Arma Reforger · Online Manual

STW Divide and Conquer

A server-authoritative strategic campaign system that simulates faction ownership, front movement, strategic locations, and CQB or Stronghold confrontations.

Server authoritativeRED vs BLUEStrategic gridCQB and Strongholds

Recommended companion: STWCombatKnowledge

For the best experience, run STW Divide and Conquer together with STWCombatKnowledge. Divide and Conquer can start without it, but the campaign's strategic CQB and Stronghold encounters work substantially better when CombatKnowledge is enabled.

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.

ParameterDefaultPurpose
minimumFrontUpdateSeconds
maximumFrontUpdateSeconds
21600 / 64800Random interval for front updates. Testing values can be much shorter.
strategicTokenLifetimeMinimumSeconds
strategicTokenLifetimeMaximumSeconds
21600 / 43200Random lifetime range for each strategic CQB or Stronghold token.
strongholdSoldierLossMinimumPercentage
strongholdSoldierLossMaximumPercentage
75 / 95Random percentage of Stronghold soldiers that must be lost before player defeat.
maximumActiveCQBTokens2Maximum active CQB tokens.
maximumActiveStrongholdTokens1Maximum active Stronghold tokens.
deepStrategicTokenChancePercent10Chance of selecting a non-front enemy strategic location.
playerOccupationTimeMinimumSeconds
playerOccupationTimeMaximumSeconds
2700 / 5400Random range for the time a player faction must occupy a CQB area.
cqbRequiredKillsMinimum
cqbRequiredKillsMaximum
20 / 40Random range for defender kills required to conquer a CQB area.
redCQBOwnFactionPercentage
redCQBOpposingFactionPercentage
80 / 20RED strategic CQB faction bias.
blueCQBOwnFactionPercentage
blueCQBOpposingFactionPercentage
80 / 20BLUE strategic CQB faction bias.

Use redCQBOwnFactionMinimumPercentage, redCQBOwnFactionMaximumPercentage, blueCQBOwnFactionMinimumPercentage, and blueCQBOwnFactionMaximumPercentage to control per-zone variation. redCQBCombatStrengthFactor and blueCQBCombatStrengthFactor control the relative compensation.

Strategic Stronghold profile: each generated Stronghold samples its buildings, units, patrols, and shooters from the configured minimum and maximum ranges. Roof and tower shooters remain enabled for strategic Strongholds. The sampled values are fixed for that Stronghold encounter.
Strategic CQB: each token receives random occupation time and kill requirements from the configured ranges. Its faction percentage is also randomized per zone. Strategic Stronghold: each token receives a random lifetime and a random soldier-loss defeat percentage when deployed. These values remain fixed for that encounter.

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.

GroupParametersPurpose and defaults
Core and frontconfigVersion, enableDiagnostics, minimumFrontUpdateSeconds, maximumFrontUpdateSeconds, minimumInitialRedPercentage, maximumInitialRedPercentageSchema/version and diagnostics; random front-update range 21600–64800 seconds; initial Red ownership range 20–50%.
Events and messagingenableChatMessages, enableNotificationMessages, minimumEventIntervalSeconds, maximumEventIntervalSeconds, confrontationEvaluationSeconds, missionCompletionEvaluationSecondsPlayer feedback and event cadence: messages enabled; event interval 300–1800 seconds; confrontation evaluation 900 seconds; mission completion evaluation 10 seconds.
Token limitsmaximumActiveCQBTokens, 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 objectivesshowStrategicTokenMarkers, showStrategicalMarkers, showObjectiveProgressHud, showObjectiveProgressValues, objectiveProgressVisibilityMode, objectiveProgressDisplaySeconds, objectiveProgressShowIntervalSeconds, objectiveProgressNearbyRadiusMeters, showOnlyClosestObjective, objectiveResultDisplaySeconds, victoryNextObjectiveDelaySeconds, victoryTileOccupationPercentage, battleResultDisplaySecondsControls 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 mortarsmaximumRedBases, maximumBlueBases, enableFactionMortarPlacement, maximumMortarsPerTile, maximumBlueMortars, maximumRedMortars, mortarReconcileSecondsBase caps are 2/2. Faction mortar placement is enabled; maximum one mortar per tile, four per side, reconciled every 20 s.
MinefieldsshowMinefieldMarkers, enableMinefields, disableMinePersistenceWhenPresent, proximityArmingEnabled, proximityArmRadiusMeters, proximityDisarmRadiusMeters, proximityCheckIntervalSeconds, frontlineAPMineCapPerTile, frontlineATMineCapPerTile, frontlineMineCapPerTileMinefield 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 lifetimestrategicTokenLifetimeSeconds, strategicTokenLifetimeMinimumSeconds, strategicTokenLifetimeMaximumSeconds, defeatedTileCooldownSeconds, deepStrategicTokenChancePercentDefault token lifetime 28800 s, random range 21600–43200 s, defeated-tile cooldown 21600 s, deep-token chance 10%.
StrongholdsstrongholdSoldierLossMinimumPercentage, strongholdSoldierLossMaximumPercentage, strongholdMaximumBuildingsMinimum/Maximum, strongholdUnitsPerBuildingMinimum/Maximum, strongholdNearbyPatrolsMinimum/Maximum, strongholdSurroundingPatrolsMinimum/Maximum, strongholdShootersMinimum/Maximum, strongholdTotalUnitsMinimum/Maximum, strongholdJeepsMinimum/MaximumRandom 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 occupationplayerOccupationTimeLimitSeconds, cqbRequiredKillsForOccupation, playerOccupationTimeMinimum/MaximumSeconds, cqbRequiredKillsMinimum/Maximum, redCQBOwnFactionPercentage, redCQBOpposingFactionPercentage, blueCQBOwnFactionPercentage, blueCQBOpposingFactionPercentage, redCQBOwnFactionMinimum/MaximumPercentage, blueCQBOwnFactionMinimum/MaximumPercentage, redCQBCombatStrengthFactor, blueCQBCombatStrengthFactorOccupation 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.
ReinforcementsenableReinforcementTokens, reinforcementEvaluationSeconds, reinforcementLifetimeSeconds, reinforcementStrategicTokenChancePercent, showReinforcementTokenMarkers, showReinforcementAddonMarkers, reinforcementMinimumPlayerDistanceMeters, blueSniperReinforcementPool, blueAntiAirReinforcementPool, redSniperReinforcementPool, redAntiAirReinforcementPoolReinforcement 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.