5. End of Turn Resolving: Combat & Random Effects When the orders are unveiled, calculations run through a specific priority hierarchy. Resolution Hierarchy Propaganda Calculations: Flipped populations migrate instantly before strikes land (meaning you might accidentally bomb people who just converted to your side!). Interception Check: For every incoming delivery system, the defenders active defenses roll a virtual dice check based on their system efficiency. Casualty Evaluation: If a missile penetrates defenses, it detonates: Casualties = (Base Warhead Power * Leader Modifier) + Random Variance Gained Population: Factions who used propaganda absorb migrated citizens directly into their main pool, increasing their total buffer health. Rare Special Random Effects (The Chaos Table) At the very end of resolution, there is a 5% chance one of these anomalies triggers: "Grounded Bomber": A player's bomber crashes on takeoff, detonating the payload inside their own borders. "Defective Trigger": A warhead hits its target but turns out to be a dud, dealing 0 damage but providing the target free structural components (+3$ to the target's next production). "Space Debris Interception": A completely random orbital piece of junk falls and destroys one incoming missile mid-air, saving a random player. 6. End of Turn Production Production dictates the momentum of the late game. A player's spending power is tied directly to their remaining living population. The Economy Equation Resource Points Earned ($) = Math.floor(Current Population / 5) + Fortify Bonus The Death Spiral: If your population drops drastically from 50 Million to 5 Million, your economic output plummets from 10 a turn to just 1 a turn. This prevents crippled players from easily buying massive 100MT counter-attacks, mimicking the real-world erosion of a country's industrial base during wartime. Stockpiling: Unspent Resource Points roll over completely to the next turn, allowing players to save up for massive doomsday assets. Would you like to write the functional pseudocode for the Combat Resolution phase showing exactly how interception logic handles incoming missiles, or should we map out the complete JSON schema for the player state object?