A new update is now live on the Beta branch, part of the upcoming v0.89. It includes my firest pass on the free market system, new panels, smarter AI behavior, bug fixes and performance improvements - all things I’ve been working to improve based on your feedbacks
Full Changelog New Features
[ADD] Free Market - countries will now auto-trade into the free market to simulate capitalism
[ADD] Relations Panel - a panel to view all relations
[ADD] Inventory Panel - a panel to track all military inventory
[ADD] Option to deprecate military units (hide them from deployment/manufacture)
[ADD] One-year button in the Facility Panel (auto set amount to built in a year)
Gameplay Changes
[CHANGE] AI will now make smarter decisions during wars (units will be sent more intelligently for occupation and defense)
[CHANGE] AI that declares war will no longer remain idle and wait to be attacked
[CHANGE] Jets will now deliver significantly less damage to ground units
Bug Fixes
[FIX] AI errors caused by destroyed units
[FIX] Ability to sign loan deals with 0 years (which caused NaN issues)
[FIX] Issue where AI would keep units idle instead of liberating occupied provinces
[FIX] Issue where world actions wouldn’t display correctly after annexation
[FIX] Issue preventing building of Bases/Ports in non-main regions of countries (e.g., Chile)
[FIX] Issue where conquering continued even after all units had been destroyed
[FIX] Incorrect name positions for India and Chile
[FIX] When multiple wars happen simultaneously, the AI took too long to respond (response times have been significantly reduced, making AI much more responsive during world war scenarios)
[FIX] Fixed issue where an accepted End War request wouldn’t do anything
[FIX] Multiple UI fixes
Version 0.88.5.1 (HotFix)
Hello Everyone!
Im pushing this update following reports from the community about a few bugs. If you encounter any issues or have feedback, please report it through the in-game bug report or on our Discord Channel
Thank you for helping to make the game better!
Changelog [CHANGE] Integrated banned religions with population growth [FIX] Error message showing "no territories selected" when only selected territories were set to transfer [FIX] Issue where the Negotiation system would show "respond as negotiation" when it was actually rejected [FIX] Issue where newly designed air units had incorrect military power (also fixes upgrades with lower MP) [FIX] Fixed many exceptions reported by our automatic exception and crash tracking system [FIX] Issue causing population growth to show abnormal values after annexation [FIX] Crash caused by arithmetic exceptions in workers and professions [FIX] Issue where non-adjacent provinces would show an invalid location when trying to move to [FIX] UI fixes related to the new negotiation system [FIX] AI units coming from the sea were not used after their first mission (AI units would get stuck in coastal positions) [FIX] Errors from AI during war causing idle attacks [MAP] Increased the size of the Gaza Strip Province to make it more reachable
Version 0.88.5
Hello everyone!
Our latest update is now live! This version brings a complete new negotiation system, a new population growth system, improved AI behavior, new SFX, better performance, and tons of fixes and optimizations. Experience deeper diplomacy, smarter AI wars, and a more dynamic world!
Under the hood, i’ve also reworked major systems for AI decision-making and population growth, paving the way for even smarter gameplay and future updates
Thank you for your support and stay tuned for more updates!
New Features
[ADD] New growth section UI in Demographics to show information about births, rates, migrations, and factors that affect population growth
[ADD] New negotiation system (complete overhaul of how trades and deals can be signed)
[ADD] Added MSAA to settings (should be more performant than the previous Anti-Aliasing option)
[ADD] AI will build military bases
[ADD] New attribute for countries: Diplomatic Trust
[ADD] War reasons – added for better control and realism for AI declaring war (experimental)
[ADD] Automatic crash reports (crashes will now automatically be uploaded for our review)
Sounds
[SOUND] Restructured sound mixers (for a better foundation for future SFX and effects)
[SOUND] SFX for bombings and nuclear explosions
[SOUND] SFX for navy and air bases
Gameplay Changes
[CHANGE] Missile launchers now support direct clicking on countries on the map
[CHANGE] Changed font and increased font size in Sectors UI (experimental)
[CHANGE] Integrated abortion laws and one-child policy into the new growth algorithm
[CHANGE] New algorithm for population growth calculation (taking into account many factors such as birth rates, women's education, deaths from crime, and more)
[CHANGE] Removed fertilize and regrow projects – provinces will now automatically grow agriculture and trees (no longer requiring digging projects)
[CHANGE] Digging projects will now reveal agricultural soil or new suitable forest areas that will grow over time
[CHANGE] Declaring war against a country under the same IGO defensive pact (e.g., NATO) will expel attackers from the IGO
Bug Fixes
[FIX] AI will now be forced to declare war against those attacking pact countries (e.g., NATO)
[FIX] Fixed an issue where starting a new game could get stuck at 41% due to incorrect naval spawning locations
[FIX] Multiple internal fixes related to caching
[FIX] Optimizations to GPU usage (should decrease overall GPU usage, especially in 4K resolutions)
[FIX] Fixed null exceptions coming from AI aerial warfare
[FIX] Fixed an issue where airports/seaports could build more than the intended value in batching mode
[FIX] Fixed an issue where airports/seaports could not be dismantled
[FIX] Fixed saving getting stuck due to saving unit locations
[FIX] Bases that are destroyed will now automatically remove related deployments (also fixes loading issues in such cases)
[FIX] Many UI fixes
Version 0.88.4.1 (HotFix)
Hello everyone! 👋
We’ve just released a hotfix for Version 0.88.4 now live as Version 0.88.4.1! This update is available for both Windows and macOS users on both the default and beta branches.
✅ Good news: You can safely continue your progress save files from Version 0.88.4 are fully compatible with this update.
Thank you all for your ongoing feedback and support. More improvements are coming soon — stay tuned!
Full changelog New Features
[ADD] Batch toggle for airports and seaports, allows automatic distribution of newly built ports.
[ADD] "Return to Base" button for the navy, enables squadrons to return from carriers to their home bases.
Console Commands
New command: manufacture_multiplier [float] = increases manufacturing output by the specified multiplier (use 1 for default)
Quality of Life Improvements
[QOL] Tariff information added to the trade deals panel for better economic clarity.
Gameplay Changes
[CHANGE] Manufacturing factories now provide an additional bonus to production rate.
[CHANGE] Jets can now embark on ships within range, not just in coastal provinces.
[CHANGE] Increased the population growth penalty from the One Child Policy.
Bug Fixes
[FIX] Population growth penalties were not being correctly calculated into the final growth rate.
[FIX] Tooltip incorrectly showed "insufficient funds" when province construction slider was at maximum.
[FIX] Province project costs were not being deducted from the account balance.
[FIX] Digging projects incorrectly revealed Agriculture and Forests, now only fertilization and tree-planting projects do this.
[FIX] NaN values could appear when dismantling province facilities.
[FIX] Using annex_country command could result in negative population values.
[FIX] Jets launched from carriers were returning to base instead of the carrier.
[FIX] Jets could get stuck when attempting to land on distant carriers.
[FIX] Constructing airports or seaports could cause an infinite saving loop.
[FIX] Military tutorial could get stuck due to naval transport cap, the cap is now ignored in the tutorial.
Version 0.88.4
Hello everyone!
Version 0.88.4 is now available for everyone!
This update combines all beta changelogs along with recent changes to bring a more balanced and polished experience.
A huge thank you to everyone who provides feedback, reports bugs, and helps make this community amazing! Your support is truly appreciated. 💙
Important Notes About This Version: ✔️ This version is available to everyone in both the default and beta branches. ⚠️ Old saves cannot be loaded into this version.
Enjoy the update, and as always, keep the feedback coming!
New Features [ADD] Tariffs. [ADD] Provinces now introduce resource availability and an extraction mechanic where resources will eventually run out. [ADD] Extraction projects to reveal resources in provinces (e.g., fertilization, tree planting, and deeper resource discovery through digging projects). [ADD] 6 new technologies related to agriculture and forestry.
Console Commands [CONSOLE] fast_design command (instantly completes unit designs). [CONSOLE] fast_deploy command (instantly deploys units on the map). [CONSOLE] fast_projects command (instantly completes projects successfully). [CONSOLE] no_exploit command (prevents resource extraction from provinces, allowing infinite mining).
Quality of Life Improvements [QOL] Offers will now be sorted by the closest date first.
