GAME ENGINE
- Updated tooltips for mismanagement warnings
- Fixed an issue in the "Balance of Power" scenario that could cause a small error
- Adjusted the positioning of the Western European map for better accuracy
- Refined borders along the North Atlantic Ridge in North America to better reflect economic and political realities
- Updated the Theater Map to accurately reflect changes in the North American map
- Fixed an issue where placing INFLUENCE from a policy did not display the Theater Map and incorrectly kept the player on the Policy Selection Screen
- Updated USSR decisions in Wargames for enhanced strategic options
- Fixed an error that occurred when displaying the USSR Weapons programs
- Corrected animation positions for Submarine units in the Arctic region
- Improved positioning of Western European Submarine units in the Arctic to enhance readability
- Fixed an issue where reorganizing Bomber Commands, Fighter Commands, Submarine Fleets, and Carrier Fleets were incorrectly shown as participating in nuclear attacks during nuclear launch simulations
- Updated the title menu to clearly indicate when you are editing a mod
- Fixed an issue where removing the Focus file in a mod caused an error message to be displayed in the Editor
GAME ENGINE + Engine updated to Unity 2021.3.44f1 for Long term support + Added and enhanced various visual aspects of the game + Enhanced tool-tips for USSR and USA mismanagement warning DECISIONS + Updated USSR ELITES and PEOPLES decisions in Wargames GAME EDITOR + Fixed an issue where the game editor was throwing an error when selecting a Leader referencing an ability that does not exist AI + Fixed a bug where the AI would sometimes get stuck on savegame focus selection
- Fixed editor throwing an error when selecting a Leader referencing an ability that does not exist
- Fixed division by zero
- Logging data to help fix log report related to tutorial highlight not working with Reconnect the Department of Defense policy in The Big Picture
- Fixed exception due to focus management screen not updating focuses due to game progress (e.g. player A stays in focus mgmt screen, player B ends focus, player A selects expired focus -> exception)
- Using leader Resupply ability no longer causes an exception when the ability causes the leader to expire
- Fixed exploit caused by leader ability menu not closing after using leader ability that does not end turn (e.g. using Supply which kills the leader, and then using Consolidate)
- Fixed Supply leader ability not using the correct notification when used
- Steam initialization exception are now logged remotely
- Errors when clicking on a mod entry in the editor due to Steam checking upload feasibility now handled gracefully and logged remotely
Commanders, Seth here... Has it really been since May since the last diary? Well, that does not mean that the Cold War engineers have not been working hard to bring more features, more fixes, and more design into Terminal Conflict. If you heard the whistle, its because we are fully engaged to deliver even more updates and Dev Diaries. Announcing that production has started of Terminal Conflict version 1.2 with all hands on deck. Weve also upgraded our equipment to deliver even better streams and content post-launch of version 1.2, when Terminal Thursdays streams will return. We love our community and so keep engaging with us on Discord, and on the Steam forums as we appreciate and value hearing from you. Join our Discord here!
As sure as Kilimanjaro rises like Olympus above the Serengeti
Its easy to say now that both Soviet and US real life policies in Africa were tragic sparking proxy wars and massive conflicts.
The Soviet Unions goals during the earlier years of the Cold War were to advance the economic system of socialism. Unreliable leaders in the Third World would cause major issues for both sides and eventually led to the Congo crisis, a proxy war where close to 100,000 people lost their lives and that devastated the region for decades to come. We can also announce that a brand new chain of decisions built around the US-backed leader Mobutu soon is in production. While an independent and nonaligned Africa exists today it was not without paying a massive price.
Still blessing those rains...
I have been teasing this forever, and over the last few months we have been not so secretly dropping in various additions and balance into the policies of a Soviet Sub-Saharan Africa. Here are the new policies that have been implemented into the main game.
African Command Economy
In order to be able to activate this decision you will need to have 10 USSR influence in Sub-Saharan Africa or Domination in one region in Sub-Saharan Africa and 1 FINANCE. It sets your ELITES to 1 and you gain 1 VP for each USSR FINANCE.
Fifth International
For each SOVIET-controlled region in Sub-Saharan Africa gain 3 VP
Eastern Decolonization
PLA Movement, Mau Mau Rebellion, and PAIGC Rebellion activates USSR Eastern Decolonization policy
Spend 3 ELITES. Gain 5 USSR INFLUENCE in SUB-SAHARAN AFRICA.
People's Revolution
Gain 1 INFLUENCE in all local WAR ZONES and trigger a new WAR ZONE in a USA-CONTROLLED region in SUB-SAHARAN AFRICA.
Comecon Africa
Gain 3 USSR INFLUENCE in a SUB-SAHARA AFRICAN region with USSR PRESENCE.
Cold War Balance of Power Bundle
Terminal Conflict is in a great bundle with Gaming At Works 1920s grand strategy game Rise of the White Sun taking place in China. I put forth that this time period set in motion the events that lead to the communist movement during the Cold War. You can get both games at a brilliant discount. Check out the bundle here: The Balance of Power Bundle on Steam
In closing
Q4 is a very exciting time for Strategy Mill and Terminal Conflict as the game continues to be patched with fixes, additions, and new content. Looking forward to this fantastic journey in strategy gaming. If you know my work as The Strategy Informer, you also know that is my mission statement as well. I am writing this on National Mental Health day. A cause we support and are deeply committed to. We love you guys! Might Cheers! /Seth out *********************************************************
Upcoming Development
I) Mobutu leader event chain II) Terminal Conflict version 1.2
CHANGELOG
GAME
- NEW Trigger added for faction Region Domination (5 INFLUENCE)
- Fixed exception when moving unit from arctic to theater not bordering the Arctic
- Upgraded to Unity 2021.3.7
- Fixed ability to navigate to folders outside the wargame in the Editor
- Fixed name of editor image text sprite
- CPU optimization: update focus/policy text in theater com every 300ms instead of checking every frame
- When downloading mods from Steam, report attempt to register the same mod twice instead of throwing an error to the user.
- Attempting to fix an OOS occurring during apocalypse:
- Region scoring takes units into account
- Each faction calculates region scores for both factions, and the score is influenced by the units situated in the region
- When faction A estimates the score for a region targeted by faction B containing units owned by A, faction A will always take these units into account, because faction A is aware of all these units existing
- When faction B estimates the score for a region targeted by faction B containing units owned by A, faction B might not take the same units into account, because faction B's visibility for these units might be different
- This skews the simulation scores, leading to OOS
- The implemented solution is to keep track of unit visibility from the opponent's point of view as well and use that during the nuke simulation process.
- Fixed an issue where units that can do nuclear strikes can still incorrectly launch nukes despite being set to reorganize
- Fixed an issue where Panama had the wrong population numbers
- Fixed an issue where Honduras had incorrect population numbers
- NEW MPLA Movement, Mau Mau Rebellion and PAIGC Rebellion now activates USSR Eastern Decolonization policy
- NEW SWAPO Rebellion and Somali coup d'tat now activates USSR People's Revolution policy
- Updated description for FRELIMO Movement to better reflect the gain of 2 Government
- NEW Added USSR Sub-Saharan Policy AFRICAN COMMAND ECONOMY: Set ELITES to 1. Gain 1 VP for each USSR FINANCE. Conditions: (1) USSR must have at least 10 INFLUENCE in Sub-Saharan Africa OR DOMINATION in at least one region in Sub-Saharan Africa AND (2) at least 1 FINANCE
- NEW EASTERN DECOLONIZATION: Spend 3 ELITES. Gain 5 USSR INFLUENCE in SUB-SAHARAN AFRICA.
- NEW PEOPLE'S REVOLUTION: Gain 1 INFLUENCE in all local WAR ZONES and trigger a new WAR ZONE in a USA CONTROLLED region in SUB-SAHARAN AFRICA.
- NEW COMECON AFRICA: Gain 3 USSR INFLUENCE in a SUB-SAHARA AFRICAN region with USSR PRESENCE.
- Fixed an issue where some policies where incorrectly activated
- Activated African Command Economy in Balance of Power Scenario
- Fixed a Typo a the Design Dispute decision
Greetings Commanders! As we approach the dog days of summer, we are coming in hot with some updates! Much like the weather, things continue to heat up with brand new content. Lets talk about some of it, shall we?
Everything counts in large amounts
Its midnight, and the unthinkable has happened. Global Thermonuclear War. Maybe you scratched out a victory, but at what cost to humankind? We wanted to highlight even further the sheer devastation actions could cause to the citizens of our shared beautiful blue marble.
Terminal Conflict now comes equipped with a regional population system. This allows us to open up a world of future possibilities. The regional populations grow realistically with each shift of the timeline. We add together these numbers to form the worlds population.
Now you will see the devastation of the apocalypse that you have brought on has caused. The numbers here will include immediate deaths, may they rest in peace. The rest of the population system plans are eyes only for now, but we would love to hear your suggestions on what you would like to see. Speaking of which, if you havent checked out the Eyes Only intelligence DLC for Terminal Conflict, created by the Hearts of Iron 4: Road to 56' team, weve provided a link here.
Focusing On Focuses
So I buried the lead ... A small change with some big ramifications as we wanted to strengthen the strategies you can play towards influencing your opponents domestic interests with your Focus Selection.
We have added an indicator for the enemy focuses that displays the enemy domestic interest holder of that focus. This choice deepens the strategies during the selection of focuses because we all know that information is power. Has your opponent over-invested with military alignment, take the opportunity and favor the same domestic enemy power-brokers. Then sit back and watch as they take power away from your opponent and their country becomes paralyzed by mismanagement. Faints? Countermoves? Its what the Cold War was about. I am very excited to hear about how you like the system and what moves youve pulled off. Grab us on the Terminal Conflict Discord Server or the Steam discussions and let us know. What a treat to kick off the summer. Keep a nice pitcher of tea close by and reach out with feedback, questions, or even conversations on strategy games. I am, after all, The Strategy Informer. /Seth out. *********************************************************
Upcoming Development
I) NEW USSR Policies for Sub-Saharan Africa II) Update of USA mismanagement events III) Design of a teaching module for use of Terminal Conflict in schools
CHANGELOG
GAME
- NEW Regional Population and pop growth data & implementation
- Reduced pop growth random variation from +-25% to +-5%
- Population shown in tooltip also in non-debug mode
- NEW Death calculator implemented for Nuclear Apocalypse
- Updated Nuclear targeting that would sometimes cause an out of sync
- NukeMiniSimulation() considers all nuke-capable units again with every new round
- Fixed an issue where launching a Nuclear Apocalypse would incorrectly disconnect the opponent
- NEW Activated the domestic interest marker to be shown for enemy focuses at focus selection to deepen
- the type of strategies that can be played when selecting enemy focuses
- Removed space from theater influence text in Focus card
- Fixed an issue where multiplayer games could incorrectly end mid-game and disconnect
- Updated Excel file for MIEA UN Partition Plan
- Fixed a bug when launching a False Flag operation in Carpathian-Ukrainian Zone an Invalid Operation exception occurs
- Fixed a bug where disarming did not properly update the Global Map
- Fixed an issue where when attacking a reorganizing enemy naval unit from the arctic in an enemy controlled region, instead of a war zone being declared the enemy unit is incorrectly set to withdrawal.
- Fixed a bug that would sometimes wrongly display the policies with the enemy coloring
- Unity upgrade to 2021.3.1f1
- Fixed an issue where Sud-Afrikaanse Weermag would incorrectly add influence to ALL regions with Soviet Control or Domination instead of ONE
- Fixed an issue where the Warsaw Pact effects would incorrectly overflow the notification field when implemented.
- Operation Balak has have it's option upgraded to:
- Option 1 - Provide arms covertly vi Czechoslovakia (+1 Power to DAVID BEN-GURION, -1 Military, +1 Government)
- Option 2 - Openly defy the embargo (+2 Power to DAVID BEN-GURION, +2 Finance, -1 Military, +1 Doomsday Clock)
- Option 3 - Provide a cultural exchange instead (-1 USSR Influence in Levantian Zone, +2 People)
- Fixed a few typos in the Western European Wirtschaftswunder decision chains
- Fixed an issue where the US decision Enemy Activity would incorrectly show up as to have a hidden bonus.
- Added hotseat support in debug menu
- Added a debug option to force the AI to always select a specific posture to make testing easier
- Footer divide is no longer active when the progress dialogue is active
Commanders!
Seth here. I hope everyone had a fantastic Easter and Passover break. Lets get right to it cause I am as excited as a long tail cat in a room full of rocking chairs.
Its the end of April already and that really blows my mind, but things have been hot and furious in the land of the Cold War, with Terminal Conflict. I have been hinting at some things going on and today I get to let you in on some of these events. As you know, we continue to tune, improve and enhance the game from fixs to new features and content to even improving underlying systems and AI. We are always keeping our ears to the ground to see what directions the community is interested in. We continue in 2022 to move forward with this path.
We are also expanding the Strategy Mill team! Today, with great pleasure, I get to announce that we are being joined by legendary game developer Yoshitomo Moriwaki (Tomo). He brings with him over 24 years of multiple discipline game development. Tomo, being the Lead Designer on Spiderman and the Creative Director on Spiderman 2 (he even designed the much-loved web-swinging system!) will make an excellent innovative addition to our strategic focus. We are excited for Tomo to be joining us in the design role, and bringing fresh eyes and ideas into the DNA of Strategy Mill.
Many will also recognize Tomo as the Creative Director of the award winning game Epic Tavern with his team at Hyperkinetic Studios, of which he is the co-founder. Epic Tavern, which Geek and Sundry calls D&D meets the Sims but its much more than that, its about storytelling with a tavern management layer on top. Epic Tavern is available in Steam Early Access now with the goal of a 2022 full release.
Having been a strategy gamer for many years he remembers the days of playing Steel Panthers and seeing tanks designations such as Sd.Kfz and then doing a deep dive to find out all the information of what is better known as the Panzer 3 and its stats and role during the war.
YouTube fans will also recognize him from the Game Wisdom podcasts. Check out our last episode on "Do Video Games Need Humanlike AI?" featuring Tomo, Seth, Gellert, and Josh Bycer. I will tease that the next episode in planning is about the educational applications of strategy gaming. We look to record in the first week of may.
If you want even more, come to our Discord and chat with him directly of course.
What's happening next
I still cant give many details on that part, but in the following months, there is going to be lots of Terminal Conflict activity that I will engage you with and informing you about. One of those is the added death calculator that's being developed for the Nuclear Apocalypse. This also means population will now be implemented on a region basis and grow naturally and historically plausibly over time. Also as promised, remember that the Soviets need to get their time in the blistering heat of Sub-Saharan Africa, so look for that update too soon.
In closing
Check the forums and chime in on things you wish to see improved and any strategy questions. I will start by pushing out information asked and collected in our Discord, so look out for these dispatches on our forums. Also, remember we are running the AAR contest so get your entries into us. read more about the contest HERE for a chance at fame and glory and all the DLC+OST. Now I am going to go introduce Bert the Turtle to Tomo, have a great time until we meet again. /Seth Out...
Commanders...
Hey folks, we have some interesting things to mention for our update today regarding Easter! But first, would it be one of our holiday updates without an image from the cold-war presidential archives?
President and First Lady Carter are ready to board Marine One for an Easter at Camp David There was a hop on the White House lawn!
Easter Break
The Strategy Mill bunnies have been out looking for eggs this past Easter week. I will look for the big eggs ones as I hear they carry MIRVs. Let us know what you found in your eggs! Terminal Thursday was thus postponed this past week and the team got some much-needed R&R. We hope you and your family have also had a great time. Dont forget to come over to the Discord as it is the best way to reach us for direct feedback or questions. We also have our regularly scheduled Terminal Thursday games. Playing Terminal Conflict against a real live player is certainly an experience you do not want to miss.
Easter Eggs
Let me let you guys in on a secret. We have some eggs hidden in the game! Actually quite a few, some give new terminal skins and some even give achievements. Look for bits of code in various menus and images and use your handy decryption table to decode them. After you get the correct cipher, you just check in your verification.
Yes it is that Falcon
The GRE(AAR)T Giveaway!
We're giving away ALL of the DLC for the game:
- Eyes Only
- Supreme Commander
- Flower Power
- The Original Soundtrack
The bunnies and clowns are here for your safety!
Greetings commanders! First off, we may develop strategy war games, but we wanted to make a statement regarding world events as we deplore the loss of any human life and feel saddened by the events of the Russo-Ukrainian War. We hope that strategy games can help humankind reflect on our shared humanity, especially in a conflict with the deadly combination of human fallibility and nuclear weapons. We urge, therefore, for calm and for a swift return to peace and dialogue. - Gellert Keresztes. Seth here and today we are going to talk about some recent additions that have gone into the game. The team is in very active development and there are some great additions lined up for Terminal Conflict in the coming months. We are also expanding the team, so follow our Twitter and look at the post on the Steam forums for all our other locations. Click here to check out places to find us, get help or even sync up for a game or two, or find out what we are working on. Second, as promised, weve been busy with updating the balance and ways the US can operate in Sub-Saharan Africa.
The US in Sub-Saharan Africa
Africa played an important part in the Cold War, and both sides provided extensive military and economic aid on the continent. The US had the more dominant strategy while the Soviet Union was under informed of the needs and structures of the countries it supported initially. The Soviet Union made gains by the 60s and 70s, increasing the amount of proxy wars that compounded the threat of nuclear war. Bert knows what we are talking about. Lets take it away!
Sub Saharan Scramble
Spend 3 VP to Gain 6 USA INFLUENCE in Sub-Saharan Africa. - Now Activated by the Treaty of Lagos focus. Bert The Turtles Secret Strategy: Losing VP seems counterintuitive but this can be a very positive thing as at we convert end game surviving INFLUENCE to VP for final scoring. If you find yourself ahead or you think you can make the VP back, you can sure make use of that 6 INFLUENCE, provided things dont go nuclear. Since the faction with the lowest amount of VP goes first, each Timeline (USSR if tied), you can make use of this to lower your VP and be first to start the next timeline, so look out for that!
American Culturalization
Reduces Military MILITARY ALIGNMENT by 1 to gain 8 VP. - Now Activated by FNLA Movement focuses. Bert The Turtles Secret Strategy: This is excellent for the late mid-/end game when MILITARY ALIGNMENT is not as important for interest resource generation. 8 VP is a nice gain and could give you that push you need to surge ahead!
Western Decolonization
Spend 3 ELITES gain 5 USA INFLUENCE in Sub-Saharan Africa Activated by UNITA Forces and Congo Crisis focuses. Bert The Turtles Secret Strategy: This is a great way to prevent ELITES mismanagement of course and gain the INFLUENCE. Unlike some other policies, you do not get to place them. As in real life, supporting decolonization might yield results in unexpected regions, but its easy to enact, and 5 INFLUENCE is a considerable amount.
Merchants Of Liberty
Spend 3 MILITARY to PLACE 4 INFLUENCE in Sub-Saharan Africa Activated by African Base, Suid-Afrikaanse Weermag, and RENAMO Forces focuses. Bert The Turtles Secret Strategy: This is powerful. If you find yourself flush with MILITARY interests, being able to place 4 INFLUENCE in Sub-Saharan Africa could indeed give you that upper hand where you need it the most! Remember those activation per-requisites! I cant wait to see what the USSR update brings next.
In Closing
Last week we ran a giveaway for the Original Sound Track. If you havent picked up the soundtrack yet, make sure to check it out as Jamess work is excellent. For the contest, big congratulation to you Zeney for winning a copy of the coveted soundtrack! I am also going to be preparing some strategy content with the communitys questions and answers from our top players. We are looking for your feedback! If you have questions about Terminal Conflict things you do not understand, things that you even think can be improved, please post them on the Steam forums or come to the Terminal Conflict Discord to let us know. Your feedback and questions are important for us. I cant stress enough how many exciting things are going on with Strategy Mill and Terminal Conflict. Along with all the new content, fixes, balancing based on player feedback. Now it's time for me to disappear into a puff of smoke! Be safe everyone. Seth Out *********************************************************
Upcoming Development
I) NEW USSR Policies for Sub-Saharan Africa II) Update of USA mismanagement events III) Design of a teaching module for use of Terminal Conflict in schools
CHANGELOG
GAME
- Fixed an issue where nuclear war would sometime cause the opponent to incorrectly get a disconnect message instead of a victory message
- Improved the way targeting works for nuclear war
- Fixed an issue where nuclear targeting would sometimes cause an Out of Sync issue
- Nukes launched from the Arctic are always fired from the same special Arctic position to prevent OOS from client & master having differing sub positions
- Fixed policy enactment not updating UI in case of Interest mismanagement
- Fixed THE BIG PICTURE lacking a draw description text resulting in exception when quitting and saving
- Updated several issue to further improve performance on slower computers
- Fixed an issue where Disarming would sometimes not properly register on the Global Map
- Fixed an exploit where a player incorrectly could attack and then send a unit back to command reserve in the same turn
- Added the ability to disable screen reflection seen on the Terminal in the options menu to improve performance on older GFX cards
- Treaty of Lagos now activates SUB-SAHARAN SCRAMBLE policy
- FNLA Movement now activates AMERICAN CULTURALIZATION policy
- An African Base, Suid-Afrikaanse Weermag and RENAMO Forces now activate MERCHANTS OF LIBERTY policy
- UNITA Forces and Congo Crisis now activates Western Decolonization Policy
- Updated Policies for Balance of Power
- NEW Added MERCHANTS OF LIBERTY: Spend 3 MILITARY to place 4 USA INFLUENCE in Sub-Saharan Africa.
- NEW Added WESTERN DECOLONIZATION: Spend 3 ELITES. Gain 5 USA INFLUENCE in Sub-Saharan Africa.
- Fixed an issue where triggering Glasnost would sometimes not reward 10VP to the USSR
- Fixed an issue where the ASEAN Declaration did not show the correct Soviet effect
- Fixed a typo with the Chinese Civil War
Hey folks, its Seth here, and this is a very exciting day for the Terminal Conflict team. Not only do I get to (re)introduce you to a talented team member, but I also get to announce the release of our much requested original soundtrack. Here is a the legendary composer James Spence himself explaining the work process, for those that have missed it. [previewyoutube=ng_pp3Xt8QQ;full][/previewyoutube] James captures the essence, ambiance and sounds of the Cold War in Terminal Conflict. Regional cues to the music of that area and even instruments are used, provide the flavor to the theaters of operation. The dark seriousness of certain theaters can give way to the regions that invoke a feeling of progress or devastation. Immersion is the key for the soundtrack and the words atmosphere and tension are not enough to do justice to his wonderful work. A 12 year veteran in video game soundtrack production, James' path to fame started with his wonderful work creating music in the UK and later in Japan, where he has been based for many years. His soundtrack for Paradox Interactive and BI-Logics Hearts of Iron: East Vs. West game and recently the soundtrack for the GOTY contender Suzerain, has earned him many fans in the strategy and gaming community. We are proud to present to you his wonderful Original Soundtrack for Terminal Conflict both in high quality mp3 and lossless FLAC version. You can find James's mentioned work here: Terminal Conflict OST Suzerian OST Hearts Of Iron: East Vs, West Bandcamp Page We also have a surprise for you! We are going to give away a copy of the soundtrack to a lucky person. Its going to be really easy to enter. Simply leave a comment to the development diary on Steam and we will enter you into the giveaway. The winner will be announced via the Strategy Mill Twitter channel and on Discord, by me on the 31st of March during Terminal Thursday. Make sure to add a follow to get more of or content directly delivered to you! While you are there, get into a multiplayer game with the devs or the community. One of these days, I swear I will take you on, so come on in even if you are new! I look forward to our next diary where I will be talking about how the drums of war echo into night. MIGHTY CHEERS! -Seth
Happy Lunar New Year, as we exit the year of the ox and enter the year of the tiger, this would be a great chance to talk a little about Chinese pandas and the role they played in diplomacy during the Cold War. First, let us start off with some less furry topics! What would a holiday be without a Steam Sale, and what would a community announcement be without a notice of a discount? Starting today January 27th at 10 AM PST and going on till February 3rd, you can get Terminal Conflict and all the DLC for 30% off. This is an excellent deal, especially if you want to buy a copy for your friend so you can show him whos who on the grand geopolitical stage. Dont have the fantastic Eyes Only DLC? Then this is the best time to get it. Remember in a multiplayer game only one person has to have the DLC for it to be available to both players! Here is a little tip, dont tell anyone. Usually if there is a bundle deal, there is a discount beforehand and then you get the other discount for the sale. So look at the bundles as you can get some super savings this way.
Cold War Changes
After the communist party won at took control in China in 1949, America took on the policy of isolation and backed Taiwan as the then only legitimate government of China. The Korean war, of course, brought communist China into conflict with the US as the People Republic backed North Korea during the war. Communist China was also refused a seat at the U.N. during this time. As time passed, come 1969, it was not the US but the USSR and communist China that ended up essentially in open warfare on the Ussuri River. There were discussions about what would happen if the Soviets used nuclear weapons in that conflict and would Nixon come to communist Chinas aid? Especially being strongly Anti-Communist. Nixon on the other hand saw an opening into Asia right at Russias back door and famously sent Secretary of State Henry Kissinger to Beijing on a secret meeting with Chinas Zhou Enlai to secured an invitation for a visit to the People Republic.
In 1972, president Nixon took an 8 day historic trip as the first U.S. president to step foot in the P.R.C. after 25 years of no communications and no relations. During this trip, Chinese premier Zhou Enlai offered American first lady Patricia Nixon two pandas as a show of friendship. This trip was one of the most important diplomatic meetings of the cold war and a complete reversal of policy by the United States and Nixon. How devastating it must have felt in the halls of the Kremlin? Ling-ling and Xing-xing became possibly the two most famous pandas in the world. During their stay at the U.S. National Zoo in Washington, DC, they were a major attraction, being seen by millions of people a year. They certainly lived up to opening relationships with opposing ideologies and being a symbol of peace. A lesson perhaps also echoing into our troubled times.
