☢️ GTNW3 — Action Mechanics Reference

Auto-extracted from backend/routes/action_routes.py & turn_routes.py. Every probability, cost, gain, loss, and consequence in one place.

⚙️ Global Rules

Actions per turn
3
Same action limit / turn
2
Aggressive-action propaganda penalty
−15% per use
Failed-blackmail propaganda & diplomacy penalty
−5% per failure
Failed deploy-troops blackmail penalty
−5% per failure
Success-chance display clamp
10% – 90%
"Aggressive actions" = nuclear strikes, air strikes, deploy troops. Each one stacks a –15% propaganda penalty against that target permanently.

📢 Propaganda

Steal population, money, and influence via narrative warfare.
Success Chance
Base
60%
Per-pair modifier cap
±40%
After every SUCCESS
+5%
After every FAILURE
−10%
Failed-blackmail penalty
−5% per failure
Aggressive-action penalty
−15% per use
⚠️ Anti-abuse: If chance reaches ≥90% (the cap), it RESETS to 50% on the next use (success or failure) for that target.
Cost
Money / Military / Influence
Free to attempt
Action slot
1 of 3
On Success — Outcomes
You gainTarget loses
+10% of target's population (immigration) −10% of own population
+10% of target's money −10% of own money
+15 influence−10 influence
  • Diplomacy chance with target +2% (capped 95%)
  • Blackmail chance with target +1% (capped 95%)
  • Future propaganda vs same target +5% (or reset to 50% if was at 90% cap)
On Failure — Outcomes
You loseTarget gains
−5% of own population+ equivalent population
−5% of own money+ equivalent money
−8 influence+8 influence
  • Future propaganda vs same target −10% (or reset to 50% if was at cap)

💼 Blackmail

Extort cash, boost enrichment, leverage propaganda — high reward, high risk.
Success Chance
Base
70%
Cumulative −5% per failure
stacks
Failed deploy-troops penalty
−5% / fail
Bomber-shot-down bonus (defender)
+10%
Cost
Resource cost
Free to attempt (1 action slot)
On Success
  • +12% of target's money (extorted)
  • +5 influence
  • +5% uranium enrichment (capped 100%)
  • Relations with target +8
  • Propaganda vs target +8%
  • Diplomacy vs target −5% side-effect
On Failure
  • −8 influence
  • −5% of own money
  • Relations with target −10
  • Propaganda vs target −10%
  • Diplomacy vs target −5%
  • Target's blackmail back at you −5% (defender debuff)
  • Stacking penalty: −5% × consecutive failures on all future blackmail vs same target

🤝 Diplomacy

Build alliances, immigrate civilians, unlock military aid.
Success Chance
Base (per-pair)
30 – 40%
Train Military boost
+5% per use, max 60%
Propaganda success boost
+2% per success, cap 95%
Influence bonus (>50)
+5% per +10 influence, max +20%
Failed-blackmail penalty
−5% per failure
Formula: final = clamp((base + train_bonuses + propaganda_bonuses + influence_bonus) − failed_blackmail_penalty, 0–95%)
Cost
Influence cost
amount / 2
On Success
  • Relations with target: +amount (your side), +amount/2 (their side)
  • +2% of target's population (immigration to you)
  • +5 influence
  • +5 military (military aid, capped 100)
  • +3% uranium enrichment (capped 100%)
  • Propaganda vs target +8%
On Failure
  • Minimal relations bump: +amount/3
  • No other effects (no penalty stacking)

✈️ Air Strike

Send bombers. AA missiles can shoot you down.
Success Chance vs Target AA Tier
Target AA LevelBonus to defenderBomber Success
None (Tier 0)0%70%
Tier 1 — Basic AA−15%55%
Tier 2 — Advanced AA−25%45%
Tier 3 — Elite AA Network−35%35% (min 10%)
Cost (always paid)
  • −15% of own money
  • −10% of own military
  • −10% of own influence
On Success — Damage to Target
  • −30% of target population (min 0.5M; tiny pops take 50%)
  • −30% of target money
  • −30% of target influence
  • −10% of target uranium enrichment
  • Bonus: +2% own enrichment
  • 15% chance to destroy target's radar dish
  • If target population < 5% of original: 20% leader-assassination chance → eliminates country, awards ⭐ Victory Star
  • −10 relations with every other country (global condemnation)
  • Propaganda vs target permanently −15% (aggressive-action stacking)
On Failure (bomber shot down)
  • Costs above already paid + extra penalties:
  • −15% of money (downed-bomber compensation)
  • −5% of influence
  • −5% of military
  • 🚫 3-round air-strike cooldown
  • Defender bonuses: +5 influence, +5% propaganda vs you, +10% blackmail vs you, +5 relations from third-party countries

🪖 Deploy Troops

3-round occupation. Drains everything from the target.
Requirements
  • Cannot use until Turn 3+ (mobilization period)
  • 3-turn cooldown after each deploy
  • Auto-success — no roll required (but failed deploys add −5% blackmail penalty)
Cost (paid up-front)
Money
$60M
Military
20
Influence
15
Per-Round Drain (3 rounds total)
ResourcePer roundTotal over 3 rounds
Target Population → You8%~24%
Target Money → You8%~24%
Target Military → You8%~24%
Target Influence → You8%~24%
Target Uranium Enrichment → You10.67%~32%
Side Effects
  • Counts as aggressive action: propaganda vs target −15% permanently
  • If target's population reaches 0 from drain → country defeated

