European War 6 1914 MOD APK (Unlimited Money, Medals)

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Aug 14, 2026
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112 MB
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1.3.48
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Description

European War 6: 1914 hands you more than 150 historical battles across 10 chapters, running from the American Civil War to the closing months of the Great War. New commanders who keep burning currency on the wrong officers will find the correct spending order here. Gold buys green and blue generals while medals buy purple and gold ones, and that single split decides how fast a roster grows.

How to Play European War 6: 1914 on Android

European War 6: 1914 is a turn-based World War I wargame built around hex grid battles and historical generals. Players move units one tile at a time, attach generals for combat bonuses, and win by taking or holding the marked base city on each map.

Every mission runs on the same loop. First you deploy, then you advance, and finally you press the objective. Because turns are free of time pressure, a bad move usually comes from impatience rather than reflexes.

EasyTech built the title around real 1861 to 1918 conflicts, so the maps carry real country borders and real commander names. That historical anchor is also what separates this European War 6: 1914 strategy sim from the fantasy wargames crowding the same store category.

Turn-Based Hex Grid Combat and the Base City Rule

Tapping a unit lights up the tiles it can reach, and enemy units inside range turn red. A white circle under a unit means it still has a move left this turn. If you misplace a unit before attacking, the game lets you return it to its starting tile.

The base city is the piece that actually settles the mission. Lose it and you lose, hold it and a bad turn stays survivable. Because of that rule, veterans park a defensive general on the base city early rather than sending every unit forward.

The World War I Setting Across 45 Countries

The story opens with steam engines, railways and modern shipping reshaping the balance of power between rival empires. Colonial friction turns into open war, and the map keeps widening until 45 countries sit on the board. Historical events fire during play and shift the situation without warning.

Named commanders anchor the tone. Hindenburg, Ludendorff, Pétain, Foch and Haig all appear as playable officers, and the studio redrew 300 general portraits with written introductions attached. As a result, the roster reads like a reference book rather than a card pack.

How This Title Compares to Supremacy 1914 and World Conqueror 4

Supremacy 1914 runs in real time on a persistent server, so orders resolve over hours while you are away. This title runs entirely on your turn, which suits short sessions on a phone. Players who want a WW1 map without a live clock generally prefer the turn-based option.

World Conqueror 4, from the same studio, moves the same combat engine into World War II with a heavier tech tree. The 1914 setting instead leans on cavalry, early tanks and trench-era artillery. Similarly, Supremacy: Call of War 1942 sits closer to the real-time camp, so it appeals to a different player entirely.

Android Version Versus the Windows Version

The Android build is the main version, weighs roughly 117 MB, and needs Android 5.0 or newer. A Windows release also exists through the Microsoft Store for players who want a larger board on a desktop screen.

Touch controls suit the hex grid well, since selecting a tile is a single tap. On a desktop, a mouse gives finer control over crowded fronts in late conquest runs. Cloud archives carry a save between devices, so switching phones does not reset progress.

Battle Controls, Unit Types, and Special Units

More than 200 units appear across the 45 playable countries, ranging from militia infantry and light cavalry to artillery, aircraft and early armour. Each unit type has its own movement range and its own strong matchups on the hex grid.

Controls stay simple on purpose. One tap selects, a second tap moves or attacks, and the turn ends when you say so. However, the depth arrives through unit pairing rather than through button complexity.

Special units belong to specific nations, which is where army composition starts to matter. A German Firebat clears entrenched defenders that ordinary infantry cannot shift. Items carried into battle, including Medical Kits, decide whether a wounded general survives to the next chapter.

Moving and Attacking on the Hex Grid

Movement costs depend on terrain, so a cavalry unit crossing open ground covers far more tiles than infantry pushing through hills. Rivers and mountains slow an advance badly. For example, a two-tile detour around rough terrain often beats a direct push that ends a turn stranded in the open.

