
In addition to assaults, capturing countries is how your team wins the game. If your team has a greater force in a country, then the enemy, your team will start gaining control of that country. Overtime, when your team controls all the countries in a region that also has an enemy spawn within it, it will open that spawn where you can then begin sieging in attempt to control it and force the enemy out from spawning in that region.
Minimum Number of Units
You will need to have units, in order to start capturing (also called "capping" in discord and ingame). 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. As noted in other articles; a player needs roughly ~1 Assault Infantry per 100km^2 to start capturing "capping", assuming no enemy opposition. This unit requirement is at the team level; meaning if you don't have enough money or units to start capturing a country, but 2 or 3 of your teammates combined have enough units- then consider partnering up and communicating with them early game to begin controlling.
Local Militia, and Keeping control of fully captured countries
If there are no axis or allies forces in the country, the country will slowly turn neutral as the "local milita take over". However, if the controlling team places ground or air defences in the country, they will retain control of the country. The Opposing Team can remove these ground or air defenses through various such as Bombing, or Bombardments. Once these are cleared, only then can the opposing team start capturing, or leave and let local militia begin re-controlling back to 50% at 1% per hour.
Hourly Capture rates
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%. If below this factor, its possible to see 1% progress in closer fights between sides. If both sides are close enough in strength of units, then there will be a stalemate; and there will be no hourly gain (0%)
Income from Capturing Countries
Your team can earn money at the start of each new hour, by controlling a country 100% providing it has oil rigs, factories or mines, so capturing countries is essential to winning the game. See the Income Facilities Section, for a brief overview of the incomes for these facilities
'*This 2% per hour can be increased through presidential policies; mainly the Totalitarianism policy which increases this to 3% per hour.