No Pandas in the War Room
It is said that the year of the Tiger will bring rewards to people who are vigorous and ambitious, daring and courageous, enthusiastic and generous, self-confident with a sense of justice and a commitment to help others for the greater good. For strategies in how to handle the Chinese Civil war, be vigorous in deploying your forces both as the United States and the USSR. You never know when an opening might present itself. In particular as this update introduces the possibility to now also favor the historical character, General Lin Biao. A man full of surprises.
I really hoped you enjoyed this piece. I wanted to do something relating to China and luck and such and tie it into the cold war and this seemed absolutely perfect. For information regarding panda conservation efforts please visit this link. Let me know in the comments below what you thought and what goodies you got in the Lunar New Years Sale. Give us a thumbs up if you enjoyed it and come to our discord and chat with the team. Dont forget that you can play with the Terminal Development Conflict team on Terminal Thursdays every week. Seth signing off, wishing you an amazing Year of the Tiger. As we say Mighty Cheers! *********************************************************
Upcoming Development
I) Development starts for UI/UX update for focus Selection. II) Policies are getting rolled out with each new patch - focus is on Sub-Saharan Africa
CHANGELOG
GAME
- Fixed an issue where rebasing a figher or bomber command outside the focus theater would not correctly require 1 people interests
- Promoting Peng to Marshall now only requires 10 power
- Added US consulate siege decisions for Lin Biao
- Added Funeral decision for Lin Biao
- Fixed an issue where the terminals would be stuck in Ultra Wide resolution
- Added updated set of Faction buttons
- Fixed a space race researched incorrect opponent faction icon color
- Fixed various smaller bugs
- Fixed a few typos
In the season's spirit, we send you our sincerest appreciation for the support you have awarded us with brand new content. Ho ho ho!
MIRVIN BACKGROUND STORY
It was all smoke and mirrors. They knew, now access the background of MIRVIN from the Main menu and find out how it all began. And what about the Soviets? Well... He might not reveal it all in the first conversation, but try a second time and you might find him more inclined. Find secret codes hidden all over the game, and in this message, decrypt them with the key and the FALCON PAWNCH decoder and unlock game elements, and more. GRAND CAMPAIGN: THE BIG PICTURE If youve never played Terminal Conflict before, or you would like to learn more about how to use your terminal, this is where you should start. Discover new policies, decisions, and Cold War archive material, then duel to expand your sphere of influence over the globe. With the in-game Encyclopedia further enhanced, explore buttons and functions in your terminal. When in doubt, contact MIRVIN by pressing the "i" button in-game! He can explain all the details about the game. We have been busy with lots this last year and especially we wanted to highlight these five things:
- A lot of new content has gone into the game with over 16 new focuses, 30+ new policies and the creation of an in-game encyclopedia to name a few.
- We put in a multiplayer save system for when things are boiling over in real life and you need to take a break.
- The AI underwent a good deal of improvement and tuning.
- The mod system has and is undergoing improvements based on the wishes of the modding community.
- The game engine underwent a major update to bring it in line with newer hardware.
Upcoming Development
I) Updates to the Soviet Military interests system II) Policies are getting rolled out with each new patch.
CHANGELOG
GAME
- Fixed an issue for MacOS where users would incorrectly be informed to run Terminal Conflict in 32 bit setup instead of the correct 64 bit
- Fixed an issue where booting up Terminal Conflict on MacOS would incorrectly give an error message regarding the Steam API library
- Can now easily switch between Full-screen and Windowed mode
- Screen resolution can now be adjusted in the Options menu in-game
- Added full graphical support for Wide XGA 1280 x 720 pixels, Full HD 1920 x 1080, UltraWide 2560 x 1080, and Ultra-Wide 4K 3840 x 1600 resolutions.
- Medium resolution (HD 1920 x 1080) is now defined as the default resolution
- TOP SECRET - Season terminal elements - ENABLED
- Suspended the 60 second timer when deploying influence after disarming
- Updated several graphical elements in the Flower Power, Supreme Commander and Eyes Only DLCs.
- Fixed an issue where the terminals would not be shown correctly in Ultra Wide resolution
- Fixed text in screen resolution button
- Added updated Faction buttons
- Fixed several typos and minor issues
Hello commanders, for today we have a really fun community announcement. Not only is it the Autumn Steam sale, but it is the American holiday of Thanksgiving. While you most likely already know that, let me hopefully delight you with some things you did not know. So lets fire up our terminals before the American commanders put their turkeys in the oven. I am Seth and this is your Thanksgiving Community Announcement.
Autumn Steam Sale
Twas the night before Black Friday is that how the little song goes? No? Well, Black Friday and Cyber Monday usually give us some fantastic deals to open up the holidays. On Steam (and every other website and gaming platform) the sales have started. From the Nov 24 -Dec 1 Steam will do the annual Autumn Sale. We all know how much I love sales. I go M.A.D. for bargains! Every Terminal is 30% off! Need to pick up Eyes Only well, its 30% off. Want to grab the base game for your best friend as multiplayer is caring! That would be 30% off as well. (Here is a secret the bundle deal with everything is -38%!) So tell everyone you know!. In Terminal Conflict only one player needs a copy of the DLC in a multiplayer game. I do highly recommend the Eyes Only DLC. I absolutely love the unique domestic programs that go into some of the stranger things that happened during the Cold War period. The same team that developed the fantastic Road To 56 Mod for Hearts Of Iron IV developed this DLC.
Turkey Talk
The US had nine Presidents occupy the White House in the 12 presidential terms between the Cold War years of 1946 and 1991. These men had the job of preventing nuclear annihilation while still pursuing the goals and objectives that were set out before them. Its fantastic to try on the weight of that office for a day. And boy, they must have built up a hearty appetite. Since 1940, at the White House, prior to Thanksgiving, the president is presented with a giant Turkey. Usually of the Broad Breasted White variety, these birds were slaughtered and eaten. This would all change in 1989 as George H. Bush made the Presidential Pardon of the Turkey an official part of the event and usually accompanied a satire piece from the president that pokes fun at the scandals of the day.
The presidential turkey pardon itself, a brainchild of an earlier Cold War president, Ronald Reagan. The press was hounding him over the Iran Contra scandal, asking if he would consider granting the indicted Oliver North a pardon. Reagan came up with the term of pardoning the turkey as a joke to deflect the question away from the question. But he wasnt the only bird lover President.
In 1963, John F Kennedy, in a spontaneous moment, spared the turkey they presented him with. Weighing in at 55lb (25kg) the bird was wearing a sign that said Good Eating, Mr. President. Kennedy spared the bird, saying, Well let this one grow While the LA Times and the Washington Post called it a pardon, the president did not refer to it that way.
Richard Nixon was no less of a Turkey saver! Spared some turkeys over his two term presidency, sending them back to the petting zoo. A fate they shared with the Carter administrations turkeys. The First Lady Carter did not allow public turkey ceremonies and had the turkeys sent back to live out their lives.
Now you might think? What about Ike? Well, maybe we dont mention Eisenhower. He loved stuffing.
Nonetheless, every modern day president since 1989 has pardoned the bird. A gobbled up ceremony that has become a part of American tradition. We wish you all the best and hope you enjoyed todays community announcement. For all of you are in the States; I wish you a happy Black Fri.. err Thanksgiving! Dont forget the discount and please do not blow the planet up. After all, nuclear weapons are supposed to be a deterrent. So this has been Seth, and you have been you and I am off to eat some Turkey! Mighty Cheers Seth
Comrades, today we have a treat for you. Fire up your terminals, I am Seth and this is your Development Diary for November 18.
Saving the System
The Strategy Mill team is interested in player feedback, and the community has motivated a lot of the work that has gone into Terminal Conflict since release. Presented last week as an update feature, hosted multiplayer (non-ranked) games can now be freely saved and resumed, on PC, Mac and Linux, regardless and independent of platforms. A much requested feature, we felt the ability to save during a multiplayer match would add flexibility and even showcased it during last weeks Terminal Thursday. Make sure to check it out here: [previewyoutube=rNuzncEiS-A;full][/previewyoutube]
Modding
As in any worthy strategy game, the modding system in Terminal Conflict allows you to do so much more. One of our testers created the Korean War decision chain and then implemented it into the full game. You can create new focuses, leaders, leader abilities, or why not edit decisions or change most values in the game? It truly is an all-encompassing mod system that we are continually expanding upon. Give us your feedback on what tools you would like implemented in the future. To work on your own mod, launch into the Mod Editor from the main menu and copy the base game data. This creates a fresh copy of the current version of the game in its base form. Once you have done that, you can load and edit that data as you wish.
Diving in by editing, a menu will be made available for you to access all the different areas of the game, even including new images and sounds.
Want to add your favorite Dune themed cold war characters? It certainly could be done Duke Leto and the battle pug await! Why not tell your own history, or the experiences of your parents or grand parents? Talking of which, the streamer team known as The Mug Club, comprising the brilliant husband and wife team, Nordicmonkey and Hazzieandsof, shared some of their personal Cold War stories during an absolute of a blast of a co-op stream of Terminal Conflict. Playing as the US and a thriller from the start, what was on everyones lips was, would they survive for victory and would the Space Race finally be completed? For those that are wondering, pencil in Tuesday Nov 23rd at noon PST for their Soviet play-through. I am really excited about our upcoming community announcement where I talk about Cold War Turkey (not the country). You seriously dont want to miss this one. Autumn Steam Sale, Thanksgiving Announcement and so much more coming up. On that note and as ever, stay safe and try not to cause tons of radioactive fallout before we meet again. Mighty Cheers. Seth *********************************************************
Upcoming Development
I) Updates to the Soviet Military interests system II) Policies are getting rolled out with each new patch.
CHANGELOG
MINIMUM SYSTEM REQUIREMENTS
- Updated minimum recommended requariments to macOS 10.11 (El Capitan) or better
- Currently Steamworks does not support integration with Apple M1
- Multiplayer save games - Single-player saves are shown in single player mode and multi-player saves are shown in challenge mode
- When multiplayer match is saved, game sets to draw for both players
- Game shows multiplayer challenge menu in case ended game is a multiplayer one
- Fixed faulty lingering connection issues after disconnection
- Savegame deleted if NO SAVE is pressed, but not if disconnection occurs
- Updated the Save Game and Surrender Game option for Quitting a game session
- Added updates to the Space Race Order of Battle
- Added an OOBSpaceRace.json to set starting OOB for the Space Race
- OOS checker hopefully generates fewer false positives
- OOS checker logs action that sparked the OOS
- Fixed Wargames showing wrong list when clicking on Host > Launch Mod > New Game
- Renamed The Latin American Reds to ancahuaz Guerrilla to better clarify the historical connection
- Removed an incorrect condition from The Return of the King that would falsely state that the player failed the Focus
- Updated the filters for The Return of the King to declare PEACE in Greece if the US gain at least 3 Influence in the region
- Replaced COMECON policies with three new COMECON policies with the following effect: Gain 3 USSR INFLUENCE in a WESTERN EUROPEAN/EASTERN EUROPEAN/SUB-SAHARAN AFRICAN region with USSR PRESENCE.
- NEW COMECON WEST Triggers: 1) At least 1 region in WESTERN EUROPE with presence AND 2) USSR GOVERNMENT at least 5
- NEW COMECON EAST Triggers: 1) At least 1 region in EASTERN EUROPE with presence AND 2) GOVERNMENT at least 5 OR 3) ELITES at least 5 AND Supreme Commander DLC active
- NEW COMECON AFRICA: 1) At least 1 region in SUB-SAHARAN AFRICA with presence AND 2) USSR GOVERNMENT at least 5
- Updated Wargames with the latest Policy implementation
- Fixed an issue where Unexpected Difficulties for the USSR would incorrectly cause an exception for missing imagery
- Fixed a typo in the USSR A Clean Bill of Health
- Updated the Soviet Decision The Tools of War with an improved second options to distribute the weapons
- Updated text for Logistics Planning to contain information about Surface Fleets' convoying ability
- Added an explanation to focus selection clarifying that each round of selection by your faction reduces remaining focuses by 3
- Uploaded a new screen for Save game Draw
- Savegame header UI display
- Fixed an issue where the wrong text padding was added to titles screens
- Fixed space race researched incorrect opponent faction icon color
Hello commanders!
Welcome to your Coldwartober briefing! Today we are hunkered down in the war room preparing for the Steam Halloweens sale which starts today and we will be there with some sweet discounts on the base game and all the DLC, now is a great time to pick it up for a -30% discount. Get your friends a copy so you can play them. You only need 1 copy of the DLC if you do this!
Having grown up as a teenager in the early 80s, the threat of nuclear annihilation was a constant fear in the background of everyones mind. I can only imagine what it was like in the 60s with our children doing duck and cover exercises in school. We lived in 4 decades of a constant fear in the back of our heads that any spark in the geopolitical situation could erupt in the world's extinction 8 times over. It was pervasive in the culture; it was everywhere in the news.
Photo by Strahil Dimitrov/Getty Images
The entire team hopes that you get some outstanding treats for you and your families. Then you can sit down and throw some eggs at the trick or traitors (misspellings dont happen here in the war room).
New Apocalypse Themed Terminal
Facing the Apocalypse? Do so with our themed terminal! Make use of the cypher and decrypt the Halloween Falcon punch code: WULFNRUWZMIBKIVLS. MIRVIN can help you with the rest, be sure to catch the decryption school from todays live stream for further clues.
A smarter AI
In todays patch, the AI has received some nice fixes and updates. For one, there has been a rebalancing on when and how the AI evaluates launching its nukes. Paying to a larger extent attention to threats, such as a faction being close to completing the Space Race but being weak in nuclear capacity. Or taking to a larger sense advantage and not backing down when having superior forces. Fortune favors the bold and the AI has just become a lot bolder. We also updates its focus selection making it more fair and balanced after feedback from the community. We thank you all for the feedback! The Terminal Conflict Community There has been some flurry of recent activity of reviews, playthroughs, tutorials for this scariest month of the year:
- Check out Marcellos review at Turn Based Lovers. What a treat to be reviewed by such a legend! We look forward to bringing you more!
- Reaching for the hall of fame? No indie game is complete without a Beta Tested review! Full analysis and in depth testing on a level everyone should aspire for. We loved your attention to the finer details!
- GMStarson everyones favorite tentacle monster, did a stream featuring Terminal Conflict on Twitch. You can check it out and his other streams here. We shake all your hands!
- MartinQ took a 6 hour dive through the tutorial and the big picture with our lead designer Gellert, and me in the chat cheering him on and answering his questions. The stream was interesting, as a lot of his talk was being analytical about games, history, and design. Ever wished for spying dolphins? Then you want to check this stream out and perhaps pick up the EYES ONLY DLC.
Speaking of DLC
Ever wondered what the difference is between the bundle and DLC packs and how to get what you are looking for? I got you covered! I have written up an award-winning explanation (no, seriously, someone gave it a Steam Award!). Check out this thread in the discussions. This has been a fun time, and I hope you enjoy your Halloween. Let me know if you solve the cypher and feel free to show off your new Apocalyptic terminal. Mighty Cheers and Happy Halloween! Please, try not to extinguish life on the planet as we know it. Seth
*********************************************************
Upcoming Development
I) New Soviet Military interests system II) Policies are getting rolled out with each new patch.
CHANGELOG
AI
- Re-balanced the AI's focus selection - AI will now be more balanced when selecting focuses
- Increased the AI's nuclear options to be more likely under conventional circumstances - the calculations for nuclear war has been extensively updated
- Will to a higher extent calculate the ability of their opponent to complete the Space Race when selecting a nuclear option
- Adjusted the impact for decision making based on the units the AI discovered and their potential range
- Fixed various smaller bugs
- Now nuclear estimation screen displays and takes into account your own delivery units, their ranges and their locations
- Fixed an issue where the Archive was incorrectly showing
- Added a text to display where you can update the Seasonal Terminal
- Added a Halloween Treat - Trick Or Treat Apocalypse Terminal
- Fixed some typos
Sir, we have something urgent to discuss the elites seem to be upset at your latest decision and have been applying political pressure in other areas, forcing us to counteract their moves and spend resources we need elsewhere. We have seen an increase in security events around your last meeting Welcome to todays Dev Diary. its Seth here and I hope you are having an excellent October. We have a great one today, as I hinted in the last diary, we are going to talk about the changes to the Soviet Elites and the mismanagement system. After we have something fun to talk about.
Interests Management
In Terminal Conflict, you are constantly using your interests, the social groups within your nation. These resources: Finance, People, Elites, Military, and Government are your currency to pay for events, focuses, and influence and will rise and fall as you spend them or as effects of different actions. Too many (10) or too few (0) and you enter mismanagement.
The role of Elites
In the game's context, we would use Elites for intelligence missions and alignment changes. Abstracting communist collaborators in Washington, they obviously were up to some no-good spying. Selecting elite based focuses will help your intelligence game.
They also garnered sympathy and the humanization of the enemy, so there would be some shift in the opposing population's thinking. A feeling of empathy that reveals failed enemy missions and gains us advantages.
Soviet Elite Mismanagement
In todays change, you can lose the game if you enter mismanagement now on all 5 of the domestic interest groups. Each round the chances get worse until the 3rd where there is a 50% chance to loose the game. How unfortunate that would be, but if you stay in power through that 3rd round, the cycle will reset. We have also made it easier to see where you are in the chain and what the chances are of an unfortunate, totally accidental, unplanned and very sad outcome.
A balancing act will, of course, have to be considered. Sometimes, you cannot take the actions you want, in others, you may not want to. Each turn, you are in mismanagement, another worsening event fires. The challenges of life as a leader.
Hopefully, you will weather the storm and re-balance your resources. Should you survive, remember that this can also be used in moderation in times of need. Just be careful not to take it too far.
Tabletop Fest
The Steam tabletop fest starts today and Terminal Conflict is there with a nice 30% discount. Tell your friends, foes or complete strangers! Let me start off with my favorite board and computer wargame, The Rise and Fall Of The 3rd Reich, Harpoon, and Command Modern Operations. I also enjoy things like COIN games such as Fire in the Lake, Labyrinth The War On Terror, and Twilight Struggle. Gellert, the man behind Terminal Conflict and Strategy Mill, of course, listed Terminal Conflict but also Twilight Struggle, Balance of Power, DEFCON, and Papers Please in the Cold War time period.
In fact, we talked with the community about what their favorite tabletop games were: A few of our members consider Cataclysm: A Second World War a masterpiece and Pandemic Legacy got some praise. Rebel Inc. and Dominions 5 made the lists as winners. Lets not forget about Field Of Glory 2 and Field Of Glory Empires. Someone even brought up This War Of Mine which is certainly a masterpiece of a game. I hope you can find some awesome deals on the tabletop games during the sales. I have a bit of a list to fill. Look me up on @TheStrategyInf1 on Twitter for my picks or chime in below and let us know which games you love. Should you prefer, join the discord to find some like-minded players. No time to waste! I bid you a fantastic tabletop sale and keep those Elites in line! Mighty Cheers, Seth *********************************************************
Upcoming Development
I) New Soviet Military interests system II) Policies are getting rolled out with each new patch.
CHANGELOG
AI
- Improved the calculation when assessing nuclear targets
- Fixed an issue where the resources lacked would be incorrectly displayed as "need" instead in buttons
- Fixed an issue where Intelligence and Theater statistics were not correctly displayed at the start of "The Big Picture" grand campaign
- Fixed an issue that would cause the Editor to display an error
- Fixed an issue where highlighting for policies was not working as intended
- Updated the entire decision chain for USSR Elites Mismanagement
- Faces on the Water, White Swans, The Storm, The Clouds and The Sun, now all exchange Elites for Victory Point
- The Magician and the Blue Flower have had their options revised and rewards updated to a trade off between 4 Elites or 2 Soviet Influence in Eastern Europe and 1 Victory Point.
- The Magician and the Blue Flower both now correctly state that they carry a 50% Risk of Defeat.
- Updated the Balance of Power Head to Head game to reflect the new USSR Elites Mismanagement chain
- Fixed an issue where the Fourth Estate decision was shown incorrectly
- Updated an issue where description of the Phantom Limbs decision was too long
- Fixed Regions and Theaters
- Fixed an issue that was causing the decision and narrative decision texts to be incorrectly displayed
- Added various tool tips for the editor
- Added the ability to set a mod type in the editor
- Fixed various smaller bugs reported by the community
- Fixed an issue where the Editor would show an incorrect value when editing a mod
CHANGELOG
GAME
- Updated the setup of wargames to better reflect the Scenario types
- Improved the UI for Tutorial and Scenario selection
- Added tool-tip in the Editor for Game type
- Updated the Game Modes to be I) Head to Head, II) Tutorial, III) Scenario
- Fixed the text for military units to be correctly shown
- Fixed an issue where the coloring of Soviet mods would be incorrectly colored blue
- Updated the tool-tip for Game Types to reflect the types available
- Updated the Game Type for the Editor to show game type
DECISIONS
- Updated USSR Elites interests Mismanagement decisions chain
- Implemented the updated Elites Decisions into Balance of Power
OTHERS
- Fixed various typos
Hello Cold War strategist! As the game is growing and reaching a lot of new players, today we are launching a much-anticipated update of the in-game Encyclopedia. Join me, Seth, as you boot up game version AN/GSQ-235(V)982.
The New Encyclopedia
Like any grand strategy game, Terminal Conflict is a dense game with lots of information to remember. One of the most requested feature is by new players to decrease their learning curve. Over the last year, we have worked towards improving the new player's experience. Our goal has been to update the tutorial methodology, uncluttering the display of information, and our latest change. Let me present to you our improved encyclopedia system! The system is a drill-down group of menus accessed by the Information icon at the top right of the screen. Its organized to give you the information on your finger; I mean mouse tips. Here you can find details of all the different aspects of the game broken down by updated categories and items.
Let's look at getting to one of my favorite entries, Nuclear Weapons. You choose the option Developing Technologies and Research it's the one with the cute beaker icon. Then drill down to Nuclear Weapons and you will see all the options for items in your terminal associated with nukes.
All the entries with a > bracket before them are categories, while all the items with a dot before them are individual information pages. Selecting Launching The Apocalypse, you will see how to do it and the effects it will have. Perfect for us that are MAD about nukes!
Weve put all the topics into the new encyclopedia to help you out when you get started or when you just need a reference. Simply remember to click the info :info: button to get to it at any time.
YouTube Beginners Guide
Speaking of getting started. Check out our beginners guide to the game. This is a great resource if youre interested in how to get a good start and or want a friend to check out the game. It will help you get up to speed on the inside scoop on how to play from the designers. [previewyoutube=xNEAq8SlKf8;full][/previewyoutube] For those more advanced, catch up on Terminal Thursdays Multiplayer challenge Videos on the same channel, another way to learn some great strategies for Cold War world domination.
One More Thing
I wanted to let you in on a secret. We have revamped the Soviet elite system to be better in line with the changes that we made to the US system. I promise details about that in the next diary. Intel might stop by with some tips on how to make the most of these changes.
Of course, we love hearing from you. Let us know in the comments, the Discord, or even on Twitter how you feel about the changes. Do you feel we left something out of the Encyclopedia or something that needs more clarity in explaining, voice your opinion on what you would like to see. We would be glad to consider it. Until we meet again! Seth signing off. *********************************************************
Upcoming Development
I) New Soviet Elites interests system II) Development continues for Contras in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
GAME
- Updated game engine to Unity version 2020.3.10.0f
- Updated Visual Studio package to version 2.0.11
- Updated the sprite sheet to reflect the sprites
- Fixed issue with text mesh pro sprites were not being masked outside of a view area scroll view
- Fixed an issue where the MAC iOS version was incorrectly giving an error
- Fixed an issue where highlighting for policies was not working as intended
- Fixed an issue where if you have 0 People Interests you cannot move units into focus theaters
- Fixed an issue where the US grand campaign could sometimes result in the tutorial being soft locked
- Fixed a bug that would occur when doing a Carrier Strike against a Reorganizing unit that incorrectly displayed the unit being lost instead of being set to withdraw.
- Fixed an issue where a wargame with a SelectedFocus set in WargamesMode.json triggered an exception when saving and reloading during any non-initial focus selection on the first timeline.
- Fixed an issue where loading a savegame in focus selection state incorrectly selected the world overview menu instead of the focus management menu.
- Fixed an issue where Oil Concession was missing IRAQ from the setup
- Updated the triggers for Oil Concessions
- Fixed an issue where the Berlin Blockade would not correctly deduct Finance from the United States
- The Treaty of Lagos now grants 2 US influence in each of MAURITANIAN-SENEGALESE ZONE, MALIAN-NIGERIAN ZONE, WEST AFRICAN COAST ZONE and NIGERIA if the US has presence there instead of 1.
- The Treaty of Lagos now activates the Sub-Saharan Scramble policy for the USA
- FNLA Movement now grants 2 Elites to the US instead of 1.
- Mining Concessions now grant 4 influence in Sub-Saharan Africa instead of 2.
- An African Base now grants US military unit deployment for 0 Finance instead of 1 until the end of the focus.
- Each factions five expansionist policies are limited to be implemented once per turn.
- Fixed an issue where Nationalization of Wealth was not working as designed
- PoliciesMenuPolicyImg object naming follows the policy name
- Cultivate Relations and The Ascending Titan no longer ends the turn for the Soviet union when enacted
- Managing Domestic Interests to Enact Policies sub-menu added
- USA Sub-Saharan Africa:
- NEW SUB-SAHARAN SCRAMBLE: Spend 3 VP. Gain 6 US INFLUENCE in Sub-Saharan Africa.
- NEW AMERICAN CULTURALIZATION: Reduce US MILITARY ALIGNMENT by 1 to gain 8 VP.