Attacking works best when two units hit the same target from different tiles. The damage stacks, and the survivor retreats weakened. Because units do not heal on their own, trading evenly is usually a loss.

The 200 Unit Roster and Special Units Like German Firebat

National special units are the reason different countries feel different. Hungarian Air Gun Solider, German Firebat and British Tank all appear as trainable troops with their own roles. These sit above standard line units in both cost and impact.

Training these units takes resources you could spend elsewhere, so timing matters. Most runs go better if standard infantry and artillery arrive first, with a special unit added once income is stable. Consequently, rushing a British Tank on turn three usually leaves the rest of the army too thin to hold ground.

Medical Kits and Keeping Generals Alive

Players start with 25 Medical Kits, and more come from the shop, from achievements and from ad rewards. Each kit restores health mid-battle, which matters most when a strong officer is one hit from removal.

Kits are worth hoarding rather than spending. Save them for star missions with a general as the reward, and for challenge mode attempts where a single loss ends the run. In addition, healing items equipped directly on a general reduce how often you need a kit at all.

Multiplayer Battles and the Battle ID

Multiplayer works through a shared battle ID rather than open matchmaking. One player creates the match and sends the ID to a friend who owns the same title. The friend enters that ID and the battle begins.

That design means multiplayer is a social add-on, not a ranked ladder. Most players treat it as an occasional match with someone they already know. By contrast, the competitive scoring that players chase sits inside conquest runs and the Game Center rankings attached to them.

How to Unlock Generals in the Military School

Generals are bought in the Military School, and the price is paid in one of two currencies depending on rarity. Green and blue generals cost gold, while purple and gold generals cost medals, so a new roster grows through gold purchases first.

Some officers arrive free through optional campaign missions instead. A handful of premium generals sit behind in-app purchases and never appear in the standard shop.

Rank and title promotions raise a general’s stats over time. Because promotions cost resources too, most players settle on a small core roster early. That core, not the size of your bench, carries the difficult chapters.

Green, Blue, Purple, and Gold General Tiers

Four colours mark general quality. Green sits at the bottom and is the most common, blue comes next, purple sits above that, and gold marks the strongest officers in the roster.

Ability splits into basic combat stats and specialised combat skills. A gold officer with the right specialisation changes a battle far more than two green officers combined. Therefore, one good purchase usually beats three cheap ones.

Gold Versus Medals When Buying Generals

Gold accumulates steadily from battles and missions, so green and blue officers are effectively renewable. Medals do not work that way. They grow scarcer as you advance, and crown badges and eagle badges are needed to exchange for more.

The practical rule is simple. Spend medals only on a purple or gold general you intend to keep permanently, because selling one back never returns what you paid. New commanders who treat medals like gold stall out around chapter five with a bench full of officers they no longer field.

Roster Limits and Picking 8 Generals for Conquest

The official manual caps a player at 12 common generals plus 3 in-app generals. Conquest tightens that further, since only 8 generals can be assigned to a single run.

That cap creates a hidden asymmetry worth knowing. The AI is not held to eight officers in conquest, which is exactly why a concentrated front beats a split one. Build your eight around balance instead of duplication: one defensive anchor, two artillery specialists, and the rest built for the terrain on that particular map.

How to Get Princesses and Palace Daily Rewards

Princesses unlock by completing campaign chapters, and each country on the map has one attached to its palace. Every princess added to the palace increases the daily rewards a player collects, which turns campaign progress into a permanent income stream.

The palace itself sits outside battle. It compounds quietly in the background while you fight elsewhere.

Optional star missions inside each chapter feed the same loop, since they drop generals and textbooks that raise your roster ceiling. Both systems reward finishing chapters before jumping into harder content. A player who clears the campaign first walks into conquest mode with a noticeably larger daily income.

Finishing Campaign Chapters to Add a Princess

You do not need three stars on a mission to collect the princess attached to a chapter. Completing the required missions is enough. That distinction saves hours for anyone stuck replaying a single hard map.

