AI vs AI wars with fog of war, logistics, FOBs and SITREPs. Fight on either side as soldier or squad leader. Rule-based HQ built in, optional LLM commander via open-source sidecar.
C1A05E7B3D9F4A28
Ranking
Rising#149271.9
1Serversrunning this mod
0Observed players nowon servers reporting this mod
103Estimated player-hours (partial)Partial 7-day data (66% coverage)
Deployment46th45.6ahead of 46% of tracked mods by servers running it
ActivityTop 47%52.9ahead of 53% of tracked mods by play on those servers (partial 7-day data)
Popularity48.5deployment and activity combined (partial 7-day data)
How those 1 installs happen100% traced
Not identified as a dependency1
Last 30 days
Servers, last 30 days
2 latest4 peak, 17 Oct1 low, 15 Oct
530
15 Oct17 Oct19 Oct
Servers reporting the mod in each hourly observation. Covers 5 days of the last 30 days.
Daily values
Servers, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
15 Oct
2
3
1
22
16 Oct
3
3
1
24
17 Oct
2
4
1
24
18 Oct
1
3
1
24
19 Oct
2
2
1
16
Observed players, last 30 days
1 latest7 peak, 15 Oct0 low, 15 Oct
840
15 Oct17 Oct19 Oct
Sampled player counts on servers reporting the mod; not unique players. Covers 5 days of the last 30 days.
Daily values
Observed players, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
15 Oct
2
7
0
22
16 Oct
2
2
0
24
17 Oct
1
6
0
24
18 Oct
0
4
0
24
19 Oct
1
2
0
16
Calculated Oct 19, 2026, 3:37 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
AI vs AI wars with fog of war, logistics, FOBs and SITREPs. Fight on either side as soldier or squad leader. Rule-based HQ built in, optional LLM commander via open-source sidecar.
Official Workshop description
CLAUSEWITZ - AI HIGH COMMAND
Two AI headquarters fight a whole war. They see only what their soldiers see, buy forces with supplies, send squads, vehicles and convoys, build FOBs and brief their side. You fight inside that war.
FEATURES
- Own game mode with a setup menu: factions for both sides (vanilla or mod packs such as RHS / WCS), war mode, battle size, fixed or random starts.
- Scenarios for Arland, Everon and Kolguyev; an automatic scenario on other maps.
- Control points, tickets, supplies and income, bases with respawn, arsenals, vehicle depots, FOBs, supply convoys.
- Infantry, motorized, mechanized and armored units that mount, dismount, overwatch and return to base.
- Join HQ squads from the deploy/groups menu, receive missions as squad leader, read SITREPs, use /request, /report, /hq and the HQ menu.
- English and German; with the LLM every player gets SITREPs and HQ replies in their own language.
- Loadouts (beta): save your kit at any arsenal.
- No dependencies.
OPTIONAL LLM COMMANDER
Without anything else, both HQs use the built-in rule commander. To let an LLM command (and get a live web dashboard of the war), run the free sidecar server next to your game server:
https://github.com/underlines/reforger-clausewitz
The README explains installation, the API key, and how to point the server at a remote sidecar (-clwSidecar <url> or "sidecarUrl" in <profile>/Clausewitz/overrides.json).
SERVER
scenarioId: {C1A05E7B3D9F5A01}Missions/CLW_Arland.conf (Everon: {C1A05E7B3D9F5A02}Missions/CLW_Eden.conf, Kolguyev: {C1A05E7B3D9F5A03}Missions/CLW_Cain.conf).
Settings and an unattended setup preset: <server profile>/Clausewitz/overrides.json.
Open source (MIT): https://github.com/underlines/reforger-clausewitz
License
MIT License
Copyright (c) 2026 underlines
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Arma Reforger and its content are property of Bohemia Interactive a.s. and are not covered by this license.
Scenarios
3
Clausewitz - ArlandClausewitz · 64 players
AI High Command: two AI headquarters (rule-based or LLM-driven) wage a war with fog of war, logistics, bases and SITREPs. Join either side as a soldier or squad leader. The first player picks factions (incl. RHS/WCS packs) and war mode in the setup menu.