- Updated Wirtschaftswunder decision chain and updated documentation for the same
- Updated the Wirtschaftswunder for Balance of Power
- Fixed an issue where some of the text in The Big Picture was corrupted
- Fixed an issue that was causing the decision and narrative decision texts to be incorrectly displayed
- Added Molotov's decision chains to Balance of Power scenario
- Decision 31071 typo in image path fix
- Updated Domestic mismanagement warning to clarify the issue for the China Card scenario
- Renamed the German-Polish Border Deliberation to the German-Polish Border Wrangle and updated the text to clarify the role of the USSR
- Soviet decision Concessions now grants 1 GOVERNMENT when triggered
- Fixed an issue where Soviet Finance & Elites Mismanagement would in some instances not trigger properly
- NEW Implemented Initial Encyclopedia menu
- NEW Updated the Encyclopedia with new icons
- NEW Added a new Back button navigation system
- Added two new requested entries for Factions and Regions
- Implemented The Basics of the Gameplay
- Updated some encyclopedia entries to reflect changes in the design document
- Readjusted the Welcome Back greeting text
- Fixed an issue where the Submarine Fleet menu would not launch correctly
- Fixed capitalization not being standardized in the encyclopedia
- Updated the state machine for MIRVIN Encyclopedia
- Unified the subject titles
- Fixed an issue where Land units in the Urals would be positioned incorrectly in the region
- Fixed an issue where the Global Map button would not be available when entering the menu
- Fixed an issue where completing the Space Race would not correctly triggers the Steam achievement.
- Fixed an issue where Hail to the Chief would in some instaced not be correctly awarded
- Updated Text integrated Sprites with new sprites and compressed the sprite-sheet for better optimization on older machines
- Sprite sheet character table glyph references fix
- Fixed an issue where the Submarine Fleet Sprite would not be correctly shown
- Fixed an issue where Intelligence Sprites would be shown incorrectly
- CRT effect preset fix
- Fixed an issue where the CRT effect would be shown incorrectly
- Fixed an issue where sprites in the editor would be shown incorrectly
- UILineRenderer fix
- Updated the reflection animation
- Fixed an issue where returning units to the Command Reserve was showing the wrong font type
- Fixed a bug where the Sprite for Espionage and Infiltration was incorrectly switched in some instances
- Fixed various typos
You may have noticed a unique style in the last development diary. Maybe you have even seen some new brilliant tweets. Indeed, a new person has joined our PR and community engagement team. Meet our new veteran strategist, Seth!
Some of you may know me through my other project: The Strategy Informer, where I review and promote the discovery of strategy and strategy adjacent games. As an indie game industry veteran, I plan to work with the engagement and reach of Terminal Conflict.
Games are my passion. I remember being a 12-year-old boy, and my first board-game, Napoleon at Waterloo. Later I got to experience my first strategy computer game, Gary Grigsbys Guadalcanal, on the Apple II. Who knew the impact it would have on my life? The early RPG Ultima was another major influence when I found the opportunity to work for Origin Systems / Electronic Arts on Ultima Online. Over the years, I have worked on board games, AAA titles, indie games, some through my own game company and I cant wait to get started.
Look me up and send me a message as I got the keys to the Terminal Twitter account. Likewise, I plan to increase engagement in other areas, like the game steam forums. Keep a lookout for upcoming development diaries and the continued development of Terminal Conflict. Also, if anyone is interested in streaming or YouTube, I would be happy to tweet about it and get the word out.
Discord or the Strategy Mill Twitter account are the best way to reach me, so ask me pretty much anything. For those that prefer, the Steam forum is another place to get in touch with me. To get updated, if you have not yet followed the Strategy Mill Twitter, this is a great time to do so!
So until the next diary where I dive into the game, this is Seth signing off with a Ronald Reagan quote...
Here's my strategy on the Cold War: We win, they lose.
-Ronald Reagan
There is no choice between being a communist on 1500 calories a day or a believer in democracy on 1000. -General Lucius Clay
Welcome to the Miracle on the Rhine, the Wirstschaftswunder. Today we present a series of US financial decisions in the West German region. Battle the specter of Communism by gaining the hearts and minds of the German people.
Poverty brought on by the war is pushing more and more Germans towards Communist ideals, a fear described by the US Morgenthau Plan. American post-war policy towards Germany centers on demilitarization and de-Nazification. The emergence of the Cold War, therefore, makes the economic might of Germany pivotal against the USSR.
Some fear that revitalizing the German economy risks emboldening fascist and Nazi ideology. The pre-Cold War Potsdam Conference between the East and the West attempted to create an environment to minimize this from happening.
A Path Forward Out of Darkness
Wirtschaftswunder focus will gain you some finance and match Soviet influence in the East German-Baltic Zone (Eastern European Theater). Make sure this is beneficial to your plans. Remember that this cuts both ways.
Triggering the German Predicament provides finance at the cost of elites. Expect reform or push towards a solution closer to that of the Morgenthau Plan of de-Nazification. The third choice to claim reparations bypasses progressive action. Not revitalizing the German economy gains you influence with the elites.
Pushing Forward
The Government Aid and Relief in Occupied Areas (GARIOA) plan is a stop-gap method to prevent starvation and famine. American taxpayers footed the bill that lights the hope of a new beginning in West Germany.
U.S. Secretary of State James F. Byrnes promises a return to self-governance. Solidifying the new borders east of the Oder-Neisse line, which the Soviets promised to Poland. The Cold War fuels this progressive policy to put pressure directly on the new rulers in Europe. Will the Soviets allow these changes at their front door? Let us know how you handled the economic miracle! Go forth and conquer! Seth and Gellert *********************************************************
Upcoming Development
I) Grand Campaign phase 3 is in development. II) Development continues for Contras in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
MAC
- Fixed an issue where the latest OSX version was incorrectly giving an error
- Fixed an issue where the game would sometimes not start properly in the latest version of OSX
- Updated the game engine to a new generation
- Fixed an issue that would cause a cheat with AIR units allowing them to attack invalid targets in some instances
- Updated the notification for invalid AIR targets
- Updated the setup of Wargames to easily assign Encyclopedia help in WargamesMode.json
- Updated the SCN setup to untie them from their ID
- Fixed an issue where the Decisions and Narrative Decisions icons in the editor were not properly shown
- Updated the triggers for Oil Concessions
- Fixed an issue where Oil Concession was missing IRAQ from the setup
- Fixed an issue where Nationalization of Wealth was not working as designed
- Coordinated policies with Balance of Power to match the grand campaign
- Warsaw Pact now properly sets Soviet influence in the Aleutian Islands to 5 if controlled by the USSR
- Added the choice of a more thorough tutorial for LAND COMBAT
- Fixed an issue in THE BIG PICTURE where the tutorial for Policies would fire too early
- Remove mention of non-existing policy
- Fixed a linking issue with the animator in THE BIG PICTURE
- Clarified further US positions regarding West Germany for the Wirtschaftswunder
- Removed War Zone declaration by Option 2 in The Speech of Hope. Instead it provides +1 Government.
- Added Molotov's decision chains to Balance of Power scenario
- Updated the Wirtschaftswunder for Balance of Power
- Fixed an issue where sprites in the editor would be shown incorrectly
- Fixed issue with Text Mesh Pro sprites not being masked outside of a view area scroll view.
- Fixed an issue where the Submarine Fleet Sprite would not be correctly shown
- Updated the sprite sheet to the standard
- Updated Text integrated Sprites
- Updated the UI reflection effect to better harmonize with the game
- Fixed an issue where the CRT effect would be shown incorrectly
- Fixed an issue that was causing the decision and narrative decision texts to be incorrectly displayed
- Updated the Excel files for decision text fix
- Fixed an issue where some of the text in The Big Picture was corrupted
- Fixed an issue where returning units to the Command Reserve was showing the wrong font type
- Fixed an issue where Intelligence Sprites would be shown incorrectly
Guns and tanks and planes are nothing unless there is a solid spirit, a solid heart, and great productiveness behind it. - Dwight D. Eisenhower. A deeper modernization is underway as we complete the new set of weapons program decisions. A warm welcome to this weeks development diary!
Research and Development
Unlike the Space Race and Nuclear Technology that is at your direct control, the military establishments does the conventional weapons development. They will recommend when needed, an overhaul of the tank models, represented by weapon focuses in your terminal, and grant you 1 alignment for selecting it. The aim with each program is to reach 100% completion and during the research time suspends procurement of Army Command.
In the US Tank Program Report decision you can track progress for each model. It even allows you to cancel the design should you need to.
For each tank design that completes its research, a new tank model successfully enters service at the end of the focus. More crucially for you and your administration, it grants you Victory Points and a Steam Achievement.
Research Breakthroughs
Naturally, along the development cycle of anything new, there is always the chance that you discover something magnificent, like an experimental power-train, turret, and many more.
These can upgrade your current design ending your turn or you can save them to provide 10% for a future tank design. Upgrading the design means getting an improved chance of a well-working model but sticking to the current design means your chances are the best for making it in time.
Trouble down the barrel
Just as the Soviet projects, with a lot of eyes and ears, and potentially loose lips, will have your opponent trying to benefit from or sabotage your development. Preventing you from reaching 100% completion on your weapons program and forcing you to opt for a future model, that hope for them might never come. As the enemys agents are at work, they have three crucial choices.
Should your enemy get hold of your blueprint, they will get up to 25% ahead of the competition at the end of the focus. All blueprint progress capture by an opponent converts into research for THEIR future tank weapon model. Keep safe and will you have what it takes to victory laps for your new tank models? We hope you enjoy it! Mighty Cheers The Strategy Mill Team *********************************************************
Upcoming Development
I) Grand Campaign phase 2 is in development II) Development continues for Contras in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
GAME
- Updated notification for focus selection DELAY to better reflect the bonuses and costs involved
- Updated WARGAMES to the current version
- Units In Command Reserve trigger type added
- Added Remaining Turns Argument Type
- Fixed an issue where sometimes you could receive an error for dividing by zero
- Fixed an issue where MIRVIN would say an incorrect dialogue
- Updated Tank Weapons Programs with Intel component for the opponent - each focus now grants opponent +15% success chance for Espionage until the end of the focus
- Fixed an error that would occur when selecting a focus while the opponent ends a turn
- Fixed an issue where Mexican Priistas was not awarding the correct amount of USSR influence when triggered
- Added updates to the Weapons Program to the Big Picture
- Intel success bonus was incorrectly hidden for weapons program focuses
- Fixed an issue where the Espionage bonus would be shown incorrectly for focuses adding intelligence success chance
- Fixed an issue where The Fate of West Berlin incorrectly stated that the USSR must spend 2 government interests if the USSR controls West Berlin. It now correctly states that this cost is spent only if the USA controls West Berlin.
- Fixed an issue where the LITEMPO, Spy Network would incorrectly grant influence instead at the start of the focus instead of at the end
- Fixed an issue where Cultural Exchange would incorrectly provide 1 bonus influence in ALL theaters instead of on Any one theater
- Take Timelines into account when showing policies
- Updated COMINFORM to provide USSR influence to regions in WESTERN EUROPE with at least USSR PRESENCE
- Fixed an issue where Socialist Fraternity description was colored incorrectly
- Fixed an issue where Corporate Ventures was incorrectly reducing Finance Alignment instead of People Alignment
- Pan-Arabism now requires NASSER to be recruited and have at least 1 POWER and USSR CONTROL in either EGYPT, LEVANTIAN ZONE or IRAQ to be enacted.
- Pan-Arabism now grants 5 USSR influence to be placed instead of 4 and 2 VP instead of 1.
- Pan-Arabism is active for enactment from Timeline 2 instead of 1.
- Fixed an issue where Ideological Synpathisers would not provide the correct amount of Soviet influence
- Glasnost now can be enacted regardless of which faction holds control or domination in the region.
- Glasnost now correctly provides the USA with 6 people interests when enacted by the USSR.
- The regime of Peace and Love(USSR) in South Asia now requires the USSR to have at least 5 influences in Indochina OR at least 10 influences in South Asia.
- Fixed some minor typos in policy names
- Updated the Break Passive Containment policy. It now reads "(Enact this policy if you suspect the USA is blocking your next policy. The sovereignty of the Soviet Union shall never be in dispute!)
- Fixed an issue where Consumer of Last Resort had incorrect triggers set up
- Fixed an issue where the Five Year Plan would incorrectly compare the financial interests with the USA instead of the USSR Elites
- Fifth International will assign VP correctly corresponding to the number of Soviet-controlled regions
- Fixed an issue where conditions, where one faction should have a higher interest than the opponent, was displayed incorrectly as a copy of a previous alignment condition
- Updated USSR Policy NORTHERN NEIGHBORS: Gain 1 USSR INFLUENCE and 1 VP in North America for every 3 unlit DOOMSDAY.
- Updated conditions for Policies Molotov Plan East and Molotov Plan West to be more easily attainable
- Fixed an issue where if Nasser lost power without getting recruited Pan-Arabism would not properly be deactivated
- Added Nasser's Funeral decision that disables the Pan-Arabism policy when his Power is lower than 1
- Fixed an issue that did not properly launch the Weapons Program Victory parade
- Fixed an issue where the Soviet tank modernization would incorrectly provide advancement to the US tank program instead of the Soviet one
- Wirtschaftswunder Soviet decision descriptions added
- Standardization of Wirtschaftswunder description texts
- Already existing decision imagery applied, where it made sense
- Fixed an issue where the tank program would not properly launch the final decisions in the set
- Update of documentation
- Minor bug fix for decision 2406
- Fixed some wording for American and Soviet Weapons Program
- Fixed an issue where canceling a Weapons Program would incorrectly continue delivering scientific breakthroughs
- Minor fixes in localization for CIA and KGB decisions
- Tank Modernization decisions now are conditioned to a fixed unit amount that is to be lost due to modernization from the Command Reserve
- Added US Tank Program Report and Soviet Tank Program reports
- Added USA and USSR decisions for tank modernization
- Removed an incorrect need for a region control to gain the Weapons Program
- Adjusted Decision Priorities
- Canceling a weapons program limits production choices to be made to the Armed Services Committee
- You can now attempt to gain the full Enemy blueprint with a small chance of success
- Fixed a minor typo in the Greek Civil War Decision chain
- Updated the description for The Percentage agreement to clarify the role of the British government regarding the greek king
- Updated the description of Brotherhood and Unity to fix an issue where it was not pointing to TITO being available in the ALLIES menu after triggering
- Updated the description of Tito's Ambition to clarify that Yugoslavia is launching military action in Greece
- Updated the description of Successful KKE Operation to emphasize that the Greek king is defeated and fix an issue where the text would incorrectly overflow
- Updated The Big Short decision
- Fixed a typo in USSR decision Flashes in the Night
- Added achievements for US TANK PROGRAM: M48 Patton, M60 Patton, M551 Sheridan, M1 Abrams, M8 AGS
- Added achievements for SOVIET TANK PROGRAM: T-54/T-55, T-62, T-72, T-80, T-90
- Fixed a typo for Leaders in the encyclopedia
- Fixed an issue where selecting to review information about the Command Reserve in the Encyclopedia would not function properly.
- Added console commands - Press ~ to access console or press the console button in the debug menu (available only when run from the in-game editor)
- Console command allows Get Flag Value(string) command added
- Fixed an issue where Delaying focus selection would not properly display that action
- Units In Command Reserve notification fix
- Fixed an issue where Army Commands in effects were displayed incorrectly
- Updated tooltip for Pursued Policies
- Updated tooltips for Characs not available to be favored
- Updated a tooltip for a full display
- Fixed a typo in the editor description for unit procurement
- Decision Effect Is Hidden now applies to focuses as well
- Standard checkbox size fix
- Updated US Dark coloring from #075375 to #075E85 for better color contrast on certain screen types
- Added Console button image and fixed console debug button
- Fixed an issue where the missile range was not properly displaying in km
- Updated the tool-tips for nuclear research
- Updated the clarification for researching missiles
- Updated the order in which nuclear capabilities are shown for Ballistics Missile Research for a better overview
- Fixed an issue where some of the text would incorrectly cut into the border of the tooltip
- Finalized new options menu
- Lowered the volume of the background ambiance
- Fixed minor typos in various decisions
John Quincy Adams once said, If your actions inspire others to dream more, learn more, do more and become more, you are a leader. With his words in mind, our engineers have created new tools for your terminal to allow you to do just that. Become a leader, and make better choices as today we talk about how you can aspire to pursue policies.
Before you enact
Is a policy not available to be enacted? This has never stopped you before, and it certainly won't in the future. With our patented solution and simple overview, you can now select to pursue and track a policy you are interested in. With its conditions prominently displayed, you might see the need for your nation to implement such a policy and pursue it. Though pursuing does not add a particular bonus, it provides a tool for you to decide the course of your nation. Like a compass, it makes it easier to keep that course to do more and become more. Be relentless, fearless, and pursue the policies you want to achieve.
How to pursue
To pursue a policy, begin by selecting the policy button in the main menu.
Once there, select the desired policy you would like to pursue, where you do not already fulfill the conditions to enact it (displayed in a darker hue).
Select the policy you would like to pursue and press the PURSUE button.
Your terminal will notify you that you are now pursuing that policy. When you return to the theater view, notice that the conditions are displayed.
Should you wish to review the Focus effects, press the Focus button to alternate in between the two. We hope you will enjoy this feature and the other improvements in this update. Mighty Cheers The Strategy Mill Team *********************************************************
Upcoming Development
I) Weapons Program decision chain in final testing. II) Development continues for Contras in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
GAME
- Finalized new options menu and added new options to toggle Fullscreen Window ON/OFF in Options Menu
- Implemented an updated UI to the Options
- Updated Finno-Soviet Treaty that will now correctly deduct Government for US units deployed during its focus
- Updated several focuses where you need to now attain at least Presence
- Updated definition of many Focuses to make them easier to overview (Polynesian Movement, LITEMPO, Spy Network, Caribbean Legion, Mexican Pristas, The Return of the King, Western Reconstruction, Eastern Reconstruction, Island of Freedom, Berlin Airlift, The Fate of West Berlin, Soviet Armed Forces, Treaty of Zgorzelec, Berlin Blockade, American Aid, The voyage of Missouri, Turkish Straits Crisis, Oil Concessions, Mapam of Israel, Eastern Anatolian Claims, Free Officers Movement, Polisario Front, Mining Concessions, UNITA Forces, Treaty of Lagos, Sud-Afrikaanse Weermag, RENAMO Forces, Congo Crisis, Somali coup d'tat, FRELIMO Movement, Sri Lankan Development, MAAG Vietnam, Cultural Exchange, Viet Minh, Saur Revolution, Taiwan Strait Crisis, Red Dragon Dance, Dengism, The Red Dragon Rising, Joint Declaration, ASEAN Declaration, Polynesian Movement)
- NEW Implemented a Policy Pursuit system
- Updated USSR Policy NORTHERN NEIGHBORS: Gain 1 USSR INFLUENCE and 1 VP in North America for every 3 unlit DOOMSDAY.
- Fixed an issue where the Molotov Plans in Eastern and Western Europe would not deduct People interests correctly
- Updated conditions for Policies Molotov Plan East and Molotov Plan West to be more easily attainable
- Reverted policies not printing out overflow text
- Fixed a typo in USSR decision Flashes in the Night
- Fixed an issue where US Intel Mission Operation Coldfeet had too low of a chance to succeed. Base chance increased from 35% to 65%.
- Fixed an issue where Cold Feet would incorrectly not be available on the Aleutian Islands
- Fixed ArgumentTypes UnitTypesInRegion and UnitTypesInTheater ignoring the Target
- Now correctly supports #ICON and #NUCLEARICON icons in the description text fields when modding
- Updated a tool-tips for full display
- Fixed some issues in localization
- Fixed a small typo i Leaders.json
- Focus management focus text notification now implemented
- Fixed a typo for updating the game variables in the game editor
- Fixed an issue where Probopet text was incorrectly formatted
Good fortune is coming your way! We kick off the Lunar New Year with this brand new development diary and announce that we will take part in Steams Lunar New Year Sales! Pick up your terminal, or one for a friend for a 33% discount on Terminal Conflict starting February 11th at 10:00 am Pacific.
Bring me the News
Zip zap, your terminal might boot up quick, but we focused this past two weeks on developing the menus to better identify when new tools are at your disposal. Decisions, policies, allies, units, intelligence, research, or space race, all systems have been updated by our engineers. While previously unlocking fresh additions to your tools to wield executive power, with the new system in place, your various departments will now mark when new available actions with a simple white marker.
Global actions
This recent addition to the terminal system operates on multiple levels, and it forwards information to you from all theaters. Should for example new policies be activated in several theaters, you can get an overview neatly de displayed to you.
Review to Dismiss
Have you activated several available actions? Fear not! By selecting the buttons and reviewing the new actions, the terminal will automatically notify your departments with no further input, so you can focus on leading your nation to victory. These changes have also been implemented in the Grand Campaign and all the scenarios as well. We figured train like you fight and fight as you train, and we hope you will enjoy this improvement to the overview in your terminal.
US GRAND CAMPAIGN
All of this has also been part of the improved THE BIG PICTURE. It contains more elements to shine a light on the Domestic Interests, your nations domestic politics. Explore and achieve ten new policies, many more new decisions all integrated with the in-game Encyclopedia. We have also made the Grand Campaign dynamic, meaning no two games will be the same. The AI will seek different strategies instead of applying the same moves every time, policies implemented might differ in the final effect, and the game will develop depending on context rather than scripting. With this, we are introducing a brand novel way to create tutorials/scenarios, where instead of playing a boxed in lesser version, you play the actual game but with the information unlocked as you go. The terminal will react to what actions you are taking and in which order, providing you information and learning rather than being a scripted and linear affair. We hope you will enjoy it as much as we did making it! Mighty Cheers Alfred and Gellert *********************************************************
Upcoming Development
I) Weapons Program decision chain in final testing. II) Development continues for Contras in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
GAME
- NEW Menu indicators added for Decisions, Policies, Allies, Units, Intelligence, Research, and Space Race
- NEW Updated the notification for the Current Focus Effect to state that Focus effects are permanent unless stated otherwise and updated the Notification Tooltips to better explain the functionality of the Current Focus Effects
- Fixed a memory leak, and also removed the cause of the allocation in the first place
- The Alignment animation is now playing correctly when Set Alignment is previewed for interests that are set to 0
- Updated the Animator to optimize it further
- Added a warning when using a function that requires the Steam Client but not being connected
- NEW Setup MIRVIN speech about Domestic Interests
- Adding synced highlighting of the interests when MIRVIN is talking about them
- Fixed an issue preventing THE BIG PICTURE from progressing as intended
- Added framework for Alignment with the Aligning the State inside the Grand Campaign before the second timeline focus selection if it hadnt been fired yet
- Reconnect the West Wing adapted for these changes as it activating too soon and updated Policy text for Reconnect the West Wing
- Suspended activation of Nuclear Button in the early stages of THE BIG PICTURE
- Added the decision A Change of Focus to support players in understanding Focus selection
- Removed duplicated voice-over
- Suspended incorrect mouse over function for Domestic Interest
- Corrected the flow of THE BIG PICTURE
- NEW Updated the Encyclopedia imagery for Current Focus Effects
- Updated the Encyclopedia with further improved Logistics information
- Added a new image in the encyclopedia to display the Logistics Capitals
- Updated the Current Focus Effect field to its own solo element inside the Focus category
- Fixed missing color tags
- Fixed an issue where The Treaty of Lagos would incorrectly increase USA Government interests to 3 instead of setting them to 3
- Fixed that the Marshall Plan was firing when selecting Marshall Plan, instead of after enacting it.
- Rio Treaty now requires USA GOVERNMENT ALIGNMENT to be at least 3
- Fixed an issue where Anti-Communist Programs in South America were referencing the wrong theater
- Fixed an issue where the Reconciliation of Spain policy would reveal more information to the USSR than it should
- Updated triggers for Molotov Plan West
- Updated the USA People Mismanagement Decisions bonuses
- Fixed an issue where some USA People Mismanagement decisions were too long
- Updated the setup for USSR People Mismanagement Decisions
- Fixed an issue where the USSR would incorrectly have a 2x higher chance to lose to People Mismanagement
- Fixed an in issue with Push to Win that would sometimes cause an error
- Fixed an issue where USSR Viet Minh Focus would not properly deduct 1 People from the USA when having a presence in Indochina
- Counterintelligence now only shows infiltrated unit in success notification
- Viewing intelligence missions resets UI notification
- NEW Implemented a progress indicator when files are copied when creating a mod
- Updated naming in the editor of Focus Points trigger to Turns to clarify the functionality
- Fixed an issue where some buttons were of incorrect size
- Fixed an issue where some buttons in the Editor were shown with incorrect font size
- Fixed an issue where the explanation text was incorrectly placed in the Editor
- Fixed a typo in DUTCH EMERGENCY PROTOCOL
- Updated the loading animation to fit it better within the loading Screen
- Fixed a typo in MIRVIN State
- Fixed AI Check Decision State
- Various smaller text tweaks and fixes
Hello there brave Cold War strategy fans! We hope you have started the New Year in style as a new season of the Cold War is brewing. With 2020 behind us, here is a short review of accomplishments:
- A full release of the game in Q3 2020
- Terminal Conflict Community has surpassed 1300 members
- We started new partnerships and launched the intelligence focused Eyes Only DLC with the Hearts Of Iron: Road to 56 Modding Team
- Completed 20 Live Streams hosted by strategy master extraordinaire Lemuel Sora
- Achieved our desired game quality and stability. A testament to the remarkable QA team that has worked on a lot of content and optimized the game with 239 bug fixes over the past year thanks to input from the community. Thank you so much! Top reporters in the community without particular order: Python-079, Bojack_Horsefly, and sjgold will be gifted two copies of Terminal Conflict and be promoted to an honorary Masterful Member in the Community Discord (https://discord.gg/VQusSWF).
