Recommended companion: STWCombatKnowledge
STWCombatKnowledge provides the shared perception and combat-awareness layer that helps spawned forces respond coherently to nearby players, units, and combat activity. This makes frontline confrontations feel more alive and improves the quality of tactical reactions inside campaign-generated encounters.
Load STWCombatKnowledge on both the server and clients alongside Divide and Conquer, and keep both mods updated to compatible versions. CombatKnowledge is recommended, not a hard requirement for the campaign to start.
For CombatKnowledge setup and behavior settings, see the STWCombatKnowledge manual.
Configuration
Basic ownership persistence is stored separately at $profile:STW/Persistence/DivideAndConquer/STW_DivideAndConquerOwnership_<map signature>.json. It restores only Red and Blue cell ownership. Active tokens, confrontations, timers, and events restart with the server.
The file is generated at $profile:STW/DivideAndConquer/STW_DivideAndConquerCampaignConfig.json. Delete or edit it, then restart the server to apply structural changes.
| Parameter | Default | Purpose |
|---|---|---|
minimumFrontUpdateSecondsmaximumFrontUpdateSeconds | 21600 / 64800 | Random interval for front updates. Testing values can be much shorter. |
strategicTokenLifetimeMinimumSecondsstrategicTokenLifetimeMaximumSeconds | 21600 / 43200 | Random lifetime range for each strategic CQB or Stronghold token. |
strongholdSoldierLossMinimumPercentagestrongholdSoldierLossMaximumPercentage | 75 / 95 | Random percentage of Stronghold soldiers that must be lost before player defeat. |
maximumActiveCQBTokens | 2 | Maximum active CQB tokens. |
maximumActiveStrongholdTokens | 1 | Maximum active Stronghold tokens. |
deepStrategicTokenChancePercent | 10 | Chance of selecting a non-front enemy strategic location. |
playerOccupationTimeMinimumSecondsplayerOccupationTimeMaximumSeconds | 2700 / 5400 | Random range for the time a player faction must occupy a CQB area. |
cqbRequiredKillsMinimumcqbRequiredKillsMaximum | 20 / 40 | Random range for defender kills required to conquer a CQB area. |
redCQBOwnFactionPercentageredCQBOpposingFactionPercentage | 80 / 20 | RED strategic CQB faction bias. |
blueCQBOwnFactionPercentageblueCQBOpposingFactionPercentage | 80 / 20 | BLUE strategic CQB faction bias. |
Use redCQBOwnFactionMinimumPercentage, redCQBOwnFactionMaximumPercentage, blueCQBOwnFactionMinimumPercentage, and blueCQBOwnFactionMaximumPercentage to control per-zone variation. redCQBCombatStrengthFactor and blueCQBCombatStrengthFactor control the relative compensation.
Complete configuration reference
All campaign settings are stored in $profile:STW/DivideAndConquer/STW_DivideAndConquerCampaignConfig.json. The ownership cache is separate: $profile:STW/Persistence/DivideAndConquer/STW_DivideAndConquerOwnership_<map signature>.json. The campaign file is schema version 2; restart the server after editing it.
