Residences and work Permits

  • To travel to a place, in the profile of the region of interest, select the "Travel here" button and start to move, which takes a few minutes (the farther you are from the region the longer it takes to travel)
  • However, this is not always possible as most regions have "closed borders" and there is no "immigration agreement" between the country you want to go to and where you are. Selecting the button will stay red and will not allow you to scroll.
  • To be able to travel there you must get either the residence or the work permit, which are requested in the same profile, selecting one of the buttons:
  • Once selected you have to wait for it to be accepted or rejected.


  • Autonomy is enacted in a region other than the capital of a country in the national parliament. Once the law has been approved, elections to the autonomous Parliament are initiated among the parties of the region.
  • The national parliament can appoint a governor, who will receive gold pay for his office and remain in power until by law is assigned to another or cancel the autonomy. If the country's form of government is a republic, the governor will be able to replenish resources and build buildings instantaneously.
  • Autonomies have some self-management and their own coffers. 
  • The taxes and laws applied in the autonomy have their effect differentially in the territory with respect to the national standard, although the national decrees modify and update their state, imposing itself.
  • The Profit division establishes the percentage of the taxes that will stop in the coffers of autonomy. The rest goes to the national budget. This is manually modified by the Minister of Economy, the monarch or the dictator.
  • If you are granted independence, the coffers are now held as a state budget.
  • An autonomy has a distribution of resources that splits the taxes between the state and the autonomy.
There is an error in which it is possible to have a great autonomy of a region

Macro autonomy or great autonomy

  • When several regions are attached to an autonomy, autonomy changes in form, becoming a great autonomy.
  • It works the same as autonomy, but it can adopt a shield and its own name, which must be voted by internal Parliament.
  • A new tab appears with the profile of the great autonomy, since it is not managed from the profile of the region itself as happens with the ordinary autonomy.
  • They cannot be formed by more than four regions, and all of them must be adjacent or at a distance of less than five hundred kilometres between them.
  • Each region of the great autonomy has an independent distribution of resources, with which the same great autonomy may have regions with different values of distribution.

Military training

  • Military training allows for experience to cause war damage in a simulator without danger of causing diplomatic conflicts.
  • You get enough experience in exchange for troops (money), and if it is intensive by many troops and energy (gold).
  • To start military Training Select the Wars tab and the blue button that puts "military training"
  • To attack select the Send my troops button from either front (in military training does not matter), select the troop you want to use and press attack, which is any of the lower buttons (red, blue and Green buttons):
  • In military training no matter the front in which you do damage, as it is a simulation.
  • The troops launched in the attack and the available in the warehouse for future attacks are shown. Even if it is a simulation the cost of troops is real and they are discounted from your inventory. Also spending on energy.
  • The Medal of the war activity is recharged every hour and allows to inflict an attack with the energy meter to the maximum without spending energy or gold.

Attack modes

  • Red: Manual blow. You launch a single attack manually. You can recharge the energy bar every 10 minutes by spending energy or waiting for it to recharge more slowly passively and attack with the energy you have.
  • Blue (Premium): Blow FullAuto or maximum damage. It attacks every 10 minutes, spending Energy (gold). Maximum damage by spending 180 gold per hour.
  • Green (Premium): Hit Autohour or once per hour. He attacks every hour using the War Activity medal. Constant damage without wasting energy or gold (troops only).
In the case of military training and being Premium, we recommend the Green option: Blow Auto-hour

Premium Free

Note: Android only

Getting the Premium free is easy and simple if you have patience and luck. Follow the steps to download the application and buy the Premium with the credits:

Download Google Rewards

This is the link of the App, it is in the Play Store and is 100% safe and virus free: link

Hold on

Once downloaded, it's time to wait for the polls to arrive. Keep in mind a number of things:

  • They arrive randomly, you may get 4 in a week and none in a month, or appear to never arrive. There's nothing safe and it depends on chance, but something is something.
  • Make sure that the application notifications are enabled. Polls are usually available 24 hours, if you don't see it and do it in that period you lose the opportunity and the money.
  • Keep the GPS connected and enabled to get you more. In addition, when you touch answer all what yes, it is more likely that the survey lasts longer and give you more money (I know it is not to be honest, but you want to win Eurillos or not?).
  • Don't forget the application; If you have long without receiving any input, or delete cache, or uninstall and reinstall.

Answer surveys and accumulate I go out

To do this you must do it from the RR App available in the Play Store (it is with Google balance). You can download it here: Link

In the tab of your profile select buy Premium and buy your option in the window that opens. Prices:

  • 1 month = €0.69
  • 6 months = €2.79


Buildings are constructions that are made in a specific region to increase their value and improve their world qualification.

Index buildings

The region's indexes are increasing. Each one is specific.

  • Hospitals: Improves the rate of medicine.
  • Military Bases: Improves the rate of military.
  • Schools: Improves the education index.
  • Housing: Improves the development index.

Military buildings

They give defense bonus and initial attack when starting a front from this region to another neighbor.

