Game Manual

Misc Stats / Change Log / Game Manual / Rules / Credits

For this game you will need a few basic things:
  1. Basic Information
  2. Basic Vocabulary and Description of Terms
  3. Special Terms
  4. Random Events
  5. A Strategy
  6. Land Grabbing
  7. A Nation
  8. Foreign Relations Basic Information
  9. United Nations Basic Information
  10. Example Strategies
Basic Information
This guide will refer you to several different things.
We will first go through the menu on the left side of the screen.

General

Report Cheaters Here you can privately report cheaters. Only administrators can see your reports.
Support/Help A section where you can report bugs or seek game assistance.
Invite Friends Allows you to send an email to friends and invite them to play the game.
Bonus Turns Where you collect bonuses. For each bonus collected you receive free turns. (Premium Accounts collect bonuses automatically)
Change Log A section that lists out all the major changes to the game and when they were implemented.
Manual Brings you here.
Messages Another link to check/send your in game messages. You can also click on the envelope under the stat bar to check/send messages.
Game Info Lists out % information on Military, Buildings and other important information within the game.
Cheaters/Terrorists A list of States that have been caught cheating in the game.
Recruitment This page shows States that are seeking a Nation or Nations that are seeking members. You can add your state to the list by going to the preferences tab and clicking on Seek Nation.
Home News Everything that happened to your state since your last login shows up here. This includes: Attacks, Market sales, War declarations, Intelligence operations, and Adminstrator notifications.
News archive Here you can view everything that has happened to your state from the past 7 days.
State Search Allows you to search for states using a state name or number, the search shows: Rank, Land, Nation, and Networth.
Tax and Production Here you can change the tax rate and the industrial production of your state.
Missions Missions are simple tasks created for new members to work on to help them learn the games functions. Only members who have been here for 3 months or less can see the Missions tab. After each mission is completed the user can claim a reward. They are as follows:
1) 100,000 Free Money
2) 20 Free Turns
3) 100,000 Free Food
4) 25 Free CS
5) 35 Free Turns
6) 100,000 Free Infantry
7) 50 Free Turns & 50,000 Free Food
8) 100,000 Free Spies
9) 100,000 Free Money
10) 25 Free CS
Your Overview Here you can find everything you want to know about your state.
State Scores Shows 50 states in your score range as well as the top 10 players in Nation-Wars.
All State Scores Allows you to search through all the players in Nation-Wars by networth. Rankings are grouped in 100's.
Global Overview Allows you to see how other players are building their land.
Global Military Allows you to see what other players are using for military units. (Premium Account users only)
Live Stats Gives you up to date statistics from within the game. (Premium Account users only)

Structuring

Build Allows you to choose how you dispense your land. Usually people run strategies in which they build all of one or two types of buildings.
Destroy Allows you to destroy previously built structures. Usually done after land grabs to keep your strategy pure.
Expand Each turn spent expanding gives you a small portion of land. As you obtain more land, the amount of land you recieve from expanding decreases. Land grabbing is usually more effective than expanding.

Economics

Personal Bank You can have up to 50 billion dollars in your personal bank. The money in your bank is protected and cannot be destroyed by or lost to another state.
Cash Allows you to spend turns cashing, each turn you spend cashing gives you a 75% raise in income for that turn. This is a good way for cashers to gain more money per turn. Similar to research for techers.
Black Market A market available to all players, price never fluctuates and an unlimited amount of goods are available here. However the price is much higher here than on the Public Market.
Public Market Goods here bring a bigger profit for the seller, and a buyer recieves the goods at a cheaper price than the Black Market. However real players place their supplies on the Public Market and shortages will occur. Placing goods on the market takes 1 turn and the time for goods to arrive on public market varies from 3 to 6 hours. Unsold goods can be retrieved from the market for a 7.5% penalty.
Research Techers can use this option to gain 75% more science points per turn. Similar to the cash for cashers