Decisions
You and your opponent gain, if available, one decision on each Turn (two on the first Turn of each new TIMELINE). Players do not share a decision, and each decision offers up to three options to select between. There are two distinct types of decisions:
- Default Decisions (with DECIDE LATER button) - Allow postponing a decision until the end of the FOCUS, at the end of which you lose all remaining undecided default decisions without effect.
- Urgent Decisions (without the DECIDE LATER button) - If you cannot make a choice by the end of the Turn, your administration will select an option for you, with its effects applied.
AI
These decision rules dont just apply to you. This also applies to the choices made by the AI. Remember that a good leader cares about making the right decisions, a great leader on the other hand also take into account when they make those choices. Consider your decision making and you will see your scores much approved. Mighty Cheers! The Strategy Mill Team *********************************************************
Upcoming Development
I) Weapons Program decision chain in final testing. II) Development has started of an event chain built around the Contras in Latin America. III) Policies are getting rolled out with each new patch. IV) Updates and improvements continue to be made for the Grand Campaign.
CHANGELOG
GAME
- Fixed an issue where the description text of Leaders would not be shown when the PRESS + HOLD 2 sec function was used over their portrait
- Fixed an issue where The Balance of Power scenario did not match the other Wargames
- Fixed an issue where if you selected a fighter command and change the theater before returning to it, the attack icons became incorrectly invisible
- Updated Eyes Only success and failure decisions to trigger upon launching the decisions
- Fixed unit deploying when starting deployment, canceling, using quick access to navigate to another theater and clicking to a region
- Fixed an issue where some of the policies where missing from Balance of Power
- Expanded MIRVINs storytelling - Reach him by selecting the MIRVIN button in the Main Menu to get more information about the functions in your terminal and to find out some of your predecessors secrets
- In-editor matches no longer counted in profile
- Ascending Titan policy triggers changed to: 1) USSR INFLUENCE, FALSE FLAG, ASSASSINATE LAUNCHED during the game at least 3 OR 2) USSR INFLUENCE, FALSE FLAG, ASSASSINATE SUCCESS during the game at least 1
- USSR Ascending Titan Policy now has the following effect: Place 2 USSR INFLUENCE in EASTERN EUROPE and gain 2 VP.
- Fixed a typo in Ideological Sympathizers Policy
- Updated Encyclopedia description for Decisions
- Updated notification text for Urgent Decisions, clarifying that should you fail to make a choice at the end of the Turn, your administration will select an option for you.
- Updated the documentation for People's interests
- Added meta data for Paralyzing Strikes and fixed an issue where the Decision text for Paralyzing Strikes was too long
- Added Steam Achievement for Reconnecting the Department of Defense
- Steam achievements no longer unlocked in editor matches
- Fixed Bites The Dust achievement being incorrectly set as Deep Cover name
- Fixed Assured Destruction achievement not firing
- Fixed Wasn't Me, Deep Cover, Grapevine achievements not firing
- Fixed Minutes To Midnight incorrectly considering current doomsday clock
- Fixed an issue where the Leader Abilities editor would cause an error when accessed.
- Added the ability to adjust Interests Alignment from the Cheat Menu when running a game from the in-game editor.
- Added Meta data for the default leader imagery
- Fixed an issue where some Leaders had incorrect ability setup
- Added imagery for default Leaders Male/Female
- Fixed interest background animation not playing when previewing depleted resource
- Fixed wrongly colored notifications
- Fixed an issue where the Bottom Field text is too long
- Fixed interest animation warning text not updating correctly
- Implemented better reflections
- Fixed an issue where winning a game in Wargames Mode would bring you to the main menu instead of back to the Wargames Menu.
- Fixed an issue where the Encyclopedia for Intel missions was showing the incorrect descriptions
- Cleaned up the Policy imagery
- Updated Options text
In the spirit of the season, we send you our sincerest appreciation for the support you have awarded us with brand new content. We teamed up once more with our Terminal Christmas Santa and bring you 33% off on Terminal Conflict and all DLCs during this Steam Winter Sale. Ho ho ho!
MIRVIN BACKGROUND STORY
It was all smoke and mirrors. They knew, now access the background of MIRVIN from the Main menu and find out how it all began. And what about the Soviets? Well... He might not reveal it all in the first conversation but try a second time and you might find him more inclined.
Find secret codes hidden all over the game, and in this message, decrypt them with the key and the FALCON PAWNCH decoder and unlock game elements, and more.
GRAND CAMPAIGN: THE BIG PICTURE
I've you've never played Terminal Conflict before, or you would like to learn more about how to use your terminal, this is where you should start. Discover new policies, decisions, and Cold War archive material, duel to expand your sphere of influence over the globe.
With the in-game Encyclopedia further enhanced, explore buttons and functions in your terminal. When in doubt, contact MIRVIN by pressing his button in-game! He can explain and unlock the game function for you.
With all the magnificent content rolled out this year, a growing community passing 1300+ players and a remarkable year for our team, we wish you all the best. Enjoy your festive holidays and we will see you back here on January the 7th! Thank you all and Mighty Cheers! The Tinker Toy elves at Strategy Mill *********************************************************
Upcoming Development
I) Weapons Program decision chain in final testing. II) Development has started of an event chain built around the Contras in Latin America. III) Policies are getting rolled out with each new patch. IV) Updates and improvements continue to be made for the Grand Campaign.
CHANGELOG
AI
- Fixed MIRVIN btn being accessible during scripted setup in tutorial
- NEW Story-line created for the Big Picture Grand Campaign
- NEW Decision chains added to the Big Picture Grand Campaign
- Updated to a newer version of the game engine
- Removed already used parts of MIRVIN controller
- Moved MIRVIN main story back Main Menu and updated the story-line and removed unneeded storytelling elements
- Fixed issues where the options would be too numerous in MIRVIN Controller
- Rearranged the order of operations for a better flow
- Fixed an issue where the last MIRIVN option in Encyclopedia was incorrectly positioned
- Removed MIRVIN's interaction in the early part of The Big Picture
- Mirvin button no longer an exception in scripted highlighting
- Fixed an issue when deploying units where quick switching to another theater would incorrectly remove the deployment
- Implemented the ability to set the minimum amount of focuses launched each timeline for a faction
- NEW USA - RECONCILIATION OF SPAIN: Gain 2 USA INFLUENCE in the CANARY ISLANDS ZONE and 1 VP.
- NEW USA - NORTHEAST PASSAGE: Gain 1 MILITARY and 2 VP.
- Alignment Policies fully integrated with the Big Picture to allow for Grand Campaign
- Fixed an issue where new policies sometimes weren't listed immediately upon activation
- Selecting a policy in focus menu prints out effects description instantly
- Reconnecting to the Department of Defense no longer provides VP
- Fixed an issue where if you avoided reconnecting the Department of Defense, the game could not properly continue
- Fixed an issue where the icon for Policy Reconnect the Department of Defense incorrectly looked like a seagull
- Updated Enabled policies for The Big Picture
- Added Icon for Reconciliation of Spain
- Policy interests animation fix
- Marshall Plan Now has a custom description
- Updated the Dutch Emergency Protocol decision image
- Moved Doomsday Clock decision to fire after the player opens the relevant policy
- Updated Decision about US Strategy and Tactics given by General Curtis LeMay
- US Strategy and Tactics now activates the Interests for proper costs to be calculated and visualized
- Removal of unlocking Doomsday clock with decision 41008
- Fixed an issue where the USSR would incorrectly mismanage Elites right from the start due to forced Focus selection
- Fixed a text relating to Rising Discontentment
- Victory Points Decision now correctly activates the UI Space Race button
- Suspended tutorial launches for Doomsday Clock and Victory Conditions
- Fixed Conflicts And Wars Combat Preview trigger event invalid decision
- Fixed an issue where Command Reserve would not be properly initiated
- Command Reserve properly fires Encyclopedia post when launched for the first time
- Command Reserve now activates Interests when activated to represent the costs involved
- Fixed an issue where Full House achievement would not trigger correctly
- Catch Em All achievement now correctly counts leaders that have been activated
- Fixed MIRVIN button being activated too late into THE BIG PICTURE
- Updated printing animations
- Updated combat animations
- Implemented a better reflection mechanism for the terminal
- Fixed Change Influence To Region for Distribute
- Fixed various typos
- Fixed an issue where sorting in the data files was incorrect
- DLC Manager no longer a prefab
The supreme art of war is to subdue your enemy without fighting, Sun Tzu writes in the Art of War. This is a central pillar of the Cold War, but how do you go about making the choices that set you up for victory without war? Today we will look at how you can achieve superiority by managing your resources.
Planning your Strategy
With up to 10 timelines, each with 9 randomized focuses to choose from in a set of hundreds, the total number of combinations is enormous. Though excellent for replay-ability, you got to narrow it down to one path. How can you decide on a winning selection of Focuses through the timelines? The first major factor that is going to influence your strategy making is how long you expect the game to last. At the start of each timeline, you produce resources as domestic interests according to your alignment value as shown below.
If a game lasts only 4 timelines, even if you take no action, you will end up producing half as much resources from alignment as you would in a game lasting 8 timelines. The cost, however, for most actions, like securing influence, researching, or intelligence remains the same. Therefore, if the game is going to be short, then you dont want to waste too much of your starting resources on generating more alignment as the time allowed will probably not be worth the investment. Building up quick victory points and using your interests to wage war or rush a few early Space Race research will grant you a better immediate return. If the game is going to be long, without alignment you will most likely fall behind in resource generation as those that invest in alignment will, in the long run, produce more and will have sufficient timelines to gain value for their investment. Guessing how long a game will last, right at the beginning, is a skill and the main factors you should consider are: [olist]
Building Alignment
It is important to state that you dont have to build alignment with either faction to win, as alignment is not a factor when calculating the final score. Yet, here is what you should consider when building alignment. 1. You enact alignment policies in your home theater and each faction has one of each (North America for the USA, Eastern Europe for USSR). These policies are repeatable and they stand out from the others having their interest type as an icon. Select a policy to enact it.
2. All alignment except for Government costs 4 in total to enact and breaks even after 4 timelines. Government instead, costs 6 in total and requires 6 timelines to break even.
Domestic Political Considerations
Too much alignment can open up any faction for mismanagement of their interests by providing too many resources at the timeline start. This can lead to a path of destruction if a faction cannot spend them leading to mismanagement. It can even be beneficial to select Focuses that grant your opponent a certain type of alignment with the purpose of intentionally causing them mismanagement.
Should this happen to you, it can be beneficial if you find yourself in a game with an enemy known for such overtures to select focuses that activate policies that can convert Alignment into Victory Points.
In closing, remember to make good use of policy blocking intelligence missions as well, and keep an eye out for clues of your opponents intentions based on what focuses they select and what alignment granting policies they enact. In the end, the one quietly collecting interests is likely to make use of that. Mighty Cheers ******************************************************
Upcoming Development
I) Development has started of an event chain built around the Contras in Latin America. II) Policies are getting rolled out with each new patch. III) Updates and improvements are being made to the Grand Campaign.
CHANGELOG
Version: AN/GSQ-235(V)930 AI
- Now tries to balance Alignment much more efficiently
- Handles resources more efficiently
- Warzone declaration sound during AI simulation will no longer occur
- Fixed compiler error
- The China Card Scenario can now be played all the way to 1991-
- FOCUS Updated ENEMIES WITHIN to 'USA: Gain 1 ELITES ALIGNMENT and set GOVERNMENT ALIGNMENT to 0.'
- Fixed exception when selecting focus in case player is in focus screen while transitioning focus
- Fixed an issue where a focus would be incorrectly timed out
- NEW Added 5 Expansion policies for both factions that grant ALIGNMENT in their respective home theaters (North America for the USA, Eastern Europe for the USSR)
- Added POLICIES USSR ANTI-IMPERIALIST AGREEMENT: Reduce FINANCE ALIGNMENT by 1 to gain 1 USSR INFLUENCE in the MIDDLE EAST for each USSR GOVERNMENT.
- Policies now correctly show interest alignment animation
- Updated the Wargames to house the new rebalanced polices
- Basic intelligence missions no longer grant alignment
- INFILTRATION: Cost reduced from 2 to 1 ELITES and now grants 1 MILITARY if successful
- COUNTER-INTELLIGENCE: Cost reduced from 2 to 1 ELITES and now grants 1 GOVERNMENT if successful
- ESPIONAGE: Cost reduced from 3 to 1 ELITES and now grants 1 FINANCE and +1 to your ARSENAL
- FALSE FLAG: Cost reduced from 4 to 2 ELITES and still grants 2 INFLUENCE in target region.
- Updated intelligence mission notifications
- Fixed an issue where Lech Walesa was causing an error
- Adjusted the setup of MirvinStateMenu.controller to match the settings without transition time
- NEW Steam achievements can fire in tutorials too
- Fixed an issue where several achievements would not be gained despite having been completed
- Fixed interests bars not being updated correctly when switching between intel missions
- Fixed interests preview UI on switching between different intel missions
- Removed unused Music file from SCN 10
- Sorted old text edited files with editor text sorter
Every year we try to mentor one student as part of our development process to support young adults in bringing their passion for games to work, as we set to learn and to teach through our small but influential "new generation tester" position. It is a part time program that runs a couple of hours a week with education about the video game development process and with the aim to provide valuable insights, create lasting relationships and meaningful experiences with students. An opportunity usually open for college, university or non-degree students, last year we were blown away by a young man applying as a High School Junior and this year, we have the pleasure to announce and publish the extraordinary work by Niklas.
His Story
Hello! My name is Niklas Rimbach and I am a High School Junior from the Bay Area in California. Ive been interested in the Terminal Conflict for a long time, considering good Cold War strategy is extremely rare, and I decided to attempt to play-test the game, apply and to my surprise, I was accepted onto the team as a student!
I have been working on Terminal Conflict for around a year at this point and so far, it has been fantastic for learning overall better game development skills, and has been a great experience itself. I first began playing strategy games with Sid Meiers Civilization Revolution on the iPad, and while it was fun at the time, I quickly found it very easy. Eventually, I moved onto Civilization IV and later VI on the Mac VI but now I mainly play Paradox Grand Strategy Games, which I assume most are familiar with. My personal favorite is Crusader Kings 2 and the Hearts of Iron series. For other interests, I have always been a very avid reader since a young age, normally preferring Fantasy novels, however in the past years I have enjoyed reading and writing Alternate History. I also enjoy playing DnD with a group of friends or sporty activities, like Shaolin Martial Arts, which keeps me healthy and is overall something that Ive enjoyed for over half of my life. Game development, has always been something that has interested me along with writing. Ive started and ended work on many different prototypes, a common genre being a Cold War Strategy game. It has been something Ive been interested in for quite a long time now, and in my view, nothing had really got it right for quite a long time. Games covering the Cold War were either too linear, buggy, or just not for Mac. I found Terminal Conflict, and when I saw that a testing position was open for Mac users, I applied. Now, here we are! As for my work on Terminal Conflict itself, I started off as a Tester, but more recently I have worked on something with the development team that I personally am very excited about to see released: the Korean War Chain.
Research and Design
It is a decision chain with the possibility for an alternate history and with a multitude of diverse endings. Having learned the process for development over the year, I researched and designed it, getting feedback and editing it along the way. It has become something that I am very happy to share with you and thrilled to see releasing. Im excited to continue on the game and I hope you all have brilliant days (or nights, depending on your time zone), and I hope to see you around on the Discord server (https://discord.gg/VQusSWF) sometime. For more details on the NEW Korean War content release walk-through and strategy, check out our stream hosted by Lemuel Sora and lead game designer Gellert Keresztes, for Terminal Conflict. [previewyoutube=kL43K9VQ514;full][/previewyoutube] ******************************************************
Upcoming Development
I) Development has started of an event chain built around the Contras in Latin America. II) Policies are getting rolled out with each new patch.
CHANGELOG
AI
- Various minor tweaks to improve the way the AI handles military units
- Fixed an issue where player would fail to connect to multiplayer and would cause an exception
- Fixed UI exception with selecting policy menu when in the Arctic
- Fixed issues with entering/exiting Options menu
- NEW Leader ability for Kim Il-sung - JUCHE(Ends Turn): Spend 2 POWER to gain 1 MILITARY and 1 PEOPLE.
- Fixed an issue where leader abilities added via Decisions were not added correctly.
- Fixed an issue where Lech Walesa was causing an error
- NEW Historical character Cho Man-sik that provides a historically plausible path without Kim Il-sung for the USSR
- Updated 2 Focuses with an emphasis on Korea
- Updated focuses 851 Jeju Uprising and 853 A Nation Divided, now only available in timeline 1 to 3
- NEW Several Policies to activate and complete for East Asia like - HARMONIZATION OF IDEAS KOREA: Set USSR INFLUENCE to 1 and declare a WAR ZONE in SOUTH KOREA.
- Fixed incorrect color tag in policy #29645
- NEW 25+ decisions for the USSR and 3+ decisions for the USA
- Added Audio slots in the Audio Manager for top right buttons
- Adjusted the positioning of the buttons in the top bar to keep an even 16pxl distance
Greetings strategists! We promised we were working on something substantial. Today we are proud to announce that we sought to improve the way the AI operates and give new powers to MIRVIN for situational awareness.
While before the AI responds and defends when attacked, this could lead to the AI getting trapped by clever play into combat conditions it could not win.
For example, when before defending off a US land invasion into North Korea, the AI would respond by deploying more USSR Army Commands into the North Korean region to counterbalance the attack. Though such a move is initially effective in stemming the tide of US troops heading North and is deceptively historically plausible, this narrow focus has built-in flaws. The main one is that the AI this way has to surrender the initiative, and that is crucial in maintaining the balance of power. Not to mention, it leaves that large concentration of units open for attacks by Bomber Commands.
MIRVINs Initiative
Youve doubtlessly heard the saying that a good offensive is the best defense, and is what this development diary is all about. As a human player, you try to seek, find, and exploit vulnerabilities of your opponent on and off the battlefield. We have so done away with the first narrow view and widened it. The AI now to a much higher degree looks for opportunities to turn the table and to keep the initiative when possible, through not only defensive but offensive actions. It also to a much higher degree uses Intelligence to get a better situational awareness. With an updated notion, US Air Force General Curtis LeMay championed the main metric now make use of. Focusing on the friendly loss per unit of target destruction, we aim to make each AI decisions taken more efficient. Not in the sense of killing more, but more efficient in weakening the adversary by any means. As we continue to tweak the AI we hope you enjoy the updates and look out as we set our sights to finally deliver the Korean War in the next Development Diary. Mighty cheers! ******************************************************
Upcoming Development
I) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets. II) Development has started of an event chain built around the CONTRAS in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
AI
- REWORKED the AI setup
- AI tries to gain the initiative with air units in case of attacks instead of reinforcing with more of the same units.
- AI only recruits a historical Charac if necessary
- Fixed carrier fleet strike not clearing click move for regions where carrier fleet strike is not available
- Fixed scripted scenarios Sea Combat, Air Combat, Leader Combat
- Fixed some decisions that would give incorrect and premature outcomes
- Fixed victory screen not showing up in certain cases when defeating the opponent
- Updated OOB switch elements
- We update unit special positioning before using it for nuclear combat
- Synced sub special position with world overview
- Fixed a diamond showing in tooltip in incorrect contexts
- Updated coloring on region unit tooltip
- Mods with no file ID will be ignored instead of causing exception
- Mods with special characters are no longer allowed
- Expanded logging for UI units
- Fixed various typos
- Fixed most cases where certain tooltips would linger on
- Fixed tooltips coloring when quitting a game
Greeting! You have come at the right moment! It is with great pleasure we present the latest developments in strategy-making Cold War technology, featuring:
- NEW Policies for the Middle East (details in the change-log)
- Updated and improved AI
- NEW Improved tool-tips
- Terminal Conflict Community
Policies for the Middle East
A brand new set of policies have been produced and implemented both for the United States and for the Soviet Union. Working incredibly hard to encompass historically plausible outcomes, we created a good mix for a balance between the competing support for the establishment of Israel and supporting Pan-Arabism. Consider what your immediate and long-term priority will be and your strategy will flourish. You will most likely not be able to please both at the same time, but will you lay the foundation for the flame that risks burning so many regions? As the USSR, you also have the option to recruit Nasser in Egypt. He not only provides much-needed Power in covering the essential strait at Suez, but opens great opportunities to expand the Soviet sphere of influence.
Updated and improved AI
Advances are not limited to policies. MIRVIN received further updates, and we eliminated a cheat that would allow him to deploy more units than the maximum allowed by exploiting disembarking units. Clever, clever MIRVIN, but we saw what you did there!
Improved tool-tips
Our engineers have also been busy with improving the tools at your disposal. Getting information on elements in your terminal has never been easier. Moving your marker over objects will now automatically display detailed information.
This enhanced tool also enables military unit preview displaying both friendly and enemy units.
It also includes unknown units, but can also display Army Commands embarked on Surface Fleets.
The more advanced and skilled you become, the less you will need the tool-tips. For this purpose, our engineers have included the ability in the Options to set the delay time for them to appear.
Terminal Conflict Community
In closing, we would like to celebrate the passing of the 1100 Steam community members milestones! We are incredibly grateful, and humble to have such a fantastic community. Thank you all for your dedication and the all the wonderful congratulatory messages and kind words you sent out way. Mighty Cheers Gellert Keresztes ******************************************************
Upcoming Development
I) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing. II) Policies are getting rolled out with each new patch. III) CONTRAS: TOP SECRET!
CHANGELOG
AI
- AI now properly differentiates between Army Command deployment on Surface Fleet or LAND when checking if the deployment is valid.
- The Doomsday clock no longer jumps up and down during AI simulation
- Fixed AI not ending a turn in certain Wargames start
- Fixed MIRVIN coloring in scripted Wargames
- Fixed Starting Play notification queuing up
- Updated unit OOBs (Order Of Battle) to better reflect the units present.
- Added Fog of War to Conflict and War section in Encyclopedia.
- Updated Army Command, Fighter Command, Bomber Command, and Carrier Fleet notifications, and wording in Encyclopedia.
- Added a missing a) to Nuclear decision for the Encyclopedia
- Fixed scripted scenarios Sea Combat, Air Combat, Leader Combat where the wrong unit would be referenced in the battle
- Fixed exception when clicking focuses on focus management when timeline transitioning
- Fixed UI exception in Wargames with pre-selected focuses for timelines
- Fixed victory screen not showing up in certain cases when defeating the opponent
- Updated Combat simulator name from Combat Warning to Combat Simulator
- Main menu mods split from Wargames so they can be viewed separately
- Fixed ability to enter recruitment/enactment dialog directly in policy/allies/research/space race menu when accessing such dialogs during opponent's turn and coming back to such menu during own turn (also solves one related exception)
- Fixed issue with policy conditions being shown relative to the local player and not to the policy owner
- Fixed exception with certain policies like Oil Concessions
- Fixed Pan-Arabism policy to function and trigger properly
- Policies may have block-specific effects
- Added for USA Sub-Saharan Africa - POLITICAL REALIGNMENT(once per timeline): Set GOVERNMENT to 5. Chance +20% for Religious Conflict (INFLUENCE set to 0 in one USA CONTROLLED region).
- Added for USSR Eastern Europe - BREAK PASSIVE CONTAINMENT: Reduce GOVERNMENT ALIGNMENT by 1.
- OIL FOR SECURITY: Gain 2 FINANCE and 1 VP for each USA INFLUENCE in IRAN, IRAQ, SAUDI-KUWAITI ZONE, EMIRI-OMANI ZONE, and YEMENI ZONE.
- STATE OF ISRAEL: Spend 1 GOVERNMENT to gain 5 VP. WAR ZONE in LEVANTIAN ZONE and if available suspend USA Oil for Security policy in the MIDDLE EAST.
- FREEDOM GUARANTORS: Gain 4 USA INFLUENCE in the MIDDLE EAST and 3 VP. Set DOOMSDAY to MAXIMUM.
- RAMADAN REVOLUTION: Set INFLUENCE to 3 USSR in EGYPT, LEVANTIAN ZONE, or IRAQ.
- NATIONALIZATION OF WEALTH: Gain 2 FINANCE and 1 VP for each USSR INFLUENCE in NORTHERN ALGERIA, SOUTHERN ALGERIA, LIBYA, IRAN, or YEMENI ZONE.
- PAN-ARABISM (Ends if NASSER is lost): Place 4 USSR INFLUENCE in EGYPT, LEVANTIAN ZONE, or IRAQ. Gain 1 VP.
- STRATEGIC STRANGULATION: Gain 9 VP.
- POLITICAL REALIGNMENT: Reduce FINANCE ALIGNMENT by 1 to gain 1 USSR INFLUENCE in the MIDDLE EAST for each USSR GOVERNMENT.
- Fixed SetChance triggering exception when referencing non-existing decisions
- Decision condition coloring switched to show fulfilled conditions in lit coloring
- Fixed an issue where Soviet Finance Mismanagement decision text would overflow into the options
- Adjusted decision chain for USA People Mismanagement to handle correctly after bonuses have been selected
- Fixed an issue where Existential Threat was incorrectly adding People instead of Finance
- Updated decision chain for the Red Scare of USA
- Updated text for Grand Campaign
- Updated text for China Card Scenario
- Updated text for Land Combat Scenario
- NEW Passive abilities for Leaders and historical Characters
- Fixed an issue where Western European leaders had the incorrect icon for Support
- Fixed an issue where Ho Chi Minh was incorrectly flying a Maoist flag
- Fixed an issue where the Quick map buttons were too narrow that would sometimes lead to it being hard to select
- There is an issue when trying to improve the softcoding appearance resulting in an error message
- Fixed an issue where incorrect game and mods would be copied in the editor
- Fixed game always quitting to editor menu once a game is started from the editor
- Updated Mouse Markers to better suit tooltips
- Fixed wrong cursor on hovering unit buttons in regions
- Fixed buttons getting multiple on hold notifications
- Tool-tips more aware of what their screen boundaries are
- Fixed LogisticsNoPathfindingAvailable iconry
- Fixed error when launching save the game in certain instances
- Disable autosave when running scripted wargame
- Added missing Meta files
- Updated the credits with the New DLC system setup
Greetings! In the twilight's shadow dawn, we have the distinguished pleasure to announce today the latest upgrade to all terminals by the engineering department containing the following features:
- NEW Single Player Campaign - with a dynamic starting guide
- NEW in-game Encyclopedia - the MIRVIN button
- Improved game rules
- Updated and improved AI
- and last but not least, the Ranked Play and ranking system implemented and unlocked for play - for details see the past week's development diary here.
