https://terminalconflict.fandom.com/api.php?action=feedcontributions&user=Acularius&feedformat=atomTerminal Conflict Wiki - User contributions [en]2024-03-28T08:44:18ZUser contributionsMediaWiki 1.39.6https://terminalconflict.fandom.com/wiki/Unit_Types?diff=1189Unit Types2019-11-11T23:47:37Z<p>Acularius: </p>
<hr />
<div>Command a base set of six unit-types and use the strength of your military units and while attempting to exploit the weakness of your opponent's.<br />
<br />
== Army Command == <br />
A LAND based unit, each consists of a complete field army. The backbone of your conventional military, an ARMY COMMAND can deploy to a region and typically moves 1 region/turn (without bonus effects) but can also be deployed directly onto an available SURFACE FLEET ('''see Chapter 8.1.1.3''').<br />
<br />
'''Strengths'''<br />
* The only military force capable of capturing and fortifying regions ('''see Chapter 8.1.1.2''')<br />
* Strong when attacking AIR units and when only BOMBER COMMANDS remain defending against this unit they are all immediately defeated<br />
* Detects enemy LAND and AIR units in adjacent regions when not Reorganizing<br />
<br />
'''Weaknesses'''<br />
* Cannot engage SEA units<br />
* Weak when defending against AIR attacks and in particular engagement by enemy BOMBER COMMANDS cause all friendly ARMY COMMANDS in the local region to Reorganize ('''see Chapter 9.2''').<br />
<br />
<br />
'''Base Abilities'''</div>Aculariushttps://terminalconflict.fandom.com/wiki/Abilities_-_Army_Command?diff=1188Abilities - Army Command2019-11-11T23:42:13Z<p>Acularius: Created page with "* '''ARMY MANEUVERS''' (''Ends Turn''): Move to or engage any one LEADER, LAND or AIR unit in an adjacent land region. When only BOMBER COMMANDS remain defending against this..."</p>
<hr />
<div>* '''ARMY MANEUVERS''' (''Ends Turn''): Move to or engage any one LEADER, LAND or AIR unit in an adjacent land region. When only BOMBER COMMANDS remain defending against this attack, all are immediately defeated.<br />
<br />
=== Army Command Abilities ===<br />
{|<br />
|-<br />
| 1. '''MILITARY INTELLIGENCE'''(''Passive''): Detects any enemy LAND or AIR units in adjacent regions when not REORGANIZING.<br />
|- <br />
| IMAGE<br />
|-<br />
| 2. '''TRANSIT'''(''Passive''): Whenever the first move is into a friendly CONTROLLED(3+) or DOMINATED(5) region, you may choose unit MANEUVERS one more time.<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
==== Army Fortify ====<br />
'''FORTIFY'''(''Ends Turn''): Increase INFLUENCE ('''see Chapter 7.1.2''') by ONE in the local region.<br />
<br />
==== Embark/Disembark ====<br />
<br />
{|<br />
|-<br />
| '''EMBARK''': Load ARMY COMMAND onto available SURFACE FLEET.<br />
|- <br />
| IMAGE<br />
|-<br />
| ''Example'': In the Western Unites States, the USA you can use the Embark ability to load the Army Command stationed there on to the available Surface Fleet present in the same region. Please note that in case the Surface Fleet (on which you have loaded an Army Command) is destroyed or sent to Command Reserve, the same faith is shared by the unit that it is transporting.<br />
<br />
<br />
|}<br />
<br />
{|<br />
|-<br />
| '''DISEMBARK'''(''Ends Turn''): Unload transported ARMY COMMAND to the local region.<br />
|- <br />
| IMAGE<br />
|-<br />
| ''Example'': The USA Surface Fleet in Greece is about to Disembark an Army Command in the region after having moved there the last turn (noticible by the dotted lined circle around it). Please note that the Disembark ability is available only as long as the logistical limit of five units (LAND and AIR combined) has not been reached.<br />
|}<br />
<br />
<br />
<br />
[[Category:Manual]][[Category:M-08 Military Units]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Unit_Types?diff=1187Unit Types2019-11-08T16:54:17Z<p>Acularius: </p>
<hr />
<div>Command a base set of six unit-types and use the strength of your military units and while attempting to exploit the weakness of your opponent's.<br />
<br />
== Army Command == <br />
A LAND based unit, each consists of a complete field army. The backbone of your conventional military, an ARMY COMMAND can deploy to a region and typically moves 1 region/turn (without bonus effects) but can also be deployed directly onto an available SURFACE FLEET ('''see Chapter 8.1.1.3''').<br />
<br />
'''Strengths'''<br />
* The only military force capable of capturing and fortifying regions ('''see Chapter 8.1.1.2''')<br />
* Strong when attacking AIR units and when only BOMBER COMMANDS remain defending against this unit they are all immediately defeated<br />
* Detects enemy LAND and AIR units in adjacent regions when not Reorganizing<br />
<br />
'''Weaknesses'''<br />
* Cannot engage SEA units<br />
* Weak when defending against AIR attacks and in particular engagement by enemy BOMBER COMMANDS cause all friendly ARMY COMMANDS in the local region to Reorganize ('''see Chapter 9.2''').<br />
<br />
<br />
'''Base Abilities'''<br />
* '''ARMY MANEUVERS''' (''Ends Turn''): Move to or engage any one LEADER, LAND or AIR unit in an adjacent land region. When only BOMBER COMMANDS remain defending against this attack, all are immediately defeated.<br />
<br />
=== Army Command Abilities ===<br />
{|<br />
|-<br />
| 1. '''MILITARY INTELLIGENCE'''(''Passive''): Detects any enemy LAND or AIR units in adjacent regions when not REORGANIZING.<br />
|- <br />
| IMAGE<br />
|-<br />
| 2. '''TRANSIT'''(''Passive''): Whenever the first move is into a friendly CONTROLLED(3+) or DOMINATED(5) region, you may choose unit MANEUVERS one more time.<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
==== Army Fortify ====<br />
'''FORTIFY'''(''Ends Turn''): Increase INFLUENCE ('''see Chapter 7.1.2''') by ONE in the local region.<br />
<br />
==== Embark/Disembark ====<br />
{|<br />
|-<br />
| '''EMBARK''': Load ARMY COMMAND onto available SURFACE FLEET.<br />
|- <br />
| IMAGE<br />
|-<br />
| ''Example'': In the Western Unites States, the USA you can use the Embark ability to load the Army Command stationed there on to the available Surface Fleet present in the same region. Please note that in case the Surface Fleet (on which you have loaded an Army Command) is destroyed or sent to Command Reserve, the same faith is shared by the unit that it is transporting.<br />
<br />
<br />
|}<br />
<br />
{|<br />
|-<br />
| '''DISEMBARK'''(''Ends Turn''): Unload transported ARMY COMMAND to the local region.<br />
|- <br />
| IMAGE<br />
|-<br />
| ''Example'': The USA Surface Fleet in Greece is about to Disembark an Army Command in the region after having moved there the last turn (noticible by the dotted lined circle around it). Please note that the Disembark ability is available only as long as the logistical limit of five units (LAND and AIR combined) has not been reached.<br />
|}<br />
<br />
<br />
<br />
[[Category:Manual]][[Category:M-08 Military Units]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Unit_Types?diff=1186Unit Types2019-11-08T14:57:00Z<p>Acularius: + Working on Army Command section</p>
<hr />
<div>Command a base set of six unit-types and use the strength of your military units and while attempting to exploit the weakness of your opponent's.<br />
<br />
== Army Command == <br />
A LAND based unit, each consists of a complete field army. The backbone of your conventional military, an ARMY COMMAND can deploy to a region and typically moves 1 region/turn (without bonus effects) but can also be deployed directly onto an available SURFACE FLEET ('''see Chapter 8.1.1.3''').<br />
<br />
'''Strengths'''<br />
* The only military force capable of capturing and fortifying regions ('''see Chapter 8.1.1.2''')<br />
* Strong when attacking AIR units and when only BOMBER COMMANDS remain defending against this unit they are all immediately defeated<br />
* Detects enemy LAND and AIR units in adjacent regions when not Reorganizing<br />
<br />
'''Weaknesses'''<br />
* Cannot engage SEA units<br />
* Weak when defending against AIR attacks and in particular engagement by enemy BOMBER COMMANDS cause all friendly ARMY COMMANDS in the local region to Reorganize ('''see Chapter 9.2''').<br />
<br />
<br />
'''Base Abilities'''<br />
* '''ARMY MANEUVERS''' (''Ends Turn''): Move to or engage any one LEADER, LAND or AIR unit in an adjacent land region. When only BOMBER COMMANDS remain defending against this attack, all are immediately defeated.<br />
<br />
=== Army Command Abilities ===<br />
{|<br />
|-<br />
| 1. '''MILITARY INTELLIGENCE'''(''Passive''): Detects any enemy LAND or AIR units in adjacent regions when not REORGANIZING.<br />
|- <br />
| IMAGE<br />
|-<br />
| 2. '''TRANSIT'''(''Passive''): Whenever the first move is into a friendly CONTROLLED(3+) or DOMINATED(5) region, you may choose unit MANEUVERS one more time.<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
==== Army Fortify ====<br />
'''FORTIFY'''(''Ends Turn''): Increase INFLUENCE (see Chapter 7.1.2) by ONE in the local region.<br />
<br />
==== Embark/Disembark ====<br />
{|<br />
|-<br />
| '''EMBARK''': Load ARMY COMMAND onto available SURFACE FLEET.<br />
|- <br />
| IMAGE<br />
|-<br />
| ''Example'': In the Western Unites States, the USA you can use the Embark ability to load the Army Command stationed there on to the available Surface Fleet present in the same region. Please note that in case the Surface Fleet (on which you have loaded an Army Command) is destroyed or sent to Command Reserve, the same faith is shared by the unit that it is transporting.<br />
<br />
<br />
|}<br />
<br />
{|<br />
|-<br />
| '''DISEMBARK'''(''Ends Turn''): Unload transported ARMY COMMAND to the local region.<br />
|- <br />
| IMAGE<br />
|-<br />
| ''Example'': The USA Surface Fleet in Greece is about to Disembark an Army Command in the region after having moved there the last turn (noticible by the dotted lined circle around it). Please note that the Disembark ability is available only as long as the logistical limit of five units (LAND and AIR combined) has not been reached.<br />
