1) Weapons are what let you steal other people's oil. A good attack power is critical, especially in the early stages of the game.
2) Without weapons, your armies will not be able to do anything useful, no matter how many you have. You need defensive weapons to defend against attacks, and offensive weapons to perform attacks
3) Train only as many soldiers as you have weapons. Trained soldiers are worthless unless they have a weapon. Same with mercenaries.
4) By having a commander, you get a bonus proportional to the number of armies that commander gets every turn.
5) By having officers, you get a bonus proportional to the number of times your officers click their recruitment links. You also get a bonus if you click your officer's recruitment links.
6) Each commander can only have 9 officers, and you can only be an officer of one commander at a time. This means, if you are a commander, pick your officers wisely. And if you are an officer, pick your commander wisely as well!
7) Having more units is the primary way to get more money in the game.
8) The easiest way to get extra units is by increasing your unit production level.
9) The other way to get extra units is by getting your allies / friends / enemies to click your unique recruitment link.
These rules can be changed at ANY time. We log all potentially abusable activities on this site, and may enforce these rules whenever we wish!
Allowed:
Clicking on your own link once per 12 hours
Clicking on your officers' links once per 12 hours
Posting your link on message boards where it is allowed and is
on-topic, or as your signature line otherwise.
Emailing your link to your friends or sending it to them on instant
messenger.
Having people click your link more than once (but not within 12 hours)
.
Having an Alliance of Oil Fight players.
Having your link in your AIM/MSN/ICQ etc. profile.
Posting your link on your own website.
NOT Allowed:
Attempting to Hack the server or Abusing security holes (if
any).
Accessing the site by any automated means. Only humans may access the website.
ONLY ONE ACCOUNT per person. I have my ways of knowing.
Logging into other people's accounts, with or without their permission
Posting your link in chat rooms, newsgroups, or message boards, unless such links are allowed by the owner/operator of the chat
room, newsgroup, message board, forum, etc..
E-mailing your link to people whom you do not know, or to e-mail lists
or "reflectors".
Posting your link on a forum where it is against that forum's policies
or off-topic
Registering an email address that is not yours.
Registering multiple accounts.
Sending your link to people you do not know.
Putting your link in popup windowss, inside frames, or using
redirects.
Using ANY AUTOMATED PROCESS to automatically gain
recruits.
Using proxy servers to generate fake hits.
Selling your weapons in order to have another player attack you to get your oil (both accounts will be deleted)
Enforcement:
If you are caught doing any of the above, your account will be deleted, and you may be banned from returning.
If you get caught trying to Hack the server, you will be banned and your ISP will be contacted. Be warned!
Turns
To clear up a little confusion about the word "turn" we'll define what each type of turn is and does.
Game Turn: In a normal round, a new game turn happens every 20 minutes. Each game turn adds on the appropriate amount of Attack Turns, Spy Turns, Income, new soldiers, etc.
Attack Turn: Use Attack Turns to try to steal your opponent's oil. The more turns you use, the more oil you'll get, up to the limit of 15 Attack Turns per attack.
Spy Turn: Use Spy Turns to scout out your enemies' operations, or sabatoge their weapons and oil to wreak havok upon them. Each Recon mission only costs 1 Spy Turn, but you can increase the power of sabotage missions by using up to 5 turns per mission.
What happens during a Game Turn? In a normal round, Game Turns occur every 20 minutes. Each game turn does a number of different things:
Income: The bread and butter of OilFight. Each non-mercenary soldier will produce 25 barrels of oil, except for Americans, who produce 30 due to their income bonus.
Unit Production: Untrained Soldiers are added to your army based on your current Unit Production plus any bonus you may have from a commanding officer.
Attack and Spy Turns: Each Game Turn, an appropriate number of Attack and Spy turns are added to your total, up to their respective limits (500 for Attack Turns, 300 for Spy Turns). If you are in Lockdown (which we'll explain later), you will only get 1 turn of each type until you exit lockdown.
The Battle System The other way to get oil in OilFight is, true to the game's name, is battle for it. Using your offensive weapons and offensively trained troops, you can target other nations and if you prove strong enough, steal a portion of their oil.
Strike Action: This is the most damage your army can do. The basis for this number is the weapons you buy from the Weapon Shop. Bonuses for Trained Troops, Mercenaries, Siege Technology, and Race are added accordingly to produce your final Strike Action, which is displayed in your user details.
Defense Action: The same as Strike Action, but for your Defensive Weapons, Defensively Trained Troops, Mercenaries, Fortifications, and Race.
Soldiers: Soldiers join your army voluntarily and serve only at the cost of their training.
Untrained Soldiers: Your typical grunt, these are added to your army each Game Turn based on your current Unit Production. Each weaponless Untrained Soldier adds 0.2 to both your Strike and Defense Action. Untrained Soldiers have no attack or defense bonuses when wielding a weapon. Each Untrained Soldier produces 25 oil per Game Turn (30 for Americans).
