Standard Stats


The normal set of stats in Total War games are as follows. Depending on the GM's preferences and the themes of the world they have established, some may be added or removed. See Variant Stats.

Military (Mil)
Description: Your fighting forces. Depending on the game this could be anything from spear men to space ships. Generally a more overt sign of power and a large military tends to cause either fear or respect.

Examples of Usage: The most obvious way to attack some one is to use Military. It is quick and tends to be very effective, but is also loud and noisy.

Espionage (Esp)
Description: Your spies and saboteurs, agents and assassins. When you want something done quietly, this is what you use. See also Defensive Espionage

Examples of Usage: Generally Espionage is regarded as the other offensive stat. Where Military is loud and overt, Espionage is subtle and stealthy. It tends to be less effective, but also less traceable. Also generally tied to the ability to read other people's messages. Depending on the GM's choice of rules in the creation of their game, it can also be tied to the ability to defend one's own messages.

Economy (Eco)
Description: Your industry. All the infrastructure, companies, factories, mines, banks, and other such things of a faction fall under Economy. A high Economy is the sign of wealthy, powerful country.

Examples of Usage: The most obvious way to grow. If you want more stats, you simply spend Economy on making more of it. Other stats also give growth opportunities, but this one is the easiest to use. It also tends to be the easiest to steal. Some GMs choose to make it a more efficient growth stat to compensate for this.

Research (Res or Tech)
Description: This is probably the most highly variable stat depending on what the game's setting actually is. In general, it is the scientists, engineers, and research complexes that a country has, and their ability to learn new things or design new products.

Examples of Usage: The second obvious growth stat. Researching a new technology or increasing the effectiveness of an old one is a common component of a player's End of Turn Report. Many GMs tend to make Research not simply stat growth and instead have it develop traits that bend the rules of what is possible in the game.

Morale (Mor)
Description: First and foremost, your Morale is a passive defense against an enemy's offensive Espionage actions. See Defensive Espionage for more information on this. It also usually has a small effect on the effectiveness of other stats. A high Morale indicates your citizen's faith in your faction, so high levels of loyalty inspire your people to work harder. Additionally, if your Morale goes too low you will start having protests as people grow to hate your rule, and at 0 Morale you will have an outright civil war break out. It also can be used actively in certain circumstances.

Examples of Usage: Try to convince your people to join the military by inspiring a sense of patriotism. Try to convince people of low Morale nation X that a union with your nation would be beneficial to both of you.

World Opinion (WO)
Description: What everyone else thinks of you. Where Morale is what your own people think of you, your World Opinion is the same for everyone else's people. There are a number of variants that have been made to better track complex foreign relations.

Examples of Usage: Another underused stat, mostly because PCs tend to ignore World Opinion and instead choose to ally with whomever is willing to give them the best deal. This means that World Opinion normally comes into play with NPCs, which tend to be a weak area both in their own plans and their reaction to World Opinion. Many GMs try to give discounts for having high World Opinion and attempting foreign affairs. For instance, hiring mercenaries. Or being able to more easily gain allies.