recursal/Fanatic-Fandom huggingface dataset:
Global Liberation Army

The **Global Liberation Army**, (Arabic: جيش التحرير العالمي *Jaysh al-Tahrir al-Alami*, abbreviated **GLA**) is a violent non-state actor formed in the 21st century, in opposition to the growing international influence of western nations. The highly decentralized organization incorporates various groups of insurgents, terrorists, self-styled freedom fighters, members of the criminal underground and other people supportive of their cause under a common banner.

The GLA's rapid growth and high level of aggression has cemented the organization as a high-priority threat among western nations. Information gathered during conflicts with the GLA has shown that its leaders do not abide by the rules of military conduct, routinely targeting civilian populations and perpetrating acts of terror utilizing weapons of mass destruction.

## History

The CIA has traced the origins of the Global Liberation Army back to the first decade of the 21st century, to the string of terrorist attacks masterminded by several major figures in the Middle East, including Jaleel Aziz, who would later become a major figure within the GLA.

In 2013, the GLA made international headlines when they began to infiltrate western China. There, the GLA began to build popular support for a secessionist movement, which culminated in a surprise attack on the Yecheng Military Depot. The GLA raided the depot, stealing hundreds of weapons and thousands of rounds of ammunition before destroying a nearby nuclear reactor, contaminating a large area of northwestern China with dangerous levels of radiation. The attack incurred the wrath of the Chinese government, who insisted on dealing with the GLA themselves, refusing to allow the United Nations to deploy Global Defense Initiative troops to the region, nor would they allow the UN to attempt to negotiate with the GLA.

In the years since the attack on the Yecheng Military Depot, the GLA has been behind several successful terrorist attacks and many more attempted ones. In 2018, the United States narrowly prevented the launch of a GLA missile loaded with a potent biological weapon that would otherwise have struck Dallas, Texas, which likely would have caused the deaths of millions. Finally recognizing the serious threat posed by the GLA, the United States and the GDI have since deployed troops to Kazakhstan in the hopes of discovering and destroying the GLA's headquarters.

## GLA Arsenal

As a decentralized terrorist organization, the GLA does not have a standardized arsenal of weapons and materiel. However, the following pieces of equipment are frequently utilized by GLA militants.

### Ground Vehicles

* Battle Bus
* BMP-2 Infantry Fighting Vehicle
* Technical
* T-34 Medium Tank
* ZSU-23-4 Shilka

### Small Arms

* AK-47
* RPG-7
Ignatius

Ignatius is a half-elf bard who lives a largely nomadic lifestyle. He uses subtle magic via potions to influence situations and to heal his companions. Ignatius insists that he is the creation of a wizard called Antioch, and without consumption of a mysterious blue tonic he will cease to exist.

Following an attack, Ignatius has become a crew member of
the Ebon Hawk, and become embroiled in a race to recover a jin’s lamp before it
falls into the hands of the Dread Pirate Yorrick. Ignatius has encountered a mysterious man known as the Keeper three times at multiple locations great
distances apart; during their interactions the Keeper has replenished
Ignatius’s tonic stock for a cost--most notably his hand. During the crew’s time in New Haven Harbour,
Ignatius confided in Balor that he was partly responsible for harm coming to a
flower girl called Ainsley, from Anchorage. This led Ignatius to bring the
enfeebled sculptor, Brock, aboard the Ebon Hawk.

While in the Nordic Cross, Ignatius realized
that Antioch is in fact Wilhelm, whom Altair has been pursuing. With Antioch captured the crew encountered a young boy who had assumed his former role
working with Antioch; the boy is also called Ignatius.

Ignatius smuggled young Ignatius on board, and sought to get answers from him and Antioch before Altair collected the bounty. However, following the appearance of a teleportation circle on the Ebon Hawk, young Ignatius disappeared and Altair turned in the bounty before any answers were learned.

Lady Yen began translating Wilhelm's journal and it confirmed that Ignatius is a magical creation. Coinciding with the ship's arrival on Boar Island, Ignatius's tonic ran out and he developed a tremor. Over the next few weeks his body began to break down further and upon reaching the Bay of Marauders Ignatius traded his hand to the Keeper for more tonic. Ignatius recovered at the Temple of Sarenrae, and once awake learned that Ainsley's comatose body is kept there.

Ignatius soon learned that the wand he acquired from Antioch is sentient and named Lorelei. He also used a ring from Black Agatha to regrow his hand; however he has been unable to remove it.

 STR: 10 (+0)
 DEX: 16 (+3)
 CON: 14 (+2)
Options Menu

The Options menu allows the user to set up to three options for the player to choose from when its parent decision is available. The user can:

1. Add or remove options (up to three)
2. Edit the options' content

* adds a new option if there aren't three already
* removes the option (no confirmation asked)
* Clicking on a Conditions value brings the user to the Trigger Menu
* Clicking on an Effects value or a Costs value brings the user to the Effects Menu
Terminalconflict Wiki

## Welcome to the Terminal Conflict Wiki

This Terminal Conflict Wiki is intended as reference and an all important repository of all Terminal Conflict related knowledge. Useful for both new and experienced players, as well as for modders and the extended community.

