Arsenal of Democracy cover
Arsenal of Democracy screenshot
Genre: Real Time Strategy (RTS), Strategy

Arsenal of Democracy

1.11 Beta5 in experimental branch

This time it includes the rewrite of the underlying directplay network code.
DirectPlay and IPX network is hereby depreciated and the game thus should finally work on modern systems without any special compability mode or require specific installed windows features.

Some minor scenario changes, and also smaller bugfixes like:
numpad and delete key now working as intended.
Minister buttons now highlight again when mouse is over them and there are options to change.
Multiplayer Chat window fixed.
Window order interface fixed so topmost is getting input instead of the one in back.

Performance wise there is a small speedup depending on number of units in the game.

As always with the experimental branch, please do report any crash you had, with a savegame and way to reproduce in the discussion thread.

1.11 Beta4 in experimental branch

This time it includes the rewrite of the underlying directdraw based engine.
DirectDraw is hereby depreciated and the game thus should work on modern systems.

Also bugfixes, and a lot of scenario and gameplay changes.
New events, New nations, New ministers - lots of new stuff to discover :)

As always with the experimental branch, please do report any crash you had, with a savegame and way to reproduce in the discussion thread.


Changes from Beta 2:
Features:
All new rendering and input engine.
Extended Reserach Softcoding API
Added a check for air units and gave air/sea units a seperate trickle back.

Bugfixes:
Fixed minor memory leak
Transport & invasion AI bugfixes.
Bugfix: windowed mode mouse support
Bugfix: Brigade stats initialization wrong on savegame load

1.11 Beta2 in experimental branch

Experiemental branch now has the new 1.11 branch

And im enlisting anyone willing to give it a go, the changelog is as always huge and we need some playtesting done by willing players.

Feel free to comment on the percieved difficulty based on the new research AI, and report any crash you had, with a savegame and way to reproduce.

bug reporting thread

If you have any suggestion or ideas to improve balancing, then post it here:
discussion thread

Changes:
More country tags for modders
Better moddir support
Improved research AI (in progress)
AI puppets will no longer initiate gift-trades to their overlords, as those get the resources anyway once a stockpile of 1000 is reached.
Block ai/admiral/ignore will now complain if encountering duplicate or invalid (NONE or LAKE) or purely land areas.
Game can be continued normally by choosing "Ignore".
Development queue will now push finishing non-closing lines to the top instead of the bottom.
Fleets carrying land units will only unload them upon arrival in port, if they have the "Sea Transport" mission.
Inaccessible on-map provinces will never have Revolt Risk.
Introduced new class of error: Parsing Error
will be written into ParsingErrors.csv
will only display popup messages for first ten errors encountered
new Parsing Error: on specifying a "type" parameter with invalid value to a trigger "garrison"
Number of different areas is now virtually unlimited (65533 max).
Production menu previews of models will now display attribute values with a precision of up to two decimal places.
Decimal places beyond the second are rounded-to-even.
Trailing zeros are truncated and trailing decimal point are truncated.
Provinces with only impassable adjacencies will now be automatically ceded to enemies like those with 0 infrastructure.
Provincial manpower is now a floating point value.
Windowed mode will now use a borderless window.


Fixes:
Fixed several CTD
1.08 regression: buildings reduced to size 0 would not be saved, resulting in restoration of their size from scenario data on reload.
Activation of new division models would message upgrade availability once for each model per unit type and technology project, even if only one activated model actually pertained to the production line in question.
AI would assign only empty fleets to bases (inverted check), completely eliminating AI base fleets. (possible 1.08 regression)
AI would assume that an Air unit contained strategic bombers if it had none and vice versa (inverted check).
AI would check whether Air units have strategic bombing capability by only checking the first unit contained (in order of assignment).
AI would never consider available unused escorts when deciding whether to build more, building more whenever it needs (more than four builds of) convoys
AI would try to send air units into provinces without access, hogging pathfinding and keeping those units from acting
AI would try to send sea units convoy raiding into land provinces, hogging pathfinding and keeping those units from acting
AI would try to build infrastructure in provinces with maximal infrastructure.
Air divisions with exactly 0 ORG could still attack in combat (checked for less-than instead of less-or-equal).
Air and Naval units could in theory exceed the engine-limited maximal movement speed because difficulty modifiers were applied after the check (largely hypothetical crash issue).
Leader trait gain from combat events would be processed even if the assorted trait was already given - blocking acquisition of other traits
Leader traits from combat events always had priority over those from terrain - even if the leader already had the event trait but missed the terrain trait
Map mode button Weather was clickable while Weather map mode was already selected.
Non-submarine naval units would fail to select new targets if they had no target at the very first combat round.
Production lines of militia type divisions could not be upgraded.
Provinces automatically ceded to an enemy due to 0 infrastructure would not be ceded to the original owner in the same manner.
Selecting a mod-only scenario in multiplayer would crash the game.
The first unit in AI build lines longer than 1 would be unnamed.
Triggers areacontrol, areaowned would not actually check all provinces in the given area.
Whether a carrier has CAGs equipped only checked the first attachment (in order of assignment).