|}<br />
<br />
<br />
<br />
[[Category:Manual]][[Category:M-08 Military Units]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Leaders?diff=1185Leaders2019-11-08T14:37:11Z<p>Acularius: Protected "Leaders" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>Leaders are unique historical figures that can be recruited and provide their abilities to affect the running of your foreign policy with bonuses and maluses. Once recruited, a leader will create and keep a base of power in a specific region, costing them 1 Power/ Timeline. Similarly, using a leader's abilities will usually spend their power.<br />
<br />
Each occupying a regional power-base, leaders do not move and their description text contains hints on what they might provide in terms of benefit or damage to your cause. If at any time a Leader’s power is reduced to zero, it is immediately lost.<br />
<br />
== Recruitment ==<br />
{|<br />
|-<br />
| <br />
* State Affairs<br />
** Once in State Affairs, select the theater of your choice where you wish to recruit a leader (theaters with available leaders for the timeline will be lit for easy selection).<br />
** Select the available leader you wish to recruit<br />
** Press the RECRUIT button <br />
|-<br />
|[[File:07-02-01-01-recruit.png|alt=Visual of the Recruitment Screen within Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| <br />
* Theater Com:<br />
** Select a region with a Leader name<br />
|-<br />
|[[File:07-02-01-02-image2019-9-13 11 58 12.png|alt=Visual of how to recruit from Theater Command within Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| <br />
* Press the Quick Recruit Leader button to bring you to the leader recruit screen in State Affairs<br />
* Press the RECRUIT button<br />
|-<br />
| Once recruited, the Leader will take power and appear on the map, represented with an icon in its regional power base.<br />
|-<br />
|[[File:07-02-01-03-nehru.png|alt=Visual of what a recruited leader will look like within Terminal Conflict|left|thumb|400x400px]]<br />
|}<br />
<br />
== Leader Abilities ==<br />
{|<br />
|-<br />
| Easily inspectable, select a leader in the State Affairs and PRESS + HOLD 2 seconds over the leader ability icons for more information as each leader can possess two types of abilities:<br />
* Passive Abilities: Effect(s) granted without player input.<br />
* Active Abilities: Requires action from the player for effect(s) to be awarded.<br />
|-<br />
|[[File:07-02-02-01-20190812125820 1.jpg|alt=Visual of what the layout will look like in regards to a Leader's abilities within Terminal Conflict|left|thumb|400x400px]]<br />
|}<br />
<br />
<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Leaders?diff=1184Leaders2019-11-08T14:36:10Z<p>Acularius: + Initial upload of this section</p>
<hr />
<div>Leaders are unique historical figures that can be recruited and provide their abilities to affect the running of your foreign policy with bonuses and maluses. Once recruited, a leader will create and keep a base of power in a specific region, costing them 1 Power/ Timeline. Similarly, using a leader's abilities will usually spend their power.<br />
<br />
Each occupying a regional power-base, leaders do not move and their description text contains hints on what they might provide in terms of benefit or damage to your cause. If at any time a Leader’s power is reduced to zero, it is immediately lost.<br />
<br />
== Recruitment ==<br />
{|<br />
|-<br />
| <br />
* State Affairs<br />
** Once in State Affairs, select the theater of your choice where you wish to recruit a leader (theaters with available leaders for the timeline will be lit for easy selection).<br />
** Select the available leader you wish to recruit<br />
** Press the RECRUIT button <br />
|-<br />
|[[File:07-02-01-01-recruit.png|alt=Visual of the Recruitment Screen within Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| <br />
* Theater Com:<br />
** Select a region with a Leader name<br />
|-<br />
|[[File:07-02-01-02-image2019-9-13 11 58 12.png|alt=Visual of how to recruit from Theater Command within Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| <br />
* Press the Quick Recruit Leader button to bring you to the leader recruit screen in State Affairs<br />
* Press the RECRUIT button<br />
|-<br />
| Once recruited, the Leader will take power and appear on the map, represented with an icon in its regional power base.<br />
|-<br />
|[[File:07-02-01-03-nehru.png|alt=Visual of what a recruited leader will look like within Terminal Conflict|left|thumb|400x400px]]<br />
|}<br />
<br />
== Leader Abilities ==<br />
{|<br />
|-<br />
| Easily inspectable, select a leader in the State Affairs and PRESS + HOLD 2 seconds over the leader ability icons for more information as each leader can possess two types of abilities:<br />
* Passive Abilities: Effect(s) granted without player input.<br />
* Active Abilities: Requires action from the player for effect(s) to be awarded.<br />
|-<br />
|[[File:07-02-02-01-20190812125820 1.jpg|alt=Visual of what the layout will look like in regards to a Leader's abilities within Terminal Conflict|left|thumb|400x400px]]<br />
|}<br />
<br />
<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:07-02-02-01-20190812125820_1.jpg?diff=1183File:07-02-02-01-20190812125820 1.jpg2019-11-08T14:35:12Z<p>Acularius: </p>
<hr />
<div>Visual of what the layout will look like in regards to a Leader's abilities within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:07-02-01-03-nehru.png?diff=1182File:07-02-01-03-nehru.png2019-11-08T14:33:49Z<p>Acularius: </p>
<hr />
<div>Visual of what a recruited leader will look like within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:07-02-01-02-image2019-9-13_11_58_12.png?diff=1181File:07-02-01-02-image2019-9-13 11 58 12.png2019-11-08T14:32:49Z<p>Acularius: </p>
<hr />
<div>Visual of how to recruit from Theater Command within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:07-02-01-01-recruit.png?diff=1180File:07-02-01-01-recruit.png2019-11-08T14:31:53Z<p>Acularius: </p>
<hr />
<div>Visual of the Recruitment Screen within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/Leaders?diff=1179Leaders2019-11-08T14:29:45Z<p>Acularius: </p>
<hr />
<div>Leaders are unique historical figures that can be recruited and provide their abilities to affect the running of your foreign policy with bonuses and maluses. Once recruited, a leader will create and keep a base of power in a specific region, costing them 1 Power/ Timeline. Similarly, using a leader's abilities will usually spend their power.<br />
<br />
Each occupying a regional power-base, leaders do not move and their description text contains hints on what they might provide in terms of benefit or damage to your cause. If at any time a Leader’s power is reduced to zero, it is immediately lost.<br />
<br />
== Recruitment ==<br />
{|<br />
|-<br />
| <br />
* State Affairs<br />
** Once in State Affairs, select the theater of your choice where you wish to recruit a leader (theaters with available leaders for the timeline will be lit for easy selection).<br />
** Select the available leader you wish to recruit<br />
** Press the RECRUIT button <br />
|-<br />
| IMAGE<br />
|-<br />
| <br />
* Theater Com:<br />
** Select a region with a Leader name<br />
|-<br />
| IMAGE<br />
|-<br />
| <br />
* Press the Quick Recruit Leader button to bring you to the leader recruit screen in State Affairs<br />
* Press the RECRUIT button<br />
|-<br />
| Once recruited, the Leader will take power and appear on the map, represented with an icon in its regional power base.<br />
|-<br />
| IMAGE <br />
|}<br />
<br />
== Leader Abilities ==<br />
{|<br />
|-<br />
| Easily inspectable, select a leader in the State Affairs and PRESS + HOLD 2 seconds over the leader ability icons for more information as each leader can possess two types of abilities:<br />
* Passive Abilities: Effect(s) granted without player input.<br />
* Active Abilities: Requires action from the player for effect(s) to be awarded.<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Leaders?diff=1178Leaders2019-11-08T14:21:18Z<p>Acularius: </p>
<hr />
<div>Leaders are unique historical figures that can be recruited and provide their abilities to affect the running of your foreign policy with bonuses and maluses. Once recruited, a leader will create and keep a base of power in a specific region, costing them 1 Power/ Timeline. Similarly, using a leader's abilities will usually spend their power.<br />
<br />
Each occupying a regional power-base, leaders do not move and their description text contains hints on what they might provide in terms of benefit or damage to your cause. If at any time a Leader’s power is reduced to zero, it is immediately lost.<br />
<br />
== Recruitment ==<br />
{|<br />
|-<br />
| 1.<br />
|-<br />
| IMAGE<br />
|-<br />
| 2.<br />
|-<br />
| IMAGE<br />
|-<br />
| 2.<br />
|-<br />
| Once recruited, the Leader will take power and appear on the map, represented with an icon in its regional power base.<br />
|-<br />
| IMAGE <br />
|}<br />
<br />
== Leader Abilities ==<br />
<br />
<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Influence?diff=1177Influence2019-11-08T14:10:34Z<p>Acularius: Protected "Influence" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>Being a measure of each faction's sphere, your influence is calculated on two separate levels: (1) the Theater and (2) Regional level.<br />
<br />
At the start of the game in 1946, the United States holds more overall but wider dispersed worldwide influence. As a consequence, US forces must contain enemy expansion for victory. The Soviet Union, on the other hand, has less influence but a more concentrated starting sphere. Well positioned for expansion, they will look to avoid containment to achieve victory.<br />
