Game design document · Mechanics section

A war calculated down
to the last liter of fuel

DAR WAR is built on a detailed audit of every system: economy, logistics, combat and the diplomacy of commanders. Below are the core mechanics as they actually work in the game.

Chapter 1 · Economy

The base matters more than the first strike

All buildings are bought with gold and built instantly — as long as the province beneath them is free or allied. Without balanced income your army simply grinds to a halt.

Oil Refinery

1800 gold · 4000 HP
  • Income+120 fuel, +40 gold/turn
  • CriticalityWithout it, the army stalls

Warehouse

1000 gold · 3500 HP
  • Income+20 gold/turn
  • Bonus+5000 treasury, +1000 fuel capacity

Vehicle Plant

3000 gold · 5000 HP
  • Upkeep−50 fuel/turn
  • UnlocksHeavy armored vehicles

Training Ground

1200 gold · 3000 HP
  • Income+15 gold/turn
  • UnlocksInfantry recruitment

Airfield

3500 gold · 4500 HP
  • Upkeep−40 fuel/turn
  • UnlocksAircraft + return point

Resource caps

Gold 10,000 · Fuel 1,000
  • GoldSurplus burns off
  • CitiesKyiv/Moscow +150 gold
Chapter 2 · Combat system & logistics

Damage is not a fixed number

Terrain, randomness and unit condition all shape the outcome of every battle. Movement costs Action Points (AP): 1 turn = 1 day, 1 province ≈ 30–40 km.

Damage formula

Terrain + randomness

Base damage is multiplied by a terrain modifier and a random value — the outcome is never 100% predictable.

Actual_Damage = Base_Dmg × Terrain_Modifier × Random(0.85–1.15)
Strength degradation

A wounded army hits softer

If an attacker's HP drops below 30% of max, its damage output is automatically multiplied by 0.5.

HP < 30% → Damage × 0.5
Return fire

Retaliation

If a defender survives and can reach the attacker within 1 province, it strikes back for 50% of its own strength.

Air defense interception

A virtual 100-sided die

Every missile launch is checked against an RNG roll versus the target's interception chance. No gold for a missile — air defense stays silent.

Roll(1–100) ≤ Interception chance → Target destroyed
Action Points (AP)

The cost of movement

Plains/roads cost 1 AP. Off-road terrain costs 1.5 AP. Marsh/forest/destroyed bridges cost 2 AP (forbidden to some wheeled vehicles).

Forced march

Speed at a cost

+1 AP, but doubles fuel consumption and applies a −20% defense penalty next turn. Without a supply line to a Warehouse, encircled fuel runs dry in 1 turn.

Morale collapse

Losing the capital isn't just minus one city

Losing Kyiv or Moscow crashes morale across the entire front at once, not just in a single province. One mistake defending the capital can decide the whole campaign — a deliberately sharp blow, not a gradual one.

Chapter 3 · Equipment roster

No generic categories — only individual models

Every unit has its own weight, fuel consumption and tactical role. Below are examples from the full roster of 40+ models.