Military

Attack Once you leave protection (turn 200), you can begin attacking people for land or to inflict harm upon them. Refer to different attacks and effective land grabbing. (Note: Once you reach turn 200 you can also be attacked by other players)
GDN A program your state can join to prevent being attacked by much higher or lower states. States more then double your networth or less then half your NW cannot attack you and you cannot attack them. This ONLY applies to attacks outside of war. Cannot have made an attack within the past 2 days to join.
Global Events Allows you to view attacks done on your state or other states in the game. You can search by nation or by state. Always check the global events of the state you are about to attack for land. (The less that state has been attacked, the more land you will receive if you are victorious.)
Spy Puts your spies against your opponents in order to do specific spy operations, refer to spy operations. There is a large random factor as to whether or not you will be caught.
Refuel Refueling regains attack and spy readiness by 75%. Useful during war times.
TDN When you are in TDN players with less then half your networth, or more then double your networth cannot ruin your state with harmful spy-ops. Especially useful when you play at the top. Only protects during non-war times. Cannot have made an attack withing the past 2 days to join.
Upgrades Very key part of the game that allows you to train your units. Each level gains you 10% more effective units, but the upkeep is raised by 10% as well. A top state has every unit they use upgraded to level 8. The more units you have of the military you are upgrading, the more expensive each upgrade becomes, so it is recommended to upgrade before purchasing units.

Nation

Nation Scores Ranks nations by networth, land, networth killed, and/or members.
Global News Here you can see what happened within the game from the past 7 days. News includes: Wars, Peace, New nations, and Destroyed nations
Local News Here you can see what has happened to your own nation from the past 7 days. News includes: New members, market buys and sales, leaving members, and personal wars/peace declarations.
Members This will list out all your members in the nation. You are also able to view each states overview from this location as long as you have the priv to do so.
Headquarters This page is the HQ of your nation. In this page you are able to do an assortment of things that are listed below.

* Bank - This is your nations money that is collected from taxes. You are able to change the tax rate from this page too.

* Black Market - You are able to purchase goods for the nation but at a higher price then the Public Market. Goods are unlimited.

* Foreign Relations - Here you are able to Declare Sanctions and or War. See the section of the manual that describes what each of these functions are used for.

* Land Overview - This shows you a graph of how the land in your nation is divided up.

* Member Administration - From this page you are able to change your members titles and give them privs as long as you have the power to do so.

* Nation Forums - This is a set of forums for just your nation.

* National Army - National Army is the nations army that assists you and each of your members when they attack or defend from an attack. You can set the amount of dispatch you would like, up to 50% max.

* Public Market - Just like the Black Market except goods are cheaper to purchase. But supply is limited to what other members are selling.

* Recruitment - This is where you accept or decline members who apply to join your nation. You can also send out a game wide message to all states not currently in a nation to join your nation.

* Setup - This is where you can change your nations password and also add a banner for your nation.

* Technology Center - This page is where you designate your tech to advance certain Strategies.

* Urgent National Message - You can send out a urgent message to your nation members and they will see it as soon as they log in.

* United Nations - A list of options as long as your nation is a member of the UN. See United Nations in the manual for further information on this feature.

* Leave Your Nation - Go here if you wish to leave your nation. If you are the leader it will ask you to leave the nation to another member. If you are alone it will destroy the nation when you leave it.

Preferences Go here if you wish to change your preferences in the game.
Chat Box This is a link that will open a pop up window displaying the cbox from the forums.
Nation ChatBox A pop up window with a chat box for your nation only. This allows members to instantly chat between them.
NW Portal A separate section of the game that displays past scores and other useful information.
Change State If you died in a war and needed to create a new state there may be times you wish to log into your old state. This tab allows that to happen.
Forums A link to the main forums for the game where many members go to talk about wars and other topics happening inside and outside the game.
Logout Logs you out and ends your session in the game.

Basic Vocabulary and Description of Terms

Military Types

Spies These units perform all the attacks under the heading Spy. They also help protect you from the intelligence attacks of other players. *There is a large random factor when using spies.*
Infantry These units are strong in numbers. Infantry are the strongest units, but have the lowest networth. They can be used in Ground Attacks and Standard Attacks.
Jets Weak air unit but very useful in war. Jets are used for offense in Air Raids and Standard Attacks, but can only defend against Air Raids.
Tanks A strong ground unit. This unit is offensive and defensive. Tanks give you more networth, but as a whole are not as strong as infantry. They can participate in Ground Attacks with infantry as well as Standard Attacks.
Bombers This unit is very strong offensively. You can use Bombers in Air Raids with Jets And the Bombing Run which is Bombers only. Bombers do not defend in either attack.
SAMs (Surface to Air Missiles) SAM's are in the middle range of strength. These units have no offensive capabilities. SAM's can be mass produced and used to protect your state creating smaller losses and less chance of succeeding from incoming attacks. Very good defense against Air Raids and Standard Attacks.
Ships These give you the highest networth but are not as strong as infantry and tanks. These units are offensive and defensive. They can be used in Amphibious Assaults and Standard Attacks.
Missiles A Strong unit offensively. Missiles are used to destroy buildings, kill population and lower the enemies readiness.