<br />
== Theater Influence ==<br />
For each theater, your theater influence is the sum of all your faction's regional influences added together. As you expand your sphere, at the end of each Timeline ('''see Chapter 3.2.2'''), you will reap the reward in Victory Points ('''see Chapter 3.2.1''') for each theater accordingly:<br />
<br />
{| class="wikitable sortable"<br />
!Influence Percentage<br />
!Level of Theater Influence<br />
!Victory Points per Timeline<br />
|-<br />
|20-49%<br />
|Presence<br />
|1<br />
|-<br />
|50-89%<br />
|Control<br />
|2<br />
|-<br />
|90-100%<br />
|Domination<br />
|3<br />
|}<br />
<br />
== Regional Influence == <br />
<br />
{|<br />
|-<br />
| Regional influence is the strength of a faction's sway in a single region. PRESS + HOLD for 2 seconds over a region to gain more information about it. <br />
|-<br />
|[[File:07-01-02-image2019-9-13 11 53 6.png|alt=Visual of what Influence may look like on the map within Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| The different levels of influence and their effects for a region are as follows:<br />
|}<br />
{| class="wikitable"<br />
!Type<br />
!Influence amount<br />
!Level of Regional Influence<br />
!Friendly Logistics throughput cost<br />
!Enemy logistics throughput cost<br />
!Escalator of regional abilities (each level adds to previous)<br />
!Regional Combat Order effect(s)<br />
|-<br />
|Arctic Region<br />
!None<br />
!None<br />
|No Throughput Allowed<br />
|No Throughput Allowed<br />
|<br />
|Special region that may house both five friendly and enemy SUBMARINE FLEET(s).<br />
|-<br />
|Ocean Region<br />
!None<br />
!None<br />
|0.45 Turns<br />
|0.45 Turns<br />
|<br />
|Allows for the withdrawal of defeated adjacent military SEA units to this region.<br />
|-<br />
|Region<br />
!0<br />
!Non-Aligned<br />
|1.00 Turns<br />
|1.00 Turns<br />
|Blocks military deployment<br />
|Blocks withdrawal of defeated military units.<br />
|-<br />
|Region<br />
!1<br />
!Presence<br />
|0.70 Turns<br />
|1.00 Turns<br />
|Enable friendly military deployment<br />
|Enables withdrawal of friendly defeated military units.<br />
|-<br />
|Region<br />
!2<br />
!Presence<br />
|0.55 Turns<br />
|1.00 Turns<br />
|<br />
|<br />
|-<br />
|Region<br />
!3<br />
!Control<br />
|0.40 Turns<br />
|No Throughput Allowed<br />
|Closes Strait access for the opposing faction and blocks their logistical throughput<br />
|Enemy attacks against this region declare a regional WAR ZONE increasing DOOMSDAY by 1.<br />
|-<br />
|Region<br />
!4<br />
!Control<br />
|0.35 Turns<br />
|No Throughput Allowed<br />
|<br />
|<br />
|-<br />
|Region<br />
!5<br />
!Domination<br />
|0.30 Turns<br />
|No Throughput Allowed<br />
|<br />
|Combat orders against this region declare a regional WAR ZONE and set DOOMSDAY to the maximum.<br />
|}<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Influence?diff=1176Influence2019-11-08T14:05:00Z<p>Acularius: + Edit mode work done</p>
<hr />
<div>Being a measure of each faction's sphere, your influence is calculated on two separate levels: (1) the Theater and (2) Regional level.<br />
<br />
At the start of the game in 1946, the United States holds more overall but wider dispersed worldwide influence. As a consequence, US forces must contain enemy expansion for victory. The Soviet Union, on the other hand, has less influence but a more concentrated starting sphere. Well positioned for expansion, they will look to avoid containment to achieve victory.<br />
<br />
== Theater Influence ==<br />
For each theater, your theater influence is the sum of all your faction's regional influences added together. As you expand your sphere, at the end of each Timeline ('''see Chapter 3.2.2'''), you will reap the reward in Victory Points ('''see Chapter 3.2.1''') for each theater accordingly:<br />
<br />
{| class="wikitable sortable"<br />
!Influence Percentage<br />
!Level of Theater Influence<br />
!Victory Points per Timeline<br />
|-<br />
|20-49%<br />
|Presence<br />
|1<br />
|-<br />
|50-89%<br />
|Control<br />
|2<br />
|-<br />
|90-100%<br />
|Domination<br />
|3<br />
|}<br />
<br />
== Regional Influence == <br />
<br />
{|<br />
|-<br />
| Regional influence is the strength of a faction's sway in a single region. PRESS + HOLD for 2 seconds over a region to gain more information about it. <br />
|-<br />
|[[File:07-01-02-image2019-9-13 11 53 6.png|alt=Visual of what Influence may look like on the map within Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| The different levels of influence and their effects for a region are as follows:<br />
|}<br />
{| class="wikitable"<br />
!Type<br />
!Influence amount<br />
!Level of Regional Influence<br />
!Friendly Logistics throughput cost<br />
!Enemy logistics throughput cost<br />
!Escalator of regional abilities (each level adds to previous)<br />
!Regional Combat Order effect(s)<br />
|-<br />
|Arctic Region<br />
!None<br />
!None<br />
|No Throughput Allowed<br />
|No Throughput Allowed<br />
|<br />
|Special region that may house both five friendly and enemy SUBMARINE FLEET(s).<br />
|-<br />
|Ocean Region<br />
!None<br />
!None<br />
|0.45 Turns<br />
|0.45 Turns<br />
|<br />
|Allows for the withdrawal of defeated adjacent military SEA units to this region.<br />
|-<br />
|Region<br />
!0<br />
!Non-Aligned<br />
|1.00 Turns<br />
|1.00 Turns<br />
|Blocks military deployment<br />
|Blocks withdrawal of defeated military units.<br />
|-<br />
|Region<br />
!1<br />
!Presence<br />
|0.70 Turns<br />
|1.00 Turns<br />
|Enable friendly military deployment<br />
|Enables withdrawal of friendly defeated military units.<br />
|-<br />
|Region<br />
!2<br />
!Presence<br />
|0.55 Turns<br />
|1.00 Turns<br />
|<br />
|<br />
|-<br />
|Region<br />
!3<br />
!Control<br />
|0.40 Turns<br />
|No Throughput Allowed<br />
|Closes Strait access for the opposing faction and blocks their logistical throughput<br />
|Enemy attacks against this region declare a regional WAR ZONE increasing DOOMSDAY by 1.<br />
|-<br />
|Region<br />
!4<br />
!Control<br />
|0.35 Turns<br />
|No Throughput Allowed<br />
|<br />
|<br />
|-<br />
|Region<br />
!5<br />
!Domination<br />
|0.30 Turns<br />
|No Throughput Allowed<br />
|<br />
|Combat orders against this region declare a regional WAR ZONE and set DOOMSDAY to the maximum.<br />
|}<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:07-01-02-image2019-9-13_11_53_6.png?diff=1175File:07-01-02-image2019-9-13 11 53 6.png2019-11-08T13:53:34Z<p>Acularius: </p>
<hr />
<div>Visual of what Influence may look like on the map within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/Policies?diff=1174Policies2019-11-08T13:51:40Z<p>Acularius: Protected "Policies" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>{|<br />
|-<br />
| You and your opponent possess unique policies in form of off-map Characters and Ideas that can heavily affect the running of your state.<br />
|-<br />
|[[File:06-03-PoliciesView.jpg|alt=Visual of what Policies look like and where they appear in Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The US has four Policies active, two Ideas and two Characters. Out of the idea, the NORAD policy that does not fulfill its prerequisites for activations and is darkened while Consumer Of Last Resort is ready to be enacted. To learn more about a policy Press + Hold 2 sec over a policy icon for a printout of its effects as demonstrated here.<br />
|}<br />
<br />
== Characters ==<br />
{|<br />
|-<br />
| Characters are a type of an off-map historical or historically plausible persona and should not be confused with on-map Leaders ('''see Chapter 7.2''') of a foreign nation. Despite sharing similarities, such as having a power value, which must be kept above 0 to keep them from being lost, characters are 'behind the curtains' personalities that lack direct abilities and instead alter narratives, decisions and the course of chains of events when their theater is in focus.<br />
|-<br />
|[[File:06-03-01-PolicyCharac.jpg|alt=Visual of what Characters look like and where they appear in Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The two Characters, Harry Anslinger and Curtis LeMay in North America both provide different narratives that can play out. Anslinger has a large part to play in investigating the Mafia in the US, while LeMay works for the establishment of the Strategic Air Command among other things.<br />
|}<br />
<br />
== Ideas ==<br />
{|<br />
|-<br />
| Unlike Characters, Ideas are policies with direct effects when used in the right circumstance and sometimes also require a cost to be paid.<br />
|-<br />
|[[File:06-03-02-PolicyConsumerOfLastResort.jpg|alt=Visual of what Policies (in this instance, 'Consumer of Last Resort') look like and where they appear in Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| ''Example:'' Selecting an Idea policy will allow for you to enact it and displays any domestic interest costs as shown here for Consumer Of Last Resort and its expense of 3 Finance. As this policy provides the USA with a 2% Influence in North America at each timeline end, it is very beneficial to enact it as early in the game as possible and provides less and less of an advantage the longer the game progresses. It can also be entirely useless if you already have 100% influence in the local theater so weigh careful each policy enactment. <br />
|}<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Influence?diff=1173Influence2019-11-08T13:49:01Z<p>Acularius: + Initial Source Upload</p>
<hr />
<div>Being a measure of each faction's sphere, your influence is calculated on two separate levels: (1) the Theater and (2) Regional level.<br />
<br />
At the start of the game in 1946, the United States holds more overall but wider dispersed worldwide influence. As a consequence, US forces must contain enemy expansion for victory. The Soviet Union, on the other hand, has less influence but a more concentrated starting sphere. Well positioned for expansion, they will look to avoid containment to achieve victory.<br />