INF-01
Infantry Squad
Captures cities. Can dig in (+50% defense). Ignores marshland.
HP100
Damage (inf/veh)40 / 10
Cost20
INF-02
Assault Group (ATGM)
Destroys armor from ambush. Invisible in forests.
HP120
Damage (inf/veh)30 / 220
Cost45
INF-03
Snipers / Special Forces
Stealth movement. Ignores terrain penalties.
HP80
Damage (inf)90
Cost35
MS-01
Stugna-P / Kornet
Infantry ATGM. Strikes without taking return fire. Range: 1 province.
Damage300
Cost10
UA-T2
M1A1 Abrams
Gas-turbine engine. Fuel-hungry. 2.5 AP penalty in marshland.
HP500
Damage (tank/IFV)250 / 350
Fuel/province−14
Cost150
UA-T3
Leopard 2A6
Fast reverse — can perform a tactical withdrawal without taking a rear hit.
HP500
Damage (tank/IFV)250 / 350
Fuel/province−10
Cost160
RU-T1
T-90M "Proryv"
Balanced speed and fuel consumption. The main striking fist.
HP480
Damage (tank/IFV)240 / 340
Fuel/province−9
Cost140
RU-T2
T-80BVM
Fastest tank in the game (up to 4 provinces on a highway), but strains logistics.
HP480
Damage (tank/IFV)240 / 340
Fuel/province−15
Cost150
UA-B1
M2 Bradley
Drops off infantry without spending their action points.
HP250
Damage160
Cost80
UA-B3
BTR-4E
Versatile. Amphibious — rivers cost 1.5 AP.
HP200
Damage150
Cost50
RU-B1
BMP-3
Amphibious — crosses rivers for 1 AP without bridges.
HP210
Damage200
Cost75
RU-B3
MT-LB
All-terrain. Lowest marshland penalty of any vehicle — 1 AP.
HP150
Damage30
Cost30
UA-P1
Patriot (Strategic)
Defends cities against Kinzhals and Iskanders.
Radius160 km
Kill chance70%
Cost220
UA-P3
Gepard (Short-range)
Cheap protection for factories against Shaheds.
Radius5 km
Kill chance90%
Cost80
RU-P1
S-400 (Strategic)
Locks down aircraft across large areas.
Radius400 km
Kill chance75%
Cost240
RU-P2
Pantsir-S1 (Short-range)
Point defense for strategic objects.
Radius20 km
Kill chance85%
Cost90
UA-A2
F-16 Fighting Falcon
Can shoot down air targets and evade air defense (20% chance).
HP250
Damage (ground/air)700 / 500
Cost190
UA-A1
Su-25 "Rook"
Armored ground-attack aircraft. Vulnerable to MANPADS.
HP300
Damage (ground)600
Cost130
RU-A2
Tu-22M3
Destroys factories in a single strike. Can only be shot down by Patriot/S-300.
HP400
Damage (ground)2200
Cost300
RU-A3
Su-35
Air superiority fighter.
HP280
Damage (air)800
Cost200
DR-01
FPV drone
Can only launch from a tile with infantry present. Ignores armor.
Damage200
Cost5
UA-D2
Shark / Leleka
Reconnaissance drone. Reveals the fog of war, exposes special forces.
Range5 AP
Cost15
RU-D1
Lancet
High-precision kamikaze drone, bonus damage against artillery and air defense.
Damage500
Cost25
RU-D2
Shahed-136
Cheap way to exhaust air defenses. 20 AP range.
Damage700
Cost25
UA-M2
Neptune / Hrim-2
Strategic strikes against factories and airfields. Hrim-2 is ballistic and hard to intercept.
Range10 prov.
Damage1500–2000
Cost260
UA-M1
Vilkha-M
MLRS. Blankets a tile with an area strike.
Range3 prov.
Damage1000
Cost80
RU-M2
Iskander-M / Kinzhal
Ballistic/hypersonic. Can only be intercepted by Patriot (70%).
RangeUnlimited
Damage2000–2500
Cost290
RU-M1
Kalibr / Oniks
Cruise missiles. Intercepted by NASAMS and IRIS-T.
Range15 prov.
Damage1400–1600
Cost200
Chapter 5 · Electronic & cyber warfare

An invisible dome over the battlefield

Electronic warfare deals no direct damage — it rewrites the rules for drones and precision weapons around it.

UA-EW1 · Bukovel-AD

Mobile jamming

1-province radius. Reduces FPV and Lancet hit chance by 80%, scrambles missile coordinates. 60 gold, wheeled, 3 AP.

RU-EW1 · Pole-21

Stationary dome

2-province radius. Blocks Shark/Orlan reconnaissance, reduces artillery damage by 50%. 90 gold, stationary.

Rule 1

Entry RNG check

A drone entering an EW dome rolls a chance check — there is no guaranteed outcome, only probability.

Rule 2

Reconnaissance blinding

A recon drone inside an EW zone loses vision for 1 turn or returns to base with nothing.

Chapter 6 · Commanders

Generals who change the front

Headquarters can hire commanders for gold. They don't fight themselves — they attach to a tile and grant buffs to neighboring provinces.

Armored forces

General of Armored Forces

+1 AP to all heavy tanks within 2 provinces. −20% fuel consumption.

Cost · 500 gold
Artillery

General of Artillery

+20% base damage to all artillery and MLRS within range.

Cost · 600 gold
Logistics

Master of Logistics

Allows wheeled vehicles to ignore off-road penalties.

Cost · 400 gold
Chapter 7 · Weather & seasons

The map lives for months, not turns

Weather changes every 10–15 turns and physically alters movement costs and troop condition.

Summer

Baseline movement conditions. The reference point for every other season.

Fall / Spring

Mud season: field movement up to 2 AP (wheeled) and 1.5 AP (tracked). Wheeled vehicles are tied to paved roads.

Winter — rivers

Rivers freeze over, letting tanks cross without bridges, but there's a 10% risk the ice breaks.

Winter — resources

Fuel consumption +3 for heating. Infantry without a city's shelter lose 5 HP per turn to frostbite.

Chapter 4 · Recovery & repair

A disabled vehicle isn't a lost one

Instead of instantly destroying expensive equipment, a salvage system kicks in.

HP hits zero

A die is rolled with a 30% chance of success — if it succeeds, the vehicle becomes "Disabled" instead of destroyed.

Disabled status

The unit cannot fire or move — its Action Points are zero until recovered.

Towing

An allied unit or ARV spends a turn to tow the disabled vehicle away.

Repair at the plant

Delivering it to a Vehicle Plant costs only 30% of the base price — for example, 45 gold instead of 150 for an Abrams.

A reward for survival

Veterancy instead of "good as new"

Equipment that survives evacuation and returns to service doesn't reset to baseline stats — the crew keeps what it learned. The longer a vehicle stays at the front, the more dangerous it becomes in battle.

1 battle — Bronze
3 battles — Silver
6+ battles — Gold
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