Beginner's Guide to Supremacy 1914: Tips, Tricks, and Strategies for Conquering the World

Beginner's Guide to Supremacy 1914: Tips, Tricks, and Strategies for Conquering the World

General, welcome to the front lines! We're delighted you've decided to join us on the tumultuous battlefield of Supremacy 1914.


While Supremacy 1914 has recently made its way to iOS and Android platforms, the game has been available online for a few years. Supremacy 1914 was released in 2009 by the German studio Bytro Labs; in fact, you may play it on the game's official website.

Many of its players are seasoned veterans who have fought in numerous conflicts. That isn't to argue that the game is completely inaccessible to newcomers. We've produced a detailed Supremacy 1914 beginner's guide for them, as well as for you, to assist you find your footing as swiftly as possible in the mayhem of world control.

Conquer and Command

To get the most out of your units in Supremacy 1914, you'll need a firm grasp on them.

Statistics by Unit

If you want to keep your place on the world stage, you'll need to keep training units and creating war equipment. However, before you train units, you need examine their stats.


The stats of a unit are displayed on its icon. The heart-shaped shield depicts its health, the lightning bolt its assault, and the blank shield its protection. The unit's strength against various sorts of units is listed below these stats. In this case, our tank has a perfect 4/4 versus both ground units and buildings. However, its strength against air units is reduced to 0.4/0.4.

While these metrics are clear, keep in mind that they will alter depending on the terrain the unit is on.


When on land, our tank is at full power in the preceding scenario. However, when embarked, its health reduces to a dismal 1 and its strength is decreased to 10%!

Units of Measurement


Some troops have a broad attack range that allows them to attack foes without fear of retribution. In their icon, these units are denoted by a white circle. You can adjust the behavior of these troops by tapping them; by default, they will fire on opposing units within range without additional input from you. Other habits include ignoring everything and following a shoot first, ask questions later philosophy, which includes firing on neutral troops as well.

Stacks of Units


Units do not operate on their own. Each unit that joins an army adds its own attack, defense, and health to the mix, resulting in a unit stack. This makes using stacks of units in close combat significantly more effective. You can separate stacks to deploy many armies at the same time.

Factor of Size

"Why don't I just construct a single deathstack and wipe everything out?" one could question. The size factor feature in Supremacy 1914 prohibits this while fostering a variety of gameplay approaches.


When you add a unit to a stack, that stack usually receives 100% of that unit's stats. The more of a single unit type you add, however, the lower the stat benefit per unit added becomes. This is known as size factor, and the key to forming efficient armies is to account for size factor. Size factor penalties vary by unit.

  • Artillery, railguns, battleships, submarines, balloons, fighters, light cruisers, and bombers have 100% unit efficiency until they reach 50 units; after that, they earn no benefits from any more units of that type.
  • Infantry have a 30% efficiency starting at 5 units, a 10% efficiency starting at 15 units, and no bonuses beyond 40 units.
  • Tanks have a 60% efficiency starting at 5 units, a 30% efficiency starting at 10 units, and no bonuses after 25 units.
  • Heavy tanks have a 50% efficiency starting at 5 units, a 20% efficiency starting at 10 units, and no bonuses after 25 units.
  • Armoured cars have a 60% efficiency starting at 6 units, a 20% efficiency starting at 15 units, a 10% efficiency starting at 25 units, and no advantages beyond 40.
  • Cavalry have a 60% efficiency starting at 6 units, a 20% efficiency starting at 15 units, a 10% efficiency starting at 25 units, and no bonuses beyond 40.

This chart shows that splitting your starting infantries into parties of 4 or 5 is more beneficial, because they don't benefit as much from being in stacks of 10 at the start of the game.

Construction, Construction, Construction

In Supremacy 1914, you can construct many structures in each province you govern. These structures perform a variety of functions, ranging from unlocking additional units to strengthening the region's defenses. Knowing what each of these structures does and where to put them is critical to creating a well-oiled business to help you win the war.

The State Capital


Your seat of authority is represented by the capital. The closer a province is to your capital, the faster it generates passive morale. If you require the enhanced morale regen, you can shift your capital to another province, but this will take 12 hours.

Recruiting Department


The recruitment office is a support structure that enables a province to create troops every few hours. You'll always have some pieces to move around on the world map this way.

Because the recruiting office provides you with free units, it is critical that you create recruitment offices in each province you hold. Keep an eye on the province's morale as well: the stronger the morale, the better the recruitment.

Barracks


The barracks improves infantry training by increasing the number of infantry trained at the same time. It also enables manual training for the cavalry regiment.


Workshop

The workshop doubles as a technical structure. It has little effect on its own, however upgrading a province's workshop is required if you wish to access higher-tier troops.

Fortress


The fortress is a formidable defensive structure that significantly reduces the amount of damage dealt to a province's garrison during conflict. The stronghold delivers a massive 67 percent damage mitigation at level 1! But that's not all; the stronghold also boosts morale in the area where it's located. As a result, the castle is an extremely vital structure for advancing provinces and creating isolated bases.

