one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

11 mechanics, as Command: Modern Operations does them

core · 3

control & automation

Delegation to AI managers

Units are assigned to patrol, strike, and support missions and executed by tactical AI under doctrine settings such as weapon release authority and EMCON.

information & legibility

Fog of war

Each side sees only what its sensors detect; emission control (EMCON) policies trade a unit's own detection range against revealing it to enemy passive sensors.

conflict & defense

Military operations

Every platform's sensors and weapons come from a database of tens of thousands of real systems; radar propagation, sensor degradation, terrain masking, sonar thermal layers, weather, jamming, and anti-radiation strikes are modeled for thousands of active platforms in real time.

supporting · 8

multiplayer & persistence

Content sharing

Scenarios are shared through the Steam Workshop.

multiplayer & persistence

Modding API

A Lua scripting engine and scenario editor let players build custom operations.

time & pacing

Pause and speed control

Scenarios lasting hours to days of game time run with time acceleration and pause.

physics & materials

Projectile ballistics

Ballistics are among the modeled effects alongside sensor propagation, so weapon flight and impact follow database specifications.

progression & goals

Scenario objectives

Over 600 official and community scenarios plus a quick battle generator.

information & legibility

Scouting knowledge

Contacts begin unidentified and are classified as sensor data accumulates.

control & automation

Unit commands

Direct orders override a unit's mission behavior.

environment & ecology

Weather

Weather degrades sensors and affects engagements.

core loop

read the scenario briefing -> set doctrine, emissions control, and weapon release authority -> assign units to patrol, strike, and support missions -> sensors detect and classify contacts -> weapons engage under doctrine -> adjust missions as detections and losses accrue

design notes

CMO simulates the sensor and weapon chain rather than abstract unit strengths: detection depends on radar propagation, terrain, thermal layers, and weather, and engagement depends on database specifications and doctrine. The player works mostly at mission and doctrine level and lets tactical AI fly and fight, so one player can run scenarios from patrol-boat skirmishes to global war. The Command engine also has a Professional Edition with full database editing, umpire-controlled multiplayer, and Monte Carlo analysis, sold to defense organizations.

appears in

the paper, 2 sections · 2 chapters
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 4

Chapter 4. Families

linked from the text

book
ch 6

Chapter 6. Five ceilings

linked from the text

book

sources

2
Wikipedia contributors (2026). Command: Modern Operations. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog