Troops, researchs, ideologies and many game parameters can now be edited in custom games.
Custom games can now be saved and shared as challenges, in which players have to win without access to the editing features.
Research points production now scales with GDP per capita.
Conquest speed is now considerably reduced when started in the interior of the country rather than near the border.
Urban planning and Economic stimulus now also boost country morale.
Military service now also increases the piercing power of reservists.
Paramilitary now also reduces troop cost scaling when above world average GDP per capita, making troops, especially infantry, cheaper for richer countries.
Data updated to 2025 and several balance tweaks.
Blitz mode
Everything goes faster but there is a time limit.
No defensive alliances.
Game cannot be paused nor manually saved.
Countries are randomly assigned.
Every game affects your score.
Battle Royale
The winner receives half of the bounty, while the rest is distributed to each player based on their strength during the game.
Rating is awarded to each player based on their performance compared to the average performance for that country.
There is a time limit of 100 years, and if it is reached, the game ends without a winner and the full bounty is distributed.
Minor update
Passive troop production now only uses the liquidity production flow and doesn't drain any saved money.
Saved money can be used to manually buy troops again, but pauses passive troop production.
Bonuses have been tweaked to have less impact.
Prestige research now passively increases International Standing.
Domination deterrence is now enabled again, and rebellions disabled.
Added a button to save and load presets in multiple screens.
Players that have been offline for a considerable amount of time will now receive reduced rewards in World War mode.
Multiple bugs fixed and gameplay balance adjustments.
Update 3.0
Editor
Now it is possible to annex a part of the ocean and create new land, or annex land selecting "none" and making it part of the ocean.
When annexing to "none" there is an option to select "uninhabitable", making it empty land instead of ocean.
Map data such as relief, land cover, economy and population can now be edited directly.
Ocean border access is now editable, making it possible to customize the regions that can be invaded by sea. If set to "innavigable" connected land cannot be invaded by sea.
Added sea ice in the artic region as a new ocean border access.
Lakes and rivers can be created and deleted.
Borders can be saved and shared as templates, and used as annex regions in other maps.
Included templates for provinces and historical borders to help as a guide when creating custom maps.
Country AI personality is now customizable.
Feuds: establish a custom sentiment towards a country for an AI, biasing its predisposition to attack that country more or less.
Gameplay
New research options.
Most researchs are now paired in columns, and developing one limits the maximum development of the other.
Added new military units.
Reservist: low cost and maintenance unit that is automatically deployed only to defend your territory.
Military assets now decline over time. The rate of decay can be reduced by allocating more military funding, and increased if the country can't sustain the minimum maintenance cost of the troops.
New troop recruitment system
Troop recruitment is now passive instead of active: use a slider for each unit to specify the proportions you wish to be trained in, and they will continuously spawn in your capital.
Changes will take time to take full effect and actual throughput at each time is limited by available liquidity and recruiting capacity of the country.
Production capacity is now also limited by the available manpower in the country, and each unit has a different demand for personnel employed.
Each unit also has different diminishing returns for production rates.
Troops can also be dismantled instead and recoup part of the cost.
Bonuses
Morale
Conquering territory, especially if it was previously claimed, can have a positive effect on troop morale, making them more effective in combat. On the other hand, losing territory or being hit by nuclear weapons will have the opposite effect.
International standing
Actions such as invading, dropping nuclear weapons, breaking truces or neglecting to defend allies will have a negative impact on your international standing, making diplomatic actions more costly. Instead, it can be improved by helping allies defend their territory when they are invaded.
Combat experience
Fighting battles gives your troops experience, making them more lethal in combat. However, this experience is slowly lost over time or when new recruits join the army.
Ammunition shortage
During intense battles, ammunition and other supplies are quickly depleted, leaving troops vulnerable if they are not given enough time to resupply.
UI redesign
Interface graphics can now be scaled with the "UI scale" setting and adjust better to different screen resolutions.
New main menu layout and background.
Some interface icons have been improved and changed.
The background map is now fully customizable and the colors of relief, land cover and ocean depth level can be changed.
Replaced country colors with more suitable ones.
Redesigned country troops interface and added slider to choose how automatic paths should prioritize faster or safer routes.
Added shortcuts to treaties in the country diplomacy interface.
Other
User profiles are now available, showing their scores and awards, as well as their recent multiplayer games and replays.
Accounts can be linked across all platforms, and progress made on any platform counts toward cross-platform leaderboards.
You can optionally set an alias that will be used as your in-game name instead of the default one.
Clans: Form or become part of a team to collaborate in World War mode and expand it by achieving positive results.
New achievements and awards.
Winning in single-player grants a bronze, silver or gold badge, depending on how fast it was achieved. This badge is shown in the user profile and counts towards some achievements.
Now it is possible to ignore, and optionally report, players that misuse the chat in multiplayer games.
Coalitions and claims
Multiplayer revamp: countries are now grouped into predefined coalitions and work together for victory. Their diplomatic relationship is locked at maximum value and actions such as attacking each other are disabled. In addition, the progress of each individual country is aggregated and if it reaches the winning condition, the whole coalition will win the game.
Coalitions can also be optionally created in custom mode.