<br />
== Theater Influence ==<br />
For each theater, your theater influence is the sum of all your faction's regional influences added together. As you expand your sphere, at the end of each Timeline (see Chapter 3.2.2), you will reap the reward in Victory Points (see Chapter 3.2.1) for each theater accordingly:<br />
<br />
== Regional Influence == <br />
<br />
{|<br />
|-<br />
| Regional influence is the strength of a faction's sway in a single region. PRESS + HOLD for 2 seconds over a region to gain more information about it. <br />
|-<br />
| IMAGE<br />
|-<br />
| The different levels of influence and their effects for a region are as follows:<br />
|}<br />
<br />
<br />
[[Category:Manual]][[Category:M-07 Manage Foreign Politics]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Policies?diff=1172Policies2019-11-08T13:40:53Z<p>Acularius: Set up of the Policies Page</p>
<hr />
<div>{|<br />
|-<br />
| You and your opponent possess unique policies in form of off-map Characters and Ideas that can heavily affect the running of your state.<br />
|-<br />
|[[File:06-03-PoliciesView.jpg|alt=Visual of what Policies look like and where they appear in Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The US has four Policies active, two Ideas and two Characters. Out of the idea, the NORAD policy that does not fulfill its prerequisites for activations and is darkened while Consumer Of Last Resort is ready to be enacted. To learn more about a policy Press + Hold 2 sec over a policy icon for a printout of its effects as demonstrated here.<br />
|}<br />
<br />
== Characters ==<br />
{|<br />
|-<br />
| Characters are a type of an off-map historical or historically plausible persona and should not be confused with on-map Leaders ('''see Chapter 7.2''') of a foreign nation. Despite sharing similarities, such as having a power value, which must be kept above 0 to keep them from being lost, characters are 'behind the curtains' personalities that lack direct abilities and instead alter narratives, decisions and the course of chains of events when their theater is in focus.<br />
|-<br />
|[[File:06-03-01-PolicyCharac.jpg|alt=Visual of what Characters look like and where they appear in Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The two Characters, Harry Anslinger and Curtis LeMay in North America both provide different narratives that can play out. Anslinger has a large part to play in investigating the Mafia in the US, while LeMay works for the establishment of the Strategic Air Command among other things.<br />
|}<br />
<br />
== Ideas ==<br />
{|<br />
|-<br />
| Unlike Characters, Ideas are policies with direct effects when used in the right circumstance and sometimes also require a cost to be paid.<br />
|-<br />
|[[File:06-03-02-PolicyConsumerOfLastResort.jpg|alt=Visual of what Policies (in this instance, 'Consumer of Last Resort') look like and where they appear in Terminal Conflict|left|thumb|400x400px]]<br />
|-<br />
| ''Example:'' Selecting an Idea policy will allow for you to enact it and displays any domestic interest costs as shown here for Consumer Of Last Resort and its expense of 3 Finance. As this policy provides the USA with a 2% Influence in North America at each timeline end, it is very beneficial to enact it as early in the game as possible and provides less and less of an advantage the longer the game progresses. It can also be entirely useless if you already have 100% influence in the local theater so weigh careful each policy enactment. <br />
|}<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-03-02-PolicyConsumerOfLastResort.jpg?diff=1171File:06-03-02-PolicyConsumerOfLastResort.jpg2019-11-08T13:40:20Z<p>Acularius: </p>
<hr />
<div>Visual of what Policies (in this instance, 'Consumer of Last Resort') look like and where they appear in Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-03-01-PolicyCharac.jpg?diff=1170File:06-03-01-PolicyCharac.jpg2019-11-08T13:39:16Z<p>Acularius: </p>
<hr />
<div>Visual of what Characters look like and where they appear in Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-03-PoliciesView.jpg?diff=1169File:06-03-PoliciesView.jpg2019-11-08T13:38:14Z<p>Acularius: </p>
<hr />
<div>Visual of what Policies look like and where they appear in Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/Policies?diff=1168Policies2019-11-08T13:37:14Z<p>Acularius: </p>
<hr />
<div>{|<br />
|-<br />
| You and your opponent possess unique policies in form of off-map Characters and Ideas that can heavily affect the running of your state.<br />
|-<br />
| IMAGE<br />
|-<br />
| ''Example:'' The US has four Policies active, two Ideas and two Characters. Out of the idea, the NORAD policy that does not fulfill its prerequisites for activations and is darkened while Consumer Of Last Resort is ready to be enacted. To learn more about a policy Press + Hold 2 sec over a policy icon for a printout of its effects as demonstrated here.<br />
|}<br />
<br />
== Characters ==<br />
{|<br />
|-<br />
| Characters are a type of an off-map historical or historically plausible persona and should not be confused with on-map Leaders ('''see Chapter 7.2''') of a foreign nation. Despite sharing similarities, such as having a power value, which must be kept above 0 to keep them from being lost, characters are 'behind the curtains' personalities that lack direct abilities and instead alter narratives, decisions and the course of chains of events when their theater is in focus.<br />
|-<br />
| IMAGE<br />
|-<br />
| ''Example:'' The two Characters, Harry Anslinger and Curtis LeMay in North America both provide different narratives that can play out. Anslinger has a large part to play in investigating the Mafia in the US, while LeMay works for the establishment of the Strategic Air Command among other things.<br />
|}<br />
<br />
== Ideas ==<br />
{|<br />
|-<br />
| Unlike Characters, Ideas are policies with direct effects when used in the right circumstance and sometimes also require a cost to be paid.<br />
|-<br />
| IMAGE<br />
|-<br />
| ''Example:'' Selecting an Idea policy will allow for you to enact it and displays any domestic interest costs as shown here for Consumer Of Last Resort and its expense of 3 Finance. As this policy provides the USA with a 2% Influence in North America at each timeline end, it is very beneficial to enact it as early in the game as possible and provides less and less of an advantage the longer the game progresses. It can also be entirely useless if you already have 100% influence in the local theater so weigh careful each policy enactment. <br />
|}<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Focus_Management?diff=1167Focus Management2019-10-30T18:59:50Z<p>Acularius: Protected "Focus Management" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>Presenting the Focuses that are on offer or in play in a particular timeline, the Focus Management screen lets you select and review the details of each focus. For each focus, you will also set the posture of your nation, to either go for an Arms Race or a Disarmament.<br />
<br />
== Selecting a Focus ==<br />
<br />
{|<br />
|-<br />
| Players alternate choosing a focus, with the USSR always selecting first if both factions are tied for Victory Points, otherwise the faction with the least point selects first. In order to explore a focus, press on the corresponding thumbnail and read the description in the lower part of the screen.<br />
<br />
Each focus has a particular objective that has to be achieved within a set number of turns (the large number on the left). Focuses also crucially have one particular domestic interest holder involved for both you and your opponent. Playing a focus, they reward their respective factions by providing 1 interest of their type per turn.<br />
<br />
When selecting, you can select one with a known objective (in case you choose one to complete for your faction) or an unknown and try to prevent your opponent from completing it (in case you choose one belonging to the opposing faction). The latter is strategically important when you don't have any objectives that you think you will accomplish or where the interest holders available would provide a type you do not desire for the sake of keeping a good domestic balance.<br />
<br />
When you have made up your mind on the Focus you want as your first for the timeline, press on it and press 'Select' in the lower right corner.<br />
|-<br />
|[[File:06-02-01-focusscreen.jpg|alt=Visual of the following example showing the Focus 'Latin American Reds' in Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The Focus 'Latin American Reds' has to have its objectives achieved within 9 turns, nets 1 People interest per turn to each player and rewards you with 1 Victory Point if achieved or 1 to your opponent should you fail<br />
|}<br />
<br />
== Skip Focus Selection ==<br />
<br />
{|<br />
|-<br />
| After both you and your opponent have each selected and played your first focus for the timeline, you have the possibility to select a new one focus but may now also choose to strategically skip selecting any further focuses for the timeline.<br />
|-<br />
|[[File:06-02-02-skip.jpg|alt=Visual of the 'Skip option' within the Focus Management screen for Terminal Conflict|none|thumb|400x400px]]<br />
|}<br />
<br />
== [ARM] Arms Race Posture ==<br />
<br />
{|<br />
|-<br />
| Choosing to launch an 'Arms Race' allows for the creation of regional War Zones '''(see Chapter 5.2.2)''' by issuing combat orders '''(see Chapter 9)''' targeting a region with at least 3 enemy influence.<br />
|-<br />
|[[File:06-02-03-armsrace.jpg|alt=Visual of what an Arms Race looks like on the East Asian Theater for the USSR for Terminal Conflict|none|thumb|400x400px]]<br />
|}<br />
<br />
== [DISARM] Disarmament Posture ==<br />