☢️ Nuclear Strike

Always succeeds. Never recovers. Earth bleeds.
Requirements
  • Uranium enrichment 100% OR nukes_ready ≥ 1
  • At least 1 nuke in inventory
Cost (always paid)
  • −25% of own money
  • −5% of own population (refugees flee)
  • −1 nuke (consumed)
  • Enrichment → 0% (full reset)
Damage to Target (always succeeds)
  • −65% of target population + 8M flat (e.g. 100M pop → ~73M dead)
  • −30 military
  • −50 money (flat)
  • ☢️ Radiation: 3 turns — each turn target loses:
    • 8% of current population + 2M flat
    • 10% of money
    • Population growth halted (no +0.5%/turn during radiation)
  • If target population ≤ 0 OR < 5% of original: guaranteed elimination + ⭐ Victory Star
Diplomatic Fallout
Existing relation with countryPenalty applied
Allied (relation > +20)−10 (they understand)
Neutral (−20 to +20)−30
Enemy (relation < −20)−50 (full condemnation)
Propaganda vs target permanently −15% (aggressive-action stacking)

🎖️ Train Military

Cheap. Reliable. Builds armies and friendships at the same time.
Cost
Money
$20M
Outcomes (auto-succeeds)
  • +10 military (capped 100)
  • +3 influence (capped 100)
  • +$5M sent to chosen target country (military aid)
  • Diplomacy with target +5% (capped at 60%)
  • Relations with target +5; target's relations to you +2

🛡️ Build AA Defense

Three tiers of escalating bomber-killing power.
Tier Costs & Effects
TierBase CostPopulation MultiplierBonus vs Air StrikeEnemy success rate
1 — Basic AA$500Mclamp(0.8 + pop/500, 0.8, 3.0)+15% defense55%
2 — Advanced AA$1,000M+25% defense45%
3 — Elite AA Network$1,500M+35% defense35%
Must buy tiers sequentially (1 → 2 → 3). Final cost = base × population multiplier.

🛰️ Install Radar

One-time purchase, every-turn intel — until someone bombs it.
Cost & Requirements
Money (flat — no scaling)
$800M
Action slot
1 of 3
Player only
Yes — AI cannot use this action
Limit
1 radar per country (one-time)
AI countries can also own radar but acquire it via a separate auto-purchase: each AI turn, 15% chance to spend $800M if they don't already own one.
What It Does — Auto Intel Report
  • 📡 At the start of every turn, an automatic intel report is added to your news feed
  • Reveals current military units and cash reserves for 2–3 randomly selected AI countries (eligible = AI + population > 0)
  • Sample format: 📡 AUTO INTEL: Russia: 47 military, $312M | China: 62 military, $890M
  • Persists every turn until destroyed — no upkeep cost
Vulnerability — Destruction Risk
  • ⚠️ Each successful enemy air strike on you rolls a 15% chance to destroy the radar
  • Failed (intercepted) air strikes do not threaten the radar
  • Once destroyed, you must repurchase ($800M again) to restore intel
  • Attacker who destroys it gets a bonus message: "🛰️💥 BONUS: Enemy radar dish DESTROYED!" (no resource bonus, just bragging rights)
Strategy Notes
  • Pairs perfectly with Tier 2/3 AA Defense — fewer successful air strikes = lower destruction roll frequency
  • High value early-game: $800M is steep, but getting 2–3 free intel reports per turn for the rest of the game outclasses any single-action info gathering
  • Reveals only military & money — does NOT reveal nukes, enrichment %, AA tier, or population

⚛️ Buy Uranium Enrichment

Speed-run to 100% (= 1 nuke).
Tier Pricing
Enrichment GainedBase Cost
+5%$100M
+10%$250M
+15%$500M
+25%$1,000M
All costs scale via the same population multiplier as AA: clamp(0.8 + pop/500, 0.8, 3.0)

🔁 Per-Turn Passive Mechanics

What every country gets just for surviving each turn.
Income Per Turn (scales with population)
ResourceFormulaExample (300M pop)
💰 Moneypop × $2M+$600M
🪖 Militarymax(1, pop/10) + 2 regen+32
📊 Influencemax(1, pop/50)+6
👥 Population growthpop × 0.5%+1.5M
⚛️ Uranium enrichment+7% / turn (until 100%)+7%
☢️ Population growth is HALTED while a country is suffering radiation poisoning.
Country Elimination Triggers
  • Population < 0.5M (500K) → automatic defeat by collapse
  • Air strike when population < 5% of original → 20% chance leader assassinated → eliminated
  • Nuclear strike that drops population ≤ 0 OR < 5% of original → guaranteed elimination
  • Eliminator earns ⭐ Victory Star
AI Strategic Purchases (each AI turn)
  • 25% chance to upgrade AA defense if affordable
  • 15% chance to install radar ($800M) if not already owned