The sensible order is to clear the chapter, take the princess, then return later for the star conditions with better officers and items. Most stubborn missions become easy once army training has advanced two or three levels.

What the Palace Adds to Daily Income

Each princess contributes to the daily reward pool, so the palace pays more the deeper your campaign progress runs. Those rewards arrive whether or not you play a mission that day.

Over a few weeks this adds up to a meaningful gold reserve. Because gold funds green and blue officers plus army training, a well-filled palace indirectly speeds every other system in the game. Players who skip the campaign to rush conquest give up that compounding entirely.

Star Missions That Hand Out Generals and Textbooks

Certain campaign missions carry a star marker, which signals an optional objective rather than a required one. These are the missions worth Medical Kits, because the rewards include generals and textbooks.

Textbooks matter more than they look. They feed general skills, and skill levels decide whether an officer holds a line or folds under artillery. For example, a textbook spent on a defensive specialist early pays back across every later chapter.

All 10 Campaign Chapters and the Star System

The campaign spans 10 chapters plus a tutorial chapter, covering conflicts from the outbreak of the American Civil War in 1861 through the final battles of November 1918. Chapter names run Civil War, Attack of Eagle, Eastern Front, Decline of the Ottoman, Marine Overlord, Dual Monarchy, European Powder Keg, Balkan Lion, Dawn of Victory and Rise of Apennines.

Named engagements include Gettysburg, Tannenberg, Marne and Somme. Each mission has one required victory condition in normal play.

Clearing the required missions unlocks the next chapter and opens the completed one in challenge mode. Challenge mode is where the star rating lives, since extra victory conditions there award 1 to 3 stars and larger rewards.

The Chapter Run From Civil War to Rise of Apennines

Early chapters teach positioning on small maps with few units. Difficulty climbs sharply once the Eastern Front and Dual Monarchy chapters bring larger armies and multiple simultaneous objectives.

Rise of Apennines and Dawn of Victory sit at the far end and assume a trained army. Attempting them with untrained units and green officers wastes Medical Kits. Instead, most players clear the first five chapters, invest in army training, then return.

Normal Missions Versus Challenge Mode Stars

Normal missions ask for one condition, usually capturing or holding a target. Challenge mode reopens the same map with added conditions such as a turn limit or a survival requirement.

Stars scale with how many conditions you satisfy, and rewards scale with stars. Because challenge attempts punish sloppy openings, they are the natural place to practise concentrated attacks. A three star clear on an early map is a reliable signal that your roster is ready for the next chapter.

Optional Star Missions Worth a Second Run

Star-marked missions can be completed at any time, which means a failed attempt costs nothing permanent. That freedom makes them ideal targets once your officers gain a few promotions.

Prioritise the ones listing a general or a textbook as the reward. Missions offering only currency can wait, since gold arrives steadily elsewhere. Similarly, a mission you failed twice is usually a training problem rather than a tactics problem.

How Conquest Mode Scoring and Country Stars Work

Conquest mode runs for up to 300 rounds and lets you pick any country on the map, with each country marked as a Great Power at three stars, a Secondary Power at two stars, or a Minor Power at one star. Fewer stars means weaker starting strength, a harder run, and a larger reward at the finish.

Scoring rewards speed. Winning in fewer turns raises the final score, and reaching an A rank unlocks a special reward.

Beyond fighting, conquest adds city development, national technology, wonders and a diplomatic system. Germany is widely treated as one of the gentler three star starts in the 1914 conquest, while a country like Portugal offers a quieter opening on a crowded map.

Great Powers, Secondary Powers, and Minor Powers

Star count describes size and starting strength rather than personal skill requirements. A three star nation begins with more cities, more income and a deeper unit pool.

The payoff structure runs in the opposite direction. A one star Minor Power finishes with a bigger reward precisely because the opening is harder. So the efficient route to a first A rank is a Great Power, while the efficient route to a bigger payout is a Minor Power once you know the map.