<br />
{|<br />
|-<br />
| Unlike an Arms Race, the Disarmament posture has three main effects and one bonus effect:<br />
<br />
# All friendly units are garrisoned and removed from the map, each reducing the Doomsday Clock by 1. Redeploying them holds the usual deployment cost and all units that remain garrisoned by the end of the focus are retired to their factions respective Command Reserves.<br />
# As logistics is preoccupied with supplying the garrisoned units, your Command Reserve is unavailable during that timeline.<br />
# Mutual disarmament concludes all War Zones in the focus theater.<br />
# One-Sided Disarmament Bonus: Whenever a sole faction chooses to disarm in a theater, local diplomatic goodwill generated by the pledge will grant them influence points equal to half the turns granted by the focus (rounded down).<br />
|-<br />
|[[File:06-02-04-disarm.jpg|alt=Visual of what a Disarmament looks like for the USSR in the Western European [WEEU] Theater for Terminal Conflict|none|thumb|400x400px]]<br />
|}<br />
<br />
== Actions in Non-Focus Theaters ==<br />
<br />
{|<br />
|-<br />
| In the Cold War, action and consequences are always on a global scale. This means that both factions can always act in every theater, not only in the one chosen in the present Focus.<br />
The only restriction is the cost of doing so, as military actions will upset your domestic audience for drifting outside your political focus each costing you 1 People interest.<br />
|-<br />
|[[File:06-02-05-people cost.jpg|alt=Visual of what the People cost of an out of theater movement of a unit would cost in Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The USSR is ready to issue combat orders to an Army Command in the Levantian Zone, Middle East theater. As the focus is on South America, indicated by the Orientation Minimap button '''(see Chapter 4.3.1)''', the USSR will suffer 1 People interest by taking military action in this theater instead.<br />
|}<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Focus_Management?diff=1166Focus Management2019-10-30T18:59:35Z<p>Acularius: + Pretty Pictures</p>
<hr />
<div>Presenting the Focuses that are on offer or in play in a particular timeline, the Focus Management screen lets you select and review the details of each focus. For each focus, you will also set the posture of your nation, to either go for an Arms Race or a Disarmament.<br />
<br />
== Selecting a Focus ==<br />
<br />
{|<br />
|-<br />
| Players alternate choosing a focus, with the USSR always selecting first if both factions are tied for Victory Points, otherwise the faction with the least point selects first. In order to explore a focus, press on the corresponding thumbnail and read the description in the lower part of the screen.<br />
<br />
Each focus has a particular objective that has to be achieved within a set number of turns (the large number on the left). Focuses also crucially have one particular domestic interest holder involved for both you and your opponent. Playing a focus, they reward their respective factions by providing 1 interest of their type per turn.<br />
<br />
When selecting, you can select one with a known objective (in case you choose one to complete for your faction) or an unknown and try to prevent your opponent from completing it (in case you choose one belonging to the opposing faction). The latter is strategically important when you don't have any objectives that you think you will accomplish or where the interest holders available would provide a type you do not desire for the sake of keeping a good domestic balance.<br />
<br />
When you have made up your mind on the Focus you want as your first for the timeline, press on it and press 'Select' in the lower right corner.<br />
|-<br />
|[[File:06-02-01-focusscreen.jpg|alt=Visual of the following example showing the Focus 'Latin American Reds' in Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The Focus 'Latin American Reds' has to have its objectives achieved within 9 turns, nets 1 People interest per turn to each player and rewards you with 1 Victory Point if achieved or 1 to your opponent should you fail<br />
|}<br />
<br />
== Skip Focus Selection ==<br />
<br />
{|<br />
|-<br />
| After both you and your opponent have each selected and played your first focus for the timeline, you have the possibility to select a new one focus but may now also choose to strategically skip selecting any further focuses for the timeline.<br />
|-<br />
|[[File:06-02-02-skip.jpg|alt=Visual of the 'Skip option' within the Focus Management screen for Terminal Conflict|none|thumb|400x400px]]<br />
|}<br />
<br />
== [ARM] Arms Race Posture ==<br />
<br />
{|<br />
|-<br />
| Choosing to launch an 'Arms Race' allows for the creation of regional War Zones '''(see Chapter 5.2.2)''' by issuing combat orders '''(see Chapter 9)''' targeting a region with at least 3 enemy influence.<br />
|-<br />
|[[File:06-02-03-armsrace.jpg|alt=Visual of what an Arms Race looks like on the East Asian Theater for the USSR for Terminal Conflict|none|thumb|400x400px]]<br />
|}<br />
<br />
== [DISARM] Disarmament Posture ==<br />
<br />
{|<br />
|-<br />
| Unlike an Arms Race, the Disarmament posture has three main effects and one bonus effect:<br />
<br />
# All friendly units are garrisoned and removed from the map, each reducing the Doomsday Clock by 1. Redeploying them holds the usual deployment cost and all units that remain garrisoned by the end of the focus are retired to their factions respective Command Reserves.<br />
# As logistics is preoccupied with supplying the garrisoned units, your Command Reserve is unavailable during that timeline.<br />
# Mutual disarmament concludes all War Zones in the focus theater.<br />
# One-Sided Disarmament Bonus: Whenever a sole faction chooses to disarm in a theater, local diplomatic goodwill generated by the pledge will grant them influence points equal to half the turns granted by the focus (rounded down).<br />
|-<br />
|[[File:06-02-04-disarm.jpg|alt=Visual of what a Disarmament looks like for the USSR in the Western European [WEEU] Theater for Terminal Conflict|none|thumb|400x400px]]<br />
|}<br />
<br />
== Actions in Non-Focus Theaters ==<br />
<br />
{|<br />
|-<br />
| In the Cold War, action and consequences are always on a global scale. This means that both factions can always act in every theater, not only in the one chosen in the present Focus.<br />
The only restriction is the cost of doing so, as military actions will upset your domestic audience for drifting outside your political focus each costing you 1 People interest.<br />
|-<br />
|[[File:06-02-05-people cost.jpg|alt=Visual of what the People cost of an out of theater movement of a unit would cost in Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| ''Example:'' The USSR is ready to issue combat orders to an Army Command in the Levantian Zone, Middle East theater. As the focus is on South America, indicated by the Orientation Minimap button '''(see Chapter 4.3.1)''', the USSR will suffer 1 People interest by taking military action in this theater instead.<br />
|}<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-02-05-people_cost.jpg?diff=1165File:06-02-05-people cost.jpg2019-10-30T18:59:10Z<p>Acularius: </p>
<hr />
<div>Visual of what the People cost of an out of theater movement of a unit would cost in Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-02-04-disarm.jpg?diff=1164File:06-02-04-disarm.jpg2019-10-30T18:57:21Z<p>Acularius: </p>
<hr />
<div>Visual of what a Disarmament looks like for the USSR in the Western European [WEEU] Theater for Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-02-03-armsrace.jpg?diff=1163File:06-02-03-armsrace.jpg2019-10-30T18:55:29Z<p>Acularius: </p>
<hr />
<div>Visual of what an Arms Race looks like on the East Asian Theater for the USSR for Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-02-02-skip.jpg?diff=1162File:06-02-02-skip.jpg2019-10-30T18:53:37Z<p>Acularius: </p>
<hr />
<div>Visual of the 'Skip option' within the Focus Management screen for Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:06-02-01-focusscreen.jpg?diff=1161File:06-02-01-focusscreen.jpg2019-10-30T18:52:05Z<p>Acularius: </p>
<hr />
<div>Visual of the following example showing the Focus 'Latin American Reds' in Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/Focus_Management?diff=1160Focus Management2019-10-30T18:49:42Z<p>Acularius: + Layout of 6.2 Focus Management</p>
<hr />
<div>Presenting the Focuses that are on offer or in play in a particular timeline, the Focus Management screen lets you select and review the details of each focus. For each focus, you will also set the posture of your nation, to either go for an Arms Race or a Disarmament.<br />
<br />
== Selecting a Focus ==<br />
<br />
{|<br />
|-<br />
| Players alternate choosing a focus, with the USSR always selecting first if both factions are tied for Victory Points, otherwise the faction with the least point selects first. In order to explore a focus, press on the corresponding thumbnail and read the description in the lower part of the screen.<br />
<br />
Each focus has a particular objective that has to be achieved within a set number of turns (the large number on the left). Focuses also crucially have one particular domestic interest holder involved for both you and your opponent. Playing a focus, they reward their respective factions by providing 1 interest of their type per turn.<br />
<br />
When selecting, you can select one with a known objective (in case you choose one to complete for your faction) or an unknown and try to prevent your opponent from completing it (in case you choose one belonging to the opposing faction). The latter is strategically important when you don't have any objectives that you think you will accomplish or where the interest holders available would provide a type you do not desire for the sake of keeping a good domestic balance.<br />
