Glossary
The terms used by the game, the codex and the community – in German and English, so that international campaigns speak the same language.
Terms
- AI stand-in KI-Vertretung
- If a human is missing in a multiplayer campaign, the AI continues their nation cautiously – without declarations of war or megaprojects.
- Baseline Grundstock
- Technologies before the year 2000 that are already researched in the start scenario. Later expansions can split them into individual technologies.
- Building Gebäude
- Built in levels in a region; with its production method it turns inputs and workers into goods.
- Call to arms Bündnispflicht
- If a member of a defensive alliance is attacked, its partners automatically join the war on its side. The attacker's partners are not drawn in.
- Campaign Kampagne
- One continuous game from a start date up to 2075 at most – alone or with other people.
- Chokepoint Engpass
- A strait or canal that sea routes have to pass, such as Gibraltar, Suez or Hormuz. Whoever controls the adjacent provinces controls the chokepoint.
- Chronicle Chronik
- The automatically written history book of a game with its most important events, wars, crises and research breakthroughs (F10).
- Crisis Krise
- A diplomatic conflict with initiator, target, demand, supporters, deadlines and tension. Ends in concession, backing down, compromise, lapse or war.
- Diffusion Diffusion
- A technology gets cheaper the more nations have already researched it. This lets nations that are behind catch up.
- Economic union Wirtschaftsunion
- An alliance type such as the EU or the CIS. Members prefer to trade with each other; an economic union does not oblige members to join a war.
- Embargo Embargo
- A trade ban against a nation that works in both directions: the partner's supply and demand no longer count on the world market.
- Epoch Epoche
- A period with its own technologies, resources and mechanics (VI Globalisation to IX Mid Future). Epochs emerge from development; they are not levels.
- Escalation ladder Eskalationsleiter
- The stages of a diplomatic crisis: demand, threat/sanctions, mobilisation, ultimatum, war.
- Fixed point Festkomma
- The simulation's deterministic number type. It makes every computer calculate exactly the same – a precondition for multiplayer and replays.
- GDP BIP
- A nation's gross domestic product: value added by buildings at world market prices plus services, smoothed as an annual value.
- Good Gut
- A tradeable commodity such as crude oil, steel, semiconductors or services. Every good has a world market price.
- Historical accuracy Geschichtstreue
- Campaign setting Historical, Plausible or Free: how closely events follow the real course of history.
- Hot join Hot-Join
- Joining a running multiplayer campaign without restarting it.
- Hub Drehkreuz
- Start and end point of all of a nation's trade routes – its capital province.
- Limiting factor Limitierender Faktor
- A building's weakest production factor – missing workers or a missing input. It determines utilisation.
- Manpower Mannstärke
- The pool of people available for recruitment. It regenerates with the population.
- Map mode Kartenmodus
- How the map is displayed, for example political, terrain, diplomacy, trade, tension or as a data map (GDP per capita, unrest …).
- Ministry Ministerium
- Planned automation: ministries receive priorities and budgets and propose or carry out construction, trade orders and modernisation.
- Nation Nation
- A playable or AI-controlled state with regions, economy, budget and army.
- Owner / controller Besitzer / Kontrolleur
- Legal ownership of a province and its military control are separate: in war a province can be occupied without changing its owner. Only a peace treaty transfers ownership.
- Production method Produktionsmethode
- A building's switchable recipe of inputs, workers and output. Research unlocks new methods.
- Province Provinz
- The smallest map cell for movement, control and battles. Several provinces form a region.
- Region Region
- An economic and administrative unit (roughly a state or province) with population, infrastructure and buildings.
- Researching ahead Vorgriff
- Researching a technology before its historical year. The cost surcharge grows quadratically with the years.
- Sea zone Seezone
- A province at sea. Sea zones carry trade routes; chokepoints connect them.
- Speculative Spekulativ
- Label for all content from 2027: design decisions derived from trends, not predictions.
- Stability Stabilität
- A nation's condition from 0 to 100 %. Depends on supply, unemployment, taxes, wars, crises and budget and affects productivity and unrest.
- Start date / scenario Startdatum / Szenario
- The data package of a game start with ownership, economy, alliances and technology level, for example 1 January 2000.
- Tension Spannung
- A crisis value from 0 to 100. Rises with every stage and lowers the stability of those involved. Tension map mode.
- Trade flow Handelsstrom
- A link from an exporter to an importer for one good, with amount, route and status (normal, rerouted, blocked). Visible in the trade map mode.
- Trade order Handelsauftrag
- Your own buy or sell amount per good and day in the market (F3). It replaces automatic trade for that good.
- Truce Waffenstillstand
- A period after a peace or an ended crisis during which the parties cannot start a new crisis or war against each other.
- War Krieg
- Armed conflict between two sides with war leaders. It usually arises from an escalated crisis and then has its demand as the war goal.
- War exhaustion Kriegsmüdigkeit
- Grows in war with duration, occupation and losses and lowers stability. In peace it slowly declines.
- War score Kriegspunkte
- The assessment of a war from occupations, battles and war exhaustion. It determines what a peace treaty may demand.
- Why? tooltip Warum?-Tooltip
- Breakdown of a value into its causes, nested down to the source – for example from stability back to the blockade of a strait.
- World market Weltmarkt
- The shared market of all nations and of actors outside the map. Prices form weekly from supply and demand.
Goods
| English | German | Category |
|---|---|---|
| Aluminium | Aluminium | Processed Materials |
| Arms and Equipment | Waffen und Gerät | Military Goods |
| Batteries | Batterien | High Technology |
| Bauxite | Bauxit | Raw Materials |
| Cement | Zement | Processed Materials |
| Chemicals | Chemikalien | Processed Materials |
| Clothing | Kleidung | Consumer Goods |
| Coal | Kohle | Energy |
| Consumer Goods | Konsumgüter | Consumer Goods |
| Copper | Kupfer | Raw Materials |
| Crude Oil | Rohöl | Energy |
| Electricity | Elektrizität | Energy |
| Electronics | Elektronik | High Technology |
| Fertilizer | Düngemittel | Processed Materials |
| Food | Nahrungsmittel | Agricultural Goods |
| Fuel | Treibstoff | Energy |
| Hydrogen | Wasserstoff | Energy |
| Iron Ore | Eisenerz | Raw Materials |
| Lithium | Lithium | Raw Materials |
| Machinery | Maschinen | High Technology |
| Munitions | Munition | Military Goods |
| Natural Gas | Erdgas | Energy |
| Pharmaceuticals | Arzneimittel | Consumer Goods |
| Plastics | Kunststoffe | Processed Materials |
| Rare Earths | Seltene Erden | Raw Materials |
| Semiconductors | Halbleiter | High Technology |
| Services | Dienstleistungen | Services |
| Steel | Stahl | Processed Materials |
| Timber | Holz | Raw Materials |
| Uranium | Uran | Raw Materials |
| Vehicles | Fahrzeuge | High Technology |
Research branches
Industry · IndustrieEnergy · EnergieElectronics and AI · Elektronik und KIInfrastructure · InfrastrukturAgriculture · LandwirtschaftMedicine · MedizinAdministration · VerwaltungFinance · FinanzwesenSpace · RaumfahrtLand Forces · LandstreitkräfteAir Forces · LuftstreitkräfteNaval Forces · Seestreitkräfte