Gameplay Changes [CHANGE] Internal adjustments to laws and policy costs, significantly increasing expenditures in highly developed countries. [CHANGE] Civilian losses will now contribute to the war score calculation. [CHANGE] Balancing adjustments for various needs (apartments, education capacity, transportation, addiction cases, and elderly care). [CHANGE] Soldiers now provide less military power in battles, making armored units more preferable. [CHANGE] Revised military power calculations for increased realism. [CHANGE] Population growth will receive a boost in low-GDP per capita countries to better reflect real-world trends. [CHANGE] Removed the happiness penalty for low-happiness protests, making happiness recovery more challenging in certain countries. [CHANGE] Units will now instantly return to their original base after a war instead of being sent to inventory. [CHANGE] Improved integration between carriers and amphibious ships for naval transportation (only carriers can transport aircraft, while amphibious ships can carry land units). [CHANGE] Enhanced military unit text clarity, particularly for lower resolutions. [CHANGE] Added a necessity factor for trade deals (AI will now avoid purchasing resources it doesn’t need). [CHANGE] Decreased air damage to land units by 30%. [CHANGE] AI will now respond more realistically to civilian casualties and nuclear threats, reducing the likelihood of war declarations during major civilian crises or nuclear bombings.
World Map changes [MAP] Fixed multiple blank spots on the map. [MAP] Merged many small provinces into larger ones to prevent excessively small areas.
Bug Fixes [FIX] Resolved an issue causing loading to get stuck at 67%. [FIX] Infantry and special forces are now properly updated during annual personnel recruitment. [FIX] Fixed the news ticker appearing and disappearing in the wrong locations. [FIX] Resolved an issue where manufacturing always produced one unit per day. [FIX] Fixed units getting stuck in countries that recently signed a peace treaty. [FIX] Naval units can now return to base correctly. [FIX] Fixed an issue where units got stuck in annexed countries while still in a battle state. [FIX] Post-processing issues resolved, improving overall graphics quality. [FIX] Auto-save option now works properly. [FIX] Kindergartens are now correctly included in the education sector. [FIX] Numerous UI fixes. [FIX] Fixed an issue where nukes could not be produced in saved games. [FIX] Resolved arithmetic exceptions that caused countries to become non-clickable over time and resulted in multiple NaN values.
Version 0.88.3 [BETA-Branch]
Hello everyone!
I've noticed that most of the feedback I've received lately highlights the lack of tutorials and guidance. Because of that, I’ve made tutorials a top priority. This update introduces two new tutorials: Military and Economy (with a Diplomacy tutorial coming in the next patch and a Politics tutorial once the political system is implemented).
This version also includes adjustments to happiness calculations, as I’ve seen many players struggling to achieve a reasonable increase in happiness, especially in countries that already have low happiness levels.
Of course, there are also bug fixes! I’ve addressed the most urgent ones so far, while others are still under investigation and will be fixed in future patches.
I would love to hear your feedback on the new tutorials, as I want to expand them even further. If you feel there’s any missing information or anything I should add, please let me know!
Thank you all for your support, and I hope this update makes your gameplay even more enjoyable!
This version supports old saved games (from previous version in the Beta branch) and is available for both Mac and Windows users
New Features
[ADD] Truce system – After signing peace, a truce will be active for 5 years, preventing the player/AI from declaring war during that timeframe.
[ADD] War doctrines (bombing/conquering) – Allows forces to destroy cities and purge populations.
[ADD] Military tutorial.
[ADD] Economic tutorial.
[ADD] Personnel recruitment campaigns – Boosts recruitment for the following year.
Gameplay Changes
[CHANGE] Improved AI reactions to global events to make them more logical.
[CHANGE] Enhanced AI behavior in aerial operations.
[CHANGE] AI will now launch nuclear missiles.
[CHANGE] Added pictures to some UI panels for better immersion.
[CHANGE] Adjustments to happiness calculations.
Bug Fixes
[FIX] AI not pressuring for peace.
[FIX] Spain’s aircraft carrier had 20K HP, causing extreme costs and designer attribute issues.
[FIX] Issue where escorted squadrons/divisions would be lost when attempting to disembark at an invalid location.
[FIX] Disembarkation could occur anywhere instead of requiring a coastal province (fleets now automatically find a coastal point before disembarking selected groups).
[FIX] Adding a pending resource to a trade deal could result in an incorrect amount.