Building Types

Commercial Zones These buildings are very important to the casher strategy. The more of these buildings you have the more money you make. These buildings increase the amount of money that each civilian makes for you.
Residential Zones These buildings are also very important to the casher strategy. These buildings attract more population resulting in more people to tax and thus a larger income.
Industrial Zones These buildings are important to the indy strategy, because they produce military. The more of these buildings you have the more military you will produce.
Farming Zones These buildings are used by the farmer strategy. The amount of food you make depends on how many Farms you have built as well as how large your military is. Military consumes a lot of food and can drastically reduce food production.
Science Facilities These buildings are used to make science. Science production is not effected by military. Since science becomes maxed out late in the set, most players destroy these buildings and convert them to other structures.
Construction Sites These buildings are very important to every strategy. These determine how many buildings you can build per turn (BPT). 2.8 CS = 1 BPT. A good goal to reach is at least 90-100 BPT. Each construction site you build consumes 1 turn.

Attack Types

Standard Attack (SA) This is the main attack. This pits all your offensive units against all your opponent's defensive units. The result is you steal a certain amount of land from whoever you attack based on (There land/Your land)*(There land*.13) Then 30% less for every hit in the last 36 hours. This is what we call land grabbing. The Standard Attack is very important in this game because the more land and buildings you have, the more income/military/food/technology you will produce depending on what strategy you have chosen to use. All other attacks are used during war ONLY.

WAR Attacks

Ground Attack (GA) This attack uses Infantry and Tanks vs Infantry and Tanks. If you are victorious your opponent will lose a percentage of their population, food and SAM units. Using this attack repeatly can kill a state by reducing their population to 0.
Air Raid (AR) This attack uses jets vs jets and SAMs and destroys a percentage of the enemies Missiles, Bombers and Jets.
Amphibious Assault (AA) This attack uses ships vs ships. If you are victorious it destroys a portion of their tanks and infantry, and also lowers their readiness by a random amount. The minimum amount of readiness is about 7%, however it will not decrease past about 15%. This attack does not kill, but helps to reduce the amount of troops needed to be victorious in an AR or GA.
Bombing Run (BR) This attack uses Bombers vs Jets. If you succeed with this attack you will destroy a percentage of your enemy's land (1.4% average). BRs kill people by reducing their land to 0, there is a minimum amount of land destroyed each attack(roughly 30 acres).
Missile Strike (MS) This attack uses Missiles vs SAMs. If the Strike is successful you will destroy a percentage of the enemies buildings and population while also lowering their readiness levels.

Key points in attacking

Readiness Every attack you make lowers your military's readiness, which is the amount of military that is ready for another battle. Ex. If your readiness is 75% then only 75% of your army will fight the next time you attack or defend. The more military you send to attack, the more readiness you will lose. Maximum readiness loss is 25%. When you send less military you will lose less readiness. If you send around 1/10th of your army you will not lose any readiness. Every turn you take after an attack raises your readiness by 3-5%. When refueling you gain a 75% bonus to regaining readiness. Other good ways to regain readiness after an attack are to build and/or expand.