  • Missile system: Reduces the damage inflicted by the enemy from the neighboring region, up to a maximum difference of 300 buildings (stop increasing the difference and bonus).
  • Naval ports: reduces the damage inflicted by the enemy in maritime wars as do the missile systems. They only have the regions with access to the sea.

Transportation Buildings

They reduce the time it takes for users to travel from one region to another.

  • Airports (land) and recharge stations (Luna): Reduces travel time between two regions, which depends on the total number of airports in both regions. The maximum reduction is 7%, applied to the region with more airports and from it the remainder are allocated. It has a similar effect to the missile system, in attack rather than in defense. Reduces penalty for donating resources between players.
  • Space ports: Reduces travel time between Earth and Moon. The 20 land regions with the largest number of space ports can open against lunar territories.

Special buildings

  • Military academies: The #academia-military-p increases the region's initial damage. It is free and is built daily by users with residency in the region.
  • Power Plants: Supplies Energy (MW) to the rest of the nation's buildings.

Energy system considerations

  • Each plant provides 10MW while buildings consume 2MW, i.e. each plant supplements 5 other buildings of any kind.
  • The only buildings that do not consume MW are the military academy and the housing
  • Users ' homes are not considered as region buildings, so they do not consume energy.
  • A region with higher energy consumption than production does not generate negative effects, only occur when the national energy balance is negative. Those buildings that are not supply with energy will not be counted (as if the region did not have them).

Building construction

  • The Military Academy is built daily through the mission with the same name.
  • The rest are built from the national or autonomous Parliament using the resources of the budget. It is done through the new building law.

Deep Exploration

The value of deep exploration of a territory is the maximum limit of resources that the region allows us to have explored at that time (not the maximum of daily exploration, which for gold is always 2500 regardless of the deep exploration value). The greater the value the more you can explore at the same time and you get more performance (you get more resource for energy worked on the explored resource, except if it is gold that takes more money to work).

To serve Deep Exploration

Deep explorations are directly proportional to resource gains. For example, areas that have been fortunate enough to have a high deep exploration of diamond base will be ideal for putting a diamond mine in them, and with the rest of the resources. Depending on the distance from the base scan to the maximum there is a larger or small difference of earnings, for example of 2/27 diamonds to 27/27 which is the maximum, is won 7 times more diamonds, which passed to percentage, is won 700%.

The higher the unit you intend to climb the more expensive is the exploration, being cheaper to increase a point from 2/27 to 3/27 than from 26/27 to 27/27. It is also true that to achieve the maximum allowed exploration value is cheaper if parts of a high value than of a low base value, being of 13,000 diamonds the exploration of 2/27 to 27/27 and 1000 diamonds from 26/27 to 27/27.

But… Can something be done to solve a region with a low exploration index?

Indeed, gains from working the resource can be temporarily increased by applying a law of deep exploration in Parliament.

This law lasts 168 hours, that is to say, 7 days just since it is approved. The law increases its cost according to the Deep Exploration distance based on its maximum exploration. For example, as seen in the image La Rioja has 371/637 gold and the cost would be lower to climb downtown Portugal, which has a basic 337/637.

Where would it be better to place the factories?

  • First, where they leave you… Sometimes you have to work with what is available and not in ideal environments.
  • Second, always look for the highest basic index possible, as we said before, you can go up, but if there is already a region with a high potential, it is easier to work people even if there is no deep exploration. 

Regions with the highest basic index

For gold are:

  • Gibraltar (411/637)
  • Navarra (391/637)
  • Canary Islands (385/637)
  • Aragon (375/637)
  • Basque Country (374/637)

For oil are:

  • Galicia (289/371)
  • Azores (282/371)
  • Centre Portugal (282/371)


  • Canary Islands (300/356)
  • Comunidad de Madrid (297/356)
  • Cantabria (277/356)

For uranium are:

  • Aragon (21/25)
  • Castilla y León (18/25) 

For Diamonds are:

  • Asturias (22/27)
  • La Rioja (18/27)

General considerations

  • Deep Exploration does not increase the 2500 points of gold daily. That's unshakable today.
  • A law can be made by territory and a single resource. A week, when it is finished, it can be re-made from the same resource or from a different one.
  • So many deep exploration laws can be approved as territories have the nation.
  • In the moon the limits of deep Exploration are different: gold (282), oil (no), mineral (367), uranium (19) and Diamonds (32). You always see higher values naturally to those indicated, except in diamonds, so there is no deep exploration as such.


There are several resources in the game, each one has its functions and ways of getting it


  • The most common and simple. According to the translation of the user can have one symbol or another, but all are the same value (there is no currency of countries or anything).
  • It takes to buy other resources, except gold.
  • It can be achieved by working in gold mills.


  • It is the payment currency of the game.
  • It can be achieved by working in gold mills.
  • Can be donated to regions and countries


  • Oil is necessary to create most elements (armament, raise the house level, buildings and more).
  • They can be obtained in factories or by buying them in the warehouse.
  • Can be donated to regions and countries


  • The mineral is needed to create most elements (armament, raise the house level, buildings and more).
  • They can be obtained in factories or by buying them in the warehouse.
  • It can be donated to regions and countries.


