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Workshop mod by argeo

Protection Core Arma Reforger Mod

Implementation of some of the mechanisms of International Humanitarian Law (or "laws of war"). Useful for modders, see Protection Vanilla for easily enabling all features and some showcase missions.

608F1BA179AFBEC5
Protection Core preview

Ranking

Popular#882163.9Falling#61912.2
4Serversrunning this mod
1Observed players nowon servers reporting this mod
49Estimated player-hours (7d)7-day data
DeploymentTop 24%75.7ahead of 76% of tracked mods by servers running it
Activity46th46.4ahead of 46% of tracked mods by play on those servers
Popularity63.9deployment and activity combined
How those 4 installs happen100% traced
  • Not identified as a dependency2
  • Required by another mod2
Last 30 days
Servers, last 30 days
4 latest5 peak, 20 Sept2 low, 22 Sept

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept4436
20 Sept35324
21 Sept33324
22 Sept33224
23 Sept24224
24 Sept33224
25 Sept44324
26 Sept44424
27 Sept44424
28 Sept45424
29 Sept55424
30 Sept55524
1 Oct45424
2 Oct44424
3 Oct44324
4 Oct44324
5 Oct34324
6 Oct34224
7 Oct33324
8 Oct33324
9 Oct44224
10 Oct44324
11 Oct44324
12 Oct44324
13 Oct44424
14 Oct44324
15 Oct44424
16 Oct44424
17 Oct44424
18 Oct35324
19 Oct44318
Observed players, last 30 days
0 latest4 peak, 4 Oct0 low, 19 Sept

Sampled player counts on servers reporting the mod; not unique players. Last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept1106
20 Sept03024
21 Sept01024
22 Sept02024
23 Sept01024
24 Sept01024
25 Sept00024
26 Sept00024
27 Sept01024
28 Sept01024
29 Sept01024
30 Sept03024
1 Oct01024
2 Oct00024
3 Oct01024
4 Oct04024
5 Oct00024
6 Oct01024
7 Oct22024
8 Oct33024
9 Oct34024
10 Oct04024
11 Oct02024
12 Oct11024
13 Oct01024
14 Oct01024
15 Oct01024
16 Oct02024
17 Oct03024
18 Oct14024
19 Oct04018

Calculated Oct 19, 2026, 5:52 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Implementation of some of the mechanisms of International Humanitarian Law (or "laws of war"). Useful for modders, see Protection Vanilla for easily enabling all features and some showcase missions.

Official Workshop description

The goal of the Protection mods is to make Arma Reforger even more immersive and dramatic by implementing various dimensions of a major component of modern warfare: the interaction with the civilian populations and the constraints implied by the civilized behavior of armed forces. Their solo author is mostly active as an independent software engineer, but is also a trained political scientist, an activist and an author specialized on intercommunal conflict in the Balkans, the former Soviet Union and the Levant. This project is primarily a dialogue between these two perspectives, rather than explicit advocacy for International Humanitarian Law. And while it certainly has some educational value, its purpose is first and foremost to make the game more enjoyable. Protecting and saving civilians from despicable war criminals is actually quite cool and rewarding! This mod, Protection Core, is the basis of all other Protection mods and modifies significantly some low-level components and entities related to the gameplay. In order to minimize potential side-effects when using it as a dependency for third-party mods, all features (see below) are disabled by default. Modders using it are therefore able to pick and choose which particular feature they want to enable (typically: only automated population, but not all war crimes, etc.) So, by default it should do strictly nothing, and server administrators or casual users should rather use the Protection Vanilla mod (recommended) or the other Protection mods. The main features at this stage: - Automated population of the maps with civilians, based on the vanilla building structures and configurable through the vanilla concepts of home territories and urban locations. An overall density of population can be defined, in order to manage the load of all these AIs on a server. When multiple civilian factions are available, territories can mix communities with configurable proportions. - Additional war crimes or refinement of existing ones, by distinguishing between harming non-combatant vs allies, and being disguised as an enemy vs as a protected person (perfidy). Notably, executing an unarmed enemy can be punished. These new war crimes can impact the statistics used for kicking/banning players, XP progression and the base scoring system. - Additional AI commanding orders allowing to "protect" non-combatants or to capture unarmed enemies, effectively recruiting them into the vanilla commanded AI group. In addition to obeying orders, which typically allows to extract them from the fighting zones, these AIs acquire a special status and don't get targeted by any other AIs. - Two additional civilian factions (Rural and Urban), which can effectively replace the vanilla Civilian faction, and allow to model that only some civilian communities are targeted by certain military factions. This introduces the inherent complexities of civil war, combined or not with conflicts between great powers. These factions are optional and all other features work with the vanilla Civilian faction. - A basic system for triggering and managing the flows of internally displaced persons. Dependending on the intensity of the fighting and the brutality/criminality of some military factions, civilians will progressively leave populated areas and try to reach "civic centers", which are either the vanilla municipal offices or "emergency response centers" which can be built by the playable factions. Civilians and prisoners can be discharged near these locations, with XP rewards for the players. Modelling and depicting the impact of war on civilian populations is a sensitive and delicate matter. By default, playable factions are forced to be friendly to non-combatant factions. In other words, one cannot play as war criminals and only AI factions can be configured to systematically commit war crimes. Disabling this safeguard for any other purpose than testing is explicitely discouraged by the author. Overall, the population system is quite robust, but has not been extensively tested on big maps with many human players; reducing the population density should work around most problems. The commanding system for protecting non-combatants works fairly well, but is mostly useful for missions focussing on interacting with civilians. The capturing system is less mature and currently does not cover real players; moreover, allied AIs will still try to kill unarmed enemies (except if they are explicitely prisoners of war). These versions of "Protection Core" and "Protection Vanilla" (but no other Protection mod) are candidates to the "Make Arma Not War" mod competition. Note: Along with the Red Cross and the Red Crescent, the Red Crystal is one of the three protective emblems recognized by IHL. Its use here indicates simply that ICRC resources are used as the functional specifications for this software.

Servers running this mod

4

4 currently listed servers report Protection Core in its mod list. Showing the 4 with the most players.

Versions

10
published · approved · 2.72 MiB
published · approved · 2.71 MiB
published · approved · 2.71 MiB
published · approved · 2.71 MiB
published · approved · 2.71 MiB
published · approved · 2.71 MiB
published · approved · 2.71 MiB
published · approved · 2.71 MiB
published · approved · 2.69 MiB
published · approved · 2.69 MiB
1.5.0Game 1.8.0.13 · 2.72 MiB · Oct 18, 2026
Dependencies: 0Scenarios: 0PublishedApproved
No changelog text is available for this version.

config.json entry

{
  "modId": "608F1BA179AFBEC5",
  "name": "Protection Core",
  "version": "1.5.0"
}

Use Protection Core on your server

Add Protection Core to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/608F1BA179AFBEC5
GET https://api.reforgermods.net/v2/mods/608F1BA179AFBEC5/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.