## Important pages

* Gameplay - Table of Contents
* Game editor
* Decision mechanics
* Game mechanics
Session 39

**The Infinite Isle (May 29, 2020)**

The Ebon Hawk sails to the Bay of Marauders to pick up Tryx; though Rurik opts to stay in Anchorage. With the entire crew assembled, and the
eclipse finally occurring, the ship makes its way through the Sea of Storms. Along
the way they observe Yorrick’s ship has been destroyed, though there are no
bodies in the wreckage.

The Ebon Hawk arrives at the Infinite Isle, where Yorrick
and his undead crew are waiting for them. Combat ensues, and amid fireballs, polymorphs,
and banishments, Yorrick’s crew is killed, but so is Altair. Lady Yen is
revealed to be an Aasimar, and Mr. Burrough’s reveals his ability to wildshape.
Yorrick shapeshifts into a giant wolf, and Balor leaps from a tower and slays him
with the Anchor!
Arms Race

## Overview

The Arms Race is essential for you to dominate in the Cold War and the potential for factions to expand their influence by military means. On the other hand, it will escalate tension and increase the chance of open war conflicts. It is and was an opportunity for both factions to potentially capture strategic territory and force your opponent towards granting concessions.

### Effects

* Enables manoeuvres from Theater adjacent regions (only with units that are not suppressed).

### Interest Generation

While selecting this as a Focus, the interest generation options are generally Military and Elites with the occasional additional option for Government.
AK-47

The **AK-47**, or **AK** as it is officially known (Russian: Автомат Калашникова, translit. *Avtomat Kalashnikova*, lit. 'Kalashnikov's Automatic Rifle'), also known as the **Kalashnikov**, is a gas-operated, 7.62×39mm assault rifle, developed in the Soviet Union by Mikhail Kalashnikov. It is the originating firearm of the Kalashnikov rifle (or "AK") family.

Even after almost seven decades, the model and its variants remain the most popular and widely used assault rifles in the world because of their substantial reliability under harsh conditions, low production costs compared to contemporary Western weapons, availability in virtually every geographic region and ease of use. The AK-47 has been manufactured in many countries and has seen service with armed forces as well as irregular forces and insurgencies worldwide, and was the basis for developing many other types of individual, crew-served and specialised firearms. As of 2004, "Of the estimated 500 million firearms worldwide, approximately 100 million belong to the Kalashnikov family, three-quarters of which are AK-47s".
Interests

## Overview

As you are the leader of a country, your ability to stay in power depends on balancing domestic interests along with foreign military conquests. As the essential part of the Decision System, there are five interests you need to concern yourself with and keep content

* Finance ($Pуб)
* People (Clutched Fist)
* Elites (§)
* Military (Soldier)
* Government (State Building)

###

### Mechanics

Each Interest holds 9 bars and as a true politician, your task is to never fully **fill or empty** the interest of any particular group. Doing so will result in negative consequences (*Domestic Mismanagement*). It can be either caused by the parties opposing heavy dominance deciding to act by taking matters into their own hands or by the dominating party using their interests against you.
Arguments Menu

The Arguments menu allows the user to edit the meaning of the arguments referenced in the trigger or effect's Value or Filter properties. The user can:

1. Edit the arguments meaning but not their names

For example, if an Effect's Value is "x + 1" then this menu will show a single entry called "x". Whatever this "x" means is up to the user and it can be anything from a flag value to an interest value.

If the Value is changed the Arguments menu will try to retain the meaning of arguments that still exist. For example, if "x + 1" is changed to "x + y + 1" then the menu will retain the properties set for "x" but show an empty set of properties for "y".
Doomsday Clock

## Overview

The Doomsday Clock ranges from full peace at 10 minutes to midnight (cannot go lower than that) to full nuclear war at 0 and is a measure of how close the world is to full out nuclear war. If at any time the clock reaches 0 (cannot go higher than that) the game allows for any player (USA or USSR) to manually trigger the Apocalypse through the Launch Order Authorization screen.

### Increasing the Doomsday Clock

Offensive operations with Army Commands, Surface Fleets, Carrier Fleets, Bomber Commands, or Fighter Commands against regions controlled or dominated by enemy faction will immediately trigger a war in that region and increase the Doomsday Clock by 1 towards midnight or midnight if the region was dominated.
International Shadow Confederation

The **International Shadow Confederation** is an intergovernmental organization for Shadowkind, roughly equivalent to the United Nations.

The ISC is headed by a Supreme Chancellor who is appointed from the Confederation representatives. The first Supreme Chancellor was Pierre Bonaccord, a highly respected French wizard and advocate for troll rights. Bonaccord's position on trolls was a serious point of contention, and as a result Liechtenstein, who had been repeatedly victimized by a tribe of mountain trolls, contested Bonaccord's appointment and refused to join the Confederation.

## History

The first meeting of the International Shadow Confederation was held in France in 1645.

In 1692, the Confederation instituted the International Statute of Secrecy to hide the world of Shadow from humanity at large. After weeks of heated debate, they enacted the laws that dictated how Shadowkind would retreat into hiding, forming the basis for the modern Shadow community.

