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Workshop mod by The Boi With No DLC

FF War Economy Arma Reforger Mod

PUBLIC BETA - Freedom Fighters add-on: supply upkeep, factories, town workshops, trade, wages, operations and a State of the war page. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback

8FF9767E026B74B3
FF War Economy preview

Ranking

Popular#572479.5Rising#382549.4
6Serversrunning this mod
6Observed players nowon servers reporting this mod
297Estimated player-hours (7d)7-day data
DeploymentTop 14%85.7ahead of 86% of tracked mods by servers running it
ActivityTop 30%70.2ahead of 70% of tracked mods by play on those servers
Popularity79.5deployment and activity combined
How those 6 installs happen100% traced
  • Required by another mod6
Last 30 days
Servers, last 30 days
6 latest6 peak, 5 Nov1 low, 30 Oct

Servers reporting the mod in each hourly observation. Covers 9 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
30 Oct1114
31 Oct22124
1 Nov22224
2 Nov24224
3 Nov44224
4 Nov34224
5 Nov66324
6 Nov66424
7 Nov66424
8 Nov55321
9 Nov6661
Observed players, last 30 days
5 latest12 peak, 7 Nov0 low, 30 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 9 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
30 Oct0204
31 Oct13024
1 Nov03024
2 Nov25024
3 Nov04024
4 Nov26024
5 Nov47024
6 Nov25024
7 Nov612024
8 Nov19021
9 Nov5551

Calculated Nov 9, 2026, 12:25 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

PUBLIC BETA - Freedom Fighters add-on: supply upkeep, factories, town workshops, trade, wages, operations and a State of the war page. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback

Official Workshop description

PUBLIC BETA (0.11.12) - please send feedback, bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback NEW IN 0.11.12 - Export orders: drive vehicles to a port for pay. Far-off raids and ops no longer freeze. Going back: set contractExportPct 0 first. FF War Economy makes supply and money the reason you win in Freedom Fighters. Every place you hold costs supplies per hour; factories, workshops and trade keep it running; soldiers want wages. A State of the war page shows places held, the enemy, convoys and money. Part of the FF series: FF Mortar, FF Supply Lines, FF High Command, FF Enemy Command. QUICK START 1. Build a War Economy HQ (a command tent) at a base, FOB or factory (150 supplies). 2. In a held town: place a Consumer Goods workshop and a Market (build menu, Services, 1500 each). 3. At a held factory: build a Trade section. Open panels with the building's own action or the HQ radio. MONEY - The war chest pays first; if it is short, your own FF money pays the whole price. Income: trade and donations. Start: 4500, or 9000 with FF High Command or FF Enemy Command. - Every player of your side can spend the war chest; the Log shows who did what. SUPPLY AND TERRITORY - Upkeep per hour: village 40, town 80, city 150 (+0.5 per inhabitant), base 150, factory 100. - Added to a running campaign: upkeep starts; the bases, FOBs and factories you hold are covered until you lose them. Build HQs early. FACTORIES, WORKSHOPS, TRADE - Factory level 2 costs 5000 supplies + 15000 money, level 3 5000 + 35000; each level +25% output. 2 sections per factory (3 at level 3): Construction, Weapons, Vehicles, Consumer Goods, Trade. - Town workshops (one each per held town): Consumer Goods, Market, Gunsmith, Garage, Builder. - Selling drops the price; it recovers within hours, never above 85% of FF's port price. Contracts: deliver 300-800 supplies to a held port in time for +40%. Some ask for vehicles: park them at the port and keep a player near it until all are loaded. WAGES AND OPERATIONS - Wages per hour: 20 per FF-Garrisons defender, 25 per division soldier, x2 on operations. Unpaid 30 min: no new orders; 2 h: desertion. - RECON, FORTIFY, RAID, ASSAULT with preset FIA squads, or your own divisions with FF High Command at 25% of the cost. SERVER ADMINS - Settings: $profile:FFWE_WarEconomy/settings.json (none = defaults). Logs: [FFWE] lines; a cost line every 5 minutes (under 1 ms per frame is healthy). - AI budget: aiBudget (default 300 live AI, 40 kept free for FF, Garrisons and Reoccupation). Over it, new soldiers wait and FIA town patrols are skipped. Lower it on a weaker server. - Versions: if you pin versions, never pin FF War Economy below what FF High Command and FF Enemy Command need: they would not compile. - Big mod lists share one start-up script budget of the engine: a crash at start in '#InitGlobals' or a 'Too many instructions' line means the whole list is too big, not one mod. - Reset: {"reset": ["FFWE"]} (or "FFHC", "FFEC") in $profile:FFWE_WarEconomy/reset.json; a copy is kept first. SAVES AND REMOVAL - Saves live in the add-on's own record; FF's own save data is never changed. Saves of 0.10.x and 0.11.x load as they are. - Before you remove the mod, dismantle its HQ tents, factory sections, town workshops, fortification sets and MG nests: their files stay in FF's save and log 'Invalid prefab type' without it. Reserves, tiers, the war chest and the High Command and Enemy Command data are lost. - Economy time runs only while a player is online. COMPATIBILITY - Requires Freedom Fighters (plus EDF and EPF); works alone. - Optional: FF Supply Lines 0.10.0+, FF Mortar 2.4.0+, FF High Command, FF Enemy Command. Update this mod first. - Runs with FF Plus, FF-Garrisons, FF Logistic, Loot Transfer System and FF Freedom Engineers (with it, consider tradeCapFFEngPrice true). KNOWN LIMITS - Tested on dedicated servers with one player and in Workbench; not yet confirmed with several players, late joiners, single player from the game menu or consoles. - Preset operation soldiers are not saved: a restart ends FORTIFY, RAID and ASSAULT with a 50% refund. - A rare hang of about 5 minutes after #shutdown ('Application hangs (force crash)') is an engine shutdown hang on large stacks; the saves are written before it. - After a Freedom Fighters update, check the log; report compile errors naming FFWE_ on the feedback page. - English only. CREDITS - Freedom Fighters by JohnnyKerner (JWK) and the FF team: called, never copied. https://reforger.armaplatform.com/workshop/CAFEBEEFF0CACC1A - FF Reoccupation by Erdfuchs, FF-Garrisons, Arkensor (Persistence Framework), Bohemia Interactive. - Pictures: our own drawings and renders of vanilla and FF models, and our render of the M113 APC by Worst Case Scenario (APL-SA). LICENSE FF War Economy by Fatih Hekimoglu: Arma Public License No Derivatives (APL-ND).

