War Room

From Fantasy President Wiki
This page is about the setup selector and the war system it turns on. For how a war affects a country's diplomatic relationship, see Diplomacy. For the separate intelligence screen, see Covert Operations.
War Room
SettingDeployments and War
WhereSetup screen, after Event Generation
OptionsOff, Classic, Strategic
DefaultOff
PremiumYes
ErasAll presidential eras
Career ModeNot offered

What it does

Deployments and War is a three-way choice on the setup screen. Turning it on gives the presidency an armed forces to manage: the President can inherit a war already under way, start or end conflicts, escalate or withdraw, and negotiate peace. The setup screen warns that the mode has not been fully tested and that turns may take slightly longer to process. Leaving it off means no wars or deployments appear in the game at all.

A deployment can be one of several kinds of conflict:

  • a conventional war
  • a counterinsurgency
  • an advisory mission supporting a government against an insurgency
  • an advisory mission supporting a government at war
  • a bombing campaign
  • a peacekeeping mission

Inherited wars

Many historical scenarios begin already at war, matching real history. Eisenhower and Truman both inherit the Korean War. Kennedy inherits an early advisory role in Vietnam, and Johnson inherits the full Vietnam War. George W. Bush and Obama both inherit the Iraq War and the Afghanistan War. More recent scenarios inherit support missions in Ukraine and Israel, and continuing operations against ISIS. A number of scenarios, including Carter's and every custom President, begin with no war at all. Only deaths that happen during a President's own term count against that President's approval.

Fighting the war

Two different ways of running a war are on offer. Under Classic, the President manages the make-up of the forces committed to it, choosing between ground troops, aircraft, special operations, advisers, naval forces and other material, and can order a draft to expand the ground force. Under Strategic, the President instead sets three broader dials: what kind of conflict it is, how heavily committed the country is to it, and how restrained the rules of engagement are. Loosening the rules of engagement speeds progress toward victory and reduces American casualties, but increases civilian casualties, damages the country's diplomatic relationships in the region, and at its most extreme can undermine the government's own stability. Pushing an advisory mission to its highest level of commitment turns it into a full war.

The month, orders and peace talks

Each war updates every month according to how it is being fought. A war can end in victory, in defeat if it makes no progress for six months, or in withdrawal if it is wound down completely. Ending a war changes the country's relationship with the region involved and shifts opinion among hawkish and dovish voters. Beyond the month's usual policy, the President can also issue direct military orders from the Situation Room, and can open peace talks at any time; talks put the war on hold while the two sides negotiate over several rounds, ending either in a settlement or a collapse.

Aftermath

A victorious war ends with a choice about what comes next. After a conventional war, the President can withdraw outright, occupy and rebuild the country while managing the insurgency that follows, or hand over to a friendly government and leave only advisers behind. After a bombing campaign, the President can withdraw or commit ground troops to finish the job on the ground. Active wars occasionally generate their own news events, in addition to the ordinary run of events for the era.

Access

Deployments and War is premium. A free account is prompted to upgrade if it tries to select Classic or Strategic, and a free account's game runs with the mode off regardless of the setup screen's setting. It is offered in every presidential era, using each era's own diplomatic relationships. Career Mode does not offer it, so a career always begins with no wars.