Softcode effects:
new event trigger "tech_team_active = " - is true if team is working on a project
new event command "type = change_team_picture which = value = " - replaces 's picture with
event command "type = national idea" can now take parameter "value = -1" to indicate country receiving the event
event trigger "garrison" can now take parameter "country = -1" to indicate country receiving the event or omit it to count all units regardless of owner
event trigger "under_attack" can now take parameter "value = -1" to indicate country receiving the event
Resource columns in db/Provinces.csv are now interpreted as floating point values.
Three new keys were added to Boostertext.csv:
EE_TEAM_PICTURE - text for new command "change_team_picture"
TC_TEAM_ACTIVE - text for new trigger "tech_team_active"
TCNOT_TEAM_ACTIVE - text for negated trigger "tech_team_active"
Three new keys were added to text.csv:
RCDM_BUILD_SYNTHETIC_MATERIAL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Material Plant"
RCDM_BUILD_SYNTHETIC_OIL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Oil Plant"
RCDM_BUILD_DISP2 - text for new right-click-dropdown-menu entry "Build Nuclear Power Plant"

Status update on 1.11

Sory about the long delay since the last update, but work is progressing on 1.11

1.11 has now entered internal Beta and testing.
Which also means that a large part of the code cleanup is done.

A improved feature worth noting is a revamp of the research AI, which now will be more effective in picking the right techs, evaluating its techteams availible at any point, thus making more effective decisions, and its behavior can now be controlled in much better detail from the AI files.

Next step are:
*Clean up the scenarios, fixing typos and minor mistakes.

*The new research AI files now need to be rebalanced and regain their individual country priorities.

*General Q/A to find any issues caused by the code cleanup

AMD fix included in main branch

After a month in the public beta branch the AMD fix is now availible for all.
Please do report if anyone has any further issues.

AMD gfx users: workaround until 1.11

For those that are running with a AMD card and cant get the game to run with the new drivers:
You need to play with counters instead of sprites.

Go to the game folder, usually:
C:\Program Files (x86)\Steam\steamapps\common\Arsenal of Democracy
Or right click on the game in your steam library and select properties,
then select the "local files" tab and the button "browse local content".

In your explorer you will then under gfx/map find a folder called "units" rename this folder, like for example "unitsbackup".

And the game will start even with AMD newest drivers.
( with a single warning during load that you should click ignore )

If you didnt play with counters before, you need to start a new or load your current game, click options and there you will find a option to "use counters" - set that to ON.

You are ready and can play until 1.11 is ready :)

1.10 is now released

Hi there
1.10 is now released as there where no further issues reported on the beta branch.
The experimental will get the current 1.11 preview build next, which aims at fixing the issues that AMD users have since their newest drivers abandoned support for DirectDraw.

Here is the changelog of 1.10:
1.10 Post & changelog

1.10 Ready to launch


Hi there
It seems we are ready to launch.... the 1.10 version on steam :)
We released another update on the beta branch.

With this, the remaining issues with settings & custom configuration beeing overwritten by updates should now be fixed, so we should be good to go on a general release, unless someone notices anoither steam related issue that needs to be resolved.

As last time, please report any issues either on the steam 1.10 beta discussion or the paradox thread.

1.10 public beta now available

Hi guys.
We have now received access, to upload fixes and new versions ourselves.
And so we are now uploading 1.10 as a public beta to test out if everything is in order before updating for everyone.

Since the last version on Steam was 1.07, here is a short rundown of what happened in the different updates.
1.08 bug fixes & AI tweaks
1.09 was a huge soft coding update, cleaning it up and improving minors.
1.10 is a clean exe update, updating the codebase for modern systems.
Preparing for the big changes like supporting modern displays. ( which will come later )

Here is the changelog of 1.10:
1.10 Post & changelog

Important note:
The new version requires Microsoft Visual C++ 2015 Redistributable.
Its added in the installer as prerequisite and should install automatically, but in case you have a problem launching it, here is a direct link for the 32 bit:
https://www.microsoft.com/en-us/download/details.aspx?id=53840

Please comment your experiences on the forum or here on steam as a discussion and we will fix any issues you have.