Generals
A good general assigned to a front is a direct multiplier on your combat power — and a great one becomes a political force back home.
How it works
Each country can hold up to 3 generals (Gen.MAX), each with a skill rating from 1 to 10 and one or two traits: offensive, defensive, blitz, logistics, or hero. combatMul() only pays out when the general is assigned to that specific war: 1 + skill × 0.022, plus 0.12 if an offensive general attacks or a defensive one defends.
Traits reshape a war beyond raw combat. A logistics general cuts your attrition to 0.7× (losing 30% fewer troops), while a hero general adds +0.8 stability every tick you fight — a steadying hand against war weariness.
Generals grow and die. An assigned general gains +2 xp per tick and promotes when xp reaches skill × 8, but carries a 0.6% chance of dying each tick in the field. Once a general reaches skill 8+ they raise the military faction's influence — a war hero can quietly become a coup risk.
Formulas
combatMul = 1 + skill × 0.022 + (offensive & attacking ? 0.12 : 0) + (defensive & defending ? 0.12 : 0)attrition × 0.7promote when xp ≥ skill × 8 (xp +2 per tick in war)Key numbers
How to play
- ▸A general does nothing until assigned to a war — match the trait to the job (offensive for invasions, defensive for holding).
- ▸Assign a logistics general to a grinding front to cut troop losses by 30% and outlast the enemy.
- ▸Hero generals steady your stability in long wars — invaluable when war weariness is dragging you down.
- ▸Watch your skill-8+ stars: they boost military-faction influence, so a celebrated general can raise your coup risk.