[FIX] Annexing countries could lead to negative populations and NaN values in various places.
[FIX] Loading could get stuck at 95% due to multiple issues with unit loading on the map.
[FIX] All trade deals were set to 10 years, even when signed for different durations.
[FIX] Auto-tracking in Intelligence would keep oil tracking indefinitely.
[FIX] Building media facilities took longer than displayed and built more than ordered.
[FIX] The new year calculation could cause an exception when loading a saved game (no year report).
[FIX] System settings were not saved when returning to the main menu.
Version 0.88.2 [BETA-Branch]
Hey everyone!
I've analyzed and investigated the most urgent issues and also added a few new features! 😊 Many of the fixes and changes haven't gone through extensive QA yet, so we're releasing this update on a public beta branch - free and available for everyone to test.
Of course, any reported issues that haven't been addressed in this update are still under investigation and will be fixed as soon as possible. Thank you for your patience and feedback!
I'm still working on a save and load system that will support version changes. In the meantime, old save files are not compatible, so a new game must be started. Thank you for your understanding!
Beta versions will initially be released for Windows only. Mac users will receive the update a few days later
New Features
[ADD] Protests system implemented
[ADD] Yearly reports now available
[ADD] Comparison panel (accessible through the stats panel) allows comparison of key values, statistics, and needs by month or year
[ADD] Trade panel added to track existing trade deals
[ADD] Option to dismantle province facilities and military bases
[ADD] Multi-selection for military units using middle mouse drag (rectangle selection)
Quality of Life Improvements
[QOL] Increased military unit UI scale by 25% and changed the font for better readability
[QOL] Added toggle options for displaying war and disaster pop-ups
[QOL] Additional information is now displayed when constructing resource facilities
[QOL] The default view for facility production now shows needs instead of resources
Gameplay Changes
[CHANGE] Increased the threshold for happiness changes, making happiness gain and loss slightly faster.
[CHANGE] Increased the number of city seats produced per bus line
[CHANGE] Relationship calculations now consider countries' active wars
[CHANGE] AI and players now automatically gain movement rights with defense pact allies
[CHANGE] AI now considers the civilian casualties others cause when making war decisions and planning military operations
[CHANGE] Reduced the effect of religion on international relations
[CHANGE] Taxes now have a greater impact on happiness calculations
[CHANGE] Adjusted employment distribution and calculation methods
Data Updates
[DATA] Updated naval unit data for Spain, Iran, and India
Bug Fixes
[FIX] Allies, friends, and defense pact nations will now condemn border violations correctly
[FIX] Unemployment rate calculation cannot be controlled and might end up extremely high
[FIX] Fixed incorrect surplus values displayed in the resource panel
[FIX] Signing export deals was too difficult
[FIX] Resolved an issue where daily manufacturing calculations could cause exceptions and long-term calculation errors.
[FIX] Personnel recruitment numbers were not updating correctly at the end of each year.
[FIX] Deploying navy fleets could mistakenly deploy a squadron instead
[FIX] Switching layers allowed ships to embark on themselves
[FIX] Annexed countries’ wars would remain active
[FIX] Annexed countries’ would stay active in player intelligence networks
[FIX] Military units disappearing after wars—only AI units stationed in annexed provinces will now be returned to the inventory (player should remains unaffected)
[FIX] Taxes could become NaN in small countries
[FIX] After annexation, enemy interceptors were still visible and remained in place
[FIX] Naval bases and seaports could not be built in annexed territories
[FIX] Annexed countries sometimes remained as active intelligence networks
[FIX] Dismantling units did not return soldiers to the inventory
[FIX] Some countries would start with 0 taxes, causing imbalances
[FIX] Players were incorrectly receiving "not enough nuclear missiles" messages when launching non-nuclear missions
[FIX] High payload/tanker refueling stats caused unit prices and power levels to become excessively high
[FIX] The GDP displayed on the home panel was not calculated correctly for the selected currency
[FIX] Numerous English typos corrected.
