|Regions are the smallest map entity in the game. They, with the exception of the Arctic regions, allow for one faction at a time to base their units within its borders. Whenever more than one faction's units enter a region, there will be a clash and combat will ensue (see Chapter 9) depending on the unit type (see Chapter 8.1). Regions themselves can also be divided into types and support the following units:
|Besides housing units, all regions have a faction (see Chapter 3.2.3) colored influence value ranging from 0 to 5. This value represents the relative influence of their faction in the region:
|The total sum of each friendly region's value, in turn, contributes to your total influence in that Theater.|
|Located in particularly strategic regions and as long as no faction gains more than two influence, straits are uncontrolled and fully open for and logistics (see Chapter 8.3), even enemy ones who traverse in international waters, and unit detection.|
|Example: With only 1 USA influence, the Turkish-Cypriot zone allows for free movement of logistics for both factions and the Soviet Submarine Fleet detects the US fleet across the strait due to its Hunter Killer ability.
If you instead manage to gain control (3-4 influence) or domination (5 influence) in that region, it will turn into your color and completely block enemy logistical throughput and unit detection across the strait for the opposing faction.
|Example: With 3 influence and US control in the Turkish-Cypriot Zone, the strait blocks direct throughput for USSR logistics. Raising Soviet sea unit deployment costs beyond the strait compared to before, the USSR Submarine Fleet also is no longer able to detect the US fleet across the strait.|
|Visually striped on the map to show their hostile and contested nature, War zone regions are combat areas with a direct and open conflict between US and Soviet forces. Simulating modern conventional warfare, unit(s) lost in a war zone are immediately considered destroyed. Units you destroy in war zones generate your victory points with the value of the destroyed enemy unit.|
|To declare a war zone, once you've set your nation to Arms Race posture (see Chapter 6.2.3) issue combat orders to a friendly land or air unit targeting an enemy-controlled or dominated region during your turn.|
War Zone Declaration
|When you initiate any hostile action against a region controlled or dominated by the opponent, a war zone declaration caution message will be given.|
|If you select 'NO', the order is cancelled and the warning screen disappears with you returned to your selected unit.
For the friendly unit to carry out the order you must select 'YES' in the warning message to confirm. The war zone overlay is created after which the combat animations play as the order is executed. Sea unit maneuvers similarly warn for a war zone but unlike land unit maneuvers, one is only declared if there is an opposing enemy sea unit in the target region blockading its entry.
Attacking controlled regions will increase the Doomsday Clock by one; if the region is dominated by the enemy instead, the Doomsday Clock is increased to the maximum. As long as a war zone remains, both you and your opponent can attack into that region and war zone(s) can only be removed by a Mutual Disarmament (see Chapter 6.2.4) or in particular cases via decisions, policies or Leader abilities.