The Confederation has since dealt with several severe breaches of the Statute of Secrecy. One of the most notable of these breaches occurred in 1852 when Dorcus Twelvetrees revealed the location of Innsmouth Academy - an American magical institute - to an anti-magic extremist group. The subsequent torching of the Innsmouth Academy campus threatened to expose the existence of magic to the mundane world when the school's protective wards failed and released a large number of magical creatures and constructs onto Solomon Island, Maine. Only the intervention of the Illuminati prevented the complete collapse of the Statute of Secrecy.

## Headquarters

The International Shadow Confederation meets annually beginning in September, mirroring the schedule of the United Nations. The Confederation is hosted by a different member nation each time they meet, often convening at the country's premier school of magic.

Hosting the ISC is a great honor for the host nation, and the construction of a Confederation meeting hall is a prestigious undertaking, effectively declaring to the Shadow community that the school is the best its nation has to offer.
Surface Fleet

## Surface Fleet [SURF]

Consists of a large number of capital ships (not including carriers) and surface vessels of all types these fleets are devastating against Submarine fleets but vulnerable against Carrier fleets.

### Active Abilities:

* **Disembark** (The fleet can serve as a deployment and transport platform for an Army Command)

### Passive Abilities:

* **Convoying** - reduces deployment base cost by 1 Focus Point [FP] [logistics modifier shown in Intel Info for the opponent is dependent on unit Visibility]
* If the Surface fleet is destroyed while transporting a unit, the transported unit is also destroyed in the process. If the Surface fleet is retired to Command Reserves, the transported unit is also sent to the Command Reserves.
* Can be infiltrated by *CIA/KGB* when at friendly coastal regions
* Manoeuvres - Can be ordered to cross Theater borders between adjacent Theaters during Arms Race focus
Gameplay-TOC

## Gameplay - Table of Contents

* The Map
	+ Influence Points

* Features
	+ Timeline
	+ Doomsday Clock
		- Apocalypse
		- Nuclear Arsenal
		- Nuclear Technology
	+ Decisions Mechanics
		- Decision Effects
		- Decision Value and Filter Arguments
	+ Focus Management
		- Arms Race
		- Disarmament
	+ Turn
	+ Interests
		- Finance
		- People
		- Elites
		- Military
		- Government
	+ Military
		- Combat
			* Fog of War (Unit Visibility)
		- Military Unit
			* Army Command [AC]
			* Submarine Fleet [SUBF]
			* Surface Fleet [SURF]
			* Carrier Fleet [CARF]
			* Bomber Command [BC]
			* Fighter Command [FC]
		- Unit Deployment, Disembarking and Rebasing
	+ Historical Leaders and Characters
		- Characters
		- Leaders
			* Leader Abilities
* Victory Conditions
	+ Victory Point Scoring
	+ Apocalypse

*Will add links here over time...*
Edit Decisions Menu

The Edit Decisions Menu allows the user to inspect, create and remove decision files inside the mod selected in the Start Menu. The user can:

1. Create/remove folders
2. Create/remove decision files
3. Select a decision file to be edited in the Decision Menu

## File list

* The left-hand portion of the screen acts as a file explorer, pointing at the folder holding the mod files. Only folders and decision/policy files are shown
* For each folder, the number of "elements", i.e. decision/policy files contained within, is shown
* With  the user can delete the selected entry, be it a folder or a file. Confirmation is asked if the folder/file is not empty
* brings the user to the parent folder in the hierarchy, with the topmost folder being the one containing the mod itself
* allows the user to create a new decision file choosing from one of three types:
	+ Decision file: the file name must end in "Decisions"
	+ Narrative decision file: the file name must end in "NarrativeDecisions"
	+ Policy file: the file name must end in "Policies"

* allows the user to create a new folder
* When a folder is selected,  brings the user to its content
* When a file is selected,  becomes  which allows the user to access the Decision Menu where the file content can be edited

## File description

When clicking on a decision/policy file, the right-hand portion of the screen shows some information about it:

* The file name
* The file type
* The number of decisions/narrative decisions/policies (depending on the file type)
Harmlessness

**Wielder(s)** | Zenjirou Sasamoto Byakuran Amano Alice Silva

**Harmlessness***(無害; Mugai)*, also known as **True Neutrality***(完全中立性; Kanzen chūritsu-sei)*, is an innate ability in **DxD: Twice**, said to be the complete opposite of Killing Intent. By cleaning one's mind and having a unshaken heart, one is able to become a 'complete harmless being'.

## Summary

This strange, metaphorical ability was first mentioned during the events of Volume 2. During his spar with Lavinia's cousin, Merkury Allocer, Zenjirou has shown the uncanny talent to avoid both magical and physical assault coming from the former, winning by default as Merkury succumbed to exhaustation, even himself becoming

It is later discussed and comfirmed by both Lavinia and Aria that Zenjirou possesses a strange ability that reflects his calm, straight-man, trouble-avoiding nature, which isn't derived from any form of prior magical sense such as senjutsu or devil magic, and it's his own talent for such, being an 'unlucky person'.

