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Land warfare[edit]

Main article: Land warfare


Land warfare is warfare on land. Land warfare is performed by divisions, subdivided into
Brigades. Divisions form an army together which may be led by a commander.
Each commander can effectively deal with 24 Divisions. Five Armies can be led by a Field
Marshal. The respective mapmode may either be accessed with the button on the bottom
right corner or the F1 keyboard shortcut.

Air warfare[edit]
Main article: Air warfare
Air warfare is warfare in the air. Air warfare is performed by air wings containing
airplanes, who may compete over the air superiority in a certain strategic region with
the enemy, bomb enemy factories, airfields and infrastructure, provide close air
support for land divisions and attack ships that are either docked or on active
missions. Air wings are not led by commanders but may generate skilled pilots,
called aces, who may give bonuses.

Naval warfare[edit]
Main article: Naval warfare
Naval warfare is warfare at sea. Naval warfare is performed by fleets
containing ships, who may compete over the naval superiority in a certain
naval strategic region as well as interrupt enemy convoy activity and defend
friendly convoy activity. Fleets are led by Admirals, which can provide
bonuses depending on rank and skill.

Capitulation and defeat[edit]


The War Summary screen shows progress towards the surrender limit for each
individual nation involved in the conflict.

Capitulation occurs when a country at war loses control of more victory


points of its owned core territory than its surrender limit. The limit is 80% by
default but war support below 50% will decrease it by up to -30% and
some national ideas can affect it too, most notably France's Disjointed
Government national spirit (-50%). The surrender limit can usually not go
below 20%, the only exception being Japan when losing Okinawa and Iwo
Jima, having less than 40 ships, and getting hit by two nuclear bombs.
When a country crosses the surrender limit, it capitulates to the country that
dealt the highest war score (see below) against them. If an enemy holds the
capital, they get a 50% bonus and an extra 150 war score for the purpose
of this selection. The capitulating country loses control of all owned
provinces contiguous with its capital and all its troops there. If any allied
troops were present, they will have to escape through the now enemy-
controlled land.
Capitulation does not necessarily mean instant defeat for a country. If the
country is fighting alongside major allies, the war will not be over until they
are defeated. Countries will not surrender less than seven days after the
war started even when capitulated, to give them time to join a faction for
this purpose. Conversely, minor nations may be forced to surrender after all
their major allies capitulate even though they themselves did not fall.

War participation[edit]
War participation is a measure of a country's contribution to the war effort.
It is the relative amount of war score it earned compared to all countries
fighting on the same side. The score is tracked against each enemy country
individually, but only the aggregate is shown. War score can be earned in
several ways:

 Occupation:
 Capturing enemy-controlled provinces: 0.2 * (1
+ 0.2 * <victory points>). E.g. a normal province is
worth 0.2, but Berlin (50VP) is worth 2.2. If a
province gets captured and recaptured multiple
times, war score is awarded each time.
 Combat: fighting any battle that lasted at least 48
hours is worth 3 * (1 + 0.2 * <victory points>). The
defender only gets 30% of this score and the loser
only gets 20% (stacking multiplicatively). For
example if the Soviet Union attacks Berlin and loses
the battle, it will get 3 * (1 + 0.2 * 50) * 20% = 6.6
war score, while Germany receives 3 * (1 + 0.2 *
50) * 30% = 9.9. A country unsuccessfully
defending a regular province only gets 3 * 1 * 30% *
20% = .18 war score. This score is independent and
additional to the score from actually capturing the
province described above. If multiple countries take
part on either side of the battle, the score of that
side is split proportionately between them according
to the actual damage dealt by each one.
 Bombing: every point of damage against enemy buildings from
strategic bombing missions or nuclear bombs is worth 0.05 war
score (or 5 war score per entire building). This score is capped
at 1000 and decays by 10 each month.
 Sunk enemy ships: sinking enemy ships results in .2 war
score per 1000  Manpower and .4 war score per 1000 
Production cost.
 Casualties: Losing own manpower while fighting the enemy
results in .1 warscore per 1000 casualties suffered. This score
is halved if the country capitulated.
Each action accumulates score, which is then compared to the overall
score of the alliance to produce a percentage of war participation. This
score is used during peace conferences. It also affects requests to an ally
to hand over control of an occupied state in wartime.

Peace conference[edit]
Main article: Peace conference
When a war has ended, and all enemy nations defeated, a Peace
Conference will be launched.

Volunteers and expeditionary forces[edit]


This is a community maintained wiki. If you spot a mistake
then you are welcome to fix it.
Volunteers and Expeditionary Forces are ways of sending soldiers
to wars without having to be a part of the war or by sending troops
to allies in a war to aid them.

Volunteers[edit]

Send Volunteers menu

Sending army divisions or air wings as Volunteers is a way for a


country to send land and air forces to fight in the wars of other
countries without joining that war itself. It is a great way to
gain Experience in the years before major wars break out and for a
country to influence the outcome of a war without becoming
diplomatically involved. Volunteers can also be used by a player to
field test a division template in combat conditions. Volunteers are
controlled, supplied and reinforced by the country that sends them,
not the country that receives them. Sending Volunteers increases
World Tension.
A nation can only have Volunteers abroad while not at war. The
ability to send Volunteers is limited by Ideology and World Tension
—where Fascists can do so whenever they like and at the other
extreme Democracies are fairly limited. France has an ability to do
so earlier.
In order to send Volunteer divisions they must first be formed into
an army. They may be assigned a commander, who can earn
experience and traits as well. They are then sent through the Send
Volunteers diplomatic action. Once the army arrives, a new army
theatre is created for the player and the Volunteer army group is
automatically added to it. Armies cannot be transferred to or from
these special theatres, even if other countries have volunteers from
the same source. It takes two weeks for a Volunteer force to travel
to the receiving country or to return. They return home if their home
nation finds itself at war or the country that received them finds
itself at peace. When volunteers return, they bring 95% of their
equipment with them. The remainder is lost in transit or remains in
the destination country. Volunteer divisions can also be disbanded,
which returns the manpower and equipment to the sending country,
but requires a new division to be formed and trained to replace the
disbanded one.
The number of divisions that can be deployed is 1 division for every
20 active divisions (rounded down, so with 19 or fewer no
Volunteers can be sent). For example 176 active divisions means 8
divisions where 181 would mean 9 divisions could be deployed as
volunteers. Note that a division with only 1 battalion in it counts as
much as one that has 25. The minimum of 20 divisions with 1
infantry will enable 1 volunteer division to be sent. The sending
country must have at least 30 divisions to send volunteers at all.
Added to this is one division per 20 provinces in the destination
country.
Volunteer air wings are subject to similar restrictions. However,
they are sent by using the air interface to directly relocate them to
an airfield in the destination country, after which the player may set
up their orders normally). Requires Waking The Tiger DLC.

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