command-modern-operations game sourced
Command: Modern Operations
A real-time operational military simulation in which the player commands air, naval, and land units drawn from a database of tens of thousands of real platforms, sensors, and weapons on a map of Earth, managing doctrine, emissions control, and missions.
parts
11 mechanics, as Command: Modern Operations does themcore · 3
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.
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.
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
Content sharing
Scenarios are shared through the Steam Workshop.
Modding API
A Lua scripting engine and scenario editor let players build custom operations.
Pause and speed control
Scenarios lasting hours to days of game time run with time acceleration and pause.
Projectile ballistics
Ballistics are among the modeled effects alongside sensor propagation, so weapon flight and impact follow database specifications.
Scenario objectives
Over 600 official and community scenarios plus a quick battle generator.
Scouting knowledge
Contacts begin unidentified and are classified as sensor data accumulates.
Unit commands
Direct orders override a unit's mission behavior.
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.