NEW Single Player Campaign
The Cold War is a historically rich era, and what particularly stands out are the impacts of the bravery of single individuals with enormous responsibility on their shoulders. What we wanted, is to share their story while creating a new type of Grand Campaign not found in many strategy games. Instead of facing just facing the traditional series of point and click scenarios (which we have created outside of the Grand Campaign and that explaining the very basics), we decided on a novel approach. The new Grand Campaign: The Big Picture is not a scenario or linear tutorial; instead what we have created is a system where you are playing the regular single player game and anchored to it are story elements that you can trigger as you play to win the Cold War.
This kind of storytelling is more difficult to design, but we felt it would be a lot more rewarding. Train as you fight - Fight like you train. Once you pass your mandatory presidential assessment, your terminal starts presenting you with information depending on what you select and as you encounter game elements for the first time. Selecting Mainland Spain for the first time, for example, will bring up information about Regional Influence, and about Straits. The former for you selecting a region and encountering Influence for the first time and the latter as Mainland Spain has a Strait, and that is unique information tied to that region. You can thus focus on the strategy and MIRVIN can focus on teaching you how to play to your fullest.
NEW in-game Encyclopedia
Just like presidents and general secretaries of the era, all the game information you will find as you explore The Big Picture and unlock all the features of your terminal you can find through your trusted companion MIRVIN. Access his knowledge through this memory bank by selecting the MIRVIN button and knowledge is at your fingertips. Structured and divided the same way as the game manual you can browse through the in-game Encyclopedia.
Covering the entire game, note that, any part you ask MIRVIN about in the Encyclopedia while playing the Big Picture he also automatically unlocks for you, preventing it from popping up again when selected. For example, should you read up on straits in the Encyclopedia before having selected a region with a strait for the first time in the grand campaign, he will not bother you again with that information when you finally do select Mainland Spain. Improved game rules There have been various minor changes, but the big change in this field is the streamlining of Arms Race posture. Previously Arms Race only allowed for declaration of War Zones in your Focus theater. Though this meant that action would be limited to one theater at a time, this was also creating an unfair drawback for certain styles of play in particular for the United States, feedback that the community also voiced. Analyzing the data and crunching the numbers; we have rebalanced the game and both Arms Race and Disarmament postures are now global instead of local to the selected focus theater. If you discover a large buildup of Soviet Bombers in Iran but the Pacific is the Focus? Well, its time to visit Teheran and we love to see you do so.
Updated and improved AI
MIRVIN not only provides better information, but he has also gotten an upgrade when considering unit deployment and uses Intelligence much better to gage where he puts out units on the map. Though still possible, it will be much more difficult to Ambush his units going forward. Not that you would do that to a friend? Right?
Ranked Play
In closing, we have unlocked the Ranked Play ahead of time. Mentioned in last week's development diary, the feature has been fully play-tested during months of production and as we saw that we have gotten so good stability; we rolled it out for you to play. Its our way of giving back to the quickly growing almost 1100 individuals strong Early Access community for supporting our project and development. You, the unnamed and unsung heroes who make this happen and whom we meet through Discord messages, posts in Steam forums and not to mention all the emails, Facebook posts, and tweets sent to us. We are very grateful, and very privileged, to have such a fantastic community. A big thanks to you all! Mighty Cheers Gellert Keresztes, Lennart Berg and Davide Benedetti ******************************************************
Upcoming Development
I) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets. II) Policies are getting rolled out with each new patch. III) CONTRAS: TOP SECRET!
CHANGELOG
AI
- AI much better in judging unit deployment
- Further improvements made on how AI handles Ambushes
- Fixed an issue where the MRIVIN state would not play the sound
- Fixed AI simulation not being correctly stopped by Mirvin's skip turn
- Ranked Play enabled - First-ever Ranked Play Season started
- Updated Ranked Play ranks
- Implemented shared decision system and imagery for Encyclopedia
- Implemented a state machine for the Encyclopedia
- China Card now also works with Encyclopedia
- MIRVIN button enabled in non-scripted wargames
- Mirvin conversation now with proper transitions
- Tutorial Fixes and the start of Lore
- Disembark order in non-focus theater can now be issued.
- Fighter Commands and Bombers Command now allow non-focus action
- Fixed ability to launch apocalypse when not in focus
- Updated all the Theaters descriptions for Policies and Allies menus
- Fixed test game faction overrides not being cleared on normal games
- Fixed UI lagging behind logic when starting wargame
- Fixed a typo that would cause an error message to be given when launching Balance of Power
- Removed a file that was no longer used
- JSON error notification reported has been fixed
- Wargames can select to load the main game's decisions/policies as well
- Fixed an issue where the game would display a series of 9s instead of the turn counter
- Exception fix in focus management
- Fixed an issue where policy description coloring would be incorrect
- Updated three Policies for Grand Campaign: The Big Picture
- Reconnect the West Wing: Increase DOOMSDAY to 5 to gain 3 VICTORY POINTS. Enables new policy 'Reconnect Congress'. HINT: Use MIRVIN's ENCYCLOPEDIA to unlock and learn more about the concepts related to the DOOMSDAY clock.
- Reconnect Congress: It will be a challenge but increase either your GOVERNMENT or your ELITES' interest ALIGNMENT to 2 to gain 9 VICTORY POINTS. Might take several timelines. Enables new policy 'Reconnect the National Security Council'. HINT: Use MIRVIN's ENCYCLOPEDIA to unlock and learn more about the concepts related to the INTERESTS.
- Reconnect the National Security Council: Land on the MOON before the USSR does so to gain 12 VICTORY POINTS. HINT: Use MIRVIN's ENCYCLOPEDIA to unlock and learn more about the concepts related to the SPACE RACE.
- Encyclopedia decisions enable UI elements
- Fixed an issue where the policy menu scroller was cutting off 3rd row's names
- Wargames now have StartingPolicies - all other policies deactivated on startup
- Fixed an issue where Nuclear Apocalypse would crash due to UI order change
- New border traces for nuclear world wrap around
- Fixed an issue there the Apocalypse would cause the screen to fill with hostile nuclear icons
- Fixed image references in SCN1
- Added missing image for A Swift Response
- China Card possible breakdown fix
- Decisions grammar fixes
- Duplicate ID fix
- Updated Naming and Notifications for Global Maps
- Updated an issue where Spain had an incorrectly sized overlay
- Characs now correctly lose 1 POWER each timeline
- Favoring characs hurt mutually exclusive characs by 1 power
- Fixed cross-OS OOS due to Directory.GetFiles() retrieving files in different order between *nix and Windows implementations
- Updated name displaying the UI to COMMAND USER INTERFACE
- Updated the definition the TRANSIT unit ability
- Updated definition for cross theater maneuvers
- Fixed small UI bug with space race research dialog
- Added missing audio and updated sound clip for Theater map buttons
- Added tooltip notification for Focus Objective
- Fixed footer bar not resizing in the world overview
With a steadily growing player base, we wanted to upgrade your terminals with a simple system for multi-player games. Coming to you at release on the 24th of September, we are announcing the development of Ranked Play.
Matchmaking
Ranked Play is a seasonal tournament system where you select your faction to be automatically match made with an opponent within two (2) ranks of your level. Should none be available within 180 seconds, you will be able to connect to play against an AI in tournament mode instead.
Ranked Play
Unlike Challenge Mode, this tournament mode features time management and timed turns. This means that games are snappier as we introduce a format that takes about 45-90 minutes to play for you to test your Cold War terminal skills. Also noteworthy is that in this mode, the amount of GOVERNEMNT interest you keep, as in real life, affects your frame of action. For each GOVERNMENT below or above five (5), your timer decreases or increases respectively by 10 seconds. User your time wisely!
Seasons
Ranked Play is seasonal, each season will lasts three (3) months and your rank will not decay once attained.
Ranks
See you on the battlefield! Mighty cheers! ****************************************************** Upcoming Development I) NEW tutorials are in productions! II) NEW Ranked Play Mode is in Beta testing! III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing. IV) NEW in-game Encyclopedia in production.
Boot up your terminals strategy fan! With a rollout planned for September, we are today presenting a brand new combat screen, updates to the Nuclear Launch system, and for the modders in the community, we are announcing brand new additions to the Game Editor.
NEW Combat Screen and unit movement
Having a top-notch retro terminal, masses of conventional forces at the touch of your fingertips, and the threat of nuclear annihilation, we wanted to improve your ability to make the right choices. Selecting a friendly unit, now shows the full range of that unit's movement also across theater boundaries - displayed with a lit-up theater name on the map.
Having a friendly military unit selected also indicates potential enemies within range, blinking to indicate which enemy unit they would most likely combat if issued with an attack order. Once an attack order has been given, an animation plays indicating the current status and the projected end result.
US units are always shown on the left and USSR units on the right and naturally, you can enable/disable the combat screen from the Options menu.
Unknown units are also simulated but to bring clarity in the outcome make sure to use intelligence, Recon or Infiltration will do the trick!
Nuclear Annihilation
What would a Cold War game be without the potential of a nuclear twilight, but to avoid a fate of needles desolation, we have improved the information at your disposal. The nuclear map mode now lights up potential targets your nuclear forces will hit, in the order, they are prioritized for an attack while at the same time estimating potential targets your military suspects the enemy will target - indicated by an enemy faction colored nuclear symbol.
The projected results shown at the bottom account for the current victory points accumulated so far in the game; the difference in surviving influence, the backlash of your people for launching a first strike, and the difference in military casualties. Thus this attack on the face of it seems doomed to failure. Worth to mention is that we have re-balanced the impact of the PEOPLE as the VP backlash is now directly proportional to your PEOPLE interest level. If at MAX level the backlash is 0 VP, though having an interest level that high carries its own risks. If you on the other hand disregard the interest of the people and the level is at nothing, the backlash is -90 VP - one for each missing PEOPLE interest level. Thus, your domestic politics has a bigger impact than before so make sure to account for that if you are planning a first strike.
Modding Service
In closing, we hope you enjoy the changes and updates our hard-working team has made to the game editor. With the UI/UX update and many other easy to use features implemented feel free to create your own mods, test out making your own decisions, focuses or policies, or just swing by and play some Tic-Tac-Toe with MIRVIN.
We hope you enjoy the updates to the interface and the improved functions both for editing files and the improved search function to find decisions or elements you are looking for or creating. Mighty cheers! ******************************************************
Upcoming Development
I) NEW tutorials are in productions! II) NEW Ranked Play Mode is in production and Beta testing! III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets. IV) Policies are getting rolled out with each new patch.
CHANGELOG
AI
- AI will now handle Ambushes much better
- AI checks next move instead of current location when evaluating possible moves
- Added Quick Access buttons on all theater maps - Arms arrows disabled as they are now obsolete
- Transiting military units through friendly regions should properly show combat estimate
- Transit now show all possible movements for a selected military unit
- Transit blocked through regions with leaders (ARMY COMMANDS only) and where max number of units is reached
- Military units with blocked movement and destination not adjacent to source region (due to Transit) will bounce back
- Movement animations will not show unit's own region as possible choice
- Enemy target units now blink to indicate conventional attack target
- Combat preview blinks the correct unit types
- Added elements for CombatWarnDialogue
- Fixed an issue where the mockup for CombatWarn was incorrectly set to "Victory" instead of "Success"
- Air attacks are correctly simulated
- Combat simulation takes into account all unit types (sea & land) in case of air attacks
- Combat simulation properly simulates unit vs leader combat
- Combat warn menu checkbox can be enabled/disabled in Options menu
- Withdrawn military units do not blink when showing combat estimates on map
- Fixed an issue where the Victory Conditions needed to be clarified further
- Fix for GetCurrentName() exception
- Nuclear Authorization Screen Rework and Nuclear warning screen update
- Interests enabled while in nuclear mapmode
- Nuclear mapmode button color now matches nuclear button in theater com
- Nuclear mapmode button uses same notification as nuclear button in theater com when press + held 2 seconds
- Fixed projected estimate calculations in nuclear mapmode
- Nuke Simulation added showing target priority and added nuclear opponent icons for estimated enemy strike
- Fixed World overview exception when > 144 estimated nukes apply
- Nuclear range circle fix no longer causes ranges to mismatch
- Fixed estimate for surviving influence for nuclear apocalypse
- Various fixes for nuclear combat to prevent out of sync
- Nuclear warning now says minor defeat instead of incorrectly displaying a draw
- Unit ability buttons should now print out reason when clicked & unavailable
- Ability DisembarkTransportedNotCombatReady tag fixed
- Fixed an issue where an exception could results in the game ending when a unit gets deployed
- Blinking combat previews now stops when selecting Rebase
- Fixed deployment positioning offset for maneuvering circle displaying unit movement
- Updated Operation Cylinder to match Softcoding
- Operation Cylinder no longer targets submarine fleets and updated the wording for Eyes Only Cylinder and Gold Intel Missions to convey that Submarine Fleets are exempt
- Added unique names to all Ocean regions
- Identified reorganizing and engaged military units stay visible for the duration of their status
- Fixed an issue where backgrounds were not correctly shown
- Updated all Theater maps and added missing elements where needed
- Theater borders no longer disabled in logistics mode
- Exception fixes when adding movement animations to Arctic from theater not adjacent to Arctic
- Small optimization when selecting unit that can move to Arctic
- Fixed exception on clicking Allies button in the Arctic
- Combat warning properly disabled when a unit enters the Arctic
- Fixed a typo in Berlin Blockade focus
- Added cool-down function to UI for policies in policy menu
- Updated policies activated by Red Dragon Rising
- Fixed that narrative decision could be triggered during the apocalypse
- Fixed an issue where the Clifford Elsey Report had the incorrect Focus wording
- USA People mismanagement decisions Priority set to 100
- Creating a new decision in the Editor sets its priority to 100 by default
- Fixed Leader supply ability Out of Sync due to taking into account local faction's adjacent units and not leader's faction
- Added ability to Ho Chi Minh - The Great Pillar of Asian Communism
- MAO ZEDONG no longer has leader ability Consolidate
- Fixed an issue where the image size of some Leader abilities was incorrect
- Inactive historical characters no longer shown in allies menu
- Fixed an issue where the wrong header image was used and the font size was incorrect for Audio Select
- Option button added in editor
- Beautifier can now handle different data types that implement the IJsonFile interface
- Beautifier now displays name of file being processed
- Focus menu no longer beautifies json when pressing BACK button
- Beautifier now beautifies focus file
- Focuses.FocusTimeLines is now correctly processed by beautifier
- Filter texts pixel nudging
- Filter text placeholders now say "Type to filter"
- Theater/region selection dialog now takes up the whole screen
- Media selection dialog buttons coloring fix
- Game editor decision option menu Description field takes up two rows now
- Editor dialog screens pixel nudging
- Editor focus menu color update on faction update
- Deleting a focus now prompts a confirmation dialog first
- Leader abilities menu standardized button design
- Updated various UI elements in the Editor
- Added a printout of Opponents name and rank when game begins in Ranked Play
- Player v Pplayer notification now includes faction icons and names
- Added Game Version to screens with official JETDS designation and versioning for the correct AN system
- Standardize the colors of the message log entries
- Fixed an issue where the background line would not properly cover the background
- Fixed savegame UI exception
- Savegame/load now takes into account correct timer
- Set the save list in an inverted date list so the last one appears first and savegame list takes into account last date modified
- Fixed an issue where the divider would be incorrectly placed
- Build date included in game logs
- MediaSelectionBtn btns font size set to 40
- Fixed various smaller audio issue for MIRVIN
- Removed race condition check flag on game end + added logging
Hello there brave Cold War strategy fans! We are happy to announce that Terminal Conflict is officially set towards release as scheduled this September. Expect an announcement of the release date, events and more in the coming weeks. We could not have done it without the hard work of our veteran team and the wonderful feedback from all of you in the growing Terminal Conflict community. As of today, that community on Steam has passed 1 000 members and in honor of that, we will be presenting an updated set of Focuses and Policies.
Focuses
Much of the success of a good Cold War strategy game is about the proper balance between paranoia and excitement. Be it domestic policy or foreign policy, you are playing a set of historically plausible struggles where factions alternate choosing a focus. Each has a particular set of circumstances it will provide. This keeps your opponent second guessing what situation you will be focusing on. With this update a lot of previously general and repeatable focuses have become unique as we felt we wanted to make the choices even more distinct. These Focuses are now unique and once played cannot be repeated that game allowing for a lot more variation:
South Asia
- Mujahideen - USA: Gain 3 ELITES. Increase success chance of RECONNAISSANCE, FALSE FLAG and IN-Q-TEL PROGRAM by 15% during this focus.
- Khmer Rouge - USSR: Set INFLUENCE in INDOCHINESE ZONE to 0. Gain 2 MILITARY.
Middle East
- American Aid - USA: Gain 1 FINANCE and at the end of this focus, if USA CONTROLS IRAN, IRAQ, SAUDI-KUWAITI ZONE, EMIRI-OMANI ZONE or YEMENI ZONE, gain 1 USA INFLUENCE for each in the Middle East.
- Israel Defense Forces - USA: Gain 2 ELITES and increase success chance of ASSASSINATE by 5%.
- Popular Baa'th Party - USA: Gain 5 USA INFLUENCE in Middle East and 1 GOVERNMENT. | USSR: Gain 3 GOVERNMENT.
- Tudeh Party of Iran - USSR: Set INFLUENCE in IRAN to 3. Gain 2 PEOPLE. | USA: Gain 1 ELITES.
- Mapam of Israel - USSR: Gain 1 ELITES and at the end of this focus, if USSR CONTROLS the LEVANTIAN ZONE gain 5 USSR INFLUENCE in the Middle East.
- Free Officers Movement - USSR: GAMAL ABDEL NASSER spends 1 POWER. Gain 2 GOVERNMENT and at the end of this focus, if USSR CONTROLS EGYPT gain 7 USSR INFLUENCE in the Middle East.
- Socialist Ba'ath Party - USSR: Gain 3 USSR INFLUENCE in EGYPT, 1 USSR INFLUENCE in LEVANTIAN ZONE and gain 1 GOVERNMENT. | USA: Gain 3 GOVERNMENT.
- Polisario Front - USSR: Set INFLUENCE in MOROCCAN-WESTERN SAHARIAN ZONE to 0. Chance +20% for Islamist Jihad (INFLUENCE set to 0 in one USSR CONTROLLED region in the Middle East). | USA: Reduce GOVERNMENT ALIGNMENT by 1.
Policies
With this patch we have also put a lot of focus on expanding the policy side of the game. These are activated unique policy ideas usually attached to your or your opponents focuses. They are objectives to achieve and usually grant you Influence or Victory Points when completed. Here we put specific emphasis on Western and Eastern European policies updating and adding 20 in depth policies for you to achieve. Lets look at five of these and how strategies can be built up with them:
Western Europe
- Marshall Plan (USA Conditions: Doomsday at least 3 AND USA FINANCE at least 7) - USA Effect: Spend 2 FINANCE, 2 PEOPLE and 1 GOVERNMENT, gain up to 8 USA INFLUENCE in WESTERN EUROPE, restricted to regions without USSR PRESENCE. This is a way to quickly establish a US foothold in Western Europe by laying down some much needed influence in the theater.
- Founding of NATO (USA Conditions: Available from game start) - USA Effect: Set all USA CONTROLLED regions in WESTERN EUROPE to USA DOMINATED. Combined with Marshall Plan, this can be a good way to convert the US CONTROLLED regions you can gain by making use of the extra influence from Marshall to convert those regions into dominated ones.
- Finlandization (USSR Conditions: INFLUENCE is 0 in SWEDISH-FINNISH ZONE, with peace and no USA/USSR LAND/AIR units deployed there) - USSR Effect: Gain 1 VP for each USSR LAND/AIR unit deployed in MAINLAND NORWAY and NORTHWESTERN RUSSIA. With power projection towards the Swedes and Finns, we can hold them up as an example of good neighborly cooperation.
- Molotov Plan West (USSR Conditions: Doomsday at least 3 AND MOLOTOVs Power at least 1) - USSR Effect: Spend 2 PEOPLE and 1 GOVERNMENT, gain up to 7 USSR INFLUENCE in WESTERN EUROPE restricted to regions with USSR PRESENCE. The Soviet equivalent of the Marshall Plan devised by Foreign Minister Molotov. The USSR doesnt require finance investment but in turn provides a smaller influence bonus and only in regions where the USSR is already established. Yet, dont underestimate its impact.
- COMINFORM (USSR Conditions: USSR at least 1 region with PRESENCE in WESTERN EUROPE AND ELITES at least 7 AND USA MARSHALL PLAN not enacted) - USSR Effect: Gain 3 VP and 1 USSR INFLUENCE in each region with USSR PRESENCE in WESTERN EUROPE. As long as the Marshall Plan is not enacted, the USSR can combine the COMINFORM with the Molotov Plan West for maximum effect. French, Italian and Spanish communists unite!
Eyes Only DLC Terminal!
Our engineers have been busy adding a brand new Eyes Only suitcase terminal. To enable your Intelligence bragging rights, (1) start the game and select Options in the top right corner, then (2) Switch the Terminal Screen to the M-103X-Suitcase.
In summary, we hope you grab a few awesome focuses and policies with this update and remember the words of John F. Kennedy - "Domestic Policy can only defeat us; foreign policy can kill us". Enjoy! Mighty cheers! *******************************************************
Upcoming Development
I) NEW tutorials are in productions! II) NEW Ranked Play Mode is in production and alpha testing! III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets. IV) Policies are getting rolled out with each new patch.
CHANGELOG
AI - MIRVIN
- Fixed an issue where an error would sometimes be shown at AI focus selection
- Fixed an issue where the AI would score 0 for theater selection
- AI now favors slightly more policies when making choices
- Fixed options being covered by MIRVIN by changing the visual hierarchy
- AI logs are now more detailed to identify AI action taken for those that want to track AI behavior
- Get AI Score will no longer stall the AI
- Decision or Policies that block opponent's next policy are not shown when enabled for desired effect
- Updated the wording for Technology and Research
- Policy enactment dialog conditions now printout instantly
- Policy conditions automatically are shown when entering to enact a policy
- Current Focuses Description is now correctly displayed when selected and now shows local faction posture
- Fixed an issue where interests icons would be missing from the mismanagement warning
- Influence value displayed for Central Turkey has been repositioning
- Network log no longer sends false positive due to disconnecting from Photon when quitting the game even in offline mode
- Updated the focuses text to better clarify where INFLUENCE was changed when selected
- Red Telephone now has the correct effect wording
- Fixed an issue where the Grandma Yacht Expedition did not correctly activate Castro
- Fixed an issue where Mau Mau rebellion had the incorrect Interest icon
- Updated USA focus Red Dragon Dancing from Military to Government to better reflect the relations
- with Chiang Kai-shek
- Turkish Straits Crisis is no longer a Government supported focus and instead is supported by the Military
- Mujahideen is now Unique
- Khmer Rouge is Unique
- American Aid is now Unique
- MAAG Vietnam was correctly set to Indochina
- Clarified the description for Guddo Thermal Plant
- Israel Defense Forces is now Unique
- Popular Baa'th Party is now Unique
- Socialist Ba'ath Party is now Unique
- Free Officers Movement is now Unique
- Polisario Front is now Unique
- USSR Focus Tudeh Party of Iran is now Unique and fixed an issue where the wrong Region was references instead of IRAN
- Mapam of Israel is now Unique and fixed an issue where this focus would rarely be triggered
- Corrective Revolution is no longer a Finance supported focus and instead is supported by the Elites
- Fixed an issue where Hellenic Resistance Policy was incorrectly set up and wouldn't fire
- Added, updated and fixed: Rehabilitation of Germany, Marshall Plan, American Culturalization, Founding of NATO, European Communities, Molotov Plan West, Fifth International, Finlandization, COMINFORM, Conventional Superiority, COMECON, Eastern Rapproachment, Venona Project, Sierra-India-Oscar-Papa, Rollback, Purging the Apparatchiks, Molotov Plan East, Conventional Superiority and Regime Of Peace And Love
- Fixed an issue where VP loss in mismanagement notification would incorrectly have a # in the decisions
- Fixed an issue where Tito had four abilities instead of three
- Fixed an exception given when trigger groups are deleted
- Disabled NONE and ALL options for Faction in Policies editing
- Policies will automatically have a DisplayTheater
- Policies without display image will display a placeholder image instead of nothing
- Fixed Leaders not taking into account custom timeline in case of starting timeline is set via the editor
- Fixed exception due to ending turn with having used the debug menu
- NEW ArgumentType InfluenceInTheater added
- NEW ArgumentType UnitTypesInTheater added
- Added NEW Terminal-M-103X-Suitcase Eyes Only DLC Terminal (cosmetic)
- Added in-game description of the DLCs
- Added in-game DLC imagery
- Updated the DLC screen
- Updated the test decisions suspending a test decision blocking policies
- Policy buttons in menu have the VP outlined
- Fixed the wording for LOGISTICS notification
- Updated the wording for Global Map
- Updated Victory Point notifications
- Added nuclear apocalypse logging message
- Logger is now thread safe
- Log files report timestamp once again - both global and current match's if available; compatible with Out Of Sync checker
- Fixed a rare exception caused by the Audio manager
Hello there and a warm welcome to the update of your terminal! This weeks development has been focused on mainly three things. (1) The continued improvement of the AI where its decision making ability has been enhanced even further and (2) the confirmation of the improved game balancing, in particular with regards to the focuses and policies. (3) Prepared the new content for the rollout with the next Sprint. We have also introduced a few new policies as part of this new update. Thank you for your patience and for all the community feedback and support! A special thanks to all of you whom participated in Terminal Thursday. What a treat! *******************************************************
Upcoming Development
I) NEW tutorials are in productions! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets. III) Policies are getting rolled out with each new patch.