Territorial claims are now visible and can be edited in custom mode.
Claimed territory can be handed over to a former sovereign country. If already defeated, the country will be restored as a puppet state.
Political freedom now has an effect on the exchange rate.
Country data updated to 2024.
Multiple gameplay balance tweaks and bug fixes.
Minor update
Creation/removal of countries in custom games.
Multiplatform recent results for multiplayer games, with replays and rankings by player and nationality.
New interfaces displaying recent battles, budget and bonuses for each country.
Contested zones are now colored according to the contending country.
Added settings to improve graphic performance and change border generation style.
Minor update
Capitals can now be moved and territories annexed without military intervention in custom games, either by drawing any arbitrary border or uniting a whole country.
It is now possible during a custom multiplayer game to change the selected country, custom settings and data, including flags and names.
Added a button to translate chat messages.
New interface for reading the list of past news.
Improved performance when annexing large countries.
Multiple bugs fixed.
Workshop
Workshop integration: share and obtain custom scenarios and settings
Diplomacy editor: model diplomatic relations between different country groups at once
Terrain map: visualize the impact of terrain at each location
Treaties between players are now free but require mutual acceptance
Rebellions are now disabled by default
Update 2.0
Ideologies:
Countries can now adjust their government type.
Each ideology consists of two perks whose magnitude you can adjust, and a final effect that varies depending on the magnitude specified in the former.
The ideology and the magnitude of the perks you chose will determine the political freedom in your country.
Democracies can win the sympathy of other free countries and improve their diplomatic relationship when opposing authoritarian regimes with little political freedom, even as an aggressor.
Optionally customise an emblem to use on your flag when you change your country's ideology. These emblems are unlocked as you earn score points or influence coins.
Rebellions:
After taking control of a country, there is a possibility that local rebels will rise up to restore their former country.
The risk depends on many factors, such as the GDP per capita of the region and the type of government.
Other countries can fund rebellions through diplomatic actions, which will increase their force and the probability of uprising.
The likelihood and strength of rebellions will fade over time as they are quelled.
The rebellion will start in a single location and, if not quelled before too late, will quickly gain momentum and spread throughout their former territory.
Strategically deploy troops with the defend command throughout the territories you annex to ensure that any possible rebellion is crushed in time.
When passing through an unfriendly country there is now a risk of local militias ambushing the troops and severely damaging diplomacy with that country.
Conquest:
Now it is mandatory to share a border or direct access by sea in order to annex any piece of land.
Divide and conquer: new command to automatically divide your troops along the border and take large land masses more quickly.
At the end of a conquest, any small piece of land completely surrounded will collapse and get annexed.
Economy:
The global economy fluctuates over time, impacting the economic growth of countries around the world by shifting between booms and recessions.
Saved money is now automatically invested to avoid devaluation and grows at the pace of the world economy, but it could also lose value in periods of economic recession.
Bordering countries now have a greater impact on the exchange rate.
Population growth declines when the country is overpopulated, taking into account its size and type of terrain.
Population now migrates over time from overpopulated regions to more suitable areas within the country.
Troop recruitment costs are higher as the size of the army increases, and slightly lower when training larger groups.
You can now further increase your military spending to upgrade their equipment and facilities and thus enhance their capabilities. This extra spending also reduces very slightly the cost of recruiting troops both for you and your allies.
Budget changes are now applied progressively over time.
Usability:
Click on the name of a country in the ranking interface to select it.
Click on the top part of the upper toolbar to select your own country.
Click on the flag of the selected country in its overview tab to go to that country in the map.
New defense map overlay and stat: see the combined defensive power you would face when attacking a country if all its allies intervene.
Optionally move your capital for an additional cost by using the Urban Planning research project.
Data:
New countries: Greenland, Northern Cyprus and Vatican City.
Military power updated to 2023.
Improved regional population end economy data.
New research projects that require a constant allocation of research points that are consumed every day and grant a bonus according to the amount used.
Custom games:
Flags, names and date can also be changed now.
Custom multiplayer games can now be saved and loaded instantly at any point, and you can even create a new multiplayer game from any of your single-player custom saves.
Multiplayer:
New rating system and leaderboard: analogous to influence coins but the earned amount diminishes as it increases for high values, so the determining factor is the winrate.
Absent players are now replaced by AIs while they are offline.
Required progress to win now decreases over time to ensure that most games won’t take longer than about 2 hours.
The minimum bid is now lower for weaker countries, and is capped for players with high influence coins, so that they can optionally play weaker countries and lower risks.
However, players with lower influence coins will get the stronger countries when the bids are equal, so experienced players will still need to risk higher amounts of coins to play with the stronger countries.
Weaker countries now start with more money and research points in order to bridge the gap with the stronger ones at the beginning of the game.
Minor update
Games can now be continued after victory or defeat, and from any point during replays
Multiple research final projects of the same type can now be used in batch
Capital cities are now visible on the map
Added descriptions to custom settings
Minor update
-Country data and player's country can now be changed during a custom game. -Chat is now available for private multiplayer games. -Multiplayer: the starting army size has been reduced for the strongest countries and the starting money has been doubled for all players. -Added settings to customize the colors of all countries on the base map at once.