| Group | Parameters | Purpose and defaults |
|---|---|---|
| Core and front | configVersion, enableDiagnostics, minimumFrontUpdateSeconds, maximumFrontUpdateSeconds, minimumInitialRedPercentage, maximumInitialRedPercentage | Schema/version and diagnostics; random front-update range 21600–64800 seconds; initial Red ownership range 20–50%. |
| Events and messaging | enableChatMessages, enableNotificationMessages, minimumEventIntervalSeconds, maximumEventIntervalSeconds, confrontationEvaluationSeconds, missionCompletionEvaluationSeconds | Player feedback and event cadence: messages enabled; event interval 300–1800 seconds; confrontation evaluation 900 seconds; mission completion evaluation 10 seconds. |
| Token limits | maximumActiveCQBTokens, cqbMaximumActiveAI, maximumActiveStrongholdTokens, maximumActiveSpecialForcesTokens, specialForcesProbabilityPercent, cqbProbabilityPercent, strongholdProbabilityPercent, specialForcesAllowedAreas[] | Active-token and AI caps; default CQB/Stronghold/Special Forces selection is 45/35/20%; allowed Special Forces areas are MilitaryBases, Forests, Mountains, NarrowPasses and Bridges. |
| Map and objectives | showStrategicTokenMarkers, showStrategicalMarkers, showObjectiveProgressHud, showObjectiveProgressValues, objectiveProgressVisibilityMode, objectiveProgressDisplaySeconds, objectiveProgressShowIntervalSeconds, objectiveProgressNearbyRadiusMeters, showOnlyClosestObjective, objectiveResultDisplaySeconds, victoryNextObjectiveDelaySeconds, victoryTileOccupationPercentage, battleResultDisplaySeconds | Controls strategic markers and objective HUD. Defaults: markers true/false, HUD and values true, visibility CONTINUOUS, display 10 s, repeat 120 s, nearby radius 800 m, closest-only true, result 20 s, next objective 20 s, victory occupation 85%, battle result 30 s. |
| Bases and mortars | maximumRedBases, maximumBlueBases, enableFactionMortarPlacement, maximumMortarsPerTile, maximumBlueMortars, maximumRedMortars, mortarReconcileSeconds | Base caps are 2/2. Faction mortar placement is enabled; maximum one mortar per tile, four per side, reconciled every 20 s. |
| Minefields | showMinefieldMarkers, enableMinefields, disableMinePersistenceWhenPresent, proximityArmingEnabled, proximityArmRadiusMeters, proximityDisarmRadiusMeters, proximityCheckIntervalSeconds, frontlineAPMineCapPerTile, frontlineATMineCapPerTile, frontlineMineCapPerTile | Minefield display and persistence; enabled by default, markers hidden; arm/disarm radii 300/450 m, check every 2 s; AP/AT/total caps 6/8/14 per tile. |
| Token lifetime | strategicTokenLifetimeSeconds, strategicTokenLifetimeMinimumSeconds, strategicTokenLifetimeMaximumSeconds, defeatedTileCooldownSeconds, deepStrategicTokenChancePercent | Default token lifetime 28800 s, random range 21600–43200 s, defeated-tile cooldown 21600 s, deep-token chance 10%. |
| Strongholds | strongholdSoldierLossMinimumPercentage, strongholdSoldierLossMaximumPercentage, strongholdMaximumBuildingsMinimum/Maximum, strongholdUnitsPerBuildingMinimum/Maximum, strongholdNearbyPatrolsMinimum/Maximum, strongholdSurroundingPatrolsMinimum/Maximum, strongholdShootersMinimum/Maximum, strongholdTotalUnitsMinimum/Maximum, strongholdJeepsMinimum/Maximum | Random Stronghold composition and defeat ranges: soldier loss 75–95%; buildings 1–10; units/building 4–12; nearby and surrounding patrols 0–8; shooters 0–12; total units 8–80; jeeps 0–2. |
| CQB occupation | playerOccupationTimeLimitSeconds, cqbRequiredKillsForOccupation, playerOccupationTimeMinimum/MaximumSeconds, cqbRequiredKillsMinimum/Maximum, redCQBOwnFactionPercentage, redCQBOpposingFactionPercentage, blueCQBOwnFactionPercentage, blueCQBOpposingFactionPercentage, redCQBOwnFactionMinimum/MaximumPercentage, blueCQBOwnFactionMinimum/MaximumPercentage, redCQBCombatStrengthFactor, blueCQBCombatStrengthFactor | Occupation limit 3600 s and 30 kills; randomized ranges are 2700–5400 s and 20–40 kills. Default faction bias is 80/20 for both sides; per-zone own-faction ranges are Red 75–90% and Blue 65–80%; combat factors are Red 0.8 and Blue 1.2. |
| Reinforcements | enableReinforcementTokens, reinforcementEvaluationSeconds, reinforcementLifetimeSeconds, reinforcementStrategicTokenChancePercent, showReinforcementTokenMarkers, showReinforcementAddonMarkers, reinforcementMinimumPlayerDistanceMeters, blueSniperReinforcementPool, blueAntiAirReinforcementPool, redSniperReinforcementPool, redAntiAirReinforcementPool | Reinforcement tokens enabled; evaluation every 900 s, lifetime 28800 s, strategic-token chance 70%; token markers hidden, addon markers shown; minimum player distance 250 m; pools Blue sniper/AA 3/3 and Red sniper/AA 4/3. |
Validation keeps ranges ordered, clamps percentages and probabilities to valid bounds, and applies safe minimums. When a setting is absent, the generated default is used.