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Changelog
Player Wiki/Military & Conflict

Defence Procurement

Last updated 2026-08-20

Recruiting units and paying for equipment are two different systems. This page is about the second one: how the defence appropriation turns into materiel, who suppliers can be, and the guardrails that stop the budget turning into free cash for whoever holds the defence chair. See Units, Recruitment & Procurement for unit costs and upkeep.

Who awards contracts#

The defence seat holder writes procurement contracts against the national defence appropriation. A contract names a corporation with a defence-strategy plant as the supplier and commits the country to buying a run of "lots" of equipment from it.

Contracting windows#

Contracts are budgeted in quarterly tranches, not against an open-ended future stream. Each country gets a new contracting window every 12 turns (one quarter of a game year). Inside one window:

When the window rolls over, unspent capacity does not carry forward and a fresh tranche opens.

The price band and why cost tracks price#

A lot's price is anchored to a GDP-scaled figure and does not move turn to turn just because a plant's input costs do. What DOES move is the plant's production cost: it is priced off the live commodity market, using the same world price-ratio the plant's own turn economics use, so a lot's cost floor and a plant's actual input bill move together instead of drifting apart. A supplier building lots in a world where steel has gotten expensive pays more to build them; a minister paying 1953-era prices for a contract struck when commodities were cheap does not get to keep quoting that price forever, because cost is re-derived from the live market on each delivery sweep.

The gap between what a lot sells for and what it costs to build is the supplier's margin. This margin is the entire economic point of a defence contract: it is deliberate profit for the arms industry, not free money. Contracts written before this cost model shipped keep settling on the terms they were signed under; that is not something you as a player can trigger or exploit going forward, it only matters for very old, already-existing contracts.

The self-dealing check#

Every award is checked for whether the minister writing it has a stake in the corporation receiving it:

A self-dealt award is not blocked. It is disclosed publicly, on the order book, in plain language: who awarded it, what stake they hold, how many lots, and what it's worth. The minister also takes a favorability hit that scales with how much of the country's procurement tranche the contract represents: a token order to a company you own costs almost nothing, but routing a large share of the quarter's whole budget to yourself is a real political event. The penalty is capped, so no single award ends a career outright, but it is designed to make a big self-dealt contract genuinely costly to sign.

The turn spend cap#

The window cap limits how much a country can OBLIGATE across a quarter. It does not, by itself, limit how fast an already-obligated contract PAYS OUT. A large committed contract could otherwise be delivered in one or two turns, moving an entire quarter's defence appropriation into one corporation's cash balance in a single tick.

To stop that, deliveries are also throttled per turn:

Because the per-turn cap is three times the steady rate and a window is twelve turns, the cap can never reduce what a legitimate buyer spends across a full window; it only prevents a whole quarter's budget landing in one or two turns.

What this means for you#

See also: Units, Recruitment & Procurement, Corporations, Conflicts & the Military System.