FF War Economy

by The Boi With No DLC
FF War Economy

Summary

PUBLIC BETA - Freedom Fighters add-on: supply upkeep, factories, town workshops, trade, wages, operations and a State of the war page. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback

Description

PUBLIC BETA (0.11.12) - please send feedback, bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback

NEW IN 0.11.12
- Export orders: drive vehicles to a port for pay. Far-off raids and ops no longer freeze. Going back: set contractExportPct 0 first.

FF War Economy makes supply and money the reason you win in Freedom Fighters.
Every place you hold costs supplies per hour; factories, workshops and trade keep it running; soldiers want wages. A State of the war page shows places held, the enemy, convoys and money.

Part of the FF series: FF Mortar, FF Supply Lines, FF High Command, FF Enemy Command.

QUICK START
1. Build a War Economy HQ (a command tent) at a base, FOB or factory (150 supplies).
2. In a held town: place a Consumer Goods workshop and a Market (build menu, Services, 1500 each).
3. At a held factory: build a Trade section. Open panels with the building's own action or the HQ radio.

MONEY
- The war chest pays first; if it is short, your own FF money pays the whole price. Income: trade and donations. Start: 4500, or 9000 with FF High Command or FF Enemy Command.
- Every player of your side can spend the war chest; the Log shows who did what.

SUPPLY AND TERRITORY
- Upkeep per hour: village 40, town 80, city 150 (+0.5 per inhabitant), base 150, factory 100.
- Added to a running campaign: upkeep starts; the bases, FOBs and factories you hold are covered until you lose them. Build HQs early.

FACTORIES, WORKSHOPS, TRADE
- Factory level 2 costs 5000 supplies + 15000 money, level 3 5000 + 35000; each level +25% output. 2 sections per factory (3 at level 3): Construction, Weapons, Vehicles, Consumer Goods, Trade.
- Town workshops (one each per held town): Consumer Goods, Market, Gunsmith, Garage, Builder.
- Selling drops the price; it recovers within hours, never above 85% of FF's port price. Contracts: deliver 300-800 supplies to a held port in time for +40%. Some ask for vehicles: park them at the port and keep a player near it until all are loaded.

WAGES AND OPERATIONS
- Wages per hour: 20 per FF-Garrisons defender, 25 per division soldier, x2 on operations. Unpaid 30 min: no new orders; 2 h: desertion.
- RECON, FORTIFY, RAID, ASSAULT with preset FIA squads, or your own divisions with FF High Command at 25% of the cost.

SERVER ADMINS
- Settings: $profile:FFWE_WarEconomy/settings.json (none = defaults). Logs: [FFWE] lines; a cost line every 5 minutes (under 1 ms per frame is healthy).
- AI budget: aiBudget (default 300 live AI, 40 kept free for FF, Garrisons and Reoccupation). Over it, new soldiers wait and FIA town patrols are skipped. Lower it on a weaker server.
- Versions: if you pin versions, never pin FF War Economy below what FF High Command and FF Enemy Command need: they would not compile.
- Big mod lists share one start-up script budget of the engine: a crash at start in '#InitGlobals' or a 'Too many instructions' line means the whole list is too big, not one mod.
- Reset: {"reset": ["FFWE"]} (or "FFHC", "FFEC") in $profile:FFWE_WarEconomy/reset.json; a copy is kept first.

SAVES AND REMOVAL
- Saves live in the add-on's own record; FF's own save data is never changed. Saves of 0.10.x and 0.11.x load as they are.
- Before you remove the mod, dismantle its HQ tents, factory sections, town workshops, fortification sets and MG nests: their files stay in FF's save and log 'Invalid prefab type' without it. Reserves, tiers, the war chest and the High Command and Enemy Command data are lost.
- Economy time runs only while a player is online.

COMPATIBILITY
- Requires Freedom Fighters (plus EDF and EPF); works alone.
- Optional: FF Supply Lines 0.10.0+, FF Mortar 2.4.0+, FF High Command, FF Enemy Command. Update this mod first.
- Runs with FF Plus, FF-Garrisons, FF Logistic, Loot Transfer System and FF Freedom Engineers (with it, consider tradeCapFFEngPrice true).

KNOWN LIMITS
- Tested on dedicated servers with one player and in Workbench; not yet confirmed with several players, late joiners, single player from the game menu or consoles.
- Preset operation soldiers are not saved: a restart ends FORTIFY, RAID and ASSAULT with a 50% refund.
- A rare hang of about 5 minutes after #shutdown ('Application hangs (force crash)') is an engine shutdown hang on large stacks; the saves are written before it.
- After a Freedom Fighters update, check the log; report compile errors naming FFWE_ on the feedback page.
- English only.

CREDITS
- Freedom Fighters by JohnnyKerner (JWK) and the FF team: called, never copied. https://reforger.armaplatform.com/workshop/CAFEBEEFF0CACC1A
- FF Reoccupation by Erdfuchs, FF-Garrisons, Arkensor (Persistence Framework), Bohemia Interactive.
- Pictures: our own drawings and renders of vanilla and FF models, and our render of the M113 APC by Worst Case Scenario (APL-SA).

LICENSE
FF War Economy by Fatih Hekimoglu: Arma Public License No Derivatives (APL-ND).

License

Arma Public License No Derivatives (APL-ND)

Version
0.11.12
Game Version
1.8.0.13
Version size
10.05 MB
Downloads
8
Created
12.10.2026
Last Modified
30.10.2026
ID
8FF9767E026B74B3

Dependencies