Version 0.88.1
Its a tiny fix just to address the trade deals issue as i see its consistent to all players
[QOL] Added threshold representation in arm\trade deal [CHANGE] Decrease acceptance threshold\introduced more dynamic way to calculate threshold (by relations and influence) [FIX] Issue where can never reach full price factor with deals acceptance rates [FIX] Instances where deploying military bases can be loaded differently on saved game
Regarding UI issues - small fonts, text, tooltips, etc. tomorrow we going to review EVERYTHING and decide what will be the right way to address them all !
I'm investigating all bugs that been reported here and that have been reported within the game, all of them will be addressed as soon as possible - bugs are the first priority ! ❤️
World Warfare & Economics - REBORN
Back in December 2023, I released this game with so much passion and excitement. But the reality? It was buggy as hell - and many of you were frustrated, disappointed, and rightfully upset.
I saw every comment, every review, every piece of feedback. I didn’t just read them - I felt them. And as months passed, after countless patches trying to fix things, I had to face a harsh truth:
The game needed more than just patches. It needed to be rebuilt from the ground up.
At that moment, I had a choice. I could abandon it, start fresh with a new project, and try to move on… or I could own my mistakes, stay true to my word, and do right by the players who believed in this game.
I chose the hard path - the right path. Instead of making a new game and charging again, I rebuilt everything as a free update. No extra cost. No tricks. Just me doing what I should have done from the start.
What’s New? 💡 Brand-New UI & UX – A complete overhaul to make navigation smoother, clearer, and more intuitive. ⚙️ Reworked Core Mechanics – Major gameplay changes to improve balance, pacing, and overall experience. 📌 Every Feedback, Every Detail – I went through every single review, comment, and suggestion to fix, tweak, and enhance the game based on what YOU wanted.
This isn’t just an update. This is the version the game was meant to be. A fresh start for all of us.
I Need Your Help 🙏 If you enjoy this new version, the best way you can support me is by leaving a review on Steam. I cannot express how much it means - it will literally help save the game.
To everyone who gave this game a second chance Thank you. To those who were disappointed before I hope this version makes it up to you To those who have been here since day one You are the reason I kept going
This is where the journey truly begins. Let’s start again - together.
Much love, Lotous21
Global Timing: March 1 Release
Hello Everone,
We’re thrilled to announce our Global Timing Schedule - the final update before the full global release on March 1st. For many of you who have followed our journey, you know that our December 2023 launch encountered its share of challenges, from bugs and save game issues to UX flow difficulties. For those new to our community, here’s a brief recap: our initial launch faced technical hurdles that prevented many players from enjoying the full potential of our world of warfare and economics.
Over the past year, we’ve dedicated ourselves to a complete rewrite of the game. While many of you are already aware of this transformation, we want to ensure that every player understands the magnitude of the improvements made. Our goal has been simple - to deliver a faster, more stable, and engaging gaming experience that addresses the issues of our previous release.
What’s New?
Enhanced Performance: Enjoy significantly reduced load times and a more responsive gaming experience. We’ve optimized every aspect of the game to ensure smoother gameplay.
Stability Improvements Our rigorous testing and complete overhaul mean fewer crashes and technical glitches, providing you with a more reliable experience.
Revamped UX & Game Design We’ve reimagined the user interface and key game elements. This overhaul not only makes the game more intuitive for new players but also deepens the strategic and economic layers for veterans.
Global Timing Schedule Our global community is at the heart of this game, and we want to make sure that every player, regardless of time zone, can enjoy the release seamlessly. The schedule is designed to account for various regions—from North America to Europe, Asia, and beyond. Please check the detailed timing schedule on our Steam update page to see the exact release window for your region.
This is our final pre-release update. By sharing the schedule today, we’re marking the countdown to a new era in our game - a game that has been reborn from its previous incarnation into a more robust, engaging, and polished experience.
A Heartfelt Thank You Your feedback has been instrumental throughout this journey. Every bug report, suggestion, and word of encouragement has helped us shape a game that truly meets your expectations. We’re proud of the progress we’ve made, and we’re excited for you to experience all the improvements firsthand.
We invite both new players and returning veterans to join us on March 1st. Mark your calendars, set your alarms, and get ready to step into a world where strategy, warfare, and economics collide in an entirely reimagined experience.
Thank you for your continued support. We can’t wait to see you on the battlefield!
EDIT: I've received some messages asking if this is the 1.0 release - it's not! The new version will launch with version 0.88, meaning it's still in development and counted as Early Access