All features
Military/Implemented

Warfare

Commitment, fronts, and how wars end

Wars aren't won by headcount. They're decided by how strong your military actually is — equipment, readiness, doctrine — and by how much of it you're actually willing to commit to the fight.

ScreenshotWorld map during the Korean War — front line, occupation stripes, war-support and commitment readouts.

Design goal

Strength, not headcount

Two countries with the same number of soldiers shouldn't fight to a draw if one has far better equipment and doctrine — so they don't. Modernization, procurement, and how much of your reserves you keep active are all strategic choices with real, visible consequences on the battlefield, not just numbers on a national screen.

How it works

You decide how committed you are

In any war, every side chooses a Commitment level — how much of its military power it's actually putting on the front. A defender always fights at full commitment; allies start lower and ramp up gradually. Raising your commitment costs political capital, and it's cheaper for whichever side currently has less committed than the other.

How high you can push your commitment is capped by War Support, which starts moderate, jumps substantially if you're defending your own soil, and falls as casualties mount — lose half your peak strength and your war support is essentially gone.

How it works

Front lines move through pressure, not a dice roll

Territory doesn't flip in an instant. A front advances when one side keeps enough of an edge in committed strength over the other for long enough — and any change in who actually controls the ground resets that clock. Only the two main belligerents occupy territory directly; allies contribute strength but don't seize ground themselves. Two countries that don't share a border can declare war on each other without it costing either side a single casualty.

How it works

The cost of staying in it

War Exhaustion is the accumulated toll of fighting — economic and human — and every country starts the era already carrying some of it. It climbs faster the harder you're pushing the war, and eases in peacetime, especially with social spending and demilitarization. Push it to the extreme and training slows to a crawl, taxable output collapses, unrest spreads through every province you hold, and both sides start looking for a way out.

How it works

How wars actually end

If two full years pass without the front line moving, the war ends automatically in a ceasefire, and whoever holds the ground when it stops keeps it. The Korean War follows its own scripted arc in the 1949 scenario — a sudden North Korean push south, a UN-led drive to the Yalu, Chinese intervention once that line is crossed, and a counteroffensive that settles back near the original border. For the United States, it's also a dedicated wartime focus tree with real branching choices about how far to push.

Design choices

Why it works this way

Territory moves on a timer, not instantly
Slower, but it keeps front lines readable on the map and gives diplomacy time to actually react before the ground changes hands.
No shared border, no casualties
You can declare war on someone you can't reach, but it costs nothing until you can actually fight them.
Wars end even if nobody backs down
A two-year stalemate resolves itself automatically, so a war never just sits there forever.
1949 opens with armies already in position
Starting forces aren't placed by hand — each country's military AI plans out its own deployment before the game begins, which is why North Korea's army opens the game already massed on the 38th parallel.