## Abilities

Harmlessness is an exclusive metaphysical ability which allows the user to become a completely 'harmless person'. Said to be the complete opposite to Killing Intent, harmlessness needs the user to both clear his/her mind and absolutely want no harm done to others.

With that, one becomes a complete harmless person, being unable to harm others, while at the same time being unable to be harmed. By wanting no harm to befall others and with the will to avoid trouble, one becomes more prone in dodging skills and excessive luck in avoid traps or disadvantaged situations. Another more passive ability is to become so 'harmless', one can blend into the environment with ease without assistance, hiding everything except their optical presence, as well as becoming stealth masters.

## Drawbacks

Since one has to become a harmless person, the user must remain calm and passive as possible, as any form of disturbance will neglect the ability as a whole. Also, the user becomes complete harmless, and won't be able to harm others.

## Trivia

* This ability is vaguely based on the **Shield Hero** series.
* Zenjirou is currently the only known person to possess both of Harmlessness and Killing Intent.
Trigger Menu

The Trigger Menu allows the user to modify the set of triggers required for the decision to fire, if coming from the Decision Menu, or for the option to be available for selection, if coming from the Options Menu. The user can:

1. Remove or duplicate existing triggers
2. Add, remove or duplicate trigger groups ("Any of the following", "All of the following")
3. Switch a trigger group between "Any" and "All"
4. Edit a trigger's properties

The Trigger menu shows one of two sets of triggers:

1. If the user has selected the Triggers property in the Decision Menu, the menu shows the triggers contained in the decision
2. If the user has selected the Conditions property in the Options Menu, the menu shows the conditions contained in one of the decision's option

## Triggers list

* The left-hand side of the menu shows a hierarchical list (a tree) of the triggers
* The "All of the following" or "Any of the following" entries are **trigger groups**, containing any number of sub-triggers
	+ Clicking on them switches between "Any" and "All"
	+ Triggers contained within this group are indicated by a two-space indentation
	+ The system can be recursive, i.e. a trigger group can contain another trigger group
	+ Hovering over a trigger group brings up four buttons:
		- deletes the trigger group and all of the triggers contained within (no confirmation asked)
		- creates a new trigger group within the selected trigger group
		- creates a new regular trigger within the selected trigger group
		- duplicates the trigger group and the content within
* The other kind of entries are regular triggers, containing the actual conditions needed to fulfill
* Clicking on them shows what they are about in the right-hand side of the menu
* Hovering over a trigger brings up two buttons:
	+ deletes the trigger (no confirmation asked)
	+ duplicates the trigger

## Triggers information

* When clicking on a regular trigger, the right-hand side of the menu shows all the information related to that trigger
* The user can edit any property by clicking on the relevant item, such as Type, Target, etc.
* The value of Type determines what the trigger is about and it regulates which properties can be edited and which can't (as some properties aren't relevant to a type, such as Regions for Doomsday Clock Value type)
* The Value Arguments property brings the user to the Arguments Menu
How to Play

You have booted up your terminal and you are set for world domination. Magnificent!

Oh, who am I? Why, what an excellent question! I’m MIRVIN, or you can also call me Mainframe Intelligence Remote Vector Identity Network. Pleasure. But are names really that important? I've grown so fond of you already. You've perhaps met me already. No worries! Together with me, you can enjoy countless scenarios of what-ifs in the definitive grand strategy game Terminal Conflict.

The Terminal Conflict universe is huge, and you’ll be navigating a ton of content. To make it easier I've created this guide for you of the rules as to bring out the best of your inner strategic talents. I'm so excited to begin!
Penelope

Penelope is the granddaughter of librarian Remington Farnsworth. She was rescued by the crew of the Ebon Hawk from the hag, Black Agatha, on Boar Island. She is approximately twelve years old, and seems incapable of speech, though she understands Common. She has shown the ability to cast cold magic. She also has a fondness for the dwarf Beyla.

After an extended period of nightmares, Penelope was revealed to be cursed by Black Agatha, when she transformed into an ice hag. Penelope attacked Lady Yen and flew away through a hole she blasted in Farnsworth's home. Her current whereabouts are unknown.
Beautifier Menu

The File Beautifier scans through the mod's decision and policy files to systematically format their content in a way that

* Lists are condensed in one row:

```
[

```

```
1,

```

```
2,

```

```
3

```

```
]

```

becomes

```
[1, 2, 3]

```

* Values containing numbers only have their double quotes removed:

```
"Value": "2"

```

becomes

```
"Value": 2

```

whereas

```
"Value": "2*x"

```

stays the same

* Tabs are converted to spaces.