CHANGELOG
AI
- Fixed an issue where an AI would get stuck on theater selection
- Fixed AI causing exception when picking focus where best option has a negative score
- Readjusted AI's preferences when launching policies
- Tweaking of AI scores to enable the AI a more accurate selection for interest resource use
- Fixed AI simulation affecting world overview War Zones UI
- AI now evaluates more effects and is even better at strategizing in depth
- Improved AI use of EYES ONLY DLC Intelligence missions
- Game no longer prints out incorrect War Zone messages when AI is running a full world simulation potentially giving away it's plans
- Fixed an issue that would cause nuclear research to be displayed as faulty when launching a nuclear apocalypse
- Updated wording for Surface Fleets' Convoying Ability
- Updated military unit abilities to clarify when the passive abilities are available
- Fixed an issue where the theater was incorrectly displayed
- Added updates for Eyes Only to SCN10 Balance of Power
- Updated policies for SCN 10 Balance of Power
- Improve the automatic Victory Point gain log message to clarify when you or the enemy gains VP
- Fixed an issue where the wording incorrectly suggested the ELITE interests are to set to 9 instead of the alignment
- Updated multiplayer server connection to a new version to fix an issue where sometimes multiplayer games would get incorrectly timed out and disconnected
- Updated notification for Intelligence implementation that End Turn on failure
- NEW HELLENIC RESISTANCE: Gain 2 VP for each USA INFLUENCE in GREECE.
- NEW POPULAR REVOLUTIONS: Gain 3 VP. Trigger a WAR ZONE in 2 target regions.
- NEW FIFTH INTERNATIONAL: Gain 1 VP for each USSR CONTROLLED region in MIDDLE EAST.
- NEW FIFTH INTERNATIONAL: Gain 1 VP for each USSR CONTROLLED region in WESTERN EUROPE.
- NEW FIFTH INTERNATIONAL: Gain 1 VP for each USSR CONTROLLED region in SUB-SAHARAN AFRICA.
- Exclamation mark showing excess in interests is not visible when you give the opponent interests
- Top Left text uses background color in case of Monofonto-glow
- Fixed typos in Narrative Decisions
- Updated War Zone wording to clarify its meaning
- Fixed an issue where the overlay of MIRVIN and Options can overlay each other
Hello there! What a wonderful reception of the new Eyes Only DLC and we are naturally doing our part at the battle-stations. We got initial reports that the AI was not performing as intended and for this reason as you might have seen we have delayed the publishing the full change-log until we had found the AI issue and fixed it. It turned out to be a small issue that was needlessly causing the AI to mismanage its resources. We also saw, that there was a need to further tweak the balancing of the intelligence operations and instead of losing interests with a particular interest holder in society for failing a top secret missions, failure by your intelligence services will instead remain unknown to the public end will instead end your turn. With the AI fix patched and testing done, we are now ready to roll out the full change-log and take you through the wonderful updates made during this development cycle. The manual is being updated to reflect these changes and some other minor changes and we will be rolling its first draft out this Terminal Thursday 18:00-20:00 CEST. Thank you for your patience and for all the community feedback and support to the guys laboring away searching the bug during the weekend. A special thanks to all who have made this possible and for those who would like to enjoy the epic battle between our chief game designer Gellert Keresztes and Lemuel Sora for the release stream. [previewyoutube=_zCBHY6_jTw;full][/previewyoutube] *******************************************************
Upcoming Development
I) NEW tutorials are in productions! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing.
CHANGELOG
AI
- AI has enhanced Focus selection abilities and is much more strategic in making its choices when selecting where to focus
- Combat ability has been improved and will now to a larger degree exploit favorable map positioning
- AI recognizes hidden costs of intelligence and sets longer term deployment plans
- Improved further the AIs ability to chose nuclear strike targets
- NEW DELAY button added to Focus Selection that is available after the first round of focus selection where you spend 2 PEOPLE to gain 2 ELITES and reduce friendly focuses by 3 TURNS.
- NEW Forcing an enemy military unit to WITHDRAW now provides half its value in VP.
- NEW End Turn button introduced for when you want to pass the initiative or have selected a strategy that does not require you to take further actions this turn
- NEW Alignment, now represents the growth of ideas in your domestic politics. Your alignment value is provided to you at the start of each timeline allowing you to build a proper interest engine.
- NEW Victory conditions can now be Minor or Major and both faction surviving without nuclear war past 1991- will be rewarded with mutual Minor victory
- NEW Interests are no longer given 1 per Turn. Instead interests are collected by selecting a Focus that provides resources according to their description text
- NEW Nuclear Mapmode implemented to get a preview of the apocalypse and the ranges of your delivery systems. Select the blinking mini-map icon and chose the nuclear icon to see a nuclear strike range simulation map
- Logistics of military units no longer cost turns to deploy and instead requires FINANCE
- Replaced the old menu navigation system with a new one displaying buttons for Decisions, Policies, Allies, Units, Research, Intel, Space Race and Nuclear Authorization
- Removed the narrow bonuses provided by controlling or dominating certain percentages of a theater as it incorrectly was providing incentives to reach brackets of target values instead of spreading your factions sphere of influence
- NEW Victory conditions now has a separate screen. Review it by selecting the button housing your VP
- Finalize decluttering of the screens by removing elements that are not in use or are not primary to the task at hand
- Add further clarity to the screens by the use of color and highlighting to direct the attention of the player
- Added an updated notification for buttons - accessed by PRESS + HOLD 2 sec over most active buttons
- Added a simple DLC activator where you can turn on/off to play with DLCs you own
- Enhanced Message Log to give you a better overview of actions taken by you and the opponent. Select the space where messages are printed out at the bottom of the screen or select directly a message to access it
- You can now use units with TRANSIT ability to move to a friendly region and use the Map Arrow to transport it the final step
- Historical Characters can now be properly viewed in the same Allies menu as Leaders and can be FAVORED from there to activate a particular one in a target theater
- New animations added for smoother experience
- Disarmed unit notifications no longer printed on map
- NEW System for space race has been fully restructured to make space missions and bonuses easy to overview and launch
- NEW System for research to display the proper bonuses in one easily manageable screen
- You can now see which unit types a research impacts directly in the screen as part of the overview
- Updated costs of intelligence missions to better match the balancing
- Some Intel missions will add interest alignment if successful 1) Infiltrate (+1 Military) 2) Espionage (+1 Finance) 3) Counter-Intelligence (+1 Government)
- Added the ability to see enemy interests that can be updated by the use of Espionage and where accuracy decays over time
- Reworked the focuses to now provide bonuses, each particularly tailored to their historical counterpart and translated into game terms
- Updated the Return of the King and Chinese Civil War decision chains
- Re-balanced the values of several decision chains to better match their respective historical setups
- Timed decisions with player-driven influence deployment now auto-place points when turn ends instead of those getting lost
- Policies are now activated by Focuses and become available to accomplish for the rest of the game providing rewards when completed.
- Reworked all policies to serve as the main goals in the game providing VP and Influence when achieved
- You can now review your opponents Policies in the policy screen
- Leader recruitment dialog now shows interest mismanagement warning
- Updated Khimati's ability
- Historical Characters powers no longer shows negative value when a character is dead
- Leaders are no longer immortal when using timeline cheat
- Leader death dialog now comes after leader recruitment dialog to make it more useful to the player to understand what has taken place especially if leaders are contesting one another
- Recruiting a leader now plays their costume made sound as they enter the fray
- Fixed an issue where South American regions where not properly connected
- Adjusted positioning for East Asian and Middle Eastern units
- Updated Land positioning in Greenland
- Fixed an issue where GUAM was lacking its influence number
- Renamed Southern Antarctic to Kerguelen Islands
- NEW DEBUG menu available when running the game from the editor that gains you the ability to:
- Cheat for most values such as interests, influence, VP, Doomsday Clock, Arsenal and more.
- View and change Opponents core values
- Allows to advance Turn, Focuses, Timelines
- Select starting Timeline to do your test run
- Select a Quick AI mode if you do not want the AI to strategize about choices
- Fire any Decision or Focus by inputting their ID
- Enable tooltips to see detailed information about game elements on the map
- Enable 100% success chance for intelligence missions
- Modify and test Logistics
- Standardized all the modding elements that target an enemy to be defined as Opponent
- THIS function now works with RegionPolNumber and TriggerType
- ArgumentType now has THIS
- Fixed various issues that would sometimes disconnect a multiplayer game
- Fixed a minor issue that would sometime result in a de-sync between the Leader Power of the Client in multiplayer games
- Fixed various typos
- Added various smaller missing assets
- Implemented a sound priority system that takes into account which sounds are playing and sets their priorities depending on what the player should focus attention to
- Added a soundtrack to Central America
- Updated the soundscape and Equalized sounds that were not properly on the same sound level
- Updated the retro printer sound to match more closely to the proper terminal old terminal soundscape
- Fixed an issue where positioning ow World Overview Sprites were incorrectly placed
- Pixel nudging
Hello there! We challenge you to Global Thermonuclear War! A well-placed spy can change the destiny of a nation. The risks are great, and the rewards are even greater. When the fate of the world is on the line, what was once inconceivable can suddenly become a reality. Boot up your terminal on Thursday 9th of June, on the official Terminal Conflict Twitch channel at 18:00-20:00 CET. ------------------------------------------------------------------------------------------------------------- You can also make sure to get your voice heard on our Twitter , Facebook , Reddit and join our Steam Community. We'll always notice a fun, well written post anytime.
Welcome to the briefing! Aggressive agents might be tempted to trigger the missions of EYES ONLY without careful consideration, but never forget the enemy excel at exploiting such eagerness. Poor planning may lead toward diplomatic disaster, and ultimately push the world into the arms of Armageddon. Before moving forward, you should review all the relevant factors.
Mission Basics
When unlocking a mission from the Special Operations Division, think carefully about when and where to deploy it. These powerful programs are far from a done deal, and intelligence indicates that many have at most a 30 60% of success. You literally have only one shot at this, so it had better count.
If you should fail, theres a good chance that the enemy will get wind of it. Hell, even if you pull off the operation perfectly there's still a real risk of being revealed.
A responsible agent will always remember this sobering fact: Every mission performed raises the chance of detection. The silence of the enemy should never be taken as a sign of safety. Analysts predict that the enemy will probably proceed in one of several ways. [olist]
Consider also that covert missions can be saved for use at the time of your choosing and vitally, can be chained together in ways that are deceptively devastating.
The Surprise US invasion
After significant planning and preparation agents have successfully managed to execute Operation Gold in Western Europe. US forces gain a 20% chance of infiltrating each enemy unit in the theater - and the story revealed was well worth the risk. The Russians have positioned their units for a secret strike against US influence in the theater. If we immediately deploy our forces near the invasion point this can be countered. However, it might be judicious to let the ravenous Reds make the first move. The Stargate program may have been publicly discredited, but the truth is that we have been hiding its true results. We now have new tools are our disposal that are both fantastic and frightening, ones that the propaganda weakened minds of the Soviet soldier will prove most vulnerable to. They shall launch their surprise strike across the Rhine, and then we'll hit them with the full power of Stargate.
The enemy units will be stopped in their tracks, dazed, and open to a crippling counter-offensive. If we have a leader on-hand in the right region we might even be able to drag them over to the cause of freedom. Either way, we'll catch them completely flat footed. Even if the Soviets create an international incident, they will find their options limited and if the enemy pushes the Doomsday clock to midnight all the better. With a few well placed US Bomber Commands, the fearless forces of United States shall be baptized and reborn in the nuclear fire of righteousness. No matter what happens, the machinations of the malevolent Soviet tanks will grind to a halt when faced with the magnificence of America's air power. Victory shall surely side with the soldiers of Democracy.
Final Thoughts
The tools we've provided in EYES ONLY are there to be used at your discretion, but are best deployed carefully. Masterful strategy is what matters most. If you can wait for the proper moment and exploit the weaknesses of your enemy, the voices of victory shall be yours. - Agents Greatexperiment and Thinking Waffle ********************************************************
Upcoming Development
I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Finalize UX/UI overhaul and optimization: [olist]
Welcome Comrades! Having previously presented the clandestine missions of the USA, we pull back the anti-capitalist iron curtain guarding the secret programs of the Soviets!
The High-Risk Operations
Operation: Romeo
Every facility has a weak point, and who better to penetrate it than the most handsome of secret agents. The feeble-minded secretaries of the decadent European bourgeoisie are unable to resist a well-trained seducer. If we find ourselves behind in the technological race, for the price of true love, the Revolution will gain one free nuclear technology.
Operation: Cylinder
Westerners worship profit above all else, and so are prime targets for this form of corruption. An inebriated mole can thus be recruited at a certain naval facility to leak details of important enemy plans, revealing their submarine placements around the world.
Operation: Earthquake
The American government is constantly touting its close relationship with its slathering barons of industry, shoveling money into their greedy mouths while trusting them to aid in their schemes. Too bad that they haven't spent any of their larder on security. Gain entrance, and learn valuable data on the military fighters in development, allowing the noble Soviet to gain a free fighter for each American fighter command deployed worldwide.
Operation: Red Boulder
Much has been made of the interconnection of the USA and its disparate and disorganized allies. Where they see strength, the KGB sees opportunity. One by one they shall fall into disorder, and all to the glory and strength of the Soviet forces. Their networks cracked asunder, revealing how to temporarily defeat various enemy intelligence missions for several turns.
Operation: Panther
Divide and conquer, a maxim Washington should well remember. It proclaims to believe in the liberty of all men with one hand, but with the other exploits their labor and bends them toward slavery without mercy. As Russia stands to liberate all the workers of the world, it can entice the downtrodden to denounce the contradiction of capitalism and its so-called democracy. In doing so, the USA's People interest will crumble to a point just short of total anarchy.
Domestic Programs
Program: Boomerang
Never forget that it is essential to defeating whatever the enemy throws at you. Implementing a program to effectively block western counter-espionage efforts will ensure Soviet operational dominance for several turns, and surely make the Americans think twice before attempting to make light of the KGB.
Program: Progress
The world knows that American values are a sham. Underneath every rock, there is the slimy and wriggling reality of western capitalism. What harm is there in enhancing and promoting what is transparently true? With international opinion turning against them, block the next enemy policy and set the Soviet peoples' interest to 5.
Program: Radioson
It is not merely the politics and ethics of the Soviet that is superior. The people themselves are stronger, faster, and full of untapped potential far above that of those confined by the conventions of the bourgeois sciences. Russian brilliance and daring can unlock this potential through Psychotronic advancements, paving the way for a new Soviet man to take to the fore and even potentially learn to stop an enemy invasion in its tracks.
Program: Maximum Integration
A network of shell companies created in the West would bring back to us some innovations that the Capitalists now hoard for themselves. These valuable discoveries by right belong to the workers, and so the Soviet Union shall seize them on their behalf. This, in turn, would potentially grant the Revolution many victory points, depending on the level of American reaction.
Final Thoughts
With these missions, the USSR will be able to deftly handle anything that the USA can throw at them. However, even if the tide of history seems to side with the Revolution, one must not slacken their efforts take these tools and use them with skill and prove Soviet superiority. Only then will you triumph! -Agents Greatexperiment and Thinking Waffle ********************************************************
Upcoming Development
I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Finalize UX/UI overhaul and optimization: [olist]
Sharpen your Curare tipped umbrellas, set your camera watches on standby, and sit back with another secret update from the Hearts of Iron: Road to 56 team. Having worked hard, were happy to bring you all the details about the United States' dastardly and dubious intelligence missions!
High-Risk Operations
We wanted to create intense and highly rewarding clandestine operations for the player to perform, spanning every era of the Cold War. As with all the content in EYES ONLY they are unique, powerful, and delightfully challenging to perform.
Operation: Gold From the very start of the game in 1946, the United States can infiltrate the Soviet borders and run tunnels underneath the feet of unsuspecting enemy soldiers. If successful, you will gain a 20% chance to infiltrate each enemy unit in the theater! Operation: Luna Should you find yourself behind the Soviets in Victory points. This mission allows the US to capture and study a Soviet Lunik probe. If your agents pull off this daring feat, you will be rewarded with a new Space Race technology. Operation: Coldfeet The USSR is plotting something in the far north. Launch a clandestine operation to investigate an abandoned base before it is consumed by the ice! Gather valuable intelligence and force up to two USSR submarine fleets back to port from the Arctic. Operation: Ivy Bells Tapping into underseas communication cables is no small feat, but with a little luck you will learn the secrets of Soviet allies. Turning their power against their nuclear-crazed overlords, you will reduce the USSR's arsenal by 0.5 for each deployed leaders power. Operation: Azorian Recently the Soviets lost contact with one of their experimental vessels, which they believe it to be safely buried at the bottom of the ocean. Perhaps the most daring mission of all, you can attempt to retrieve the enemy vessel. If successful, for one turn, you are guaranteed to break their encryption and lift the fog of war for enemy submarine fleets.
Domestic Programs
These are broad-scale initiatives meant to enhance the United States' power on native soil. While they might sometimes be ethically questionable, they can result in tremendous advantages and even lead to additional decisions and discoveries! Program: Shamrock & Minaret The US government can decide to engage in the mass intercept of domestic communications. This allows for the temporary halting of any Soviet counter-intelligence operations for several turns, and perhaps even opening up for the possibility to recruit certain feline spies.
Program: Mockingbird A free press is core to the values of the United States, but sometimes the media needs a little nudge in the right direction. Performing this program sets the People's interest to 5 and blocks the next enemy policy. Crossing this threshold ethically, you will get the option to launch a false-flag operation on domestic soil later. If we are taking risks, we might as well go all the way! Program: Stargate The Soviets have been rumored to be working on the creation of super-human abilities using paranormal phenomena and body-altering substances. Naturally, the US must not be left behind! If successful, it stops an enemy invasion in its tracks and may lead to an entire research program where the United States can engage in a clandestine effort to fully expand the limits of human potential. Program: In-Q-Tel The relationship between corporations and the Elites in America has always been a cozy one. Manage the spy game better than the Soviets, and those bonds can be made even stronger, potentially granting a significant Victory Point bonus.
Final Thoughts
We hope that you'll enjoy the tools contained within EYES ONLY and all the challenging options and strategies they provide. Remember to use them at the right time and the Soviets wont stand a chance. Date for release of the DLC will be announced soon for Q2 2020. -Agents Greatexperiment and Thinking Waffle ********************************************************
Upcoming Development
I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Finalize UX/UI overhaul and optimization:[olist]
Seasonal Greetings from our Terminal Conflict Development team!
What a year this has been, and what better this season than to chill with some Cold War strategy? In the spirit of the season, we send you our sincerest appreciation for the support you have given us. Make sure to stop by our Twitter , Facebook or Reddit pages to give a warm greeting to our hard-working team. Enjoy your festive holidays with your dearest friends and family! Thank you all and Mighty Cheers! The Tinker Toy elves at Strategy Mill *********************************************************
Upcoming Development
I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in January 2020! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Finalize UX/UI overhaul and optimization: 1. Finalize decluttering of the screens by removing elements that are not in use or are not primary to the task at hand 2. Add further clarity to the screens by the use of color and highlighting to direct the attention of the player 3. Complete testing of the designs and validate that they have the impact we seek
It was a total surprise, as they never thought we would go that far and only realized that they were caught as the tanks began firing. We fought from daybreak that morning when we could hardly see, until late that evening. As it started getting dark, we knew we needed to get out of there. From the plan, into action! Leading the US or the Soviet Union military through the Cold War means that conventional combat orders are given usually on the army, air force or fleet level. First and foremost a quick refreshment of what combat orders are in your terminal.
Issuing Combat Orders
Combat orders are given to military units and either involve maneuvering (moving or attacking) a unit or making use of a unit's Activated Abilities. The following are always considered to be combat actions:
- Direct attack or any combat with a military unit
- Disembarking (Surface Fleet ability) an Army Command in a non-friendly region
- Disembarking into an empty hostile region (controlled or dominated by the opponent) will deplete all actions of the land unit and the Surface Vessel and set the region onto a war zone footing.
- Disembarking into a region occupied by the opponent will immediately fail, with the Surface Vessel entering combat and the opponent's Army Command unit reorganizing.
- Disembarking into a hostile region occupied by an opponent's engaged unit will immediately succeed (positioning the enemy in withdrawal) and will deplete all actions of the land unit and the Surface Vessel and set the region onto a war footing.
- Issuing Carrier Operations (Carrier Fleet ability)
- Any action by a military unit that shifts Influence towards your faction
Cross Theater Maneuvers
If you need to shift the theater of a non-air military unit, placing it in a region adjacent to your desired theater allows for it to maneuver across theater borders when Combat Ready. Simply select a colored arrow in your destined theater and press the icon of the unit type you would like to maneuver.
Example: The USSR can maneuver Combat Ready non-air units from regions bordering Yugoslavia in the Eastern Europe theater. Select the target Yugoslavian region to execute the order and the unit will immediately carry out the order without you having to redeploy it or return it to the Command Reserve. If you instead hold your mouse cursor over the target region and Press + Hold for 2 seconds, the terminal will try and calculate the chance for success.
Withdrawal
Should you have gotten your unit defeated in a non-controlled region you can try to make an escape. Displayed within a hollow icon, Fleets and Commands that have not been destroyed but have been set for withdrawal may withdraw from combat into a friendly region ending your turn and be set as Engaged. If you lack the turns or desire to ignore withdrawing, the unit set for withdrawal is removed from the map and safely retires instead to the Command Reserve.
Example: The US Carrier Fleet's position in Italy is untenable due to the arrival of a Soviet Submarine Fleet into the region. Without a Surface Fleet to defend the position against the subs, the Carrier Fleet is set to withdraw and will be retired by the Military unless given a withdrawal order by you. This is not the worst thing that can happen but should things look really terrible then there is now one last desperate option at your disposal.
Surprise Assault
Achieved by purposefully deploying a unit from Command Reserve directly into a region with a visible enemy unit(s). With regular combat rules applying, this action will end your turn and result in a combat defeat by your hastily deployed assaulting unit. The benefit though is that it will Engage one enemy unit for four (4) turns. That will keep them busy and buy you time to organize defensive deployment or perhaps even a counterattack.
Example: With Communism spreading into Western Europe and Italy controlled by the Soviet sphere, the US has deployed a Carrier Fleet in the region that we must suppress, otherwise it will simply destroy any friendly sea units deployed in Yugoslavia, as they require one turn to become Combat Ready. Sending a Surprise Assault with a Submarine Fleet will instead engage the enemy Carrier Fleet for 4 turns buying enough time to allow a defensive deployment to take place in Yugoslavia with a second Submarine Fleet. Best Regards, Gellert Keresztes ********************************************************* Upcoming Development I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Finalize UX/UI overhaul and optimization: 1. Finalize decluttering of the screens by removing elements that are not in use or are not primary to the task at hand 2. Add further clarity to the screens by the use of color and highlighting to direct the attention of the player 3. Complete testing of the designs and validate that they have the impact we seek
CHANGELOG
AI
- Fixed an issue where the AI would be too aggressive and would potentially bankrupt itself in search for a quick victory with Policies
- Updated combat rules
- Fixed an issue that would cause Save Games not to function properly
- Update to theaters and repositioning for better clarity
- Fixed some Maneuver arrows that were rotated incorrectly
- Updated Influence map values in the hierarchy that could cause some to be improperly displayed
- The timer will be updated and starting the next patch will show minutes and second
- NEW Created and implemented design for US/Soviet risky missions for DLC Eyes Only
- Removed a possible People cost for False Flag
- Improved the notification text for US/Soviet intel missions
- NEW Created and implemenented a set of decisions for US intelligence
- Updated a text in to clarify McCarthy's relationship with Anslinger
- Updated all theater maps including the Arctic to better match the design going forward
- DLC button no longer available in Options Menu
- Updated icons in Options Menu
A well-placed spy can change the destiny of a nation. Striking from the shadows, attempting critical missions whose very existence is known to only a select few, and the cloak-and-dagger diplomacy emblematic of the Cold War. Have you ever wanted to run tunnels underneath the Iron Curtain? How about training spies to seduce and infiltrate sensitive enemy facilities? Maybe some domestic programs to surveil your own people and to run experiments that seek to reach the edges of human ability? The risks are great, and the rewards are even greater. After all - when the fate of the world is on the line, what was once inconceivable can suddenly become a reality.
A Brilliant Venture
Terminal Conflict: Eyes Only, is a new DLC under development as a result of an internal partnership with the renown Leif 'Greatexperiment' Miller and the distinguished William 'Thinking Waffle' Bois d'Enghien. This award-winning team with over half a million subscribers behind their Hearts of Iron IV: Road to 56 project are bringing five categories of content: Unique High-Risk Missions USA & USSR Throughout the game, certain unique opportunities will arise for dangerous espionage missions. These have powerful and unique effects in the game, such as being able to take enemy submarines out of service and catching up in the nuclear arms race. You only have one shot to pull these off and the consequences for failure can be devastating, so plan carefully! Unique Domestic Programs USA & USSR Within your own territory, it will now be possible to fund wide-reaching programs, many of which are of an ethically dubious nature. This includes being able to intercept the communications of your own populace and even look into the creation of super soldiers and supposed extra-sensory abilities. If you don't mind the possibility of your citizens finding out of course. New International Crises Failure in the above missions and programs can lead to a major crisis that plays out on the world stage. When you are called to the United Nations to answer for your actions know that you are engaging in a dangerous game that can lead to vindication or condemnation in the eyes of the international community. In addition, this extra content does not unbalance Multiplayer games. When connecting to a player that hosts with a higher tier DLC, the game for both you and your opponent will always play the highest DLCs available.
