Nation Academy

Command Your Nation

Short lesson videos, guided chapters, live calculators, and quick quizzes — progress saves in your browser.

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Welcome & The Game Loop

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

AnO runs on hourly ticks. Background tasks generate tax income, consume rations and consumer goods, grow population, and produce resources from your buildings. Your job: build infrastructure, balance inputs, and expand before rivals do.

Core loop: Build provinces → extract & process resources → fund military & upgrades → trade or fight → repeat.
schedule

Hourly ticks

Tax, CG, rations, production, and population update on a schedule.

map

Provinces

Each province has its own buildings, pollution, and population cap.

public

Global market

Player-driven prices for every resource.

groups

Coalitions

Shared banks, taxes, and diplomatic cover.

  • Tax income — charged per citizen; boosted by consumer goods, penalized without rations or energy.
  • Province revenue — buildings produce and consume resources; operating costs deduct gold.
  • Population growth — needs rations, influenced by happiness and pollution.
  • Trade agreements — automated exchanges if configured.

New players should start at Create Province, then visit Game Mechanics for reference tables.

Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

How often do most economic systems (tax, production, consumption) update?

After you pass the quiz:

Provinces & Buildings

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Provinces are the foundation of your nation. Each holds population, infrastructure slots (land/city), and buildings that produce resources or gold.

calculate Province cost calculator

Province management
Early-game order (power is not urgent): You start with several days of rations. Build a Lumber Mill first — it only costs cash, like the tutorial implies for camps. Use lumber (or cheap Market buys) for mines and farms. Add a coal power plant when you want more buildings, not on day one. Quick Build and classic pages now show the same costs (lumber for coal burners, not steel).
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

Province acquisition cost scales with the number of provinces you already have. The formula uses a base of $8M plus what factor per existing province?

Resources & Production Chains

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Physical resources use weight units (kg → t → kt → Mt). Raw materials are mined; refineries turn them into steel, aluminium, gasoline; factories output components and consumer goods. New nations receive a rations reserve (several days for one province) plus starter lumber — farms themselves only cost cash, so you can plant food before you have power.

timeline Chain challenge — click in order

Click each step in order from raw material to finished goods.

Bauxite Mine Aluminium Refinery Component Factory Retail / CG

Correct path for CG pipeline: Bauxite → Aluminium → Components → Consumer Goods (iron is a separate chain for steel).

RationsPopulation growth; −30% tax if missing
EnergyPowers buildings; −15% tax if short
ComponentsMilitary units & CG manufacturing
GoldBuildings, units, provinces — tax is main source
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

What happens to tax income if your nation lacks rations distribution?

Economy & Tax Income

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Base tax is $0.5 per citizen per hour. Consumer goods supply adds +50%. Missing rations (−30%) or energy (−15%) stack multiplicatively. Land slots add up to +100%.

calculate Live tax calculator

Country resources and revenue
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

With full consumer goods distribution, your tax multiplier becomes:

Population & Welfare

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Demographics matter: working-age citizens, children, and elderly consume different amounts of consumer goods (elderly use 2×). Happiness boosts growth (~4% per point); pollution reduces it (~2% per point).

Distribution capacity: Each distribution building serves roughly 400k population. Without coverage, rations and CG never reach citizens — even if you produce them.
Unemployment >30%−10 happiness
Elderly >40%Pension crisis (−5k gold/hour)
PollutionReduces growth; Chernobyl events floor efficiency at 20%
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

Who consumes the most consumer goods per capita?

Consumer goods guide

Military & Supplies

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Units cost manpower and resources to recruit. Attacks require supplies — you need at least 200 supplies for an offensive. Infantry costs 1 supply each; many armored/air units cost 5; capital ships cost far more.

calculate Attack supply planner

Military interface
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

Minimum supplies required to launch an attack:

Military page

Market & Trade

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

The market is player-driven. Place buy/sell offers, watch statistics for average prices, and use trade agreements for recurring deals.

Pro tip: Check Statistics before listing — undercutting the average burns gold; pricing at average sells steadily.
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

The market price of a resource is primarily determined by:

Visit market

Upgrades & Technology

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Upgrades permanently improve your nation — military attack/defense, supply regen, economic boosts, and infrastructure caps. Each costs resources and time; plan around your coalition wars and growth targets.

Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

Supply-related upgrades are especially valuable because:

View upgrades

War & Combat

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Combat calculates morale loss and damage per unit, scaled to opposing forces — matched fights won't instantly zero morale. Choose unit mixes, respect supply costs, and coordinate with coalition mates.

  • Declare war from the wars page; select targets and unit counts.
  • War reparations can transfer resources when wars end.
  • Defensive upgrades and terrain (naval/air) matter for outcomes.
Practice on the real site

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quiz Knowledge check

Click one answer, then press Check my answer.

Modern combat morale/damage is calculated:

War mechanics War page

Coalitions & Mastery

+100 XP
Guided walkthrough ~30 sec · silent · step labels on screen

Coalitions offer shared banks, optional tax rates on member income, and diplomatic strength. Leaders approve withdrawals; members contribute to coalition banks for mutual defense funding.

Endgame mastery: Balance tax/display accuracy (check coalition tax on country page), monitor statistics, tune policies, and grow before declaring wide wars.

Practice on the real site

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quiz Final exam

Click one answer, then press Check my answer.

Coalition tax on member income is shown on:

The best early-game priority is usually:

Browse coalitions Statistics