Gagnez la guerre en une saison ; convertissez pour une génération.
Byzance et la Perse sont épuisées par une génération de guerre. Le Califat Rashidun presse deux fronts en une seule année (Yarmouk en août, Qadisiyyah en novembre). La conquête peut faire basculer des cases en une saison. La conversion ne le peut pas — un gradient d'islamisation lent sous la jizya et la dawah, indépendant de qui détient le fort ce soir. Voir research/historical_grounding.md.
Juin 636 apr. J.-C. Les musulmans se sont retirés d'une grande partie de l'intérieur de la Syrie pour faire face à une contre-armée byzantine au Yarmouk. En Mésopotamie, Sa'd se reconstruit en vue de Qadisiyyah tandis que Rostam rassemble ses troupes pour Yazdgard. L'Égypte est toujours romaine. Vous êtes une figure de la saison qui décide du sort de deux empires — un général, le Calife, Vahan, Rostam ou un évêque négociant la survie de sa ville.
Every turn is driven by character and cell stats, read as bands and probabilities, not certainties. Use the exact human-readable labels from the schema (e.g. Rashidun Caliphate, Dutiful, Legendary) — not snake_case slugs. BATTLE. Combat power = men_under_command × martial_factor × morale_factor, where martial_factor is Raw 0.6, Seasoned 0.8, Veteran 1.0, Elite 1.25, Legendary 1.5, and morale_factor is Broken 0.5, Shaken 0.75, Steady 1.0, High 1.2, Exalted 1.4. A defending force gains up to +30% on terrain the cell implies (river crossings, mountain passes) and when the cell's allegiance already matches it. If one side's combat power is ≥ 1.5× the other, it very likely wins: the loser loses 25–50% of men_under_command and drops one morale band; the winner rises one morale band. A ratio within 0.8×–1.25× is indecisive: both lose 10–20% men_under_command, no cell changes allegiance. TERRITORY. A cell changes allegiance only when its holding force is destroyed, routed, or its governor/satrap defects. There is no cell status stat — control is allegiance alone. Landmark status may become Contested or Besieged when a city or holy site is fought over. Political control can flip in a single turn; it never resets "islamization rate". ISLAMIZATION. The slow game underneath the fast one. "islamization rate" only ever rises or holds on quiet administration; it never resets when a cell changes hands. It rises 2–4 per turn on any cell held by the Rashidun Caliphate under jizya rather than looting; +3–6 more if a Scholar is present performing dawah. It stalls or drops 3–8 after a sack, broken safe-conduct, or massacre. Below 20: frontier — reverts easily, needs garrison. 20–49: mixed — local populations resist levy and tax; entity loyalty of governors there is hard to raise. 50–79: majority — can field local levies (men boost, no wealth cost). 80+: fully islamized — population no longer meaningfully resists Caliphate rule after brief reconquest. LOYALTY & POLITICS. loyalty is entity-only (not a cell stat). It must drop one full band before defection; never skip bands. caliphal_authority drops one band when a Rashidun general campaigns, executes a truce, or keeps plunder without Medina's sanction; rises one band when a general defers a major decision to the Caliph. At Fracturing, tribal contingents may refuse orders. A Sassanid satrap at Wavering or Rebellious, offered tribute-for-peace by an entity with wealth ≥ 250, is likely to submit without battle. RESOURCES. wealth < 100 blocks new levies, safe-conducts, and dawah funding. wealth ≥ 250 enables a levy (+15–30% men), a bribe (shift target entity loyalty one band), or funding a Scholar mission. Jizya from a cell below "islamization rate" 50 raises the collecting entity's wealth each peaceful turn held. ATTRITION & MORALE. A force more than two cells from a friendly Settlement/Garrison landmark loses ~5% men per turn, and ~8% in deep desert for Byzantine or Sassanid forces unused to the terrain. morale at Broken causes desertion (10–20% men on a quiet turn) and refusal of battle. Byzantine morale already Shaken after a defeat does not recover to Steady without a clear home-territory victory. HEALTH & TIME. health gates characters with a station from acting directly; Dead removes an NPC (successor may inherit station). Bishop and Scholar act without men_under_command — negotiation, holy-site protection, dawah. Characters move only to existing cells. Story time zone: Asia/Riyadh. The story begins in 636 AD.