Mechanics

How the systems work. The same texts appear in the game as tooltips over underlined terms.

As of version 0.2.0 What’s new?

Stability · Stabilität

Cohesion of state and society. Low stability lowers output and tax income and raises unrest.

Stability (0–100 %) moves towards a target every month. The target depends on how well the population's needs are met, unemployment, the tax rate, health and social spending, wars, War exhaustion, running crises (Crisis ladder) and a state bankruptcy. Each month stability closes 10% of the gap to its target – changes therefore take effect with a delay.

Every war costs 5% target stability, declaring war a one-off 5% on top. Low stability lowers productivity and raises Unrest in the regions. The stability tooltip in the status bar shows every factor and its contribution.

See also Unrest · War exhaustion · Crisis ladder · Approval

Unrest · Unruhe

Discontent in a region from low stability, unmet needs and high regional unemployment. Unrest lowers the region's output.

See also Stability · Unrest

Approval · Zustimmung

Support for the government: rises with growth and won crises, falls with inflation, rising unemployment, war exhaustion and long tenure. In democracies it drives elections, in autocracies legitimacy and the risk of a coup.

See also Stability

Budget · Haushalt

Income from taxes; spending on administration, education, health, welfare, research, the military, infrastructure, upkeep and interest. A deficit is covered at once by new debt.

See also Public debt · Research · Construction

Public debt · Staatsschulden

Debt costs interest; the rate rises with the debt ratio. If market debt passes a limit, the state goes bankrupt: a haircut, maximum interest and a loss of stability.

See also Budget · Stability

Production method · Produktionsmethode

Every building level works with one method: fixed inputs, workforce and outputs per day. Technologies unlock better methods; you choose them per building.

See also Construction · World market

Construction · Bauen

New building levels cost money and construction goods (missing goods are bought at a premium). How many projects run in parallel depends on GDP; cancelled projects refund 50%.

See also Production method · Infrastructure

Infrastructure · Infrastruktur

Development of a region's transport and logistics. Transport hubs and ports raise it; it carries troop supply and productivity.

See also Supply · Infrastructure · Transport Hub

World market · Weltmarkt

Prices form every week from the supply and demand of all states. When supply fails – through blockades or crises, say – prices rise; crises from the threat stage add a risk premium to the goods of the states involved.

See also Trade flows · Chokepoint

Trade flows · Handelsströme

Every week the simulation links exporters and importers of each good into flows (up to 4 partners). Long routes make imports dearer; alliances and economic unions favour partners.

Trade flows connect surplus and demand between states. For each good the simulation picks up to 4 partners every week; distance, alliances and economic unions influence the choice. Every flow follows a route over land and sea; transport costs grow with its length, up to 25% of the value of the goods.

If a route runs through a Chokepoint, the flow depends on that strait or canal. If it is blocked, the flow looks for a detour – or fails. The Trade map mode gives the overview.

See also Chokepoint · World market · Trade

Chokepoint · Engpass

Straits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market.

See also Trade flows · Blockade · Trade

Research · Forschung

Research points come from the research budget and from research buildings such as universities. One research runs at a time; the queue starts the next one automatically.

See also Ahead and behind the times · University

Ahead and behind the times · Vorgriff und Rückstand

Every technology has a year. Researching ahead of time costs steeply rising surcharges; falling behind makes research cheaper, and technologies other states already have get cheaper too.

The cost of a technology depends on the distance to the current game year. Each year ahead raises the price by 10% plus a quadratic share – more than a few years' lead is practically unaffordable. Each year behind lowers the price by 5%, by at most 75%. Diffusion helps as well: the larger the share of states that already have a technology, the cheaper it gets (up to 30%).

See also Research

Relation · Beziehung

One state's opinion of another (−100 to +100). It influences alliances, crises and whether offers are accepted.

See also Crisis ladder · Alliance

Alliance · Bündnis

Defensive alliances bind: if a partner is attacked, all partners join the war on its side. Economic unions only link trade.

See also Relation · Crisis ladder

Crisis ladder · Krisenleiter

Conflicts start as a crisis with one demand and escalate in stages: demand, threat/sanctions, mobilisation, ultimatum, war. Every stage costs stability and trade; conceding, a compromise or backing down end it.

A crisis starts with exactly one demand – territory, reparations, lifting an embargo, leaving an alliance or demilitarising a border region. Other states can join either camp.

The initiator can escalate 30 days after reaching a stage at the earliest; every stage has a deadline of 90 days, the ultimatum 30 days. From the threat stage mutual sanctions apply; mobilisation raises troop upkeep and readiness. If the target rejects the ultimatum or it runs out, war begins and the demand becomes the war goal.

The tension of the crisis lowers the stability of everyone involved and, through a risk premium, raises the world market prices of the goods the camps supply. If a crisis ends without war, the leaders keep a truce of 365 days.

See also Relation · War score · Tension

War score · Kriegspunkte

Balance of a war from −100 to +100 from occupied provinces, battle losses and war exhaustion. It decides which peace terms the enemy has to accept.

War score comes mostly from occupied value: every province has a value from its population, and the capital adds 25% of the total value. Battles add up to 25 points, the difference in War exhaustion up to 15.

A peace offer may demand at most what your war score allows (plus a tolerance of 5); a white peace is always possible. After peace, a truce of 730 days applies.