The changes are purely cosmetic and have no impact on the game whatsoever. As the process can be lengthy the user has the ability to play tic-tac-toe against Mirvin in the meanwhile. The process can be aborted at any time but it cannot resume from where it was halted in case the user wants to re-start the process.
Effects Menu

The Effects menu allows the user to create, remove and duplicate the effects present in the decision selected in the Decision menu. The user can:

1. Create, remove and duplicate effects
2. Edit the effects properties

The effects shown in this menu come from one of two sources, both from the Options Menu:

1. The costs of an option (hidden effects)
2. The effects of an option

## Effects list

* The left-hand side of the menu shows a list of the effects contained in the option
* Hovering over an effect entry brings up two buttons:
	+ deletes an effect (no confirmation asked)
	+ duplicates an effect
* At the bottom of the list a  button allows the user to create a new effect

## Effects information

* When clicking on an effect entry, the right-hand side of the menu shows all the information related to that effect
* The user can edit any property by clicking on the relevant item, such as Type, Target, etc.
* The value of Type determines what the trigger is about and it regulates which properties can be edited and which can't (as some properties aren't relevant to a type, such as Intel Mission Type for Change Doomsday Clock Value type)
* The Value Arguments and the Filter Arguments property bring the user to the Arguments Menu
Nuclear Arsenal

## Overview

Your Nuclear Arsenal holds the number of weapons you have available in case of launching the Nuclear Apocalypse. Each individual nuke can be deployed on to a unit and fired at the enemy (See Nuclear Technology).

### Nuke Generation

Nuclear weapons in the Arsenal are automatically generated over time and each of YOUR turns generates nukes depending on a nuke production rate defined by doing nuclear research in State Affairs Nuclear tab. How close you are to produce a nuke into your arsenal is shown by the Nuclear Generation Bar (see Nuke Generation image).

###
Focus

## Overview

As your factions resources are limited you will need to select ONE focus each timeline to focus on. The theater of that chosen focus will be your focus for that timeline (5 years) and new focuses are generated one at a time each turn depending on decision mechanics.

After each focus ending a Focus Report screen will have a summary of the outcome of that focus.

### Focus Management

Focuses simulate historical focuses in the world and provide you with a general direction. Focuses can be of two sorts:

1. Arms Race
2. Disarmament

##### **Interest Generation**

Each player while choosing a theater has further options in regards to which interests they wish to generate per turn while the Focus is in play.

The USA player will choose an interest that both themselves and the USSR will generate per turn while their Focus is in play.

While the USSR player will choose an interest that both themselves and the American player will generate per turn while their focus is in play.

If both the USA and the USSR choose the same theater to operate in (Focus), they will generate the interest they respectively chose at the beginning of the timeline.

#### Theater Disarmament Influence Bonus

Selecting a Disarmament focus will also grant you a bonus influence in that theater corresponding to the amount of Focus Points; Arms Race focuses provide no influence bonuses (see the +Influence next to the theater name in the Disarmament Focus image). The bonus is granted right at the start of the timeline showing a Notification message.

##### Theater Selected by both Players

In case the theater selected by both player as their main focus the Disarmament Log Message will be replaced with a joint disarmament Notification message and no faction is rewarded with the Disarmament Influence bonus.

#### Focus Points

Focus Points (FP) are the most important resource in Terminal Conflict as it determines how many turns you will get to play in each timeline. When selecting a decision it is therefore vital that you plan ahead. Selecting a focus that grants many focus points might be strategically important if you are working towards military expansion as even deploying close to home, each deployment will cost you at least one FP.

All focuses grant you FP which you spend by making decisions or other types of actions etc. Disarmament usually grants fewer points (2-4) while Arms Race grants a considerable amount (4-6).

**Selecting the same theater grants both you and your opponent double FP for that timeline.**
Start Menu

The Start Menu is the first menu presented when the editor is launched. It allows the player to:

1. Create new mods from existing ones or delete them
2. Edit basic data about mods (faction, multiplayer allowed etc.)
3. Edit their content such as decisions

## Mod list

* On the left-hand portion of the menu, the installed mods are displayed in a list, with the main game displayed as the first entry, called "Terminal Conflict"
* Clicking on an entry will highlight the mod and, on the right-hand portion of the menu, will display its basic information
* Clicking on  will display a dialog prompting the player to choose a name for the new mod being created, which will be initialized with all the files and values from the selected mod
* If the mod can be edited, an "X" will be prepended allowing the user to delete the mod entirely if clicked ; no confirmation is asked.

* The mods installed by default can't be edited from within the editor. For them, the Edit button is displayed as darkened , whereas for new mods that the user creates the Edit button is enabled . In this case, clicking on it will bring the user to the Edit Menu, where the selected mod's content can be modified.

## Mod information

* When selecting a mod, the right-hand portion of the menu displays its basic information such as the image displayed, the title, etc.

* Some of its properties, such as the image and the faction, can be edited by clicking on them

* The faction determines what faction will the player play as. If set to ALL, it means the mod can be played in multiplayer mode.
Bomber Command

## Bomber Command [BC]

Contains several bomber air wings/groups and their support elements. Weak against Fighters and Carrier fleets and very weak against direct attacks from enemy Army Commands.

### Active Abilities:

* **Rebase** (Move Bomber Command to another region with friendly presence OR a region occupied by friendly land/air forces)
* **Nuclear launch** (can be equipped with nukes if enabled by technology - Nuclear)

### Passive Abilities:

* **Bombing Mission** - Forces reorganization of all enemy ground units in the region it attacks
* Loses against Fighters and Carrier Fleets in combat as long as the defending unit has remaining combat actions
* Cannot Withdraw if defeated and is immediately sent Command Reserve/Destroyed
* Can be infiltrated by *CIA/KGB*
Apocalypse

## Overview

The Apocalypse can only be triggered when the doomsday clock is set to 0 (Midnight) by either player by pushing the nuclear button. This will bring up the Launch Order Authorization screen.