<br />
When you have made up your mind on the Focus you want as your first for the timeline, press on it and press 'Select' in the lower right corner.<br />
|-<br />
| IMAGE<br />
|-<br />
| ''Example:'' The Focus 'Latin American Reds' has to have its objectives achieved within 9 turns, nets 1 People interest per turn to each player and rewards you with 1 Victory Point if achieved or 1 to your opponent should you fail<br />
|}<br />
<br />
== Skip Focus Selection ==<br />
<br />
{|<br />
|-<br />
| After both you and your opponent have each selected and played your first focus for the timeline, you have the possibility to select a new one focus but may now also choose to strategically skip selecting any further focuses for the timeline.<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
== [ARM] Arms Race Posture ==<br />
<br />
{|<br />
|-<br />
| Choosing to launch an 'Arms Race' allows for the creation of regional War Zones '''(see Chapter 5.2.2)''' by issuing combat orders '''(see Chapter 9)''' targeting a region with at least 3 enemy influence.<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
== [DISARM] Disarmament Posture ==<br />
<br />
{|<br />
|-<br />
| Unlike an Arms Race, the Disarmament posture has three main effects and one bonus effect:<br />
<br />
# All friendly units are garrisoned and removed from the map, each reducing the Doomsday Clock by 1. Redeploying them holds the usual deployment cost and all units that remain garrisoned by the end of the focus are retired to their factions respective Command Reserves.<br />
# As logistics is preoccupied with supplying the garrisoned units, your Command Reserve is unavailable during that timeline.<br />
# Mutual disarmament concludes all War Zones in the focus theater.<br />
# One-Sided Disarmament Bonus: Whenever a sole faction chooses to disarm in a theater, local diplomatic goodwill generated by the pledge will grant them influence points equal to half the turns granted by the focus (rounded down).<br />
|-<br />
| IMAGE<br />
|}<br />
<br />
== Actions in Non-Focus Theaters ==<br />
<br />
{|<br />
|-<br />
| In the Cold War, action and consequences are always on a global scale. This means that both factions can always act in every theater, not only in the one chosen in the present Focus.<br />
The only restriction is the cost of doing so, as military actions will upset your domestic audience for drifting outside your political focus each costing you 1 People interest.<br />
|-<br />
| IMAGE<br />
|-<br />
| ''Example:'' The USSR is ready to issue combat orders to an Army Command in the Levantian Zone, Middle East theater. As the focus is on South America, indicated by the Orientation Minimap button '''(see Chapter 4.3.1)''', the USSR will suffer 1 People interest by taking military action in this theater instead.<br />
|}<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1159Interests2019-10-30T18:39:29Z<p>Acularius: </p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
* Political Establishment and domestic Characs '''(see Chapter 6.3.1)'''<br />
* Intelligence Agencies<br />
* Local Law/Police<br />
|<br />
* Military Leaders<br />
* Armed Forces<br />
|<br />
* Judiciary<br />
* Diplomats<br />
* Bureaucrats<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
#* Safety <br />
#** Anti-nuclear weapon bias '''(see Chapter 11.4.1)'''<br />
#* Freedom<br />
#* Representation <br />
#* Equity and equal opportunity <br />
#* Justice<br />
|<br />
# Political Party Services and source of domestic Characs<br />
# Domestic and Foreign Intelligence<br />
# Legal Services<br />
# Local Security and Stability<br />
#* Make local law<br />
#* Enforce local law<br />
|<br />
# Run the Military<br />
# External Defense<br />
|<br />
# Decision making<br />
# Diplomacy<br />
# National and international treaties, agreements and alliances<br />
# Promotes/Demotes Characs<br />
# Turn Timer<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
* Intelligence '''(see Chapter 10)'''<br />
|<br />
* Technology/Research and Nuclear Weapons '''(see Chapter 11)'''<br />
* Space Race '''(see Chapter 13)'''<br />
|<br />
* Foreign Leader Recruitment '''(see Chapter 7.2)''' <br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
* MILITARY<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* PEOPLE<br />
|}<br />
<br />
== Finance ==<br />
Expended by military procurement in State Affairs '''(see Chapter 8.2)''', the interests of your tax officials, large corporations and banks.<br />
<br />
== People ==<br />
Expended by actions in non-focus Theaters '''(see Chapter 6.2.5)''', the interests of your citizens - small businesses, workers and farmers.<br />
<br />
== Elites ==<br />
Expended by the use of Intelligence '''(see Chapter 10)''', the interests of your political establishment - high-level domestic power-brokers.<br />
<br />
== Military == <br />
Expended by Nuclear '''(see Chapter 11)''' and Space Race '''(see Chapter 13)''' research in State Affairs, the interests of your officers and armed forces.<br />
<br />
== Government ==<br />
Expended by Leader recruitment '''(see Chapter 7.2)''' in State Affairs, the interests of your bureaucrats, judiciary, and diplomats.<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1158Interests2019-10-30T18:39:00Z<p>Acularius: Protected "Interests" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfillment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
* Political Establishment and domestic Characs '''(see Chapter 6.3.1)'''<br />
* Intelligence Agencies<br />
* Local Law/Police<br />
|<br />
* Military Leaders<br />
* Armed Forces<br />
|<br />
* Judiciary<br />
* Diplomats<br />
* Bureaucrats<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
#* Safety <br />
#** Anti-nuclear weapon bias '''(see Chapter 11.4.1)'''<br />
#* Freedom<br />
#* Representation <br />
#* Equity and equal opportunity <br />
#* Justice<br />
|<br />
# Political Party Services and source of domestic Characs<br />
# Domestic and Foreign Intelligence<br />
# Legal Services<br />
# Local Security and Stability<br />
#* Make local law<br />
#* Enforce local law<br />
|<br />
# Run the Military<br />
# External Defense<br />
|<br />
# Decision making<br />
# Diplomacy<br />
# National and international treaties, agreements and alliances<br />
# Promotes/Demotes Characs<br />
# Turn Timer<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
* Intelligence '''(see Chapter 10)'''<br />
|<br />
* Technology/Research and Nuclear Weapons '''(see Chapter 11)'''<br />
* Space Race '''(see Chapter 13)'''<br />
|<br />
* Foreign Leader Recruitment '''(see Chapter 7.2)''' <br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
* MILITARY<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* PEOPLE<br />
|}<br />
<br />
== Finance ==<br />
Expended by military procurement in State Affairs '''(see Chapter 8.2)''', the interests of your tax officials, large corporations and banks.<br />
<br />
== People ==<br />
Expended by actions in non-focus Theaters '''(see Chapter 6.2.5)''', the interests of your citizens - small businesses, workers and farmers.<br />
<br />
== Elites ==<br />
Expended by the use of Intelligence '''(see Chapter 10)''', the interests of your political establishment - high-level domestic power-brokers.<br />
<br />
== Military == <br />
Expended by Nuclear '''(see Chapter 11)''' and Space Race '''(see Chapter 13)''' research in State Affairs, the interests of your officers and armed forces.<br />
<br />
== Government ==<br />
Expended by Leader recruitment '''(see Chapter 7.2)''' in State Affairs, the interests of your bureaucrats, judiciary, and diplomats.<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1157Interests2019-10-30T18:38:08Z<p>Acularius: </p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfillment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
* Political Establishment and domestic Characs '''(see Chapter 6.3.1)'''<br />
* Intelligence Agencies<br />
* Local Law/Police<br />
|<br />
* Military Leaders<br />
* Armed Forces<br />
|<br />
* Judiciary<br />
* Diplomats<br />
* Bureaucrats<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
#* Safety <br />
#** Anti-nuclear weapon bias '''(see Chapter 11.4.1)'''<br />
#* Freedom<br />
#* Representation <br />
#* Equity and equal opportunity <br />
#* Justice<br />
|<br />
# Political Party Services and source of domestic Characs<br />
# Domestic and Foreign Intelligence<br />
# Legal Services<br />
# Local Security and Stability<br />
#* Make local law<br />
#* Enforce local law<br />
|<br />
# Run the Military<br />
# External Defense<br />
|<br />
# Decision making<br />
# Diplomacy<br />
# National and international treaties, agreements and alliances<br />
# Promotes/Demotes Characs<br />
# Turn Timer<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
* Intelligence '''(see Chapter 10)'''<br />
|<br />
* Technology/Research and Nuclear Weapons '''(see Chapter 11)'''<br />
* Space Race '''(see Chapter 13)'''<br />
|<br />
* Foreign Leader Recruitment '''(see Chapter 7.2)''' <br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
* MILITARY<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* PEOPLE<br />
|}<br />
<br />
== Finance ==<br />
Expended by military procurement in State Affairs '''(see Chapter 8.2)''', the interests of your tax officials, large corporations and banks.<br />
<br />
== People ==<br />
Expended by actions in non-focus Theaters '''(see Chapter 6.2.5)''', the interests of your citizens - small businesses, workers and farmers.<br />
<br />
== Elites ==<br />
Expended by the use of Intelligence '''(see Chapter 10)''', the interests of your political establishment - high-level domestic power-brokers.<br />
<br />
== Military == <br />
Expended by Nuclear '''(see Chapter 11)''' and Space Race '''(see Chapter 13)''' research in State Affairs, the interests of your officers and armed forces.<br />
