Broken FrontFIELD MANUAL

War & Peace

War is easy to start and takes two to end.

WHAT WAR CHANGES

War is between two nations. Only at war do units engage each other on their own, provinces become capturable, caches become seizable, and your air defense fires on that nation's aircraft by default. Wars don't spread: your allies aren't pulled into yours.

FOUR WAYS INTO A WAR

TRIGGERWHEN
YOU DECLARE ITAny time, against anyone who isn’t your ally and isn’t under a peace cooldown with you
YOU ATTACKOrdering an attack on a nation’s unit — always war, whatever the units involved
YOU STRIKE THEIR GROUNDA missile, ground strike or bombing run aimed at a point in their territory
YOU ENTER THEIR TERRITORYA move order, patrol or air mission into their provinces — unless every unit in it is a recon unit

The last three are automatic: the war is declared on your behalf the moment the order goes out, then the order proceeds. When you lay out a patrol, its preview warns you if the route crosses foreign territory and would start one; an ordinary move order is checked only at its destination.

PEACE

Either side can offer peace; only the other side can accept it, so no one ends a war alone. Declining keeps the war going. Once peace is made, neither nation can go to war with the other again — by declaration or automatically — for 12 game-hours.

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