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.
System Changes:
Frontlines on allied territory against non-allied neighbors are now available for player/AI assignment. Allied nations will send units to help an allied nation (player or not) during wars.
[/*]Adjacency check added to ensure nations do not steal occupation of tiles if they do not occupy a tile adjacent to the captured tile. Allies will claim occupation of tiles their units capture if they have at least one tile adjacent to it. Player units will follow the same logic to minimize exclaves.
[/*]Combat simplified. Border clashes (when two units attack one another at the same time) have been removed since it\'s unnecessary. Combat is now attackers vs. defenders.
[/*]Units now evenly distribute across frontlines. Previously, only one unit was sent to cover empty tiles and large stacks did not distribute themselves post-arrival to the front.
[/*]Encircled AI divisions now more aggressively seek to free themselves.
[/*]Frontline assignments now overwrite already-assigned units if they are selected and assigned to a new front.
[/*]Attacking units can retreat at all times (no longer pinned at late stage of combat).
[/*]Battles now last longer.
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Balance Changes:
Austria\'s initial army was increased from 40,000 to 200,000. Hungary\'s initial army was increased from 30,000 to 150,000. (40,000 and 30,000 was apparently the size of their national forces at the time, Landwehr and Honvd, not including their common army, so these numbers should be more realistic now).
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Bug Fixes:
Battle indicators were not showing up, but now they are fixed.
[/*]Units were going back and forth while fighting in battles (interpolation bug); now fixed.
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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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