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Of Crowns & Chains is a solo-developed grand-strategy sandbox where every battalion (1k soldiers), nation (Europe only for now), and populace is represented and dynamic on a seamless spherical Earth. Lead a nation of your choice in January 1914 and influence the course of your nation and history as time marches onwards.

CURRENT FEATURES

  • True-Sphere Map (Europe) – No flat-map distortion: Europe’s geography, borders and distances curve naturally around the globe. (Manually-drawn states and procedural pre-generated subdivisions for the rest of the globe are planned.)

  • Nation Selection & Government Types – Choose any existing European state, each with its own government type, alliances, vassals or personal unions.

  • Mass-Scale Unit System – Many battalions fit inside a single tile, delivering a grander sense of warfare and allowing more strategic allocations; higher density options planned for both tiles and units.

  • Ground Combat & Casualties – Units clash, suffer casualties, and gain experience; individual models disappear to indicate losses—no graphic violence.

  • Realistic Manpower Pool – Eligible soldiers stem from 1914 starting data, age brackets, male ratios, injury level, and conscription laws.

  • Wars, Ceasefires & Alliances – Secure allies, occupy tiles, and declare wars; hostilities can end in ceasefire (peace conferences in-development). Cascading calls-to-arms can pull suzerains, vassals and allies into conflict; tiles can be occupied and liberated.

SUPPORT THE DEVELOPMENT

Wishlist and share your thoughts in the discussion boards.

Of Crowns & Chains
BlueJayAvisDeveloper
BlueJayAvisPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
9 user reviews (9 reviews)
Public Linux Depots:
  • [0 B]
Alpha 1.0.3 (Tile Density Modes, Optimizations, Bug Fixes, and QoL)

Optimizations:

  • Merged Country Selection scene with Game scene (now it\'s much more seamless).

    [/*]
  • Replaced Main Menu real-time rendering with a pre-rendered background video to decrease lag and battery life strain on laptop devices.

    [/*]
  • General optimizations were made with how tiles are handled to decrease load times.

    [/*]

Added Tile Density Modes:

[olist]
  • Low (~7,000 tiles, 8192x4096 tile index map; 4096x2048 terrain map and ocean map).

    [/*]
  • Medium (~22,000 tiles, 8192x4096 tile index map, terrain map, and ocean map).

    [/*]
  • High (~42,000 tiles, 16384x8192 tile index map, terrain map, and ocean map).

    The Low tile density mode does not use a 4096x2048 tile index map because that would make tiles too low-resolution (my budget laptop can run this mode at 720p resolution, so I don\'t think further downgrading is necessary). I can add another mode (Very Low) in the future.

    [/*][/olist]

    Bug Fixes:

    • Fixed bugs that appeared after returning to main menu and starting a new game (e.g. units getting permanently assigned on frontlines).

      [/*]
    • Fixed Zoom and Orbit Settings not properly updating values.

      [/*]
    • Fixed the issue with the window flickering upon scene change.

      [/*]

    QoL Changes:

    • Added Language Selection button in Main Menu (top-left Globe icon). Language Selection scene no longer appears on application start if language is already set.

      [/*]
    • Added Pathfinding Threads Slider (1 to 50 threads) to Graphics Menu. Adjust this to make the game go faster (at the cost of higher CPU/GPU load per frame) since pathfinding is the bottleneck for game tick speed at Game Speed 10 (I haven\'t changed the A* pathfinding algorithm yet; so there\'s room for further optimization).

      [/*]
    • Main Menu is easier to navigate now.

      [/*]
  • [ 2025-10-25 02:31:48 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 20.04 LTS 64-bit or later
    • Processor: Intel Core i3-6100 3.7 GHz or AMD Ryzen 3 1200Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel UHD Graphics (Integrated Graphics) or AMD R7 360
    • Storage: 3 GB available space
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