300 Rounds, Turn Count, and Reaching an A Rank

The 300 round cap sounds generous until a stalled front eats 40 turns. Score falls as turns climb, so a slow grinding win can still land below an A rank.

Speed comes from concentration, not from unit count. Push one axis, capture cities in sequence, and avoid garrisoning territory you do not need. Players who finish 1914 conquests near an A rank generally report clearing their primary enemy inside the first hundred rounds.

City Income, National Technology, and Wonders

Cities produce income, and upgrading them raises what you can spend each turn on units and buildings. National technology upgrades apply across your whole nation rather than a single unit, and the game carries 45 technologies in total.

Wonders sit above both. Building one grants a country-wide advantage, which makes wonders a long-run investment rather than an emergency purchase. Because income compounds, most strong runs upgrade two or three core cities before touching a wonder at all.

The Diplomatic System and Declaring War

Diplomacy lets you pull allies into the war sooner or delay an enemy declaration against you. You may declare war on any country, send help to an ally, or end the entire run through negotiation.

That last option is underused. Negotiating a finish can bank a run that would otherwise stall past turn 200. Meanwhile, delaying a hostile declaration for even ten rounds often buys enough time to finish a front before a second one opens.

How Army Training, Skills, and Items Work

Army training raises the base stats of an entire unit type permanently, which means an upgraded militia infantry line performs better in every mission and every conquest run afterwards. This progression sits outside individual battles and never resets.

Items layer on top. The game carries more than 120 items, from healing supplies to special training medals that raise a specific skill level.

Military academy tactics add a third layer inside conquest, where studied tactics apply to your forces on that map. Between the 45 technologies, the item pool and training levels, most difficulty spikes in this European War 6: 1914 strategy sim are progression problems rather than skill problems.

Army Training Levels and Unit Skills

Training is bought per unit type, so investment is a choice about army composition. Infantry training helps in nearly every mission, while naval training only matters on coastal maps.

Skills attach to generals and interact with the units they command. An officer with a strong artillery specialisation turns an ordinary gun line into the centrepiece of an assault. Therefore, matching officer skills to your trained unit types produces far more value than spreading training thin.

Special Training Medals and the Item Pool

Special training medals raise a named skill level by one, which is a permanent gain rather than a consumable boost. Certain conquest challenge runs award specific medals tied to infantry defence and infantry health.

Those two are worth chasing early, because militia infantry does the heaviest lifting in long conquest defences. Items should be equipped to the officers who actually enter combat, not distributed evenly across the bench. Healing items in particular belong on front-line generals who fight far from friendly territory.

Military Academy Tactics and the 45 Technologies

The military academy is built inside conquest and unlocks tactics that apply to your armies during that run. Studying tactics competes with building units for the same income, so early academy investment slows your opening push.

National technology works differently, since upgrades persist across your whole nation and stack with training. A sensible order is income first, then technology, then academy tactics once the front stabilises. Building the academy on turn two is one of the most common ways a promising run collapses.

Common Mistakes New Commanders Make

Three errors account for most early losses: spending medals on temporary officers, splitting generals across two fronts, and burning Medical Kits on missions that were winnable without them. All three are resource mistakes rather than tactical ones.

The pattern is consistent. New commanders treat scarce resources like renewable ones.

Difficulty in this title comes from attrition, since units never heal on their own and medals never come back once spent. Recognising which resources regenerate and which do not changes how a run plays out far more than any individual battlefield decision.

Spending Medals on Generals You Will Replace

Medals are the scarce currency, and they get harder to earn as chapters advance. Selling a general back never recovers the medals you paid, so an early impulse purchase is a permanent loss.

Buy a purple or gold officer only when you can name the role it fills in your eight-general conquest lineup. If you cannot name that role, hold the medals. Green and blue officers bought with gold will cover the gap perfectly well through the first five chapters.

Splitting Generals Across Two Fronts

The eight-general conquest cap punishes divided attention, and the AI operates without that same limit. Splitting four officers east and four west leaves both groups outmatched.

