Changelog · October 17, 2026

Version 0.2.0 – Situation Room

Version 0.2.0 Situation Room

A clearer picture on the map: larger, more readable unit counters, a new battle window and detailed tooltips for provinces, units and all key values. Terrain now works per troop class, with frontage and reserves. Plus a public changelog, an expanded Kodex and a player handbook.

Highlights

  • New · Military

    Battle window

    Hover over a battle icon for a preview, click to open the battle window: balance of forces, strength, organisation and losses of both sides, a terrain illustration, all modifiers such as terrain, river crossing, supply and air support, and the units involved. Naval battles show ship classes and battle phases. The window updates live and shows the outcome when the battle ends.

    War & terrain Frontage Reserve

  • New · Interface

    Tooltips everywhere

    Provinces show terrain and its effects, owner and occupier, region, supply, battles and troops. Units, sea zones, the top bar, map modes and many panel values explain themselves on hover – with a breakdown of how a value is made up. Hold Shift for details.

    First steps Stability Terrain effect

  • New · Military

    Terrain per troop class

    Terrain now affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, light forces and infantry are strong in forests, mountains and cities. Frontage depends on the terrain – whatever does not fit on the front stands in reserve. Air support also varies in strength with the terrain.

    Terrain effect Frontage Reserve War & terrain

New

  • Military

    Battle window. Hover over a battle icon for a preview, click to open the battle window: balance of forces, strength, organisation and losses of both sides, a terrain illustration, all modifiers such as terrain, river crossing, supply and air support, and the units involved. Naval battles show ship classes and battle phases. The window updates live and shows the outcome when the battle ends.

    In the Codex:War & terrain Frontage Reserve

  • Interface

    Tooltips everywhere. Provinces show terrain and its effects, owner and occupier, region, supply, battles and troops. Units, sea zones, the top bar, map modes and many panel values explain themselves on hover – with a breakdown of how a value is made up. Hold Shift for details.

    In the Codex:First steps Stability Terrain effect

  • Military

    Terrain per troop class. Terrain now affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, light forces and infantry are strong in forests, mountains and cities. Frontage depends on the terrain – whatever does not fit on the front stands in reserve. Air support also varies in strength with the terrain.

    In the Codex:Terrain effect Frontage Reserve War & terrain

  • Website

    Kodex and handbook. The Kodex on the website now shows the research tree interactively and all units, terrain, buildings, goods and mechanics with their values – the same texts and numbers as the tooltips in the game. New is the player handbook, on the website and in the game under help.

    In the Codex:First steps Research

  • Website

    Public changelog on the website with filters and a feed, in the game under “News” and shown once automatically after an update.

    In the Codex:First steps

Improved

  • Map

    Unit counters are noticeably larger and easier to read; grouped counters show their composition on hover. New setting “Unit marker size” (90–130 %).

  • Multiplayer

    Multiplayer: free and abandoned nations are played by the AI, marked “AI”. Public campaigns and quick matches start with only a few players. Seats can be released in the game and campaigns archived; inactive seats are freed after a grace period.

    In the Codex:Multiplayer

Fixed

  • Performance

    Fixed a short stutter on the first input after starting the game.

  • Multiplayer

    After a server restart the AI stand-in reliably takes over for absent players again.

  • Account

    Signing in from the game no longer fails when it is completed in another tab or window, for example after the first sign-in via Steam.