Lending a Lunik
Details on all the missions will come in future development diaries, but for now, we are happy to present one: Operation Luna. In the early 1960s, the Soviets were still ahead in the Space Race and had decided to take a victory lap of sorts by brashly showing off their Lunik probes at various western museums.
The United States saw an opportunity in this display of Soviet technology, and so embarked on an operation that was equal parts brilliance and desperation. They wished to "borrow" the probe, study its workings, and then return the device without the Russians ever realizing. In reality, the USA managed this feat not once, but twice. You now have a chance to attempt the same in Terminal Conflict, but success is far from assured. If you do pull off the mission your side will use the knowledge gained to advance a step in the space race and show the Soviets the price of their arrogance.
Stranger than Fiction While many are aware of the Space Race and Missile Gap, few know that both sides were deeply worried that the enemy could also develop an unexpected advantage in yet another area: Parapsychology. Strange and frightening powers of the mind, body, and other superhuman abilities. Sanity and calm were no match for the omnipresent paranoia of the Cold War, and so both sides invested heavily in researching these phenomena simply to prevent the other from gaining any possible advantage. No matter how unlikely or slim.
In the game we have represented these with the domestic programs: Stargate and Radioson for the Americans and Soviets respectively. Successfully completing them grants a powerful one-time ability to stop a potential invasion in its tracks. Even more, a decision chain will let you explore various aspects of the program and achieve further dubious rewards.
Do you dare explore the limits of human potential?
Final Thoughts
Nothing is more central to the Cold War experience than intelligence. With "Eyes Only" players will have access to the tools to defeat their opponent in new and exciting ways worthy of the most hardened spy novel. Move carefully in the shadows, and the final blow that you strike may be one that the enemy never even sees. -Agents Greatexperiment and Thinking Waffle
Watching the CRT screen flickering with a long list of log messages, we were desperately trying to make sense of them. Codes, coordinates, trajectories, names of distant places, some of them we have never heard of before. Computer terminals are a blessing, of course, but watching all that information flowing on the screen, we had a chilling sensation of helplessness and paranoia. It didn't strike us until the East Coast of the United States appeared on the screen. Then we understood the machine had begun to think by itself. And decided we would be a target.
The Cold War Terminal AI
The Cold War zeitgeist is strongly connected with the computer culture and the first tries at artificial intelligence. We are convinced that no strategy game about the Cold War would be complete without an efficient AI, one that can, not only correctly interpret what is happening on the global scale, but also be able to build strategies, and act upon it. Perhaps even in ways that may possibly offset even the most advanced human player. AIs are always destined to and are being built with a twin soul. On one hand a friend, someone that sticks with you loyally helping you in your cutthroat two duels for power and influence. On the other, a mighty powerful adversary challenging you in single-player combat holding the fate of humankind itself. Human self-admiration and fallibility has its limitations the computers do not share. Terminal Conflict's MIRVIN was but one of the first.
Improved AI
Work on the AI has been going on relentlessly from the start of development, but lately, we have had an important breakthrough. The first iterations of the AI were aiming at maximizing results in the short term: analyzing the present situation and make a decision that would make sense in the snapshot which the game was at that moment in time. It was working excluding the worst options immediately and picking from what was left. Now it works in a completely different way. If we had to summarize it in one word wed say planning. Thats what the AI is doing now, creating alternatives that span into the future instead of just the present. Timelines, scenarios, the AI is now picking from the most fruitful alternatives for the future. This is a challenging task as the calculations involved are numerous, to put it lightly and so we've been working hard with optimization. Fun fact: the first iteration of this new AI took more than six seconds to complete each calculation before making a move. Now, after a lot of coding work by Lennart Berg, optimizing with Davide Benedetti, QA from Alfred 'Zeress' Frendo-Cumbo, William "Thiking_waffle" Bois d'Enghien and your feedback on forums and Discord, that number has been reduced to 0.15 to 0.20 seconds. In a nutshell, the AI is way smarter, and a lot faster.
MIRVIN AI play
Lets look at an example of how MIRVIN the AI makes use of all the resources it has in its possession: We are in Timeline 1961-1965 and the AI chooses 'Anti Imperial Alliance' in South America as focus, a challenge to take control of Argentina.
The AI disarms and I, feeling confident, opt for Arms Race in the hopes of landing a punch with my imperialist fist! MIRVIN places the influence gathered from its one-sided Disarmament which brings Argentina in balance. During my turn, I choose to act, so I deploy an Army Command to Chile and march it right into Argentina. So long AI ambition! Until I get this
MIRVIN strikes back, recruits Peron, who contests and eliminates my US Army Command on the field and proceeds then to spend his power to get Argentina back on USSRs side. And there is now no time for me to get more troops there, Argentina is about to go full-on socialist.
Policies System Update
Another update we want to mention in this development diary is the improvement of Ai's use of Policies as well as updates to the system itself. Being able to create plans, the AI is improving its strategic use of Policies. The system itself has received updates as we wanted to give you less restricted access to the policies while reducing unnecessary clogging in the interface. Dotted lines for buttons also mark selections containing further choices. Policies are now also freely accessible and we removed the restriction on the amount you can hold to allow even better strategic use.
We hope you will enjoy the updates and continue to keep us posted! Best Regards, Davide Pessach ********************************************************* Upcoming Development I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Cooperation to be announced with a famous modding team!
CHANGELOG
AI
- AI will now simulate ahead and behave even more strategically
- AI will now be a lot more vigilant in creating plans
- Policies are better planned and used
- AI now handles Intelligence and understands cooldowns
- Further optimization of the AI calculations
- Fixed an issue where the profile selected might give an error message
- Fighters should be engaged when attacking surface fleets
- Updated combat preview logic to match actual combat rules
- Updated notification for Non-focus theater war declaration
- Combat preview prioritizes units that can defend
- Combat preview notification should correctly target defending units first
- NEW You can now see how your Intelligence success chance is calculated. Select an intel operation and PRESS + HOLD for 2 seconds in a region with an intelligence success marker
- Updated names for US intel Operations
- Fixed an issue where the recon notification was incorrect
- Fixed an issue where Espionage and Infiltrate intel mission had the wrong sprite in the log
- Perform narrative check after performing intel mission attempt
- Updated cooldown and PerTimeline policies descriptions
- Updated an issue where Mao's name would not be lit in Red Dragon Rising
- Updated an issue where Peng needs to have his flag set
- SCN 7 GRAND CAMPAIGN now properly awards GOVERNMENT interests
- Fixed an issue in SCN 7 GRAND CAMPAIGN that would make it impossible to complete the scenario
- Fixed an issue in SCN 8 The China Card that was preventing the scenario from being played fully
- Intel deployment rules centralized
- Intelligence rules can now be set individually for each mission and bonuses can be defined separately for each faction
- Committed sound effects for focuses
- VSync on all quality levels
- Fixed wrong color in the options menu button
- Updated the Options menu
- Updated Sprites for Intel Operations USA
"Are you or have you been a member of the communist party? Yes or no, answer my question!" I used this sentence to test the effect of aggressive rhetoric on a comrade in high school... Be assured that it works surprisingly well. Of course, I conducted this small experiment due to Joseph McCarthy, the main figure of the second Red Scare. As you have understood by now, and because Halloween is approaching, we will talk about the worst fear of America: Communism! The Red Scare is composed of two separate elements in the game, each unlocked by their own focus.
Passive Containment
If the focus 'Passive Containment' is selected, the House Un-American Activities Committee (HUAC) starts its investigations and tries to unmasks communist agents in the US. At that point, you can orient the committee towards the Army or the Department of State. If the Army is chosen, it will lead to an investigation into the so-called 'Dixie Mission', a group sent to contact Chinese communists during the Second World War. This can evolve in various ways, depending on the targets of the anger of HUAC but rest assured your domestic Military interest will have to pay a price for their treachery. Leading to conflicts between Joseph McCarthy and various other historical characters, if the strategic military capabilities are impacted by the investigations, General Curtis Lemay will not be far behind. Will you be reminded of your need to protect his nuclear reactions force so that the simulation of the next world war has a favorable US outcome?
Another path will see McCarthy collide with none other than George Marshall himself as he tries to maintain the Chinese united front and prevented the Kuomintang from attacking Mao's communists. For someone, such as Senator McCarthy, it could mean only one thing: Marshall had to be a communist sympathizer at the very least.
At the end of the day, if McCarthy has not been stopped by scrupulous investigative journalism, he will enter a final conflict with the director of the CIA, Allen Dulles. Accusations over the possible mismanagement of classified documents by the organization cannot go unanswered. Historically, it involved a printing press which supplied the CIA and could become a nest of "Reds" ready to read secret documents before they even reached the desks of the agency. I will just let you know that the suspicious documents hunted by McCarthy were actually of little value and it would have been sensible only if they had been filled anyway. By definition, they were not in the possession of the CIA at that point and caused a terrible loss of credibility for McCarthy who was later condemned by the Senate.
Hollywood Investigations
The second part of the Red Scare you will find in your terminal is centered around the tumultuous reaction of the film industry. To start this decision chain, the Hollywood Investigation focus must be selected. It begins just after the famous event of the 'Hollywood 10' during which 10 famous personalities of the film industry refused to say if they were communist or not. Some went into exile and others ended up in prison for their refusal. Yet, this caused a stir and a debate was born. In the balance lies the future of American cinema. It became patriotic and grand, as seen in Invasion USA or Rocky IV.
After the Hollywood 10, investigations of other celebrities would follow. This included household names like Charlie Chaplin and Orson Welles (I also jumped on the opportunity to quote a real FBI report when making the chain for Welles). Keeping them out of HUAC's grasp will allow them to make more films and masterpieces. Or would this only serve to put communist ideas into the mind of Americans? Would you protect them? Or would you prefer to promote 'The Big Truth'? A movie narrated by a young rising (and definitively not red) star, Ronald Reagan.
Enjoy this new update. Best Regards, William "Thiking_waffle" Bois d'Enghien ********************************************************* Upcoming Development I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) Cooperation to be announced with a famous modding team!
CHANGELOG
AI
- AI will now simulate ahead and behave much more strategically
- AI will now be a lot more vigilant in creating plans
- Policies are better planned and used
- AI can now handle Counter Intelligence
- Optimized the AI and upgraded performance
- Fixed an issue where the AI would sometimes incorrectly fire the same policy multiple times
- NEW Command Reserves now has a permanent Logistics button for you to utilize for planning
- NEW Added new Intelligence Mission: COUNTER-INTELLIGENCE: Chance to uncover enemy operatives within ANY friendly LAND, AIR or NON-SUBMARINE FLEET in region.
- Fixed an issue that was palcing the capitals in an incorrect starting region
- Fixed an issue where combat preview would be shown incorrectly
- Updated Notifications for all unit Abilities
- Optimized the game for both single and multiplayer reducing load times
- Fixed an issue where a relevant focus region highlighting would incorrectly persist to the next timeline
- Freshly deployed units will display a text marker to show that they are at risk of attack
- Update Region UI issues fixed
- Fixed an issue where World Overview could cause the wrong faction coloring for deploying Influence
- Fixed an issue where logistics would sometimes get stuck with its button selected
- Fixed an error given sometimes when trying to return a unit to Command Reserve during influence placement
- NEW! Updated the Policy handling system to be even more flexible adding the ability to switch between rows
- Updated several policy sounds
- NEW Added Red Scare decisions for USA
- Wargames adapted to the new game system
- Added ability to hide Logistics button
- Fixed a null exception given in certain scripted scenarios
- Fixed an issue where Infiltration description tooltip was not being displayed properly
- MIRVIN highlighting now takes into account object pivot
- NEW Intelligence missions no longer require 1 ELITES to conduct, instead they will only deduct ELITES if the mission fails
- NEW Opponent influence modifier now applies to all missions
- Flase Flag mission will no longer end your turn
- Infiltration mission no longer provides MILITARY when successful in a region without enemy units
- Rebalanced many base intel missions
- Intel mission selection shows potential cost in the notification instead
- Intel base chance of success is now relative to non Aligned regions and 0 influence
- IntelAssassinatieMinimumChance variable has been removed
- Fixed an issue where flags where not displayed as inteded in the flag editor
- Added more effects including NEW Intelligence triggers
- Value 0 effects will now be set and shown instead of nu value lines for easy overview
- More efficient usage of mathXparser library by not invalidating an expression at every argument change - most notable with policies with lots of arguments such as American Culturalization
- Added several new game variables
- Updated Notitication and description text for Army, Fighter and Bomber Command as well as Submarine Fleet
- Clarified wording for Launch Authorization Menu
- When a path is lacking between logistics capital and a selected region, using inform, it will now notify you that a logistical path needs to be established
- Added a missing icon for first strike backlash tooltip
- Fixed an issue where Command Reserve text would incorrectly overflow at Disarmament
- Updated the naming regime for Infiltrate and Assassinate
- Fixed several typos
You stare at the endless host of convoys and escort ships sailing into the horizon while loved ones say their goodbye from the pier. These are your tools of destruction reinforcements, bringing conflict directly in the enemys home. Having plotted your way through nations near and far, the price of victory is a strategic investment in time: a price that will hopefully pay off in the long run. Just imagine, how terrific it will feel to finally put your adversary off-balance. When they see your forces appear in faraway regions, the element of surprise will be complete and devastating. Welcome to the wonderful world of logistics, colleagues!
Regional Information
As you maneuver your way through geopolitical challenges in your terminal, you will find yourself weighing matters of logistics. Like any worthwhile Commander in Chief, moving Army Commands, Air units, and Fleets is no instantaneous feat, making deployment a hotspot for strategic issues and opportunities. To begin with, let's consider your options for a good logistical overview for A Steel Authority focus.
As you look to protect India from capitalist aggression, having access to possibly recruit the historical leader Nehru will be an excellent move, but it would be wise to gather some friendly military forces in the theater and worth investigating further... The universal tool for gathering information about any element in the terminal is Pressing and Holding for 2 seconds. Do so over any region and you will see information about its regional status. The shortest route for any glorious Soviet forces would, naturally, be through Afghanistan.
Hold your breath though, as despite being a good possible route for the USSR, you cannot deploy there yet, as the region is non-aligned and Soviet influence there is zero. Looking elsewhere in the theater, Western India is the second closest to the Soviet border and possesses a friendly presence.
This is our opportunity, and the tooltip tells us that we can both deploy and withdraw to or from there. A very good potential, should we somehow end up facing enemy unit of any kind.
Intelligence INFORMation gathering
The question is, how much longer of a route would this be for our Soviet units compared to Afghanistan? No worries! Being part of the KGB's day-to-day operation, the INFORM mission does not require any additional costs to help you estimate deployment costs. Select your Intelligence (marked KGB or CIA) service and push the INFORM button. Follow the on-screen instructions by selecting a region. Example: Select the Central Asian Zone, in the Eastern European Theater to gather information about the logistical situation as this region borders the South Asian Theater. The information will be granted in the message log (bottom row).
The route taken for deployment will go through your capital and through the Urals and can travel on land or at sea. Just as in real life, deployments take time, or in-game terms at least 1 turn. The farther you are from your capital (your logistical HQ) and the more complicated the route, the more turns required. The different levels of influence and their effects for a region are as follows:
(NOTE: If you are interested in knowing the exact decimal costs involved in every passage along the logistics path you can toggle that information in the Options menu.) So far so good...Now let's return to South Asia to explore on the other side of the theater border.
Western Indian Logistics
Switching back to South Asia and using the INFORM mission, we quickly gather information on Western India. Notice that deploying a Land or Air units in Western India would only cost 2 turns while the deployment of a Sea unit would cost 6 turns.
We know from before that there is a land route to Central Asia and we can assume that logistics can flow through all the way here to Western India. By selecting the minimap button in the top right, you access the world logistics overview.
Plotting logistics, you can see that deploying land/air units in Western India will be a much simpler affair than deploying any fleets and how precarious your position can be at sea in this theater. Strategically, it means you need to invest in increasing influence through non-military means, like False Flag operation or by making use of Leaders. Perhaps it would also be wise to quickly take control of strategic sea regions like Sri Lanka and thinking twice for the long run about protecting the logistics path from being cut off. The Middle East, in particular, will also now be important with straits like the Suez Canal in Egypt or the Turkish Straits, controlling access to and from the Black Sea.
Enemy Logistics
Much like plotting your logistic lines, by selecting a region with enemy influence using INFORM, your intelligence service will make a probable cost calculation for their logistics. This will allow you to identify possible chokepoints to exploit if you are on the offensive. Example: In Pakistan, that neighbors Western India, the US has a cheaper deployment cost for sea units but twice the cost for land and air units compared to Western India.
Of course, US control in China can lower their deployment costs and also noteworthy, the USA has a good step off position should they secure the strategic strait (Strait of Malacca). US Carrier Fleet, Fighter or possibly also Bomber Command deployments could open up new possibilities as deployment there is considerably cheaper for the enemy.
A Soviet focus on the Pacific theater, and on removing influence along enemy logistical paths in the Philippines, or perhaps even Indonesia, would be favorable for the USSR cause. There is a lot at play in logistics as the costs of going through a region changes dramatically depending on influence. Priorities can and will change but remember to stay one step ahead and you will be victorious. Mighty Cheers, Davide "DVD" Benedetti and Gellert "GFK" Keresztes ********************************************************* Upcoming Development I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing. III) RED SCARE: Joseph McCarthy starts his investigations. What will he find and how will that shape the future of the United States?
CHANGELOG
AI
- AI now makes even better and more realistic choices with an added a level of randomization for AI actions which it values to be equally impactful making it more unpredictable and a lot harder to game
- NEW Major update with the rollout of the LOGISTICS system
- NEW Updated ruleset for logistics, deployment and military withdrawal
- NEW Logistics cost now correctly considers landlocked capitals and sea units marker is no longer printed if the capital is landlocked as a consequence of logistics not having a cost
- NEW Added dashed lines instead of dotted lines for out-of-theater-connector of logistics
- NEW Pressing the BACK button when accessing the intelligence HQ folder should clear current inform region selection
- NEW Added Go To button for Logistics World Overview for quick navigation to the region in Theater Com
- Increased Ocean Regions logistics costs from 0.25 Turns to 0.45 Turns
- Fixed "last movement circle" not being cleaned up on games end.
- Fixed an issue where orders were shown in reverse order in the Message Log for Air units
- Updated setup of Region Notifications
- Updated the text for Ocean and Arctic regions
- Updated the text for Non-aligned regions
- Updated wording to match the new setup for Surface Fleet CONVOY ability
- Minor fix for command reserves when pressing theater button
- Fixed coloring issues for world overview text
- Updated and added world overview unit names
- Inform cost marker is no longer shown in the starting region (capital) if a non-capital region is selected
- Theater borders are correctly disabled in nuclear map mode
- Fixed an issue where region 54 was incorrectly sorted in Western Europe instead of Eastern Europe
- Added Finance mismanagement decisions to Balance of Power SCN 10
- Leaders will now lose 2 power instead of 4 when contesting enemy units in the region they are recruited in
- Fixed an issue where Leaders would incorrectly contest Bomber Commands first instead of Army Commands
- Precise deployment toggle in Options now affects intelligence Inform too
- Added new imagery for the design of the logistics system
- Theater Com off-map lines now centered on unit names in the world overview
- Fixed a compiler error
- Filtered remaining CHARAC sounds
- Fixed various typos
Find yourself masterfully juggling different, and most likely opposing, interests; welcome to the world of domestic politics on a global geopolitical scale. Strategically deep, the Cold War represents the best of what can be achieved in this cloak and dagger world and one we seek to capture in Terminal Conflict.
Enter the domestic Interests, five different gauges representing five keys societal groups within your nation. The rules are straightforward, yet challenging: keep them all far from having their interest depleted or maxed out. Should that fail, each time an interest gets to max level or is depleted, you continue to spiral further into a crisis; potentially reaching your ultimate defeat, or your ultimate salvation, nothing less!
Improved Domestic Interests Chains
The first time you heard anything was a cold October day, and you set yourself on the road back from your datcha. As the General Secretary of the mighty Soviet Union, you have steered the country smoothly into a transformation since you took power but for one issue. Having depleted all the domestic Finance influence, you have a feeling that the USSR is on the edge. Mid-week reports never carry good news.
Barely back in Moscow, the Politburo urgently sends word. We can rely on some of the other interests for support, but tapping into another one, we must avoid cornering ourselves into a full-fledged breakdown. The first option is out, as we don't want to save us from the ashes of Finance to jump into the fire of the People, so the Elites will have to make some sacrifices.
Rising difficulty
By the second time you deplete Finance's influence, the discontent rises, the difficulty does too. Ultimately demanding bigger and bigger sacrifices, how much more are you willing to risk? It depends on what the revolution is worth to you!
As the final showdown looks now imminent
Final Showdown
By now, it is time to choose allegiance comrade! Considering what you need the most, internally and outside the borders of the mighty USSR. As the final showdown looms there is a 50% chance of you losing the game with each choice. After all the Cold War goes on while you fight domestic discontentment and with you out of power surely the others don't stand a chance...
Yet, with your guiding hand, hopefully, everything will turn out alright...
Mighty Cheers, Leif 'Greatexperiment' Miler and Alfred 'Zeress' Frendo-Cumbo ********************************************************* Upcoming Development I) NEW tutorials are in productions and the official MANUAL is soon going into print! Halls are busy in Washington and Moscow! II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in full production. III) RED SCARE: Joseph McCarthy starts his investigations. What will he find and how will that shape the future of the United States?
CHANGELOG
AI
- Fixed an issue where the AI would sometimes activate a leader action when none needed to
- Fixed an exception given when the AI incorrectly used a Leader for attack
- Fixed an issue being caused when AI leader was defeated
- The AI will be more strategic when assessing invasions in non-focus theaters
- AI now can hire a leader if he is needed even if that puts its interest dangerously low
- Leader presence is factored in into turn calculation
- Fixed an issue where CARRIER FLEETS did not correctly display their Air Superiority ability
- Fixed an issue that was causing a soft lock for the China Card
- Added Warzone declaration sound effect to Percentage Agreement for setting the warzone in Greece
- Restored animation to play properly when Army Commands battle Leaders
- Fixed an issue where Disembark was not working as designed
- Leaders will now properly wage defensive combat against Disembarking Army Commands
- Fixed an issue where Army Commands in Combat would sometimes end up being displayed incorrectly
- Updated wording of Disarm tooltip
- Fixed an issue where no Warning sound would be played despite the Warning showing for Interests Mismanagement
- Updated wording of Interests Mismanagement
- Fixed the coloring of Interests Mismanagement
- Hollywood Investigation 3 can no longer be selected in timeline 1
- Added base decisions for Chiang Kai-shek to SCN 10
- Updated The Red Dragon Rising 200905 to display for ALL, instead of just the USSR to allow an explanation to the US as to what is happening in China
- Corrected triggers for a Luxurious Exile for Idi Amin
- Updated North American People Interests decision chain and victory conditions fixing some text and typos
- USA People Crisis activated and added to SCN 10
- Updated Egg Fried Rice Triggers
- The Red Dragon Rising/Red Dragon Dance focuses do not appear if there is PEACE in all of Mainland China
- Shortened the description for 'Bulwark against the Bourgeoise'
- Fixed 'Constant Vigilance' having the wrong trigger
- Interest Mismanagement decisions set to PerTurn
- Fixed triggers for Of Rubles and Revolt and Eastern Europe Finance Interests starter decisions
- Fixed order of GameOver flag sets to be at the end, rather than at the start
- Eastern Europe Elites interests rebalance and corrected triggers
- Corrected several typos
History Coming Alive
In the West, not much is popularly known of the struggle that brought Communism to power in China. Some would say, it is a matter of general disinterest, while others point to the decades of deliberate obfuscation being Beijing government policy. Today, this part of this history comes alive at your fingertips as we aim to shed some light on the tale of the Chinese Civil War. With its many battles and heroes, it is among the most consequential and dramatic of our modern era.
The Man Behind the Legend
One of those colorful characters that participated in this struggle, is a man called Zhu De. A person of some military skill, well educated and a regional Warlord, he was initially inclined toward the Nationalists rather than the Communists. Yet, Zhu De eventually embraced Communism under the sponsorship of Zhou Enlai - abandoning his previous ambitions in favor of a life dedicated to self-sacrifice. It is this change of heart that eventually led him down the path towards founding and becoming the Commander-in-Chief of the People's Liberation Army and the architect of its victory over the Nationalist Kuomintang.
If you select Zhu De, he will serve as a voice illustrating the military symphony of the Chinese Civil War. His strategy heavily emphasized proper logistics, long-term results, and above all - loyalty. It was his tactics of grand feints, deferred results, and asymmetric engagements that historically tipped the scales in towards the Red camp. Depending on the distribution of influence and force across the map, the general presents you with numerous challenges and opportunities for furthering the interests of the Soviets and putting your own mark on history.
Multiple paths to final victory
It all starts with the arrival of Zhu De, a chain of narrative and decisions that perfect exemplify what we are aiming to achieve in Terminal Conflict: a detailed Cold War simulation with historically plausible outcomes with a large amount of variation. Below you can see how the Zhu De chain of events is designed.
When Zhu De is selected as an active character the game instantly checks for the historical conditions that can trigger decisions related to him. Most of them are connected to the control of certain regions, and most of them trigger a decision that has a larger scale narrative and gameplay consequence. Let's play one example of how this could unfold.