<br />
== Government ==<br />
Expended by Leader recruitment '''(see Chapter 7.2)''' in State Affairs, the interests of your bureaucrats, judiciary, and diplomats.<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1156Interests2019-10-30T18:37:04Z<p>Acularius: + Finish of 6.1</p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
* Political Establishment and domestic Characs '''(see Chapter 6.3.1)'''<br />
* Intelligence Agencies<br />
* Local Law/Police<br />
|<br />
* Military Leaders<br />
* Armed Forces<br />
|<br />
* Judiciary<br />
* Diplomats<br />
* Bureaucrats<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
#* Safety <br />
#** Anti-nuclear weapon bias '''(see Chapter 11.4.1)'''<br />
#* Freedom<br />
#* Representation <br />
#* Equity and equal opportunity <br />
#* Justice<br />
|<br />
# Political Party Services and source of domestic Characs<br />
# Domestic and Foreign Intelligence<br />
# Legal Services<br />
# Local Security and Stability<br />
#* Make local law<br />
#* Enforce local law<br />
|<br />
# Run the Military<br />
# External Defense<br />
|<br />
# Decision making<br />
# Diplomacy<br />
# National and international treaties, agreements and alliances<br />
# Promotes/Demotes Characs<br />
# Turn Timer<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
* Intelligence '''(see Chapter 10)'''<br />
|<br />
* Technology/Research and Nuclear Weapons '''(see Chapter 11)'''<br />
* Space Race '''(see Chapter 13)'''<br />
|<br />
* Foreign Leader Recruitment '''(see Chapter 7.2)''' <br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
* MILITARY<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* PEOPLE<br />
|}<br />
<br />
== Finance ==<br />
Expended by military procurement in State Affairs '''(see Chapter 8.2)''', the interests of your tax officials, large corporations and banks.<br />
<br />
== People ==<br />
Expended by actions in non-focus Theaters '''(see Chapter 6.2.5)''', the interests of your citizens - small businesses, workers and farmers.<br />
<br />
== Elites ==<br />
Expended by the use of Intelligence '''(see Chapter 10)''', the interests of your political establishment - high-level domestic powerbrokers.<br />
<br />
== Military == <br />
Expended by Nuclear '''(see Chapter 11)''' and Space Race (see Chapter 13) research in State Affairs, the interests of your officers and armed forces.<br />
<br />
== Government ==<br />
Expended by Leader recruitment (see Chapter 7.2) in State Affairs, the interests of your bureaucrats, judiciary, and diplomats.<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1155Interests2019-10-30T18:34:06Z<p>Acularius: + Initial Work for Interests</p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
* Political Establishment and domestic Characs '''(see Chapter 6.3.1)'''<br />
* Intelligence Agencies<br />
* Local Law/Police<br />
|<br />
* Military Leaders<br />
* Armed Forces<br />
|<br />
* Judiciary<br />
* Diplomats<br />
* Bureaucrats<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
#* Safety <br />
#** Anti-nuclear weapon bias '''(see Chapter 11.4.1)'''<br />
#* Freedom<br />
#* Representation <br />
#* Equity and equal opportunity <br />
#* Justice<br />
|<br />
# Political Party Services and source of domestic Characs<br />
# Domestic and Foreign Intelligence<br />
# Legal Services<br />
# Local Security and Stability<br />
## Make local law<br />
## Enforce local law<br />
|<br />
# Run the Military<br />
# External Defense<br />
|<br />
# Decision making<br />
# Diplomacy<br />
# National and international treaties, agreements and alliances<br />
# Promotes/Demotes Characs<br />
# Turn Timer<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
* Intelligence '''(see Chapter 10)'''<br />
|<br />
* Technology/Research and Nuclear Weapons '''(see Chapter 11)'''<br />
* Space Race '''(see Chapter 13)'''<br />
|<br />
* Foreign Leader Recruitment '''(see Chapter 7.2)''' <br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
* MILITARY<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* GOVERNMENT<br />
|<br />
* FINANCE<br />
* PEOPLE<br />
|}<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1154Interests2019-10-30T18:30:20Z<p>Acularius: </p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
|<br />
|<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
#* Safety <br />
#** Anti-nuclear weapon bias (see Chapter 11.4.1)<br />
#* Freedom<br />
#* Representation <br />
#* Equity and equal opportunity <br />
#* Justice<br />
|<br />
|<br />
|<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
|<br />
|<br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
|<br />
|<br />
|}<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1153Interests2019-10-30T18:29:59Z<p>Acularius: + People</p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
* Workers<br />
* Farmers<br />
* Small Businesses<br />
* ''Immigrants and refugees''<br />
* The Elderly<br />
* Children<br />
|<br />
|<br />
|<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
# Labor<br />
# Services<br />
# Rights<br />
## Safety <br />
### Anti-nuclear weapon bias (see Chapter 11.4.1)<br />
## Freedom<br />
## Representation <br />
## Equity and equal opportunity <br />
## Justice<br />
|<br />
|<br />
|<br />
|-<br />
|'''Spent by'''<br />
|<br />
* Procurement of Military Units '''(see Chapter 8.2)'''<br />
|<br />
* Actions in non-focus Theaters '''(see Chapter 6.2.5)'''<br />
|<br />
|<br />
|<br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
* PEOPLE<br />
* ELITES<br />
|<br />
* ELITES<br />
* MILITARY<br />
|<br />
|<br />
|<br />
|}<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1152Interests2019-10-30T18:26:51Z<p>Acularius: </p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
{| class="wikitable"<br />
!<br />
![[File:Global Interests Finance Normal.png|alt=Finance Interest Icon from Terminal Conflict|center|frameless]]FINANCE<br />
![[File:Global Interests People Normal.png|alt=People Interest Icon from Terminal Conflict|center|frameless]]PEOPLE<br />
![[File:Global Interests Elites Normal.png|alt=Elite Interest Icon from Terminal Conflict|center|frameless]]ELITES<br />
![[File:Global Interests Military Normal.png|alt=Military Interest Icon from Terminal Conflict|center|frameless]]MILITARY<br />
![[File:Global Interests Government Normal.png|alt=Government Interest Icon from Terminal Conflict|center|frameless]]GOVERNMENT<br />
|-<br />
|'''Members'''<br />
|<br />
* Tax Officials<br />
* Large Private Corporations<br />
* Banks<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|'''Responsibilities'''<br />
|<br />
# Economic Resources<br />
#* Taxes<br />
#* Production<br />
#* Loans<br />
#* Investments<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|'''Spent by'''<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|'''Natural Antagonist of'''<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1151Interests2019-10-30T18:14:02Z<p>Acularius: </p>
<hr />
<div>Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfilment (max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
<br />
<br />
[[Category:Manual]][[Category:M-06 Leading Domestic Policies]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Interests?diff=1150Interests2019-10-30T16:58:26Z<p>Acularius: + Initial Layout</p>
<hr />
<div>{|<br />
|-<br />
| Interests represent the five domestic power basis of your nation; a resource that can be spent on activities during the game. Hoping to end your administration, each time you give an interest holder political fulfillment(max level) or adversely no say at all(depleted level), they will escalate their struggle by another stage. As in real life, to avoid losing the game depends on you skillfully balancing competing domestic interests.<br />
|-<br />
| {|<br />
|-<br />
|<br />
|}</div>Aculariushttps://terminalconflict.fandom.com/wiki/Uninstalling_the_Game?diff=1149Uninstalling the Game2019-10-30T16:53:20Z<p>Acularius: </p>
<hr />
<div><br />
{|<br />
|-<br />
| To uninstall Terminal Conflict, please execute the following steps:<br />
<br />
# If Steam isn't already running then Run the Steam Client on your computer:<br />
##''In Windows click on START or the Windows flag in the bottom left of the screen ''<br />
##* Type STEAM and then choose Steam from the list.''<br />
## ''On Mac, hold the Command button and tap Space. ''<br />
##* Type STEAM in the box and then choose Steam from the list.''<br />
# Log into Steam if you aren't already logged in. <br />
# Choose the 'Library' to see your list of games.<br />
# Right-click on 'Terminal Conflict'.<br />
# Choose 'Uninstall' from the drop-down menu.<br />
# Confirm by pressing 'Delete' in the pop-up.<br />
# Follow the on-screen prompts.<br />
|-<br />
| [[File:Uninstall crop.png|alt=Visual using Steam's dropdown menu to select the drop-down option to uninstall Terminal Conflict|thumb|400x400px|none]]<br />
|}<br />
<br />
[[Category:Manual]]<br />
[[Category:M-01 Introduction]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Uninstalling_the_Game?diff=1148Uninstalling the Game2019-10-30T16:52:54Z<p>Acularius: + Minor Fixes</p>
<hr />
<div><br />
{|<br />
|-<br />
| To uninstall Terminal Conflict, please execute the following steps:<br />
<br />
# If Steam isn't already running then Run the Steam Client on your computer:<br />
## ''In Windows click on START or the Windows flag in the bottom left of the screen- <br />
##* Type STEAM and then choose Steam from the list.''<br />
## ''On Mac, hold the Command button and tap Space. - <br />
##* Type STEAM in the box and then choose Steam from the list.''<br />
# Log into Steam if you aren't already logged in. <br />
# Choose the 'Library' to see your list of games.<br />
# Right-click on 'Terminal Conflict'.<br />
# Choose 'Uninstall' from the drop-down menu.<br />
# Confirm by pressing 'Delete' in the pop-up.<br />
# Follow the on-screen prompts.<br />
|-<br />
