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Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.



Mechanic Ver. Notes
  Ideology 1.4 A political ideology is the sum of ideas, concepts and theories to justify political action. The game has four primary ideologies: communism, democracy, fascism and non-aligned (neutral).
  Faction 1.5 A faction is an alliance of nations that can call on each other when fighting a war. The player is never forced to join the war of other faction members.
  National focus 1.4 The national focus tree represents the decisions available to steer the country towards economic development, militarization or political action.
  Ideas 1.3 Ideas are the set of laws, political advisers, research and production companies and the military staff available to each country.
  Political power 1.3 Political power is the resource required to take any political action.
  Stability 1.5 Stability is a measure of internal politics of a country.
  War support 1.5 War support is a measure of internal support for a ongoing war.
  Puppet 1.3 A puppet is a country whose politics are largely controlled by another country.
  Diplomacy 1.3 Diplomacy is the interaction between countries.
  World tension 1.3 World tension is a measure of how heated the atmosphere between the countries is.
  Civil war 1.4 When a country is divided on ideological grounds and no peaceful solution is available, a civil war will begin.


Mechanic Ver. Notes
  Trade 1.3 Resources can be traded between countries.
  Production 1.3 Production of equipment or ships is necessary for all military units.
  Construction 1.2 Constructions are fixed assets that may be built in states.
  Equipment 1.3 Equipment is a necessary component of combat units.

Research and technologyEdit

Mechanic Ver. Notes
  Research 1.3 Research is required to unlock technologies.
  Infantry technology 1.5 Research technologies that improve infantry weapons and equipment, and unlock and improve motorized, mechanized, and special forces infantry.
  Support Companies technology 1.5 Research technologies that unlock and improve all types of support battalions.
  Armor technology 1.5 Research technologies that unlock all types and models of tanks, from light to super heavy chassis, as well as their variants.
  Artillery technology 1.5 Research technologies that unlock and improve all types of artillery, including anti-tank, anti-air and rocket artillery.
  Land doctrine 1.4 Research one of the four land doctrine trees: mobile warfare, superior firepower, grand battleplan and mass assault.
  Naval technology 1.5 Research technologies that unlock new ship types and classes, as well as submarine and improve transports for naval invasions.
  Naval doctrine 1.5 Research one of the three naval doctrine trees: fleet in being, trade interdiction and base strike.
  Air technology 1.5 Research technologies that unlock or improve all types of airframes: light, medium or heavy, as well as their jet propulsion versions.
  Air doctrine 1.5 Research one of the three air doctrine trees: strategic destruction, battlefield support and operational integrity.
  Engineering technology 1.5 Research technologies related to electronic engineering (computers, radios, cryptography), rockets and atomic research.
  Industry technology 1.5 Research technologies that improve production efficiency and volume of all factories, improve resources excavation, and unlock and improve synthetic refineries.

Military and warfareEdit

Mechanic Ver. Notes
  Warfare 1.3 When diplomacy is not enough.
  Land units 1.5 All army components need to be designed, produced, deployed and supplied to conduct land warfare.
  Land warfare 1.3 Land warfare consists of assigning command groups to theaters, through which they can engage enemy armies and capture territory.
  Division designer 1.3 Designing divisions allow to customize them battalion by battalion.
  Army planner 1.3 Designed divisions need to be recruited and trained to be deployed on the field.
  Command group 1.3 Organization of divisions in command group(s) is necessary to assign them some specific tasks, such as exercise.
  Commander 1.3 Command groups can be led by a more skillful commander, if available.
  Battle plan 1.3 A battle plan enables automatic management of divisions in a specific role.
  Combat tactics 1.4 Combat tactics are determined for both sides at the beginning of a battle and after every 24 hours.
  Naval units 1.5 All navies require ship design, production and a naval base to conduct naval missions.
  Naval warfare 1.5 Naval combat is mostly automated through mission orders assigned to fleets and to be carried out in particular Sea Regions.
  Naval missions 1.5 Tasks that only navies can achieve.
  Air units 1.5 All air wings require plane design, production and an air base to conduct air missions.
  Air warfare 1.5 Air warfare consists of the deployment of air wings to Strategic Regions, where they can undertake missions.
  Experience 1.3 Experience is gained mainly during combat and training, but also some national foci give experience. It can be used to create variants and division templates.
  Attrition and accidents 1.3 Equipment loss as a result of a sustained offensive.
  Logistics 1.3 All military components require supply to function.
  Manpower 1.3 Manpower is needed to recruit and strengthen divisions.


Mechanic Ver. Notes
  Map 1.3 The map is split in finite regions of various size characteristics.
  Province 1.5 The smallest division of the map. Provinces contain a specific terrain and enable some constructions.
  Terrain 1.3 Terrain may apply limitations and penalties to military, actions and attrition.
  Weather 1.3 Weather may apply penalties to military movement, actions and attrition.
  State 1.3 States are made of one or multiple provinces. States enable some constructions and provide resources and manpower.
  Resources 1.3 Resources are needed to produce equipment.


Mechanic Ver. Notes
  Events ~ Events add flavor to the game or provide choices that will affect the course of the game.