{C1A05E7B3D9F5A01}Missions/CLW_Arland.conf
Clausewitz - KolguyevClausewitz · 64 players
AI High Command: two AI headquarters (rule-based or LLM-driven) wage a war with fog of war, logistics, bases and SITREPs. Join either side as a soldier or squad leader. The first player picks factions (incl. RHS/WCS packs) and war mode in the setup menu.
{C1A05E7B3D9F5A03}Missions/CLW_Cain.conf
Clausewitz - EveronClausewitz · 64 players
AI High Command: two AI headquarters (rule-based or LLM-driven) wage a war with fog of war, logistics, bases and SITREPs. Join either side as a soldier or squad leader. The first player picks factions (incl. RHS/WCS packs) and war mode in the setup menu.
{C1A05E7B3D9F5A02}Missions/CLW_Eden.conf
Servers running this mod
1
1 currently listed server reports Clausewitz - AI High Command in its mod list. Showing the one with the most players.
### Added
- Sidecar: map image overrides in `<data dir>/maps-override/<world file name>.png` (e.g. `CLW_Arland.png`), for hosts with only a dedicated-server install, which ships no UI map textures. Render one on a machine with the game client: `node map/index.mjs Arland CLW_Arland.png 2048`.
- FOB placement is an HQ commander decision in two steps: it picks a map area from a coarse map picture (or declines), then the exact spot from a 100 m zoom of that area. The game checks the spot (dry, flat, road, clear of HQs, objectives, FOBs and enemy contacts), snaps it to valid ground, and tells the commander why if it refuses (one retry).
- The whole squad sees the leader's mission offers and the accepted mission (map marker, task menu, progress); only the squad leader can accept or abandon.
- AI difficulty per side (Easy / Normal / Hard / Veteran) in the setup screen, `/war start aiDifficultyA=` / `aiDifficultyB=` / `aiDifficulty=` and the `overrides.json` `setup` object.
- The setup screen remembers the last round's settings (also across a server restart); a Reset to defaults button restores the `overrides.json` or built-in defaults.
- Setup option "Weather change rate" (`weatherRate`: slow / normal / fast).
- Debug launch argument `-clwHqSurvey [N]`: logs distinct HQ spots and the side split for N seeds.
### Changed
- The setup screen is split into sections (Basics, Forces and economy, Map/HQs/FOBs, Weather and time, Advanced), common options first.
- The layout seed is always automatic; the seed field is gone from the setup screen (`randomSeed` remains an admin value for `/war start` and `overrides.json`).
- Random start positions compare several valid HQ pairs, pick one at random and toss a coin for the sides, so side A is no longer mostly west. HQs may stand in villages and town centres; edge margin and distance tolerance are relaxed for small maps.
- Rule commander FOB sites are computed per objective and side (own side of each objective, away from the HQ), so every flank can get a FOB; a second FOB goes to the next uncovered flank. Two failed or declined LLM FOB decisions in a row hand the next FOB to the rule commander.
- Weather changes are slower and rarer by default. "Fast" holds a weather for about 5 minutes and changes over about 5 minutes; every blend step takes at least 90 s, and rain fades out instead of stopping at once.
### Removed
- The HQ request box at the HQ and FOBs; everything is reached through the U menu.
### Fixed
- Missions are matched to their objective by id, name or position, so a capture completes the mission; a capture offer taken before it was accepted is shown as completed (no reward) instead of vanishing.
- A human squad leader leads again after respawning; with several humans, another human takes over when the leader dies, and the mission moves with the leadership.
- A time-based random seed is fresh on every server start instead of repeating.
- Spawn menu: every Clausewitz slot (role slots and "My saved loadout") could be refused with "spawn point not available" when other mods were loaded; all slots spawn again.
- Deploy map: the HQ spawn icon stayed at the scenario's original base after the HQ was moved (random or scaled layout); it now shows at the real HQ.
- Sidecar dashboard map works on phones and tablets (drag to pan, pinch to zoom, double-tap to zoom in, tap to select); panning an empty map no longer snaps back.
config.json entry
{"modId":"C1A05E7B3D9F4A28","name":"Clausewitz - AI High Command","version":"1.5.0"}