Trained Attack Soldiers: The result of nanoseconds upon nanoseconds of training, these soldiers have all the skills needed to tear your enemies' defenses apart. Each weaponless Trained Attack Soldier adds 5 to your Strike Action. Trained Attack Soldiers operate attack weapons with a 15% bonus over Untrained Soldiers. Each Trained Attack Soldier produces 25 oil per Game Turn (30 for Americans). Cost to train: 20,000 oil
Trained Defense Solders: Finely trained warriors who excel in defending their keep. Each weaponless Trained Defense Soldier adds 5 to your Defense Action. Trained Defense Soldiers operate defensive weapons with a 15% bonus over Untrained Soldiers. Each Trained Defense Soldier produces 25 oil per Game Turn (30 for Americans). Cost to train: 20,000 oil.
Mercenaries: These guys are bad news for your enemies, and they know it. Only a few mercenaries are available immediately after each Game Turn, so you'd better be fast, because they hire out quickly.
Untrained Mercenaries: Currently, the enigma of the Mercenary world, these folks have no marketable skills aside from the general ability to weild weapons. Each weaponless Untrained Mercenary adds 1 to both your Strike and Defense Action. Untraind Mercenaries have no attack or defense bonuses when wielding a weapon. Untrained Mercenaries produce no oil. Cost to hire: 5,000 oil.
Trained Attack Mercenaries: The best of the best, these soldiers know their offensive weapons inside and out. Each weaponless Trained Attack Mercenary adds 5 to your Strike Action. Trained Attack Mercenaries operate offensive weapons with a 25% bonus over Untrained Soldiers. Trained Attack Mercenaries produce no oil. Cost to hire: 20,000 oil.
Trained Defense Mercenaries: The ultimate in Homeland Security. Each weaponless Trained Defense Mercenary adds 5 to your Defense Action. Trained Defense Mercenaries operate defensive weapons with a 25% bonus over Untrained Soldiers. Trained Defense Mercenaries produce no oil. Cost to hire: 20,000 oil.
Siege Technology: Available in the Weapon Shop, Siege Techonology Upgrades increase the efficiency of your offensive armies by giving a percentage bonus to your Strike Action. Each level of upgrades costs considerably more than the prior level, but the bonuses compound, so having the first two levels (25% and 50%) doesn't just give you a 75% bonus. The first level bonus is calculated, added to your Strike Action (100%->125%), then the second level bonus is calculated (125%->187.5%), etc. Especially later on in the round, Siege Technology is integral to a successful offensive.
Fortifications: Also available in the Weapon Shop, Fortification Upgrades increase your defensive capabilities by giving a percentage bonus to Defense Action. Fortifications work similarly to Siege Technology, with compounding bonuses.
Strike/Defense Action Bonuses: As you've learned, there are many ways to increase your Strike and Defense Action beyond simply buying more weapons. Strike/Defense Action bonuses are added in a particular order, the knowledge of which is essential to building an effective army. First, you have your weapons, each of which does as much damage as it has health remaining. The first bonus added is the Soldier bonus. Each weapon is multiplied by the proper bonus depending on the type of Soldier or Mercenary who wields it. Next comes the Siege/Fortification Technology Bonus, with each level compounding on the next. Finally, the race bonus is calculated, adding 25% to the final Strike Action for the Chinese or 30% Defense Action for the Middle East.
So, the order is Weapons->Soldiers->Siege Tech/Fortification->Race.
It is important to note that during a battle, your Strike Action and Defense action will vary. When attacking or defending, the amount of damage you inflict is random, and can be anywhere from 65% to 100% of your SA for attacking or 65% to 100% of your DA for defending. OilFight is not meant to be a game of raw numbers. This small amount of chance means it is impossible for any person to be invincible, so even the top players must take constant care of their operations.
Troop Losses As in any war, troop deaths are inevitable. The amount of losses your army incurs is proportional to how much damage each side deals. If the battle is nearly even, minimal losses will occur. If one side is vastly overpowered, however, that side will incur many losses while the overpowering side will incur few or none.
Attack Logs These show the results of battles, both offensive and defensive. You will be notified when an attack has been sent against you, whether it was successful or not.
The Spy System While not useful for increasing your gold, Spying can be used to inform you and your allies and frustrate your enemies.
Covert Action: This is a measure of the effectiveness of your spy missions. It is a combination of both your currrent Spy Skill and your total number of trained Spies. The formulat is heavily weighted towards Spy Skill. As such, each Spy Skill upgrade increases in cost considerably.
It is important to note that during a spy mission, your effective Covert Action can be anywhere between 80% and 100% of your CA, while sending missions and defending against them. As with battles, OilFight is not a game of raw numbers. We want to keep the folks at the head of the pack on their toes.
Recon Missions Scout out your enemies' capabilities. Each Recon mission costs only 1 Spy Turn and requires only 1 spy. If you try to use more, the game will automatically correct you. All recon missions will work if your opponent is in Lockdown.
Spy Offense/Defense: The Easiest type of spy mission to complete, your spy will report back to you on the status of your target's army. Beware, for this information is not always complete!
Spy Oil: Slightly more difficult to accomplish, this mission type allows you to glance into your target's oil fields to see their current Storage Level, Oil Production, and the amount of oil in their reserves.