  • Uranium is a type of resource, which is necessary to create Anti-radiation, ballistic missiles, lunar tanks and space stations.
  • They can be obtained in factories or by buying them in the warehouse.
  • It can be donated to regions and countries.


  • Diamonds are a type of resource, which is necessary to create Anti-radiation, ballistic missiles, lunar tanks and space stations.
  • They can be obtained in factories or by buying them in the warehouse.
  • It can be donated to regions and countries.

Liquid oxygen

  • necessary for the production of space rockets, lunar tanks and space stations.
  • They can be obtained in factories or by buying them in the warehouse.
  • It is only found on planet Earth.

Helium 3

  • necessary for the production of space stations.
  • They can be obtained in factories or by buying them in the warehouse.
  • It's only found on the moon.

Daily extraction Limit

Each region has a separate daily limit to extract resources. In all regions the limit is the same:

  • 2500 Gold
  • 600 oil
  • 500 Minerals
  • 60 uranium
  • 75 Diamonds

Once reached the resource limit, it is not possible to extract more and the automatic mode of the Premium account stops. The limit is restarted in the end time of the day.


Pollution is the residual radiation value of the region in question. It increases the time it takes to recharge energy naturally, without energy.


  • It is generated due to the damage caused by missiles in a front at a rate of 1 point of contamination by 120 of damage.
  • If the war takes place in the region itself the radiation is present in that same region and this is the epicenter.
  • If the war takes place in another region is the other the epicenter that spreads radiation to your region. The epicenter must be within a radius of 1,500 km or less.

Penalty of energy Recharge

  • The added radiation of the region itself or the contiguous one gives a total value of pollution. This value applies a penalty percentage to the energy recharge with respect to the baseline time (10 min * (1 + x% of 10 min).
  • When the penalty value is greater than 2% (10 min + 12 sec), the energy recharge by consuming energy when working automatically happens before the natural recharge of energy with the penalty, so there is no gold gain by natural recharge Working.
  • In other words, if the contamination is greater than 48.5 (> 2% of penalty) there is no natural recharge of energy while working in automatic. Regardless of the level of medicine in the region you don't earn a surplus of gold by working in the region.
Region with a radiation rate and that is the source of it
  • Radiation penalty formula:
y = 0, 09x ^ 0.8
and: Penalty (%)
X: Pollution (UDS)

Radiation cleaning

  • It can be eliminated at the state level (to put an anti-radiation law against that region in the national parliament) or at user level (with radiation)
  • To clear the radiation from an epicenter select clean epicenter in the Actions drop-down menu in the profile of the specific region. By doing so you will spend radiation from your warehouse at a rate of 1 for every 50 radiation points approximately. You can always buy or manufacture more.



The house is a personal building with a level of 0 to 99 that can be built from any level, although it is recommended to start at level 80 or when you have the skills to more than 150.

It has two main functions:

  • Increase the capacity of the warehouse, at a rate of 1% per level.
  • Decreases the time to improve the skills, at a rate of 0.25% per level.

When to build the house:

  • You need a lot of storage space, this added to the stamina ability lets you shoot your storage space.
  • When you have the skills to more than 150, because it reduces the time needed to study them.
House Panel Example

Limitations of the House

  • It can only be built in a region, that means that if you move your residence you leave the house behind and its benefits.
  • Moving the house is free although it sanctions with 5% of the level of it.
  • If the region where the house is located is conquered, it will lose 10% of its level.

Work experience

Work experience is the value of efficiency with which you work a particular resource. It saves a direct linear relationship (more or less) with what you extract, so with twice the experience you will get twice the resource (or money).

  • You get 1 point of work experience for every 10 of energy worked on the resource you've been working.
    • In the PC version you can hire mentors by spending gold and get 4 or 6 times more work experience for working than without hiring them. The costs are:
      • 1 Mentor (4 points experience): 1g/10 Energía2 Mentors (6 points experience): 2g/10 Power  
  • To have a lot of work experience in a resource, you can transfer experience of a resource (generally gold, which is the most work by default) to the resource that you are interested in working continuously. Select Swap and enter the value of the resource from which you want to transfer (usually from gold) to the resource you want to increase.
  • You spend 75 gold every time you pass work experience from one resource to another, so you don't have to do it with very small amounts.
  • If you spend a lot of work experience at once you run out of experience in that resource and stop being so profitable.
  • Golden rule: Do not make great changes of experience and when you reach the limit of work experience. Never have less than 50k of work experience in gold, or even more. 
  • The limit of work experience per resource indicates the maximum amount of experience you can have in each resource. It is indicated by this formula:
  • 80k + 200 * {Skill Education}
    • At level 100 education there is an experience limit of 100,000 points
    • At level 250 education there is an experience limit of 130,000 points