Category
Declaring war, armies, generals, battles, occupation, and peace
A complete worked example — a hypothetical US–China war from peacetime buildup through the ratification vote, first contact, attrition, coalition and a negotiated peace.
Commands, the 19 strategic regions, capacity and effectiveness, Commanding Generals, Theater Commanders and the authority they take from the defence seat.
How war works end to end — the Unit → General → Command → Conflict chain, who may do what, the fog tiers, and where every surface lives.
War is legislation — the two-thirds bill, war goals, who may file, the 120-turn cooldown, truces, joining an existing war, and opening forces.
The operational loop — deploying through generals, reading the two odds bars, declaring an offensive, the defender's window, coalitions, retreat and battle reports.
Commissioning, the five ranks and their XP thresholds, all four sources of skill points, the 115-node trait tree, derived specialisation, and dismissal.
The manpower pool and its ceiling, the five-rung reserve-law ladder, trained versus conscript replacements, and why rebuilding veterans with conscripts degrades them.
Your nation's permanent way of fighting — 12 points against 128 nodes, decade gating, prerequisites, and how doctrine boosts your generals' traits.
The control meter, why a war opens at the defender's pole, supply derived from the front's displacement, winding down, the front map, and how wars are won.
Bilateral peace offers, the 72-turn window, white peace, indemnities in the payer's currency, leaving a side, and the 240-turn truce that follows any war.
Domains, branches and era gating, the full unit catalogue with costs, GDP-share pricing, build times, tech tiers, postures, veterancy and upkeep.