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
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New · Military
Battle window
War & terrainWar & terrainHandbookBattles, supply, terrain effects per troop class and frontage – why tanks win on the plains and fail in the mountains. FrontageFrontageMechanicHow many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder. ReserveReserveMechanicTroops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle.
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New · Interface
Tooltips everywhere
First stepsFirst stepsHandbookFrom starting a campaign to your first construction project: map, time, panels and tooltips. StabilityStabilityMechanicCohesion of state and society. Low stability lowers output and tax income and raises unrest. Terrain effectTerrain effectMechanicTerrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect.
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New · Military
Terrain per troop class
Terrain effectTerrain effectMechanicTerrain affects attack, defence and movement per troop class: tanks win on the plains and fail in the mountains, where light forces are strong. It also sets the frontage and the air effect. FrontageFrontageMechanicHow many troops fight at once: 12 units per side × terrain factor. Whatever does not fit stands in reserve – large armies fight longer in narrow terrain, but not harder. ReserveReserveMechanicTroops that do not fit on the front. They do not fire and lose no strength, but take 10% of the organisation losses – they relieve the front and prolong the battle. War & terrainWar & terrainHandbookBattles, supply, terrain effects per troop class and frontage – why tanks win on the plains and fail in the mountains.
New
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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 stepsFirst stepsHandbookFrom starting a campaign to your first construction project: map, time, panels and tooltips. ResearchResearchHandbookThe research tree as a timeline: branches, costs, researching ahead and the speculative future.
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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 stepsFirst stepsHandbookFrom starting a campaign to your first construction project: map, time, panels and tooltips.