22 MOON AT WAR is a strategic building game where you run your own mining enterprise. The goal is to mine the ore from the moon of Gliese 581 c and bring it to the planet. On the moon of Gliese 581 c, the corporations and their means are justified to protect their own Claims and to learn new habits. Military strength and tactical skills are needed in order to survive the grueling competition.
In the mining areas of the moon, you can claim the new energy source known as 22er Ore. The mines, however, are not inexhaustible. Each mining area has only a limited amount of 22er Ore available. If a mining area is fully exploited, a new Claim must be sought.
There are eight economic zones. At the beginning of the game, you must decide in which of the zones your enterprise should be located. Supported by 22er Ore, you can sell your ore within these zones.The sales duties are set by the Council of the respective economic zones which effect the seller.
The most successful ten players in each zone will be the zone council members. This zone council fix the daily tax amounts for the next trading day. The rates are configured once a week. The customs taxes which are paid are to be divided among the respective players within their own respective zones.
The Ore which you mine in your Claim, it must be transported to your Planet. There, you can sell it through your enterprise headquarters to other economic zones. The selling price is dependant upon the sale quantities within the respective zone the day before. When selling 22er Ore within your own zone, you do not pay any taxes.
There are three Settlement types. You must place your enterprise headquarters in the first one. It is the starting point for all actions in the game. The Claims on the moon serve as the dismantlings and carriers of the ore and as a starting point for your military operations. The Syndicate (Alliance) also has its own headquarters which is established in one of the economic zones. These headquarters must be expanded by the Syndicaate in order to be able to make actions. In your group headquarters on the planet, a research laboratory is available to you. You can use this lab to investigate and research different abilities and unlock new possibilities for yourself.
There are two carrier classes. The first one is the Ore Carrier, which is used to transport the 22er Ore. The second one is the Troop Carrier, which is used to transport your combat units.
There are seven combat units. Each combat unit has their own individual set of advantages and disadvantages.
Defense Zone: There are five divided fields in the Defense Zone. Within these five fields, different tactics with individual troops are positioned. The attacker must move forward during an attack in each of these zones.
Deployment Zone: The troops of the attacker are in the deployment zone. From there, units can be moved. An attacker also has the ability to deploy its troops in the deployment zone to advance at a later time. The defender can attack this deployment zone directly.
The Syndicate (Alliance) has its own headquarters which may be expanded, located within an arbitrary economic zone. It can help its members directly with troops, cargo and money. Syndicate members have the opportunity to sell their ore in the 22er Syndicate. Within the zone in which the Syndicate is established, the Syndicate does not have to pay any duties once a sale has been made. In economic zones in which the Syndicate members are, they must only pay 50% of the normal duty fees.