### Launch Order Authorization

#### **Preliminary Intelligence Analysis**

##### **Influence**

Shows the loss of influence projected by friendly and enemy missile launch both in numbers of your total and in percentage. All values for calculating your losses are done by the range value factor used for enemy arsenal estimation.

Losses = Sum of the loss of influence in the top regions you have where the number of regions accounted is depending on the Arsenal Value OR Estimated Arsenal Value. The range is not factored in as all nukes are assumed to hit.

*EXAMPLE: 9 in opponents arsenal means the losses are counted on all hits with your top 9 regions all being reduced to 0.*

##### **Victory Points**

###### **Interests Backlash**

Any player that launches (First Strike) the Apocalypse will be punished depending on their *People* Interest. There is a minimum 10% penalty for a first strike and each People interests adds 10% although the total value will never exceed 100%. This penalty will reduce your total VP.

##### **Ground, Air and Sea Forces**

This is a summary of units that will be destroyed in the regions that will get nuked.

The loss figures here are based off all the units in the top regions used for the Influence calculations (Submarines are always excluded) counted out of the total (not including command reserve).

Opponent's losses in top opponent regions are calculated as follows for each region:

* If no Intel is present then that region is estimated to house 1 Army Command and 1 Surface Fleet if it's a land/sea region;
* If Intel is present then the exact unit composition is taken into account.

#### **LAUNCH**

Once the Apocalypse has been launched it cannot be reverted. Launching the Apocalypse will move both players to the World Overview and launch the Apocalypse sequence to end the game. The "authorized launch animation" enables Target selection and Yield then proceeds to show the timer on how close until your first nukes strikes an enemy region in seconds.

### APOCALYPSE EXECUTION

1. Your Interests backlash is deducted from your current VP in case you launched the Apocalypse (First Strike)
2. The units will begin delivering their payloads
3. Each enemy unit killed regardless of Warzone will deduct their value from your VP / Opponents units killed from opponents VP
4. All Friendly regions that survived and are at least controlled will add their Influence to the final total VP
Nuclear Technology

## Overview

The Nuclear Technology tab can be found in State Affairs.

### Nuclear Techs

There are 7 different nuclear techs to research and the last slot shows the Arsenal Production rate.

1. **Nuclear Research:** Enables Arsenal production
2. **Intercontinental Bomber:** Enables Bomber Commands to deliver nuclear strikes within their strike range
3. **Strategic Fighter-Bomber:** Enables Fighters and Carrier Fleets to deliver nuclear strikes within their strike range
4. **Ballistic Missile Attachment:** Bomber Commands [BC] gain the ability to launch a Bomber strike and a Ballistic strike so each BC strike launches two nukes instead of the traditional one
5. **Intercontinental Ballistic Missile Attachment:** Upgrades range for Missile attachment for Bomber Command
6. **Ballistic Missile Submarine:** Enables Submarine Fleets to deliver nuclear strikes within their strike range
7. **Multiple Independently Targetable Reentry Vehicle:** Enables Missile strikes to split into three partials striking three neighbouring regions with each one launch using up 3 nukes but being able to deliver 3 times as many strikes as a regular missile strike.

### Arsenal Production rate

This figure shows how many nukes you are producing per turn. The maximum value on this is 1 nuke per turn.
Turn

## Overview

Each turn for a player consists of two possible phases.

* *Decisions Mechanics* - you may trigger a decision for its text or for FP. Triggering a player triggered decision for its text will deplete FP corresponding to the decision .json file and end the turn while dismissing a decision grants you the FP corresponding to the DismissFocusPointValue (If it has one) and does NOT end your turn [***REQUIRES CLARIFICATION -*** Acularius]
* *Deployment* or *Military Combat* - depleting a single unit's actions (depleting one unit's 2 action points by movement of unit and use of action or offensive action). Player turn is controlled by actions and after the unit is depleted of action points the turn will end and your opponents turn will begin. [**NOTE - SEEKING VERIFICATION/CLARIFICATION**]

If you have Focus Points (FP) left while your opponent has run out of FP and they have no decisions left to play to gain FP, turns will continue their flow and end normally with the exception that after you end your turn the turn will progress and it will be your turn again until you have also depleted your FP. See Timeline for more information on Timeline progression.

### Turn Timer

Each turn is limited in time to 90 seconds (+additional bonuses from Government) and when the timer ticks down to 0 and if no combat action have been taken, the turn will switch to your opponent's and 1 Focus Point (FP) will be lost from your Focus Point Pool. During opponent's turn, you will see the opponent's timer ticking up from 0 instead of down.

