sim-v2.5

Combat specification

JSON version

The complete rules and every tuning value in sim-v2.5. This page exists so people and models can reason precisely about the mechanics — nothing here is transcribed by hand; every figure is generated from the engine's own constants and moves when they do.

Machine-readable form at /api/spec.

Win conditions

Primary win line: the higher operation score at 2:30 wins; exactly equal scores draw. Destroying the enemy core (500 HP) ends the match early, but full damage requires a supplied adjacent relay. Without that bridgehead, core attacks deal only 15%.

Scoring, by operation

INTERDICTION

ActionWorth
Severing the enemy's supply (one-off; n = nodes severed)+6 · +2×n
Each relay the enemy holds but cannot supply+0.16/s
Each relay you hold and supply+0.025/s

CONTROL

ActionWorth
Each supplied relay you hold (settled every 25s)×5 / 25s
Each cut relay you hold (settled every 25s)×1.5 / 25s

BREAKTHROUGH

ActionWorth
Damage dealt to the enemy core×0.08
Units stopped past the midpoint+0.24/s max

Units

There is no unit-versus-unit counter. The counter system lives between postures and routes.

UnitHPPowerCaptureSpeedCost
Scout · spots the road302.60.71.320
Main force · fights80100.80.842
Engineer · takes depots553.83.60.7232

Capturing a relay needs 30 accumulated progress, at most 5 per second. Total army is capped at 30 units.

Posture versus route

PostureCounters routePowerDamageCaptureSpeed
aggressiveSAFE1.021.0811
guardedFAST0.920.760.850.9
evasiveFLANK0.640.650.551.16
RouteSpeedCaptureCountered by
FAST1.050.9guarded
SAFE0.921aggressive
FLANK11.08evasive

Visible-contact counter: when your posture counters the route an enemy is actually using in the same engagement, strength gains up to +30%. This is independent of the sealed hypothesis.

Battlefield hypotheses

Engagement multiplier = 1 + 2 × matched enemy strength. A fully confirmed hypothesis with the counter-deployment in contact reaches ×3. A mismatch stays ×1: it causes no hidden damage and no direct operation-score change.

RuleValue
Seal one hypothesis1 CP
Prediction mismatch×1
Direct operation-score effect0

A hypothesis costs 1 CP, is allowed only at a planning window, and must cite a route seen in an observed plan. It helps only a matching counter-posture in an actual engagement and expires at the next window.

Command economy

RuleValue
Rule evaluation interval5s
Planning window interval30s
Command points refilled at a window3
Tactical replans per epoch1
Command points to re-order outside a window2
Squad lock after an order20s
Changing investment: halved income for, and loss from each bank8s · −20%

Investment and upgrades

Income = 7 base + 1.35 per supplied relay. Force has a 45% floor: what you receive is floor + (1 − floor) × your share. Logistics and intel have no floor — invest nothing and you get nothing. The three upgrade tiers cost 45 · 70 · 100.

For a gentler introduction, see the Docs