How total battle value, currencies, stats, combat, and UI labels fit together in the Low Fantasy pack and encounter views.
Each pack defines a TBV baseline for generated units. TBV is the fixed budget that splits between character growth and gear.
CP is the portion of TBV spent on intrinsic stats. When a sim unit is created, CP is sampled (within feasibility limits) and then fed into the stat allocator for that archetype.
CP does not buy items directly—it funds STR and DEX (and any other stats the archetype defines) up to min/max caps and weight curves.
IP is the economy slice of TBV reserved for equipment. The unit’s IP budget is how much total item IP may be equipped at once.
Each equipped item contributes its IP value toward that budget. Valid loadouts must have sum(equipped ip_value) ≤ ip_budget, with weapon and armor slots filled for contract checks.
Weapons carry damage_mult and range_mult from the pack’s engine_params.json. Range is expressed as a budget in octile distance (orthogonal steps cost 10, diagonals 14). Typical bands: melee ~14, reach ~28, longer weapons go higher—your weapon entry shows the band and numeric reach after tuning.
Units track current and max health plus shields. Damage hits shields first, then HP. The encounter board surfaces these numbers alongside CP, IP budget, and equipment rows.
Items can attach typed buff definitions. At runtime, buff instances compile into combat deltas (for example flat STR or armor IP) and flow through a shared modifier pipeline with stack rules and engine-param ceilings—without changing TBV identity: IP stays the gear economy; buffs adjust combat math.
An encounter is a tactical scene: units from opposing teams, turn order from initiative, and ticks advanced until a terminal condition or the simulation tick limit from engine params. The list and detail views are built for humans (and agents) to inspect state, act when allowed, and read the same stat labels described here.