A Wrong Turn Wiki
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Regions by Geography[]

Western Arctic, Northern OceaniaMidatlantic, Northern OceaniaMidatlantic, Northern OceaniaMidatlantic, Northern OceaniaMidwest, Northern OceaniaTurkestan, EastasiaPacific Coast, Northern OceaniaEastern Arctic, EurasiaSiberia, EurasiaSalvatia Granda, EurasiaBolshoya Vidalia, EurasiaIndomalaya, EastasiaMiddle East, EastasiaBananistan, AfricaBolivaria, Southern OceaniaBanananistan, AfricaSahara, AfricaPan-Caribbean, Southern OceaniaPolystralia, Southern OceaniaPolystralia, Southern OceaniaTrans-Sahelia, AfricaAndes, Southern OceaniaDaitenka, EastasiaSouthern AfricaPatagonia, Southern OceaniaImg 3663
Hint: Mouse over the map to access the atlas entry for each relevant region.

In this world riven by new ideologies and conflicts, the old order of things has fallen apart and swept away. In its place, a brave new world has appeared, being

Northern
Oceania
, with

Southern
Oceania
, with

Africa with

Eurasia. with

Eastasia, with

The world of A Wrong Turn is divided into five regions:

  • Eastasia, covering China, Southeast Asia as well as India, is home to several nations: Tibet; the Celestial and Eternal Empire of the Rising Sun; and its two tributaries: the Indian Confederacy, and the Malayan Federation. Eastasia is known for hosting a good part of the world's population, and, despite the ravages of climate change and frequent conflict, a great number of natural resources.
  • Northern Oceania, the northern half of all territory separated from the so-called "Old World" of Africa, Eurasia and Eastasia. Northern Oceania is dominated by the Atlantic Federation. Almost 75% of Northern Oceania has been rendered unfit for human habitation due to overexploitation of resources, with human habitation now centred mostly around the Atlantic Coast and the bog and scrubland covering the northern half of this continent.
  • Southern Oceania, also known originally as "South America" (and at one point in time "Gran Bolivia" is a land of stark contrasts, alternating between the jungle-clad Andes, and scrubland in its northern, southern and eastern provinces. In this land, the Bolivarian Republic is locked in a titanic struggle with two enemies: the "liberationist" forces of the (marginally less) bloodthirsty warlord de Castelo, and the Atlantic Federation, whose ruling plutocrats, the Oceanic General Retailers' Executive, have designs on this part of the world because of its proximity to the Federal hinterland, its natural resources (second in the world, after Eastasia), and also the Bolivarian's obsession with resolving the dialectic struggle between Vidalism and Salviatism...in a harmonious manner.
  • Eurasia, host to the world's oldest civilisations, covers the Western Old World, as well as the former Russian Far East. In this part of the world, four factions are engaged in a fight for survival against each other: the New Golden Horde, the Greater Salviatian State, now in control of continental Western Europe; the Workers' Republic of Vidalia, covering former Russia and Ukraine; and the Jihadian caliphate, with its puritanical and xenophobic brand of Islam.
  • Africa, the dark heart of the world. In this corner of the world, much untold suffering and privations goes on daily under the uncaring sky, as several smaller nations vie with one another for supremacy, but among all, one stands out among the rest: the United Kingdom of Trans-Sahelia. Although it is by far the continent's strongest regional power, thanks to its command of natural riches and its alliance with the Empire and the Caliphate, Trans-Sahelian control is still tenuous, and a long road to total dominance, if not global conquest, remains for the nation and its fledgling ruler, House Bananius.

How is supply distributed?[]

Supply is based on the number of sub-factions located in the game. These sub-factions are positioned mainly in Africa, Asia, and Australia.

Five bonus armies can be unlocked from unifying the various regions, with one army per region. As a general rule, the armies of Southern Oceania and Africa are the easiest to unlock (each one requiring around 16 territories) while those of Eurasia are the most difficult to obtain (a whopping 25 to unlock). Each faction is able to receive by unifying the various continents 5 additional armies, once they have unlocked armies from one continent, they may not receive any more ones.

Strategic resources (and where to find them)[]

Strategic
resource
Value Locations Strategic
resource
Value Locations
Whales 14

Aleksandrovsk, Siberia;
Hobart, Polystralia

Silver 33 Valparaiso, Patagonia
Gold 100 Novossibirsk, Siberia Diamonds 100 Luanda, Bananistan
Coal 50

Gdansk, Bolshoya Vidalia;
Baotou, Daitenka

Cotton 33 N'djamena, Sahara
Gypsum 25 Barcelono, Salviatia Granda; Guayaquil, Andes Rubber 100

Shonan, Polystralia

Salt 66 La Paz, Andes Sulphur 50 Tunu, Western Arctic
Copper 66

Urga, Turkestan;
Yerevan, Middle East

Iron Ore 66 Kalbarri, Polystralia
Maize 25 Minneapolis, Midwest;
Gaborone, Bananistan
Wine 25

Canberra, Polystralia

Uranium 100

Uranium City, Midwest;
Chelyabinsk, Turkestan

Titanium 100 Vidalopol, Eastern Arctic
Aluminum 50 Peking, Daitenka Livestock 50 Brasilia, Bolivaria

Continent and region worth[]

Region Tribute Map

Western Arctic

150
Oceania n

Midatlantic

150

Midwest

150

Pacific Coast

150
Total bonus 600

Region Tribute Map

Pan-Caribbean

120
Oceania s

Polystralia

150

Bolivaria

120

Andes

90

Patagonia

120
Total bonus 600

Region Tribute Map

Salviatia Granda

350

Eurasia

Siberia

130

Bolshoya Vidalia

250

Eastern Arctic

70

Total bonus 800

Region Tribute Map

Daitenka

180

Eastasia

Indomalaya

100

Middle East

50

Turkestan

70

Total bonus 400

Region Tribute Map

Sahara

70

Africa n

Trans-Sahelia

80

Bananistan

150

Total bonus 300

CtW rules[]

  • Armies can be transported from one area of the map to another with ease, there are no Transport Requisition cards.
  • All factions start off at peace with one another, but have the following differences:
    • ESL starts off with 50 tribute,
    • FED has 200 tribute and 2 merchant corp cards
    • Vidalia has 3 Propaganda cards
    • Jihadia has 2 Partisans and 2 Political Dissidents cards
    • Salviatia has 50 tribute, and 3 Logistics cards
    • Trans-Sahelia has 2 mercenaries cards
    • Boilivaria and SAO have 1 Warpath card each.
    • Independents (ie the 11 other sub-factions) have nothing....
It thus goes without saying that the ESL, FED, and SAL have the upper hand, since they can start a war right away. On the other hand, cards can be sold to other factions (especially the FED) for extra tribute which can then be used to fund a campaign. This is especially usefor for Jihadia which will allow it a chance at striking against a target of its choice, rather than waiting to be attacked.
  • There is no free tribute, you have to obtain it through conquest.
  • AI players never trade land, but will frequently ask for it.
  • No alliances can be made with any AI players, except for Bolivaria and the SAO, who will ask for alliances from their closest allies: either Jihadia and Vidalia for the SAO, and Vidalia and Salviatia for Bolivaria
  • Once war is declared against another faction, peace cannot be purchased. The only factions who will sue for peace and accept peace are the Empire (from Trans-Sahelia and the Fed), Trans-Sahelia (from Jihadia and the Empire), and the Federation (from the Empire and Salviatia). For instance, the Federation will always accept peace and solicit peace from Salviatia, but Salviatia will never make peace with any faction, not even the Federation.
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