Game Guide
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Volunteers & civil wars

You can bleed into someone else's war without officially joining — send volunteers to a defender, or intervene in a civil war, at strict caps that turn into a quagmire.

How it works

volunteer() lets you send up to VOL_CAP (2%) of your army to one side of an active war — but only to a defender, never to back an aggressor. Doing so marks the war as 'limited' (non-escalating) and shifts relations: +6 with the side you helped, −12 with the side you opposed. It carries a long cooldown of 3 years (VOL_CD 48×3).

Civil wars have their own channel. interveneCivil() lets you back the government or the rebels with up to CIVIL_CAP (5%) of your army — more than volunteers, because it's internal participation rather than a limited war. Government support gains +6 relations, backing rebels costs −12.

The catch is the quagmire: committed volunteer forces take attrition each tick (enemyPower × 0.022 × intensity) and are never reinforced, so they simply grind away until they're spent and withdraw. It's a way to influence a war cheaply, not to win it outright.

Formulas

Volunteer cap
cap = army × VOL_CAP (0.02)
Civil-war cap
cap = army × CIVIL_CAP (0.05)
Volunteer attrition
force −= enemyPower × 0.022 × intensity (no reinforcement)

Key numbers

2% of army
Volunteer cap (VOL_CAP)
5% of army
Civil-war cap (CIVIL_CAP)
3 years (48×3 ticks)
Cooldown (VOL_CD)
+6 / −12
Relations: side helped / opposed
defenders only
Volunteers allowed on

How to play

  • Volunteers are a limited, deniable lever — use them to prop up a defender you like without triggering full escalation.
  • You can only send volunteers to defenders, so you can't use them to spearhead your own aggression.
  • Civil-war intervention lets you commit more (5%), making it the stronger tool when a neighbor is tearing itself apart.
  • Never expect volunteers to win the war for you — with no reinforcement they bleed out; send them to tilt, not to conquer.

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