The content only applies to the current version of the game and may be changed in the future.
Novamir is a grand strategy game.
There is another world called Novamir, where many people from Earth have been summoned. They have established a new society, and the player will act as a leader guiding their own faction to survive in this world.
The game does not have a clearly defined final objective. Players must maintain control of their faction's territories and prevent them from being taken by other factions. The game is lost when the player's faction loses all of its territories. After ensuring the survival of their faction, players are free to choose their own goals. As long as the player's faction is not eliminated, the game can continue indefinitely. Even if the player's character dies, the player can choose another character as a successor and continue playing.
The game map consists of multiple hexagonal tiles. Each hexagonal tile represents a region. Regions belonging to the same faction are displayed in the same color.
Factions can form alliances with each other. Alliances are defensive alliances. If another faction declares war on your faction, all of your allies will automatically declare war on that faction as well, unless they have a truce agreement with that faction. However, if your faction declares war on another faction, your allies will not join the war.
Factions can also dissolve alliances. After an alliance is dissolved, a 100-day truce is automatically signed between the former allies, preventing them from declaring war on each other immediately after ending the alliance.
All wars in the game are wars between one faction and another faction. Even when allies join a war because of a defensive alliance, they formally declare war on the hostile faction independently. Each faction can negotiate peace with the hostile faction separately.
A faction's war score is a percentage calculated based on the number of regions occupied from the enemy faction. When an army occupies an enemy region, the faction's war score increases by an amount equal to 100% divided by the number of regions owned by the enemy faction. In other words, when a faction occupies all regions of the enemy faction, its war score will be exactly 100%. However, the final war score must also take into account the number of regions occupied by the enemy faction. The final war score is equal to your faction's war score minus the enemy faction's war score.
When negotiating peace, if your faction's final war score is positive, you may demand that the enemy faction cede regions. The war score required to demand one region is equal to the war score gained from occupying one region. If your faction's final war score is negative, your faction must cede its own regions in order to persuade the enemy faction to agree to end the war.
After peace is concluded, both sides automatically sign a truce agreement and cannot declare war on each other again for 100 days.
All military forces in the game are land armies. There are no navies or air forces.
Each faction may have multiple armies. The maximum number of armies cannot exceed half the number of regions owned by the faction, and the minimum army limit is 1. For example, if your faction owns 5 regions, the number of armies cannot exceed 2.5, meaning you may have at most 2 armies. If your faction owns 10 regions, you may have 5 armies.
Each army has an authorized strength and an actual strength. The authorized strength is the army's maximum size. When the actual strength is lower than the authorized strength, the actual strength will gradually replenish automatically. The maximum authorized strength of each army is 10,000.
A faction must pay salaries and provide supplies for its armies, with all military expenses paid by the faction leader. Military expenses are calculated based on the authorized strength of an army. Even if the actual strength is lower than the authorized strength, expenses are still paid according to the authorized strength.
The faction leader may appoint a governor for each region of the faction. A governor's administrative ability increases the growth rate of both prosperity and control in the region. The higher a region's prosperity, the greater the income it generates. The maximum prosperity of a region is 1000. A faction does not receive all of a region's income; the proportion depends on the control level. The maximum control level is 100%. The higher a governor's control over a region, the greater the share of the region's income received by the faction. When a governor is replaced, the region's control level is reset to 0%.