Factory


The factory is an important structure for both military and commercial reasons. It unlocks more powerful military units such as artillery, tanks, and heavy tanks. On the economic side, a factory can increase a region's income by up to 33% at full capacity.

The factory also improves morale and increases unit production speed! Your core provinces should have a factory up and operating as quickly as feasible, whether they are production centers or resource farms.

Harbour


The harbor is a must-have for any country seeking to create a powerful navy. A harbour not only allows a player to build warships, but it also grants a benefit to embarkation speed, allowing them to conduct amphibious raids on unsuspecting neighbors with impunity. The harbour also provides a minor boost to morale development, but this is secondary.

Railway


The railway opens on day 5; to see what day it is in your current world, glance to the upper right of the screen. This facility significantly speeds up mobility for your ground soldiers, providing a benefit of up to 150 percent!

The railway also has a little impact on morale growth; I assume the trains operate on time. The railway also allows the railgun unit to be deployed. It's not a magnetic gun, despite its name, but rather artillery installed atop a railroad cart.

Aerodrome


On the tenth day, the aerodrome becomes operational. While it does not provide any passive benefits to an area (not even a morale boost), it does allow you to train powerful air units that are extremely efficient against ground units. For example, the heavy tank is the most efficient counter to air troops, but it only deals 60% damage to them!

Create a Strong Economy

Even during a battle, money must flow. Your men must be fed, your machines must be maintained, and your engineers, architects, and generals must be compensated.

Earnings in the Passive Region

Over time, each location creates resources ranging from grain and fish to steel and oil. Depending on the units you'll be focused on and your overall strategy, it's in your best advantage to acquire and seize provinces that provide the resource you require.


Each province generates two types of resources. You can check the bottom info panel to get a better idea of what resources a province produces.


You can boost resource production by constructing a factory. Upgrades to your factory will boost the bonus it provides to a region's income. A railway will also significantly increase resource generation and move speed!

Morale

Morale is a vital aspect in determining your provinces' loyalty and production. The better the morale of a region, the more productive it becomes and the less likely it is to revolt. When an area revolts, your units may suffer damage or even death, and your rule may be toppled!


When the in-game day changes, morale is recalculated and is based on numerous criteria.

You can obtain morale via having a province close to the capital, certain buildings, nearby territories with high morale, or just purchasing it with Goldmarks. Conversely, having enemy armies near or in the territory, being at war with numerous countries, having a resource deficit, an enemy spy doing sabotage, or having enemy territories close a province all have a detrimental impact on its morale.

Maintenance vs. Income


Don't be an idiot like me and start spamming units and buildings right away. I quickly ran out of grain, rendering me unable to create or train anything else.

Tap the resource symbols near the top of your screen to see a more thorough view of your resource flow. This will display your inventory, production rates, and hourly and daily consumption. If you have more upkeep than income, your resource icons on the global map will indicate a red downward arrow.

Disabling buildings that aren't useful to you in the current game state is one technique to save resources. To do so, tap the province, then the building, and finally the stop button. This manner, you can avoid having to pay for the building's upkeep.

Penalties for Scarcity of Resources


A lack of resources not only limits what you can build and train, but it also has a direct impact on your troops.

  • When there aren't enough fish, morale plummets precipitously.
  • A lack of grain lowers morale and renders barracks inoperable.
  • Morale suffers as a result of lumber and iron ore shortages.
  • A lack of coal decreases morale and renders your railways inoperable.
  • Morale suffers when there is a gas shortage.
  • A lack of oil not only affects morale, but also slows mobility and reduces battle strength.

The Free Market Economy


You can sell resources in the market, which is accessible from the lower section of the screen. You'll be able to see the current resources for sale at the top of the page, and you'll be able to sell your own stores at the bottom. To swap resources, simply tap on the icons in the upper right corner of the screen. Remember that you cannot trade with countries with which you are at war or have an embargo!

Obtaining Goldmarks

Goldmarks are a valuable premium currency that can be used for a variety of purposes. A large Goldmark wallet allows you to expedite unit and building creation, which is essential for swift, powerful plays.


Goldmarks can be obtained by doing missions, but the most reliable way to obtain them is by watching advertisements. You can watch many adverts per day to earn a total of 1500 Goldmarks, although this takes about 10 minutes.

It's worth noting that you have to watch adverts twice — once to earn the Goldmarks and again to redeem them. Ads, as unpleasant as they are, are the only consistent, renewable source of Goldmarks other than paying real money.

Gather Intelligence

Gather Intelligence Supremacy 1914 isn't just about smashing each other up with troops. On the global stage, there's a whole new game to be played, and obtaining intelligence is critical to making the most of any situation.

The Publications


Newspapers provide critical information about what is going on around you, such as who is building what, the diplomatic status of foreign countries, and much more. At the same time, your competitors will be able to see what you're up to.

It's up to you whether you want to play mind games by erecting a slew of structures to confuse your opponents, or whether you want to save your resources and get right to work on your big strategy.

