Game Guide
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Combat power & the front

Every tick the front tilts toward whoever has more effective land power, and that tilt slowly pushes the war score toward a decision.

How it works

Each side's strength is computed by sidePower(): _landPow() rates raw forces as army×1.0 + navy×0.5 + air×0.7, then scales it by military tech, stability, an equipment factor, and a nuclear-arsenal bonus. That is multiplied by your commit fraction (how much of your army you actually threw at this front), proximity, war-focus, doctrine, and any assigned general's bonus.

The front then tilts: tilt = (attackPow − defendPow) / (attackPow + defendPow + 1), a value between −1 and +1. The war score moves by tilt × 14 each resolution and is clamped to ±150. When the score reaches WAR_END (100) the attacker can force terms; at −100 the defenders throw the invasion back.

Fighting costs troops in proportion to the enemy's strength: the attacker loses army at dp × 0.030 per tick, the defender at ap × 0.040 (defenders in the field bleed a bit faster), with navy and air chipped away too. Limited wars halve all attrition so proxy skirmishes don't collapse your army.

Formulas

Land power
_landPow = (army×1.0 + navy×0.5 + air×0.7) × (0.6 + milTech×0.048) × (0.6 + stability/250) × equip × (1 + min(1.7, log10(1+nukes)×0.62))
Front tilt
tilt = (attackPow − defendPow) / (attackPow + defendPow + 1); warScore += tilt × 14
Attrition
attacker.army −= defendPow × 0.030; defender.army −= attackPow × 0.040

Key numbers

tilt × 14 per resolution
War-score step
−150 to +150
War score clamp
100
Victory threshold (WAR_END)
0.5 / 0.7
Navy / air weight in land power
0.030 vs 0.040
Attacker vs defender attrition rate
×0.5
Limited-war attrition

How to play

  • Raw troop count is only the start — milTech and stability multiply your land power, so a smaller modern, stable army can out-tilt a big shaky one.
  • A near-even front (tilt near 0) barely moves the score; concentrate force to push tilt well above 0 before the war exhausts you.
  • Navy and air only count half and 0.7 toward the land front, but they open occupation (amphibious reach) — keep some for winning the ground, not just the score.
  • Assign a general and pick war-focus before big offensives; the multipliers stack directly onto your side's power.

More in this system