Types of Intelligence Operations

Obtain State Info Obtain State Info is the most used spy operation. It will show you general information about the target state including: population, food, money, turns, income and expenditure, food production and consumption, and building information. It will show how many military units the target state has and what level they are.
Military espionage Military espionage will give information about the target's military ONLY. The operation will show the number of units the target has of the each type, and the levels of the units. It will also show the readiness of the targets military, and it will also give an estimate of the dispatch from the nation the target will receive in battle. This estimate will have a margin of error of +/-15%.
Bomb structures Bomb Structures will bomb the target's buildings. It will destroy a small amount of the target's buildings and turn it into free land (non-built land).
Attack Intelligence Centers This attack will target the enemy's spies. It will kill off a portion of the target's spies.
Infiltrate banks Infiltrate banks will destroy a portion of the target's cash on hand. Money in the personal savings account is not destroyed.
Sabotage Airbases Sabotage Airbases will destroy a portion of the targets jets and bombers
Genocide Genocide will kill off about 1% of the target's civilian population. This is the only spy operation that can kill a state.
Inside trade information Shows everything your target has sent to the market in the last 72 hours.
Infiltrate HQ Shows the National Army of the person you spy-op. If he does not have the A privilege you will always fail the spy-op.
Infiltrate research centers This will show you your opponent's nation Development screen. You will always fail this spy-op if he does not have the T privilege.
Infiltrate government Here you can see the Member States screen of the nation where the person you op is in. If he does not have the M privilege, you will always fail this spy-op. This is especially valuable in war to see which people are currently online.
Sabotage Naval Bases Sabotage Naval Bases will destroy a portion of the targets Ships
Obtain Spy Info If successful you can view all the spy ops the enemy has made all set. Very handy in seeing who has been naughty or nice
EMP Attack If successful you will make it so your enemy cannot view the Global Events page for 10min. Attacks do not add up meaning if you do 3 attack it will not make make it 30 min to view an attack. Each time one is done it sets for 10 min after the attack. When the target is trying to view the Global Events he will see a message saying Communication Error and when his/her systems will work again.

Special terms

Landgrabbing Land grabbing is VERY key in this game, because basically the more land you have the more power you have. The first thing you want to remember is that just because a state has a lot of land doesn't mean he is a good target. Each hit that a state has within the past 36 hours reduces the amount of land you will recieve from the attack. The amount of land you gain is shown by the formula (Theirland/Yourland)*(Theirland*.13); then about 30% less for every hit in the last 36 hours. Also keep in mind that when you do multiple attacks on a single state the land gains will decrease quickly. About one third of the land you recieve will be in buildings, the rest will be free land in which you must build upon. The amount of different buildings you recieve depends on the target states building setup. There are two basic ways to landgrab, bottom feeding and top feeding.
Top feeding This consists of attacking people with about the same networth as you. When you do this your military losses will be large. Try to only topfeed when you will recieve a large amount of land. Most players limit themselves to 2-5 topfeeds a day.
Bottom feeding In Nation-Wars you can attack states that are up to 2% of the size of you. When you attack these low states send only what you need to break. You can do this in 1 of 2 ways. Either send an amount of military that is greater then their networth could possibly hold or you can get a intelligence operation that shows what you need to break them. Make sure to always regain readiness after every attack, you lose 25% on each attack you send everything. If you are able to run a PURE strategy and get a large amount of land then a top 50 performance is almost guarenteed.
Red turn This means that you used a turn without enough food and/or money to cover your expenses. This means that you lose 20% of your food, money, and science reserves along with 5% of your army. Your goods that are on the market also suffer from the same penalties.

Random events

Random events (good or bad) will occasionally appear when you use a turn.
Flying discs Aliens visit your state and leave a gift. For the rest of the set your jets are level 12.
Intelligence Agency Your states Intelligence Agency rewards you with Level 12 Spies.
Epidemic disease Some of your population dies and a portion of your food becomes rotten.
Economic breakdown You lose a certain percentage of your money on hand.
Construction boom The number of your construction sites increases, giving you a larger BPT.
Draft A Draft that increases the amount of Infantry you have.
Aliens Aliens slaughter your population causing a major population loss.

Strategies

In each case I will say you have to have 100% of this building. Keep in mind this does not include Construction Zones, you should keep about 200-300 construction zones as well in order to build on your land.
Casher In this strategy you will need to build 60% Residential Zones and 40% Commercial Zones. The key to this strategy is that you make the money you need for upkeep and to buy military. You can play this strategy in two different ways. One way is spending money as you get it. The other way is to deposit it into your bank account and use it in bigger chunks. The more commerical and residential zones you have the bigger your profit is per turn. It is necessary to have tax set at 50%. Casher is strongly recommended for new players as doesn't require as much effort to maintain upkeep expenses.
Industrial In this strategy you will produce the military you need to increase your networth. You must have 100% industrial zones in order to play this strategy. In order to maintain upkeep expenses you will need to sell a percentage of your military each day. This strategy is mainly used so that you keep gaining networth as you play turns. Before you use any turns you might want to go to the tax and production page and change your production rates as you see fit. This strategy is usually harder for newer players since it requires a lot of effort to maintain money and food on hand for expenses.
Farmer For this strategy you produce food and sell it for your upkeep and to buy military. You must have 100% farming zones. As you gain more land the amount of food you produce is larger and you make more money.
Techer With this strategy you produce science and sell them on the public market for a profit. This money is used to buy military as well as pay for your upkeep. You keep 100% science facilities. Again the more land you have the more science you will produce. Science becomes maxed out about 2/3 way through the set. Thats why most people convert to one of the other strategies at the end of the set.