Concentrate instead. Wipe out the smallest hostile nation first, because eliminating a nation removes all of its units from the map at once. That single clearing move frees your army to march past former enemy territory without garrisoning it.

Burning Medical Kits on Easy Missions

Healing a unit that was going to survive anyway is the most common waste in the campaign. Kits are finite, and buying replacements costs medals you should be saving for officers.

Reserve them for two situations only: a star mission offering a general, and a challenge attempt where a single unit loss ends the run. Otherwise, retreat the damaged unit and let a fresh one take the tile. Patience costs a turn, whereas a spent kit costs currency you cannot easily replace.

Best European War 6: 1914 Tips and Tricks for Beginners

Militia infantry, ally city timing and diplomacy windows are the three levers that separate a stalled conquest run from an A rank. Each one costs nothing except attention.

None of these are generic wargame advice. They come directly from how this title handles unit health, ally AI and declaration timing.

Ad rewards also rotate, so closing and reopening the reward screen changes what is on offer. Silver medals and skill resets are the two rewards worth rerolling for, since both stay useful deep into the late chapters.

Stack Militia Infantry Defense Before Conquest Challenge

Infantry defence and infantry health special training medals are the two upgrades that transform militia infantry from filler into a wall. Both come from specific conquest challenge runs.

Grab them once your campaign progress and army training are well advanced. With those two upgrades in place, cheap militia units hold cities that previously required a general to defend. That frees your eight officers to stay on the attack instead of babysitting captured territory.

Take Weak Ally Cities Before the AI Collapses

Allied AI nations perform inconsistently, and in conquest challenge they rarely survive long. A city held by a collapsing ally will fall to the enemy anyway, so taking it yourself is usually the better outcome.

Use a rule of thumb: if finishing a fading ally costs under two turns and their cities sit on your path, take them. Never chase an ally like Great Britain across ten turns while a real enemy pushes your line. Light cavalry parked near allied fronts can snap up cities the moment their defence value hits zero.

Time Diplomacy to Delay a Second Declaration

Diplomacy can postpone an enemy declaration of war, and even a short delay changes the shape of a run. Ten quiet rounds are often enough to finish one neighbour before another one commits.

Use the same system in reverse to accelerate an ally’s entry when you need pressure applied elsewhere. Historical events fire independently and can undo a careful arrangement, so keep a reserve near your capital regardless. Diplomacy buys time, but it never buys safety.

Frequently Asked Questions About European War 6: 1914

Is European War 6: 1914 free to play?

Yes. European War 6: 1914 is free on Google Play, the App Store and the Microsoft Store, with optional in-app purchases for premium officers and item bundles. The Android build needs Android 5.0 or newer and weighs roughly 117 MB. Google Play downloads have passed 2.6 million at about a 4.5 star average.

How hard is conquest mode for new players?

Harder than the campaign, and slower. A campaign mission usually runs around 10 to 20 minutes, while a conquest run spans several sittings because of the round cap. Player reviews frequently flag ally AI inconsistency as the main frustration. Finishing the campaign first makes the difficulty gap far more manageable.

Is there anything to do after finishing the campaign?

Plenty. Challenge mode reopens every cleared chapter with tougher star conditions, and conquest supports repeat runs with different countries and scoring targets. Daily missions and legendary general challenges rotate separately from both. Cloud archives also let a long run continue on a second device without any loss of progress.

Who Should Command This WW1 Strategy Sim

This European War 6: 1914 strategy sim suits patient players who enjoy slow, chess-like turns and real military history, not anyone chasing fast action. Newcomers should finish the tutorial and the first three chapters before touching conquest, because officers bought too early rarely justify their cost. After several long conquest runs of my own, I found the game fair but unforgiving, since my worst defeats always came from splitting forces rather than from weak units. Save medals, hold one front, and promote a small core of officers instead of a wide bench. Anyone who likes historical maps and hard turn-based fights will get months out of this one.

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