Servers running this mod

6

6 currently listed servers report FF War Economy in its mod list. Showing the 5 with the most players.

View all 6 servers

Versions

10
published · approved · 10 MiB
published · approved · 10 MiB
published · approved · 9.99 MiB
published · approved · 9.97 MiB
published · approved · 9.96 MiB
published · approved · 9.96 MiB
published · approved · 9.95 MiB
published · approved · 9.95 MiB
published · approved · 9.73 MiB
published · approved · 9.73 MiB
0.11.12Game 1.8.0.13 · 10 MiB · Oct 30, 2026
Dependencies: 3Scenarios: 0PublishedApproved
0.11.12 - Public beta: FF War Economy is now Public on the Workshop. New: export orders - about a third of the port contract offers (while you have a Vehicles section) ask for 1 to 3 vehicles that players drive to the port; each loaded vehicle pays at once and the complete order earns the contract bonus (settings contractExportPct 33, exportMaxCount 3, exportDropRadiusM 40, exportSettleSeconds 20, exportMinHealthPct 60; contractExportPct 0 turns them off). Fixed: enemy raids and RAID / ASSAULT operations that start far from players no longer freeze in place. Saves of 0.10.x and 0.11.x load as they are; the contract record only gains fields. Going back to 0.11.11 shows an open export order as a supply contract: set contractExportPct 0 and let running orders end first. Update this mod before FF High Command and FF Enemy Command. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback

config.json entry

{
  "modId": "8FF9767E026B74B3",
  "name": "FF War Economy",
  "version": "0.11.12"
}

Use FF War Economy on your server

Add FF War Economy 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/8FF9767E026B74B3
GET https://api.reforgermods.net/v2/mods/8FF9767E026B74B3/versions

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