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

EnglishGermanCategory
AluminiumAluminiumProcessed Materials
Arms and EquipmentWaffen und GerätMilitary Goods
BatteriesBatterienHigh Technology
BauxiteBauxitRaw Materials
CementZementProcessed Materials
ChemicalsChemikalienProcessed Materials
ClothingKleidungConsumer Goods
CoalKohleEnergy
Consumer GoodsKonsumgüterConsumer Goods
CopperKupferRaw Materials
Crude OilRohölEnergy
ElectricityElektrizitätEnergy
ElectronicsElektronikHigh Technology
FertilizerDüngemittelProcessed Materials
FoodNahrungsmittelAgricultural Goods
FuelTreibstoffEnergy
HydrogenWasserstoffEnergy
Iron OreEisenerzRaw Materials
LithiumLithiumRaw Materials
MachineryMaschinenHigh Technology
MunitionsMunitionMilitary Goods
Natural GasErdgasEnergy
PharmaceuticalsArzneimittelConsumer Goods
PlasticsKunststoffeProcessed Materials
Rare EarthsSeltene ErdenRaw Materials
SemiconductorsHalbleiterHigh Technology
ServicesDienstleistungenServices
SteelStahlProcessed Materials
TimberHolzRaw Materials
UraniumUranRaw Materials
VehiclesFahrzeugeHigh Technology

Research branches