Front-page News

Because it takes so long to perform anything, such as move troops or create structures, you can enable push alerts in the front reports menu. This way, even when you're not playing the game, you'll be aware of what's going on in the game world.


Espionage

What military game is complete without espionage?

If you get stuck fighting an enemy, you can use spies to obtain information and destroy your adversary by pulling strings from the shadows.


Tap more in the lower right of the screen, then espionage, to enter the espionage tab. Before you can begin your deception, you must first hire spies for 20,000 dollars apiece, plus a daily wage. Once hired, simply select a province to send a spy to, then select the espionage icon in the lower left.

Spies can be assigned to one of four activities.

  • Counter Espionage defends provinces against spies (including your own) and attempts to uncover hostile espionage attempts.
  • Intelligence collects data on diplomatic and economic actions.
  • Economic sabotage has a negative impact on resource productivity and morale.
  • Military sabotage wreaks havoc on military planning and infrastructure.

Each of these tasks also has a monetary cost for upkeep. The more spies you have at your disposal, the more you can accomplish — if you are willing to pay the price.


Field agents are an expensive but dependable method of gathering intelligence on an opponent's activity. Field operatives can be sent on several missions with a 100% success rate and finish them in an instant. Field agents, on the other hand, require Goldmarks to perform anything. More powerful and intricate activities will necessitate a higher investment in Goldmarks.

Make use of diplomacy


Diplomacy is one of the most powerful tools at your disposal, and skilled mind tricks, shady dealings, and united fronts are all part of Supremacy 1914's battle. It's simple to go full unga bunga and keep assaulting, but rallying a collection of nations against a common opponent is significantly more successful - not to mention your former allies will be weakened as well. Just a thought.

Diplomatic States Establishment


You may always change your diplomatic status with another country by tapping on its flag. To do so quickly, tap on a unit or area they own, then tap the country name or flag. This is a fairly impersonal way of communication, but it is sometimes necessary. You may switch between different states, which I'll go over here.

  • War is as straightforward as it gets. You proclaim the targeted nation an official adversary, and you both have the ability to openly attack one other. You can potentially get around this by simply attacking someone out of nowhere, but this will be portrayed in the media as a brash and unprovoked attack. Armies will fight one another whenever possible (within range of each other).
  • Trade embargoes prevent other countries from trading with you. They can't buy your stuff, and you can't buy theirs. This condition is altered to halt fire during times of conflict. In this stage, forces will fire on opponents invading their country's territories but will not engage in any further combat.
  • The default condition is one of peace. Neither country will take an active hostile or benign position toward the other.
  • Right of way means that you are enabling the other state's military units to pass across your territory without fear of being attacked. Consider it an open borders pact.
  • The other state can view your territories as well as theirs thanks to shared vision.

It is worth noting that the extreme sides of diplomatic states also trigger the level below them – war starts a trade embargo, while shared vision provides other countries the right of way.

Create coalitions and alliances.


Lone countries falter, but when they band together, they are formidable. Coalitions allow like-minded allies to band together under a single flag. You'll get your own chat channel, making it easier to cooperate with your coalition members. Keep in mind that a coalition does not last forever - it just exists for the duration of the game.

Alliances, on the other hand, resemble the traditional guild. Alliances exist outside of the game and serve as a mechanism for players to communicate with one another, for example, to set up secret inter-alliance conflicts or to simply screw around.

Technical Information

There's a lot more you can do with the game that didn't fit into any of the other categories, but I'll include them here anyway.

Participate in and Create New Games*


You are not required to play a single game of Supremacy 1914. If you're in the middle of a game and decide you'd like to play two or more games at the same time, hit the globe icon in the upper right, then go to games. You'll be able to see a list of games and search for games using a filter from here.

The asterisk is there because the mobile edition of Supremacy 1914 does not allow you to create games. You can, however, access the web version of Supremacy 1914 in a browser and create a game from there.

Artificial Intelligence Players


As you may have guessed while playing the game (or by looking at the available game list), not every country is ruled by a live human player. If you zoom out as far as you can on your current game's globe map, you'll find icons of people — these signify that a human player controls that country and its provinces.

The player name is another way to check, however it isn't a foolproof one. AI players are usually given formal first, last, and title names.

AI players base their judgments on a variety of criteria, including their neighbors, current military power, and your reputation. In general, reputation is earned by playing quietly or initiating official battles over surprise attacks. Your AI's reputation score will determine whether it sees you as a potential ally or a threat that must be destroyed as soon as possible.

Perfect Practice Makes Perfect

Even with all of this knowledge, winning a game is a massive undertaking that can be accomplished not only via knowledge, but also through experience. With so many commanders striving for victory in games, you're certain to lose a lot. But keep in mind that your failures teach you more than your victories, and each game teaches you a little bit more.


That brings us to the end of our Supremacy 1914 beginner's guide, and we hope you found something useful to help you get your bearings in the thick of the chaos. If you have any advice to provide, or suggestions for other new gamers, please leave them in the comments!