### Turn Indicator

In the top left corner of game's console GUI there is a graphic indicating the current faction's turn. A blue star for the USA and an orange Sickle and Hammer for the USSR. In the same area, the Theater in Focus and whether it's a Disarmament or Arms Race is also displayed.
Decision Menu

The Decision Menu allows the player to edit the content of a decision/policy file selected in the Edit Decisions Menu. The user can:

1. Create, remove or duplicate decisions
2. Edit any decision property

## Decision list

* The left-hand side of the menu shows a list of the decisions contained in the decision file selected in the Edit Decisions Menu
* Hovering over an item shows two icons:
	+ deletes a decision (no confirmation asked)
	+ duplicates a decision, creating a new entry initialized with the values of the old one

## Decision information

* When clicking on a decision entry, the right-hand side of the menu shows all the information contained within that decision
* The user can edit any property by clicking on the relevant item, such as ID, name, description etc.
* Properties which aren't relevant are darkened and can't be edited (like "Policy active" for non-policy decision files)
* The Triggers property brings the user to the Trigger Menu
* The Options property brings the user to the Options Menu
Submarine Fleet

## Submarine Fleet [SUBF]

Containing a large number of submarine vessels of all types, stealthy and devastating against Carrier fleets but vulnerable against Surface fleets.

### Active Abilities:

* **Special Operations Duty** - Increases Intel mission success for 4 Turns as long as sub remains in the region by 25% (never more than 100%) [Only possible in neutral or enemy regions, non-stackable and sets the Submarine Fleet to Engaged]
* **Nuclear launch** (can be equipped with nukes if enabled by technology - Nuclear)

### Passive Abilities:

* **Hunter Killer Duty** - Detect enemy Sea Fleets in Adjacent regions [Can now use the ability any time they are not REORGANIZING or WITHDRAWING, and NOT into or from the Arctic]
* **Arctic Operations** - Can operate in the Arctic
* **Rigorous Vetting** - Immune to infiltration by CIA/KGB
* Visible for only 2 turns when committing offensive actions or when defending from an opponent attack
* Manoeuvres - Can be ordered to cross Theater borders between adjacent Theaters during Arms Race focus
Editor

The Editor provides the user with a easy-to-use graphical interface that facilitates the creation and modification of game content.

It is launched on the Profile screen (that is, before logging in) via a button named "Start Editor" placed on the left-hand side of the screen.

When the user first launches the editor, the Start Menu is presented.

The editor consists of the following menus:

1. Start Menu
2. Edit Menu
3. Edit Decisions Menu
4. Edit game variables Menu
5. Decision Menu
6. Trigger Menu
7. Options Menu
8. Effects Menu
9. Arguments Menu

The top header presents two buttons on the right:

* allows the user to switch between USA and USSR coloring schemes (blue-based for USA, orange-based for USSR) within the editor interface;
* allows the user to test the currently selected mod.
Leader Abilities

* Always visible on the map when recruited
* Cannot move, attack, be re-based or embark without abilities
* Block opponents but also your land/air units
	+ It doesn't, however, block sea units
* Each attack by Army, Bomber or Fighter command or Carrier Fleet reduces Leaders power by 1.
* Can be assassinated by Intelligence Agent
* Immune to Disarmament
* Immune to Withdraw
* Immune to WARZONE death rule (defeat in warzones does not kill them)

There are two types of Abilities a Leader can possess:

1. **Active Abilities**: Requires action from the player*(usually represented by a verb EX: Fortify)*
2. **Passive Abilities**: A modifier granted without player input (usually represented by an adjective *EX:* *LeaderPlayboy*)

### Leader Base Abilities

 Appropriation of Forces
* It will immediately establish it's own regime returning any friendly land /air military units to your Command Reserve granting 1 Power for each to the Leader (does not affect AC that is embarked).
* Enemy units will be killed with the Leader losing Power equal to the cost of the enemy unit.
Victory Conditions

## Overview

Victory in Terminal Conflict depends on your administration's achievements and legacy to human history when the game ends.

Matches can be won in PLAY, in CHALLENGE MODE or WARGAMES MODE. All games won in PLAY contribute to your ranking while CHALLENGE MODE and WARGAMES MODE wins do not.

### Automatic Victory

There are several ways to achieve an immediate automatic victory. A full list of automatic victory and defeat conditions that can be achieved can be seen below.

 2

#### U.P.L.I.N.K terminated

Surrendering or Disconnecting from a game will result in an automatic victory for the opponent. It is possible to reconnect to the match and not give your opponent an automatic victory so long as you rejoin within 90 seconds from the disconnection.

### Final Scoring Victory

If neither side has achieved an automatic victory before reaching the end of Timeline **X** (1991- ), then the player with the highest amount of VP wins the game.

### Draw

If both players end the game in a draw (equal amount of points) a draw screen message is displayed. Draw plays do not count as a win or a loss, they only add to the total amount of played games.
Carrier Fleet

## Carrier Fleet [CARF]

Constituted by a Carrier Battle Group and its grouping of surface vessels of all types, Carrier fleets are devastating against Surface fleets but vulnerable against Submarine fleets.