Foreign Relation Basic Information

Sanctions Sanctions are used as a form of diplomacy. These can be placed against another nation instead of actually going to war with them. When Sanctions are placed against a nation that nation is not able to attack anyone inside your nation till they are removed. But anyone in your nation is also not able to attack them until they are removed. So use them carefully. In order to place Sanctions you must first purchase tech and increase your Sanctions technology to a min of 155%. It will cost you 300,000 Sanction points each time you declare them plus 10,000 points per member per day!
Declare War When you declare war against another nation, attacking only costs you 3 turns instead of the regular 5 turns. This makes killing much easier and less costly. Before you can Declare War against a Nation you must first prep for war. Preparing for war allows your nation to prepare and also the enemies nation to prepare too. Depending on the size of the enemy nation dictates the amount of time it will take to prepare. The Smaller the enemy nation the longer preparing takes. This is meant to help smaller nation prepare some before being wiped out completely. See Declare War page for exact time frames.
Peace 24hrs after declaring war you are able to declare peace against the enemy nation. Once peace is declared the war is considered over and your attacks on any state in that nation will now go back to the regular 5 turns. .

United Nations Basic Information


(the UN feature has currently been disabled while we make some upgrades to it)
Send Message to UN Leader You are able to send a message to all Nation leaders who's nation is a member of the UN. This allows you to communicate with them without having to send the same message several times.
Send Military Aid You are able to send a Military Aid Package to another UN Nation. You can send up to 10% of any unit you have one time per 24hrs. This Aid Package deducts from your National Army.
Send Financial Aid Nations can send Financial Aid Packages to other UN Nations. You are only able to send up to 10% of your National funds one time per 24hrs.
Send Technology Aid Nations can send Technology Aid Packages to other UN Nations. You are only able to send up to 10% of your Nations unused tech one time per 24hrs.
United Nations Council This is a listing of Leaders and Ambassadors of Nations in the UN. This also lists the UN General.
Polling Center As a member of the UN you are able to create 2 types of polls. One is just a general poll to seek feed back while the other is where you can ask the other UN nations to send a UN Financial Aid package to any nation in the game. This money comes from the UN bank account which increases from the UN cost deducted from each nation who is part of the UN.
Review Polls Here you are able to keep track of polls and how other nations are voting on them.
Appoint / Fire Ambassador Here you are able to appoint a member from your nation as your Ambassador. The Ambassador is able to vote for your nation but is not able to remove your nation from the UN. Only the Leader of the nation has that power. The Leader also has the power to Fire the current Ambassador and appoint a new one. You can appoint up to 3 Ambassadors per round.
Vote for UN General The UN General is the main person who oversees all activity in the UN. Only the UN General can approve or decline polling requests. The UN General is an elected official that all UN Nations vote for at the start of each round. The UN General serves 1 term (1 round) and must be voted for the following round to retain the position of UN General.
Leave the UN After the 3 day grace period you may leave the United Nations.
Nations
A nation in Nation-Wars is a collection of people who play the game together. It is similar to a team. It is almost impossible to do well in Nation-Wars unless you either create or join an existing nation. Benefits of being in a nation include National Army support and technology support.
How to create a nation
To create a nation look at the menu on the left hand side of the page. Click on 'Create/Join Nation.' Here you will find the options to create a nation, display a list of all existing nations, or join an existing nation. To create a nation click on create nation and give your nation a name, a password, and a nation tag that will be seen on the score list to identify a state to a particular nation.
Joining an existing nation
There are several ways to join an existing nation. You can look through the nation by selecting the join/create nation tab. If you find a nation you like you can apply for membership. The leader of the nation will view the application and decide on acceptance. If you have the password you can simply enter that. If you would like a Nation to find you simply go to the preferences tab and click on seek nation. Nations will contact you if interested. Most nations have a website or a person to contact to join the nation. You can always check and see who is currently recruiting members on the 'Join A Nation' page and be accepted into the nation that way. When accepted into a nation the page 'Join A Nation' will be replaced with 'Headquarters.' Here you can see all the people in your nation and what priviliges they have.
Technology
Technology is one of the major benefits of being in a nation. It can be viewed at the development page. Technology basically makes states more productive. As the amount of land a nation owns increases, the more technology is needed to keep technology levels at the maximum level. Listed below are listed the nation technologies and their maximum limits.
Types of Technology
Genetic Manipulation of Crops 165%
(farmer technology)
This technology makes farms more productive. At 165% a farm will produce 65% more than it would without technology.
Prosperity 160% (casher tech) Prosperity increases the income of the people in each state in the nation. This means that taxing them will result in more money per turn.
Residential 160% (casher tech) Residential technology makes the housing arrangements more efficient so that more people can live on the same acre. This means that more people are earning an income and can be taxed.
Industrial 155% (industrialist tech) This technology makes industrial complexes more productive. At 155% an industrial complex will produce 55% more military than it would without technology.
Medical Treatment 75% (all) Medical technology reduces the amount of military lost when attacking and defending. When at 75% it means that for every unit normally lost 0.75 units would be lost.
Sanctions Sanction Tech is needed to declare sanctions against another nation. You need to have a min of 155% in order to declare Sanctions.

