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 aN area. Areas 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 areas occupied from the enemy faction. When an army occupies an enemy area, the faction's war score increases by an amount equal to 100% divided by the number of areas owned by the enemy faction. In other words, when a faction occupies all areas of the enemy faction, its war score will be exactly 100%. However, the final war score must also take into account the number of areas 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 areas. The war score required to demand one area is equal to the war score gained from occupying one area. If your faction's final war score is negative, your faction must cede its own areas 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.
Peace negotiations can only demand that the enemy faction cede areas occupied by your faction or areas not occupied by any faction. If an area is already occupied by another faction, that area cannot be demanded for cession.
During peace negotiations, if your faction's final war score is positive, you can demand that the enemy faction cede areas. The war score required to cede an area is equal to the war score gained from occupying that area. If your faction's war score is negative, then your faction must cede its own areas in order for the enemy faction to agree to end the war.
After peace negotiations, both sides will automatically sign a truce 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 areas owned by the faction, and the minimum army limit is 1. For example, if your faction owns 5 areas, the number of armies cannot exceed 2.5, meaning you may have at most 2 armies. If your faction owns 10 areas, 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.
Each area can only contain one army. If an area already has an army, other armies cannot enter that area.
The faction leader can appoint a commander for an army. The commander's military ability increases the army's combat effectiveness in battle.
When an army is in battle, both its morale and troop count will decrease. An army whose morale reaches 0 will enter a retreat state. A retreating army cannot be controlled and will automatically move toward areas belonging to its own faction until its morale automatically recovers to a certain level, at which point it will stop moving. If the army is completely surrounded, for example if all adjacent areas to the army's current area already contain other armies, then the retreating army will not move.
When an army is in enemy territory, and that territory is either not occupied by any faction or is occupied by a hostile faction of your faction, and the army is not engaged in battle with enemy forces, the army will automatically begin a siege. Siege progress will gradually increase over time. When siege progress reaches 100%, the area will be occupied by your faction. If the army leaves the area and moves to another area during the siege, the siege progress will be reset to 0%.
The faction leader can appoint a governor for each area of the faction. A governor's administrative ability increases the growth rate of the area's prosperity and control. The higher an area's prosperity, the higher the income it provides. The maximum prosperity of an area is 1000. The faction does not receive all of an area's income; the proportion depends on control. The maximum control is 100%. The higher the governor's control over the area, the greater the proportion of the area's income received by the faction. When a governor is replaced, the area's control is reset to 0%.
The higher an area's control, the higher the probability that the governor will start a rebellion. The lower an area's control, the higher the probability that civilians will start a rebellion.