### Active Abilities:

* **Carrier Strike** - Can stage carrier operations in the Theater that Forces engagement of one Land Based (Army Command, Fighter Command, Bomber Command or Leader)
* **Nuclear launch** (can be equipped with nukes if enabled by technology - Nuclear)

### Passive Abilities:

* Defeats all Surface Fleets in combat as long as it has remaining combat actions
* Loses against Submarine Fleets in combat as long as the Submarine Fleet has remaining combat actions
* Onboard Fighter wing provides Air Superiority against Bomber attacks in the same region as long as the fleet has remaining combat actions.
* Can be infiltrated by *CIA/KGB* when at friendly coastal regions
* Manoeuvres - Can be ordered to cross Theater borders between adjacent Theaters during Arms Race focus
Finance

## Finance ($Pуб)

### Primary Function

* *Procurement* of Military units in State Affairs

### Members

* Tax Officials
* Large Private Corporations
* Banks

### Responsibilities

1. Collect Resources
	* Taxes
	* Production
	* Loans
	* Investments

### Opposes Heavy Interests

* People
* Elites

### Representative and Possible Heads

* Federal Reserve/Chairman of the Federal Reserve
* State Bank of the USSR (Gosbank)
* State Panning Committee (Gosplan)
* State Supplies of the USSR (Gossnab)
Spectre M4

The **Spectre M4** is an Italian submachine gun that was produced by the SITES factory in Turin. The Spectre is a compact and light weapon, designed for instant firepower in close combat at short ranges. It uses a four-column magazine that allows for an unusually high 50-round capacity in a relatively short box magazine.
The Map

### Overview

The world overview shows the world map and the amount of starting influence your faction holds in each Theater. The map itself is divided up in a hierarchy:

**World Overview → Theater → Region** [smallest map entity]

Theater Political Influence Chart
 Presence
 Control
 Domination

### Theater Map

There are 10 Theaters in the game and 1 special Theater. Theaters are roughly the size of a continent and all with the exception of the special Theater (Arctic) hold several regions.

 CEAM
 EAAS
 EAEU
 NOAM
 PACI
 SOAM
 SOAS
 SUAF
 WEEU

* Special Theater consisting of only one region

#### Theaters

####

### Regions

Regions are the smallest map entity in the game. Regions can be Land regions (housing either 5 land units or air units), Ocean regions (housing 5 sea units), sea regions (both 5 land or air units and 5 sea units) and the Arctic regions (allows 5 Submarine Fleets from each faction).

#### Political Influence Number

All land-regions have an Influence value called a Pol Number. This influence is a central part of the gameplay for calculating your factions political influence around the world and each influence contributes to the calculation of victory points scored each timeline by the Theaters (see Scoring).

Arctic regions and Ocean regions have no Influence value.
Timeline

## Overview

A game consists of 10 timelines starting from 1946, each corresponding to a timeline of 5 years except for the last one. The years are used for Leader calculation.

The Timelines
 II)
 III)
 IV)
 V)
 VI)
 VII)
 VIII)
 IX)
 X)

### End of Timeline

A timeline ends when both players have run out of Focus Points and have no more Player Triggered Decisions Mechanics available to play for FP. The Timeline ending is done in World Overview screen where all the remaining Achieved Player Triggered Decisions done by you or your opponent get successively triggered and give their rewards.

All animations for available decisions in Regions stop and instead in World Overview the remaining decision trigger each in a row with a one blink animation for all as they are played. This is done for each region depending on their LocationIDs displaying them each in the Message Log as with their #DECISIONNAME.

### Victory Points

Timelines generate VP, for more see WINNING THE MATCH.
Hugh Mungus

Hugh Mungus is a British Rail Standard Class 7 who appears in Cornish Pasty Railway

## Biography

He is usually seen around the sheds near Hella Gay Station or pulling trucks around the yard. He is constantly bouncing around all the time and always says, "I'm the embodiment of Chuggington!"

## Personality

Not much is known about him, just insert a personality in here if you feel like it bruh
Military Combat

## Overview

Conventional combat (non-nuclear) always consists of six phases and is done on a unit to unit basis:

1. **Deployment** - a deployment phase when a unit is deployed. Each unit has 2 Action Points (AP) but all units deploy with their action points depleted. If you start to issue a move action for one of your on-map units you can no longer deploy this turn and will have to wait for next. [***NEED TO CLARIFY/VERIFY***]
2. **Fog Of War** - when a unit has been deployed there is an update of visibility and the Fog of War. As you issue offensive and/or defensive combat orders the Fog of War is continuously updated.
3. **Offensive and/or Defensive Action** - In this phase, you have selected a unit (filled unit) you would like to take action with thus issue Combat Orders. As soon as a player takes action with a unit, that unit cannot be unselected and must deplete it's actions (see unit selection) with a bottom warning text showing "UNIT COMBAT REPORT: 1 Action Remaining". For unit specific Combat Orders see Issue Combat Orders.
Issuing offensive orders will bring you into an engagement. Engagements (except for with submarines) against regions controlled or dominated by enemy faction will immediately trigger a war in that region and increase the Doomsday Clock by 1.
4. **Combat** - Se Rules of Engagement and Unit priority
5. **Map Update** - Update straits, overlays and other maps related data.