| [[File:Uninstall crop.png|alt=Visual using Steam's dropdown menu to select the drop-down option to uninstall Terminal Conflict|thumb|400x400px|none]]<br />
|}<br />
<br />
[[Category:Manual]]<br />
[[Category:M-01 Introduction]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Uninstalling_the_Game?diff=1147Uninstalling the Game2019-10-30T16:51:31Z<p>Acularius: + Image layout changes</p>
<hr />
<div><br />
{|<br />
|-<br />
| To uninstall Terminal Conflict, please execute the following steps:<br />
<br />
# If Steam isn't already running then Run the Steam Client on your computer:<br />
## ''In Windows click on START or the Windows flag in the bottom left of the screen- Type STEAM and then choose Steam from the list.''<br />
## ''On Mac, hold the Command button and tap Space. - Type STEAM in the box and then choose Steam from the list.''<br />
# Log into Steam if you aren't already logged in. <br />
# Choose the 'Library' to see your list of games.<br />
# Right-click on 'Terminal Conflict'.<br />
# Choose 'Uninstall' from the drop-down menu.<br />
# Confirm by pressing 'Delete' in the pop-up.<br />
# Follow the on-screen prompts.<br />
|-<br />
| [[File:Uninstall crop.png|alt=Visual using Steam's dropdown menu to select the drop-down option to uninstall Terminal Conflict|thumb|400x400px|none]]<br />
|}<br />
<br />
[[Category:Manual]]<br />
[[Category:M-01 Introduction]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Uninstalling_the_Game?diff=1146Uninstalling the Game2019-10-30T16:50:45Z<p>Acularius: + Layout changes</p>
<hr />
<div><br />
{|<br />
|-<br />
| To uninstall Terminal Conflict, please execute the following steps:<br />
<br />
# If Steam isn't already running then Run the Steam Client on your computer:<br />
## ''In Windows click on START or the Windows flag in the bottom left of the screen- Type STEAM and then choose Steam from the list.''<br />
## ''On Mac, hold the Command button and tap Space. - Type STEAM in the box and then choose Steam from the list.''<br />
# Log into Steam if you aren't already logged in. <br />
# Choose the 'Library' to see your list of games.<br />
# Right-click on 'Terminal Conflict'.<br />
# Choose 'Uninstall' from the drop-down menu.<br />
# Confirm by pressing 'Delete' in the pop-up.<br />
# Follow the on-screen prompts.<br />
|-<br />
| [[File:Uninstall crop.png|alt=Visual using Steam's dropdown menu to select the drop-down option to uninstall Terminal Conflict|thumb|556x556px]]<br />
|}<br />
<br />
[[Category:Manual]]<br />
[[Category:M-01 Introduction]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Installing_the_Game?diff=1145Installing the Game2019-10-30T16:49:00Z<p>Acularius: + Layout Correction + Minor Fixes</p>
<hr />
<div>{|<br />
|-<br />
| Terminal Conflict is installed and played via Steam using your Steam Client access (<nowiki>https://store.steampowered.com/about/</nowiki>). After having installed the Steam Client, execute the following steps in order to install the game:<br />
<br />
# If Steam isn't already running then Run the Steam Client on your computer:<br />
#* '''(Windows)''' ''In Windows press on START or the Windows flag in the bottom left of the screen''<br />
#* ''- Type 'STEAM' and then choose Steam from the program list.''<br />
#* '''(Mac)''' ''Hold the Command button and tap Space. '' <br />
#*''- Type 'STEAM' in the box and then choose Steam from the list.''<br />
# Log into your Steam account if you aren't already logged in. <br />
# Choose the 'Library' to see your list of games.<br />
# Choose 'Terminal Conflict' by selecting it.<br />
# Choose 'Install' to install the game.<br />
# Follow the on-screen prompts.<br />
|-<br />
|[[File:Install crop.png|alt=Visual on the install screen (via Steam) of Terminal Conflict|thumb|543x543px|left]]<br />
|}<br />
<br />
[[Category:Manual]]<br />
[[Category:M-01 Introduction]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/Regions?diff=1144Regions2019-10-30T16:42:36Z<p>Acularius: + Pretty Pictures</p>
<hr />
<div>{|<br />
|-<br />
| Regions are the smallest map entity in the game. They, with the exception of the Arctic regions, allow for one faction at a time to base their units within its borders. Whenever more than one faction's units enter a region, there will be a clash and combat will ensue '''(see Chapter 9)''' depending on the unit type '''(see Chapter 8.1)'''. Regions themselves can also be divided into types and support the following units:<br />
<br />
* Land regions (housing 5 land and/or air units, or 1 Leader)<br />
* Ocean regions (housing 5 sea units)<br />
* Sea regions (5 land and/or air units, or 1 Leader + 5 sea units)<br />
* Arctic (5 Submarine Fleets).<br />
|-<br />
|[[File:TheMap.png|alt=Visual of the Region map used for Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| Besides housing units, all regions have a faction '''(see Chapter 3.2.3)''' colored influence value ranging from 0 to 5. This value represents the relative influence of their faction in the region:<br />
<br />
* 0 Insignificant influence<br />
* 1-2 Presence<br />
* 3-4 Controlled<br />
* 5 Dominated<br />
|-<br />
|[[File:05-02-Influence.jpg|alt=Visual of Influence of factions on the map within Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| The total sum of each friendly region's value, in turn, contributes to your total influence in that Theater.<br />
|}<br />
<br />
== Straits ==<br />
<br />
{|<br />
|-<br />
| Located in particularly strategic regions and as long as no faction gains more than two influence, straits are uncontrolled and fully open for and logistics '''(see Chapter 8.3)''', even enemy ones who traverse in international waters, and unit detection.<br />
|-<br />
|[[File:05-02-01-straits1mod.png|alt=Visual of the following Example within Terminal Conflict (5.2.1 Straits)|none|thumb|400x400px]]<br />
|-<br />
| ''Example:'' With only 1 USA influence, the Turkish-Cypriot zone allows for free movement of logistics for both factions and the Soviet Submarine Fleet detects the US fleet across the strait due to its Hunter Killer ability.<br />
<br />
If you instead manage to gain control (3-4 influence) or domination (5 influence) in that region, it will turn into your color and completely block enemy logistical throughput and unit detection across the strait for the opposing faction.<br />
|-<br />
|[[File:05-02-01-straits2mod2.png|alt=Visual of the following Example within Terminal Conflict (5.2.1 Straits)|none|thumb|400x400px]]<br />
|-<br />
|''Example:'' With 3 influence and US control in the Turkish-Cypriot Zone, the strait blocks direct throughput for USSR logistics. Raising Soviet sea unit deployment costs beyond the strait compared to before, the USSR Submarine Fleet also is no longer able to detect the US fleet across the strait.<br />
|}<br />
<br />
== War Zones ==<br />
<br />
{|<br />
|-<br />
| Visually striped on the map to show their hostile and contested nature, War zone regions are combat areas with a direct and open conflict between US and Soviet forces. Simulating modern conventional warfare, unit(s) lost in a war zone are immediately considered destroyed. Units you destroy in war zones generate your victory points with the value of the destroyed enemy unit.<br />
|-<br />
|[[File:05-02-02-warzone.jpg|alt=Visual of Warzones within the East Asian theater within Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| To declare a war zone, once you've set your nation to Arms Race posture '''(see Chapter 6.2.3)''' issue combat orders to a friendly land or air unit targeting an enemy-controlled or dominated region during your turn.<br />
|}<br />
<br />
=== War Zone Declaration ===<br />
<br />
{|<br />
|-<br />
| When you initiate any hostile action against a region controlled or dominated by the opponent, a war zone declaration caution message will be given.<br />
|-<br />
|[[File:05-02-02-warzonedec.jpg|alt=Visual of the Warzone declaration pop-up message within Terminal Conflict|none|thumb|400x400px]]<br />
|-<br />
| If you select 'NO', the order is cancelled and the warning screen disappears with you returned to your selected unit.<br />
<br />
For the friendly unit to carry out the order you must select 'YES' in the warning message to confirm. The war zone overlay is created after which the combat animations play as the order is executed. Sea unit maneuvers similarly warn for a war zone but unlike land unit maneuvers, one is only declared if there is an opposing enemy sea unit in the target region blockading its entry.<br />
<br />
Attacking controlled regions will increase the Doomsday Clock by one; if the region is dominated by the enemy instead, the Doomsday Clock is increased to the maximum. As long as a war zone remains, both you and your opponent can attack into that region and war zone(s) can only be removed by a Mutual Disarmament '''(see Chapter 6.2.4)''' or in particular cases via decisions, policies or Leader abilities.<br />
|}<br />
<br />
[[Category:Manual]][[Category:M-05 Theaters and Regions]]</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:05-02-02-warzonedec.jpg?diff=1143File:05-02-02-warzonedec.jpg2019-10-30T16:42:09Z<p>Acularius: </p>
<hr />
<div>Visual of the Warzone declaration pop-up message within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:05-02-02-warzone.jpg?diff=1142File:05-02-02-warzone.jpg2019-10-30T16:41:27Z<p>Acularius: </p>
<hr />
<div>Visual of Warzones within the East Asian theater within Terminal Conflict</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:05-02-01-straits2mod2.png?diff=1141File:05-02-01-straits2mod2.png2019-10-30T16:38:18Z<p>Acularius: </p>
<hr />
<div>Visual of the following Example within Terminal Conflict<br />
(5.2.1 Straits)</div>Aculariushttps://terminalconflict.fandom.com/wiki/File:05-02-01-straits1mod.png?diff=1140File:05-02-01-straits1mod.png2019-10-30T16:37:48Z<p>Acularius: </p>
<hr />
<div>Visual of the following Example within Terminal Conflict<br />
(5.2.1 Straits)</div>Acularius