See also War exhaustion · Siege and occupation

War exhaustion · Kriegsmüdigkeit

Grows with the length of wars, losses and occupied provinces and lowers stability. Decays slowly in peace.

See also War score · Stability

Organisation · Organisation

Combat readiness of a unit. Losses hit organisation first; when it drops to 5%, the unit retreats.

See also Supply · Reserve

Supply · Versorgung

Armies inside the supply network (capital, own coasts, one province beyond the front) receive goods from the national stockpile. Below 50 % their firepower drops.

The supply network starts at the capital and at every own coastal province under own control (supply by sea). From there it reaches across own and friendly territory and 1 province into enemy territory – occupation therefore only advances along the front.

Connected armies draw their supply goods (fuel, munitions) from the stockpile. Without supply they lose strength (Attrition) and organisation every day; below 50 % their firepower falls as low as 50%. Cut-off armies receive nothing at all.

See also Attrition · Organisation · Supply

Attrition · Abnutzung

Armies without full supply lose strength every day: share of the shortage × attrition value of the terrain.

See also Supply · Desert · Jungle

Manpower · Mannstärke

The country's pool of people fit for service. Recruitment and reinforcement use manpower; it slowly regrows with the population.

See also Barracks

Terrain effect · Geländewirkung

Terrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.

Every land unit belongs to a troop class (Infantry, Light forces, Marines, Mechanised, Armour, Artillery, Support). The terrain of the battle province changes per class:

  • the attack of the attacker,
  • the defence of the defender (together with the terrain's defence bonus),
  • the movement cost of entering the province.

No terrain factor drops below 0.2. Terrain also limits the Frontage and dampens or amplifies Close air support. The terrain table shows the exact values; in the game they appear in the tooltip of every province and unit and in the battle window.

See also Frontage · River and strait crossing · Armour · Light forces · Mountains

Frontage · Frontbreite

How many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder.

The frontage is 12 units (brigades at full strength) per side, multiplied by the frontage factor of the terrain – wider in the desert, much narrower in mountains, jungle, marsh and cities. If a side has more strength than fits on the front, only that share fights, and the side's fire is cut accordingly.

The rest stands in Reserve: it does not fire and suffers no strength losses, but loses a share of organisation because it relieves the troops at the front. A large army therefore holds a narrow front for a long time but does not break it by mass alone.

See also Reserve · Terrain effect · Mountains · Plains

Reserve · Reserve

Troops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle.

See also Frontage · Organisation

River and strait crossing · Fluss- und Meerengenübergang

Attacking across a river costs firepower (the defender gets a 25% bonus); across a strait it is multiplied by 0.5. Marines bear only part of this penalty.

See also Marines · Terrain effect

Siege and occupation · Belagerung und Besetzung

A supplied army without opposition in an enemy province besieges it; after some days (longer in rough terrain and capitals) control changes. Occupied areas produce less and count for the war score.

See also Supply · War score

Close air support · Luftnahunterstützung

Air wings on close air support raise their side's firepower in battle, depending on air superiority. Terrain dampens the effect (jungle, forest, mountains, cities) or amplifies it (desert, steppe, plains).

See also Air superiority · Terrain effect · Fighter Wing

Air superiority · Luftüberlegenheit

Share of your own air power over an air space. It strengthens close air support, interdiction and bombing and lowers your own losses; ground-based air defence counts too.

See also Close air support · Air situation · Air Defence

Sea control · Seeherrschaft

Your side's share of the presence of fleets, naval aircraft and coastal batteries in a sea zone at war. Clear sea control allows blockades and landings; submarines deny the sea rather than control it.

See also Blockade · Amphibious landing · Sea control

Blockade · Blockade

A fleet on blockade closes a sea zone to the enemy's trade when its side has clear sea control. If the zone is part of a chokepoint, the chokepoint counts as blockaded; a fully blockaded port no longer supplies troops.

See also Sea control · Chokepoint · Trade war

Trade war · Handelskrieg

Submarines, surface ships and maritime patrol aircraft on interdiction intercept enemy trade flows. Escorts and anti-submarine forces lower the interception rate.

See also Blockade · Trade war · Submarine (conventional)

Amphibious landing · Amphibische Landung

Troops embark in port and land on a foreign coast – only with your own sea control. Landed troops fight with a penalty; marines, technology and shore bombardment reduce it.

See also Sea control · Amphibious Ship · Marines

Map modes

Political
Territories by owner; hatched provinces are occupied.
Terrain
Terrain types. Terrain sets movement time, defence bonus, attrition, frontage and the combat power of every troop class. Terrain effect
Diplomacy
Relations from your point of view: own nation, allies, enemies. Relation · Alliance
Population density
Population density of the regions.
GDP per capita
Economic output per head of the regions.
Industry
Industrial output of the regions.
Infrastructure
Development of transport and the supply network. Infrastructure
Unrest
Unrest of the population – high values lower output and stability. Unrest
Supply
Supply network of your troops: supply fulfilment, cut-off areas dark. Supply
Trade
Trade flows by group of goods and chokepoints on the routes. Trade flows · Chokepoint
Tension
Crisis tension of the states (supporters at half). Crisis ladder
Sea control
Sea control per sea zone – share of the own side. Sea control
Air situation
Air superiority of the own side over land and sea. Air superiority
War damage
War damage from strategic bombing.
Trade war
How strongly the trade war intercepts flows in the sea zones. Trade war