Example Strategies

This will guide you through your first 300 turns or so for a casher strategy.
  1. Build 62 Construction sites (30 buildings per turn).
  2. Expand and build for about 38 turns.
  3. Alternate in 5 turn intervals between building Construction Sites, Expanding, and Building Residential and Commercial sites until turn 164.
  4. Upgrade infantry as far as you can. Once you don't have enough money to get to next level build and expand until turn 199.
  5. Buy any military unit except spies, jets, or infantry to do your land grabbing.
  6. Save turns until you have atleast 100.
  7. Leave protection and grab until you are out of turns. Make sure to follow proper landgrabbing techniques.
  8. As you get enough money to reach the next level of infantry do so.
  9. Once infantry is upgraded to level 8, you can purchase some and continue upgrading other units.
  10. Make sure you always have enough food on hand to use your turns.
This will guide you through your first 400 turns or so for a farmer strategy.
  1. Build 10 Construction sites.
  2. Build Farm Zones with the remaining land.
  3. Expand and repeat step 1-2 until you obtain the desired BPT.
  4. Continue expanding and building Farm Zones until turn 198.
  5. Place your food on the market.
  6. Save turns until you have at least 100 and your food has sold.
  7. Purchase some tanks and leave protection. Grab and build Farm Zones until you are out of turns.
  8. Place your food on the market.
  9. When your food has sold upgrade infantry as high as you can.
  10. Once infantry is at level 8, purchase some and you can upgrade other units or continue grabbing and building.
This will guide you through your first 500 turns as a techer.
  1. Build 10 Construction sites.
  2. Build 80 Science Facilities.
  3. Build 49 Construction sites.
  4. Expand and build science facilities till turn 150.
  5. Research 48 turns.
  6. Put all your science on the market.
  7. Save up 300 turns.
  8. Landgrab 170 turns and research 130 turns, after that put all ur science on the market again.
  9. Save up turns and upgrade what you want; mostly its infantry, jets, ships and spies.
  10. After this you can convert to one of the other strats or continue doing this.
This will guide you through your first 300 turns or so for a Indy strategy.
  1. Set your production at 100% infantry.
  2. Build 30 Farmer zones.
  3. Build 59 construction sites.
  4. Destroy your 30 farmer zones.
  5. Build 50 Industrial zones.
  6. Expand and build until you have 800-900 industrial zones.
  7. Build construction sites until turn 183 (you can see turns used in your overview).
  8. Change production to 100% tanks.
  9. AFTER your infantry has sold upgrade it to level 4, and then change production back to 100% infantry.
  10. Save 200 turns and start landgrabbing.
  11. After you used 200 turns change production back to 100% tanks and sell all your infantry again.
  12. When they have sold upgrade your infantry to level 8 and keep landgrabbing with production on 100% infantry.