Spy Ops: Gives you an look into the inner workings of your enemy. Your spies report back on your target's Unit Production, Attack Turns, Spy Level and the number of Spies they have.
Sabotage Missions The more sinister mission type, sabotage missions allow you to destroy key components of your target, both frustrating them and disabling their operations. The more spies you send and turns you do, the more damage each mission will do. However, the more turns you use, the more likely your spies will be captured and executed.
Sabotage Offense/Defense: Damage and possibly destroy your target's Offensive or Defensive weapons. Currently, a weapon will not break if its health is over 75% of its maximum, however they will incur damage, allowing you to eventually bring them below that threshold. When your opponent is in Lockdown, these mission types will automatically fail, killing half of the spies you send. This mission type is a bit harder than the more difficult recon missions.
Sabotage Oil: Sure, you could always steal your opponent's oil, but that requires attack power and uses up attack turns, and just isn't mean enough. If you're really interested in being a jerk, or just generally crippling your opponent, this is the way to go. A full mission (max turns and spies) will destroy more oil than even the harshest of oil burns. And all simply because you felt like it. When your opponent is in Lockdown, you can sabotage their oil. This is the hardest type of mission to complete.
Failed Missions If you roll a lower Covert Action than your opponent, your mission will most likely fail, depending on how much lower. Even if you roll a higher Covert Action than your opponent, there is still a small chance your mission may fail right off the bat. In the case of a mission failure, you will get no information, do no damage, and at least half of your spies will be rounded up and executed.
Successful Missions Even if a Sabotage mission is successful, there is a chance that, for each Spy Turn you use, one or more of your spies may be caught and executed.
Spy Logs The Spy Logs report on the covert actions you have taken, as well as the covert actions taken against you. If a mission sent against you is successful, you will not be informed of who sent it, only that it was sent. However, if their mission fails, you will be informed of their identity. Also, for every spy that a defender catches, the chances of the sender's identity being revealed increases.
The Lockdown System In order to protect yourself from utter annihilation, you have the option to enable or disable the Lockdown system. A few terms you should be familiar with:
Engaged: This means that Lockdown is active and in full effect. Enabled: Lockdown is not Engaged, but will automatically engage if the proper conditions are met.
Disabled: Lockdown will never engage, unless you reenable it.
Lockdown Will Engage Automatically (unless Disabled) When: 1) You lose more than 10% of your troops in a 24 hour period due to attacks.
2) You lose more than 10% of your weapons in a 24 hours period due to sabotage.
3) Your weapons degrade to below 25% of their total health.
or 4) You manually Engage it.
Lockdown will Disengage When: 1) You manually disengage it, costing you 6 Attack Turns and 4 Spy Turns
or 2) Lockdown will automatically disengage 24 hours after it engaged.
Benefits of Lockdown: 1) Attack missions sent against you will not damage your weapons or cause troop casualties.
2) Your weapons cannot be sabotaged while in Lockdown. All sabotage missions sent against a target who is in Lockdown will automatically fail.
3) Due to the increased security of Lockdown mode, you will recieve a bonus of +1 to your Spy Level when defending against other Spy and Sabotage missions.
Penalties While in Lockdown: 1) Your income is cut to one third (33%) of your normal income.
2) Your unit production is zero while you are in Lockdown.
3) You may not send Attack or Spy missions while in Lockdown
4) You will not defend attacks while in Lockdown (enemy attacks on you will automatically succeed).
5) You will only gain 1 Attack Turn and 1 Spy turn per Game Turn while in Lockdown
When you exit Lockdown all penalties and benefits are removed and you are restored to your normal state.
Seeing Your Enemy's Lockdown Status The Lockdown Status of your enemies is shown on the individual stats page for that enemy. It used to be on the rankings page, but it was too easy to see whose base you could just walk right into and pick your targets accordingly. Now it's a little more difficult to do so.
How does the recruitment link (aka clicking) work?
When a person clicks your link, you get a number of extra armies equal to one third of your current unit production. Your commander also gets a bonus equal to 1/6th of his current unit production. Because commanders get a bonus when your link is clicked, the number of clicks you get is recorded and shown to the commander and his other officers. When you click a fellow officers link, you get credit for the click and not the other officer. When your commander clicks your link, nobody is credited with contributing to the commander. Commanders may kick officers who do not click enough links.
How much unit production should I get?
As much as you can afford, and still be able to buy other things to defend the oil that the newfound units will be producing.
How many times can I attack someone / Why have I been attacked X times by this player?
There is no limit to the number of times you can attack a single player currently.
How is the rank / score calculated?
Your score is calculated as the total cost of everything you own divided by 5000 (except oil). This includes all upgrades, wepaons, armor, and trained soldiers. If you sell your weapons, your score goes down accordingly. Your overall rank is sorted according to score. Your ranks in attack / defense / spying is for informational purposes only.
I never got my activation email!
Unfortunately, this occasionally happens. From the account that the email was supposed to go to, send an email to Support@Oilfight.com and we will fix it for you.
I forgot my password, what should I do?
Go to this page and you can get your password emailed to you.
Why does this help page suck so much?
It's still under construction, but hey, we're trying. Give us some credit! If your question was not answered here, please ask it in the Help Forum.