A good Commander acts
Being in a proxy war, with Zhu De sent by Mao as your liaison officer to the Chinese Liberation Army, you will have to makes some thoughtful choices when the conditions are as favorable as you can make them.
Being a warlord, Zhu De can attract quite the company. Speaking in his favor is one thing but it is ultimately you that decides.
After a long series of battles, an opportunity to savor victory may present itself. While it may seem a mere philosophical matter, the effects are quite real.
Your strategic play on the short term and the long term will matter as there may also come a time when the mainland is all but secure - save for an island bastion of the Nationalists. Leaving Taiwan for last maybe a low-risk strategy but potentially with the long term effect of keeping the enemy out of reach. Consolidate your position or perhaps the moment has come to remove the enemy once and for all?
Now, is your opportunity to follow Zhu De's path and see if the life and works of a legend can be improved upon. The triumph of the Chinese Communist and that of the Soviet Union is yours to forge.
Mighty Cheers, Leif 'Greatexperiment' Miler and Alfred 'Zeress' Frendo-Cumbo ********************************************************* Upcoming Development I) NEW tutorials are in productions and the official MANUAL is soon going into print! Halls are busy in Washington and Moscow! II) People's interests decision chain is in the works for the USA faction and is in full production. III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power?
CHANGELOG
AI
- AI has now gotten a new ability and will correctly score all used effects
- Fixed an issue where the leaders would not be correctly recruited
- AI now properly checks if a particular region can be targeted by Leader abilities
- AI leader recruitment now values focus needs
- Fixed an issue where the AI wrongly looks at focus prioritizations targets
- Fixed an issue where the AI did not use correctly 0 cost Leader abilities
- Tweaked Juche ability for AI use
- Added a new balancing where we slightly increased the favor for interest and increased leader power score
- Various other smaller AI tweaks
- Fixed an issue where the Sea Unit Movement in non-focus theaters is now correctly allowed if you already have a friendly sea unit in your enemy-controlled region
- Fixed a memory leak issue caused by texture allocation
- Failed maneuver attacks into focus theaters no longer incorrectly charge
- People interest
- Unable to DISEMBARK into non-focus theaters where the opponent has a presence in the target region
- Fixed Tito's Ability Samoupravljanje wrongly having an EndTurn value of 2, instead of 1 and Samoupravljanje now correctly grants 1 influence instead of 2
- Fixed an issue where you were awarded twice the amount of decisions in case of one-sided disarmament
- NEW RED DRAGON RISING: Enabled the ability to select and play the Chinese Civil War where the USSR can use Peng Dehuai or Zhu De
- Selection of 'Hollywood Investigation' now activates 'Red Scare' & 'Joseph McCarthy' policies and now requires selection of both Red Scare & McCarthy for completion
- Completion or Failure of 'Hollywood Investigation' now activates 'Olympus Rising'
- Politics of Poverty now requires that the Marshall Plan NOT be enacted
- NEW MERCHANTS OF LIBERTY (USA Sub-Saharan Africa): Spend 3 MILITARY to place 1 INFLUENCE for each of your opponent's MILITARY interests.
- NEW RED DAWN RISING (USSR North America): Set MILITARY to 3 to add 1 USSR ARMY COMMAND to COMMAND RESERVES.
- Charles 'Lucky' Luciano renamed to C. 'Lucky' Luciano to better fit condition and effect notification boundaries
- 'Olympus has Risen' now fires as soon as the flag CIAActive has been set to 1
- Fixed an issue where characters would disappear after a selection
- The Promised Land: Fixed second options to better reflect the bonuses and the text AND adjusted its effect order to meet standards
- America's Playground: now triggered by Enforce Monroe Doctrine as well as America's Playground Focus
- Havana Conference: now triggered by Enforce Monroe Doctrine, America's Playground Focus, LITEMPO, Spy Network, and Havana Crime Conference Focuses
- Disabled Charles 'Lucky' Luciano from the start, instead he is activated by Havana Conference
- Money Trail: Fixed an issue in the that was causing an error when Option 1 or Option 2 was selected and Option 1 can no longer be selected if the CIA has already been created
- 'Olympus has Risen' no longer activates 'Joseph McCarthy' Policy
- Fixed an issue where you were able to remove the SUPPORT ability twice from David Ben-Gurion
- Fixed an issue where some triggers were incorrectly set up in the Chinese Civil War and where one of the change interests was causing an error
- Updated the independence decision for rmqi
- Updated text wording for The Long Telegram
- Fixed Idi Amin making a comeback tour with the USA despite being official with the USSR
- Major overhaul of the Weapons Program's decision effects and Research Breakthrough renamed to Future Generation Progress as well as Scientific Advancement & Triumph of Soviet Industry now require at least 10% progress to trigger
- Updated Weapons Program with randomized values setup and so that they become a lot more dynamic and balanced its bonuses further
- Weapons Program advancement decision framework added
- Random chance of progress assigned to all options in production-related decisions, and Opt. 1 in experimental X for WeaponsProgram
- Updated Weapons Program definition of Enemy Blueprints
- Weapons Program sabotage cost set to -1 Elites, sabotage amount to 5%
- Egg Fried Rice: Updated triggers to better match the correct conditions for Mao's son decision
- Standardized the use of editor terms for ease of usage, like De/Select, etc
- Matched terminology as it is used outside the editor, like war -> war zone
- Clarified the special field to be more succinct
- Fixed an issue where theaters rendering in focus management could potentially cause game instability or crash
- Various memory optimization for the game
- Fixed some typos and minor issues with the text
- Pruned old flags and imagery
The French are glad to die for love,
They delight in fighting duels.
But I prefer a general who lives
to field these armored jewels.
Fighters or bombers are quite continental,
But tanks are a military man's best friend!
A deeper modernization is beginning as the Ministry of Defense initiates the design of a new tank as we implement a new set of decisions. A warm welcome to this week's development diary about the brand new decision chain for the tank weapons program with the equivalent on the US side!
Research and Development
Unlike unconventional research and development (the Space Race and Nuclear Technology) that is at your direct control in the State Affairs menu, conventional weapons development is under the control of the Defense establishments. They will recommend when needed, an overhaul of the tank models, represented by focuses in your terminal. The objective with all weapons program focuses is simple, with the stated goal to have the program reach 100% completion for the tank model to successfully enter service at the end of the timeline, granting you Victory Points. The Military will love for nothing else then you picking these, providing one military interest to you each turn for your domestic politics and potentially fuelling research in unconventional tech.
Research Breakthroughs
Naturally, along the development cycle of anything new, there is always the chance that you discover something magnificent, like an experimental powertrain, turret and many more.
These can, of course, be used to upgrade your current design but will cause 10% of your progress being devoted to retrofitting them, potentially risking delays and the completion of the program before the focus ends. That said, if you know that this model is not going to be completed, you might as well just invest it all into the next coming model, instead of upgrading the one you already know is a failure.
Trouble down the barrel
These kinds of projects, with a lot of eyes and ears, and potentially loose lips, will have your opponent trying to benefit from or sabotage your development. Preventing you from reaching 100% completion on your weapons program will render your progress on anything but research breakthroughs valiant but ultimately wasted.
As the enemy's agents are at work, your opponent is given three crucial choices for all their discoveries: [olist]
Keep safe and make sure to TANK your scientists for their great work! Mighty Cheers, Leif 'Greatexperiment' Miler, Alfred 'Zeress' Frendo-Cumbo and Gellert 'GFK' Keresztes, ********************************************************* Upcoming Development I) ZHU DE: Marshal Zhu De, the founder of Communist China's mighty People's Liberation Army is making his entrance into the terminal. The red carpet has been prepared and his story-line has advanced into beta testing, undergoing final balancing. II) People's interests decision chain is in the works for the USA faction and is in full production. III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power?
CHANGELOG
AI NEW major update to the way the AI handles Leaders AI now uses calculates and uses Leader abilities GAME
- Garrisoning of forces after disarmament is now once more working properly
- Full review and rebalancing of The China Card scenario
- Fixed an issue where selecting Peng as a Policy for China would cause an error
- Fixed an issue where the first Maneuver with an Army Command of a two-step move would incorrectly not cost any PEOPLE
- Fixed an issue that would cause Press + Hold for 2 seconds to sometimes not function properly
- Fixed an issue where selecting the last focus in FOCUS MGMT would cause an exception
- NEW! Focuses can now yield specific effects outside just VP
- Expriging focuses will now be shown properly even for your own focuses, not just the enemies
- Fixed Focus checks being part of an ALL trigger, and thus unable to allow for two triggers to pass at the same time
- USA NEW! (Available if Mao's power grows to 15 or more) INEVITABLE SCHISM: ---CHINA, EAST ASIA. Set all USSR CONTROLLED regions to 2 USSR INFLUENCE.
- Removed the military cost for recruiting the Chinese liaison officers (Peng, Zhu, Lin)
- Fully rebalanced the bonuses for the Chinese Civil War
- The China Card will now need to be completed in 9 turns, up from 5
- Setup completed in anticipation of the implementation of Zhu De
- Updated the Strident horse Decision chain regarding Mongolia
- Chinese Civil War decisions will now take into consideration the posture you've selected before firing giving you much more variation in outcomes (Arm/Disarm)
- Divided up the Chinese mainland battle into 4 zones (North,West, East, Taiwan)
- Added Decision for Rallying forces by Peng in the North
- Added Decision for Communist Tactical Victory added for Peng in Lanzhou and rmqi in western Muslim regions of China
- Red Dragon Rising narrative and narrative for the Chinese Civil War can now be triggered by focusing on The Death of John Birch, Taiwan Strait Crisis, Red Dragon Dance or The Great Leap Forward
- The Arrival of Generals will correctly take focuses into consideration
- Standardized the description text for Korean Character Cho Man-sik
- Fixed an issue where copying a decision in certain circumstances would cause an exception to be given by the game
- Updated the FocusTargetTheater creation to set the standard focus as North America (being the first theater)
- Decision with Display set to NONE will no longer show in-game Message log allowing for hidden decisions to work in the background
- Updated the imagery for all China Card decisions
AI Improvements
The nuclear deterrent is a key element of the Cold War. Fair to say, when playing multiplayer, we've noticed that humans tend to be more careful with nuclear tensions. As such we've been working hard on improving the AI response in this field and from now on, if you start pushing the AI into a corner a new system is getting into play - The AI-driven Apocalypse. The great equalizer of mutually assured destruction.
AI aggressivity
To start with, the AI isn't overly aggressive on launching nukes - no one would be, yet it's a lot more aware especially when cornered. The first step is that it will start to figure out and compare the size of the arsenals between itself and you, the so-called "missile gap". It also compares possible launch vehicles available for both you and for itself, along with regions most likely to be targetted. So think twice about what units you field, or not field. Another thing the AI now keeps in mind is how the population will react (Interests Backlash) at the onset of launching a first-strike. After all, a good leader plans carefully for victory. Ultimately imagine how the world would look once nuclear winter sets in, as the AI sure will. Once the dust settles, a victory; even if it is a pyrrhic one is worth preparing for if provoked.
AI Apocalypse Triggers
In each focus, where the Doomsday Clock is increasing and tension is in the air, MIRVIN will now consider carefully about pushing the big enticing red button. - "Alea iacta est" - the die has been cast. Also remember, if you push the AI too far and its future becomes increasingly bleak, it will and can, just as it's real life counterpart, prefer mutually assured destruction to a guaranteed total loss.
Updated Focus Reports
To remind you and give you a better overview of current standings, our engineers have equipped your terminal with an updated report at the end of each focus. Displaying all relevant progress towards victory make good use of it!
Where does that leave humanity? Is there a more peaceful future? It's up to you to find out as we hope you enjoy this MIRVIN update. Best regards, Lennart Berg ********************************************************* Upcoming Development I) WEAPONS PROGRAM: Looking to makes tanks? Have you always wanted a sweet T-72 or what about an M60 Patton? The tank weapons program has advanced into beta testing, undergoing final balancing. II) ZHU DE: Marshal Zhu De, the founder of Communist China's mighty People's Liberation Army is making his entrance into the terminal. The red carpet has been prepared and his story-line is in full production. III) People's interests decision chain is in the works for the USA faction.
CHANGELOG
AI
- NEW Major update to calculations for Nuclear Apocalypse in terms of scope and calculation
- AI now considers possible launching vehicles - nuclear triad
- AI more susceptible to tension and pressure for launching a nuclear war
- AI more likely now to conduct first-strike
- Updated the formatting of Save Games to better reflect it's content
- Added a warning system when you are about to deplete a domestic interest to more easily avoid Mismanagement
- Fixed an issue where Press and Hold 2 secs was not working as intended
- Fixed an issue where unit deployment (DEP) marker would not clear in certain situations
- Fixed an issue where Press and Hold 2 secs on the theater map in FOCUS MGMT would incorrectly not produce it's assigned notification
- Adjusted a People interest cost that would incorrectly be ignored when maneuvering an Army Command outside of your focus theater
- Adjusting wrongful sorting of units for procurement in State Affairs
- Fixed an issue where the Options between Warning and the logistics where not correctly separated
- Updated the Transit unit ability for Army Commands to correctly state that the ability is Passive
- During Focus selection and Arm/Disarm Posture selection the reions that are part of the selected focus' conditions now blink for easy identification
- Updated the Kalashnikov Comrades focus where it no longer requires Soviet presence in Yugoslavia
- Added Calderon's character power to Calderon's Return Focus
- Fixed an issue where selecting FOCUS MGMT when the last focus ends would cause an error
- Added the current value to the notification for easy overview of your characters
- Ferrer and Guardia Charac imagery has been added
- Condensed some character names with initials
- Updated Batista's, LeMay's and Molotov's characters
- Chiang Kai-shek is now a character
- Cho Man-sik , is now a character
- All character image names have been updated and standardized
- Changed Olympus has Risen from 131400 to 131401
- Harry Anslinger changed from 29041 to 130100
- Charles 'Lucky' Luciano changed from 29143 to 130200
- Sherman Fowler changed from 29040 to 130300
- Bill Summers changed from 29039 to 130400
- Larry Franks changed from 29038 to 130500
- Sergey Zakharin changed from 29488 to 230350
- Nikolai Avilov changed from 29487 tp 230450
- Veronika Avilova changed from 29472 to 230550
- Liliya changed from 29473 to 230650
- Vadim changed from 29474 to 230750
- Alan Gareau changed from 29032 to 130600
- Helen "Holly Rochs Rochester changed from 29026 to 130700
- General Lester Dunford changed from 29027 to 130800
- James "Whizzy" changed from 29028 to 130900
- Kolya Ilyich Kuznetsov changed from 29475 to 230850
- Dima Orlov changed from 29486 to 230950
- Joseph Toll changed from 29476 to 231050
- Rodion Malinovsky changed from 29484 to 231250
- Robert McNamara changed from 29037 to 131000
- Yitzhak Rabin changed from 29544 to 131200
- Yasser Arafat changed from 29594 to 231350
- Ariel Sharon changed from 29543 to 131300
- Allen Dulles changed from 29035 to 131400
- John Foster Dulles changed from 29031 to 131700
- Patrice Lumumba changed from 29694 to 231550
- Arseny Zverev changed from 29483 to 231650
- Vasily Garbuzov changed from 29482 to 231750
- Alexei Kosygin changed from 29481 to 231850
- George C. Marshall changed from 29034 to 131500
- Joseph McCarthy changed from 29033 to 131600
- Zhou Enlai changed from 29893 to 231950
- Ivan Alexandrovich Serov changed from 29480 to 232050
- George F. Kennan changed from 29030 to 131800
- Panteleimon K. Ponomarenko changed from 29479 to 232150
- Yekaterina A. Furtseva changed from 29478 to 232250
- Pyotr N. Demichev changed from 29477 to 232350
- Rafael A. Caldern Guardia changed from 29194 to 232450
- Jos Figueres Ferrer changed from 29142 to 131900
- Anastasio Somoza Garcia changed from 29141 to 132000
- Clark Clifford changed from 29029 to 132100
- George Schultz changed from 29025 to 132300
- Henry Kissinger changed from 29024 to 132400
- Corrected an issue where the weapons program would not fire correctly
- Renamed Zhu De decision chain content
- Peng Dehuai, Lin Biao and Zhu De assigned their new policy IDs
- Idi Amin decision chain has been updated
- Decisions with Display set to NONE will no longer be shown in the notification message log (but can still be found in the game log file)
- Fixed an issue that was causing the faction text to be colored incorrectly
Ideologies, leaders and momentous decisions in a battle where Communism and Capitalism can transform the world, the Cold War is a politically incredibly rich and interesting period. It is a strategic chessboard that continuously evolves from one theater to another but with the added benefit that both players can, at any moment, wipe the board clean with a devastating nuclear apocalypse. This is both the challenge of the historical era and the beauty of playing a good historically plausible game.
In order to capture this unique blend of geopolitical brinkmanship, Terminal Conflict offers two mechanics under one name, Policies. One is for handling close advisors that bring with them a set of decisions, the so called Characs (short for off-map characters) and the other is for handling Ideas that improve certain aspects of your faction.
Policies in theaters
Selecting your focus is important as it plays out in a specific part of the world, a theater. Each theater in turn houses a maximum of three selected policies that have a role to play and you can easily see, strategize and substitute them as you see fit during your turn. To find them, make your way to the FOCUS MGMT or THEATER COM and look in the bottom left corner, next to the interests gauges. Like here with Molotov, Orlov and Serov:
Characters
Notice that Characs, just like their on-map counterparts, Leaders, have a POWER value but are distinctly different. While leaders are always leading a foreign nation, are recruited into a designated region and possess powerful abilities that can be activated (such as Chinese Chairman Mao Zedong); Characters on the other hand are usually 'behind the curtains' domestic personalities or lower ranked officials. Without active abilities they only need to be selected to passively provide their assistance and be used (and depleted) to alter narratives and the course of chains of events (such as Chinese General Peng). Selecting him will trigger his Chinese Civil War chain of decisions and events, a chain playable in the China Card single player scenario.
Despite being lower in the hierarchy, remember that a nation is never better than its worst civil servant, so pick yours carefully. It also means Characs will react to your choices and will not like being replaced with other Characs or Ideas costing 3 of their power.
Ideas
Ideas are part of the same Policy system but they work in a different way. Often, they are very powerful affairs, but once used, they are usually depleted as they provide a precise benefit that most of the time involves a cost and require players to weight different elements in play. As such, substituting an idea with another, or with a Charac, will permanently cause it to be lost. Here is an example, again in the Eastern China theater:
The Rapprochement idea allows the American player to place a maximum of a whopping 6 influence, equal to the USSR/USA VP ratio. It is clear that this policy, mimicking Nixon move in 1972, has to be timed correctly for maximum effect, possibly considering how the rest of the confrontation is going on in the entire world.
Design note
For designing the Ideas we want to capture important moments, ideologies and turning-points that had a deep impact on the history of the 20th century. With Characs and their personalities, here too we aim for a historical plausibility and meaningful impact. Having them at your disposal as another tool in your strategic toolbox imbues the whole gameplay with a strong historical flavor and allows you to experience what it means to lead a superpower of the era. Cheers, Alfred 'Zeress' Frendo-Cumbo *********************************************************
Upcoming Development
I) WEAPONS PROGRAM: Looking to makes tanks? Have you always wanted a sweet T-72 or what about an M60 Patton? The tank weapons program is on it's way to be finalized and balanced. II) ZHU DE: Marshal Zhu De, the founder of Communist China's mighty People's Liberation Army is making his entrance into the terminal. The red carpet has been prepared and his story-line is in full production.
CHANGELOG
AI
- AI Invasion tweaks making the AI more competitive
- Fixed an issue where the AI would repeatedly withdraw units causing a crash in single player
- Fixed an issue where the AI would wrongfully try to do False Flag operations in Sea only regions
- New Charac system added, making them appear similar as policies in theaters. This replaces the old flag system that Characs used to used.
- When an enemy unit is detected in Theater Com a notification is given as well as a warning sound
- Fixed an issue causing withdraw to not remove units properly in certain situations
- Updated various notifications for Active and Selected policies
- Updated Unit movement notification for units blocked by Leaders and of Leader occupied notification
- Added Strategic Air Command for USA
- Added The International Bank for USA
- Updated Western Reconstruction to require People instead of Finance
- Updated the objectives of Sarawak Insurgency to requiring US regional control
- Fixed an issue where the Treaty of Sand Francisco incorrectly required a US Land/Air unit in two Japanese regions
- All focus conditions have been standardized
- Updated two Focus definitions
- New policy system added. Now you can only have up to 3 policies (Characs and/or Ideas) per theater selected. They can be swapped out for available ones at a cost; in the case of Characs they lose 3 power while cycled out ideas becomes lost.
- Idi Amin is now a US Charac that can evolve into a USSR Leader
- Added effects for Curtis LeMay
- Implement 20+ new Character images
- Fixed an issue where using POLITICAL REALIGNMENT would cause an error message and fixed a conditions that should be OR instead of AND
- Updated the Red Scare Policy to include McCarthy as selected Character
- Kennan has now been converted into a Charac for Scenario 7
- Added imagery for Yitzhak Rabin's Character
- Fixed an issue where the Red Dragon Rising and Red Dragon Dance policies in China would incorrectly only be available for singular use
- Added KKE Operations decision to Greek Civil War
- Updated decision chain for Tito regarding the Greek Civil War in particular Balkanic Ambitions
- Added the possibility to spark Religious wars in Sub-Saharan African theater
- Updated various decisions in Scenario 8: The China Card
- Appointing Peng now also disable on Mao's death
- Updated the Cuban Revolution decision chains
- Fixed an issue that prevented Charac ID selection in the editor for Policy selected
- Fixed various typos
- Fixed an issue where Southern UK had Unit icons and Influence incorrectly overlapping
- Pruned various duplicated art
- Fixed an issue where Selected Characs were darkened, instead of lit
As tension rose between the King's government and the Greek communist guerillas, civil war became inevitable. The echoes of gunfire reverberating in the hills and the olive groves, this could all have been so different.
The beginning
Signing the Percentage Agreement with the Soviets, guaranteeing the United Kingdom a "90 % influence in Greece", the British army tried to disarm the Greek communist resistance movements. Lacking the funds to take care of the situation themselves, the UK government told the United States that they would withdraw financial help within six weeks. From that moment, the Americans became responsible for the situation in Greece.
It's at this point, the US starts to deal with the situation in various ways, including using the Mediterranean fleet to provide support to the Hellenic Army. Meanwhile, the reactions of Yugoslav Marshall Tito and of Moscow can dramatically change the situation.
A Soviet conundrum
The Yugoslav leader is eager to help the Greek Communist Party (KKE), dreaming of his own ambitions for the Balkans and turns to the USSR for support.
The Soviet Union must now chose between respecting the Percentage Agreement with the UK by keeping Tito occupied, sending the matter to the Cominform where it can be properly "debated"or in better terms, delayed. The rise of Tito must not threaten the monopoly of the Soviet Party, represented in by the ELITES. They will be wary of Tito and support those opposing him. Alternatively you can directly deploy Red Army troops in Greece in order to retake control of the situation, even if it can put your forces in Western Europe in an exposed forward position.
A two edged Sword
Letting Tito act, the situation can develop outside of Moscow's control, as in his quest for self reliance, Tito may agree to a Western peace plan and abandon the KKE. Then again, the Americans might choose to invade Yugoslavia in order to get rid of Tito altogether or perhaps, the good old fellow might slip in the shower assisted by some CIA concocted soap.
Achieving the latter option will all require strategic use of your on map troops or a lucky strike by using intelligence. As this process is a difficult one, accomplishing this objective within the focus turn limit will grant more victory points. Greece must not be forgotten however, otherwise that extra advantage would be entirely negated. Should Tito have been eliminated, however unlikely, Yugoslavia will still try to get involved but naturally from a Soviet point be much easier to control.
The end game
Once the Communists have secured Greece, the American will have to consider a tactical retreat. However they will also be offered the opportunity to make a come back and reconquer the country.
With the failure of the American counterattack, the Greek communists Yugoslav and Soviet forces can parade side by side in the streets of Athens.
This decision concludes the Communist side of the war. Should the Americans have deployed boots on the ground for the conflict, they will crush the forces of the KKE as the guerillas stand no chance without outside communist support. Similarly, opposing the communists, the monarchist militias and Greek government will reconquer the country as long as the Americans are providing much needed support. At the end of the day the conflict will have to end and the region can finally be rebuilt. Fortunately for the Greek peasants, Missouri has a surplus of mules that can replace lost beasts of burden and kick-start the Greek economy.
For a full overview please see the following chart:
Best Regards, William "Thiking_waffle" Bois d'Enghien *********************************************************
Upcoming Development
POLICY SYSTEM: The update will bring more details into the improved policies. Besides the main character of on-map Leaders in the game, historical characters (off-map) are going to be making a grand entrance. McCarthy, Molotov, Batista are among some of the many awaiting to sway your favor.
CHANGELOG
AI
- Better management of disarmament INFLUENCE placement, turn estimate should be fixed for root ANY conditions
- Fixed an issue where the AI would not properly take some INFLUENCE issues into consideration
- Various AI selection improvements
- Corrected various victory conditions not rendering #EnemyFaction in their own color
- Added logic for policy replacement
- Added enemy detected sound effect
- Molotov related triggers updated in yEd
- A CHINA CARD: Scenario 8 updated with new text
- BALANCE OF POWER: Scenario 10 updated with new material
- Updated Focus Treaty of Osimo triggers now require only Presence instead of Control
- Updated the Free Territory of Trieste
- Corrected Sarawak Insurgency Focus to the right Theater
- Previously implemented policies have been updated
- Preparatory implementation of various Policy Characs
- 'THE HAWKS NEST' - Added Government interests chain for USA
- Setup set for Chiang Kai-shek
- Chinese Civil War reorganized for Main Game
- Updated and standardized narrative decisions for Chinese Civil War
- Updated Zhu De decisions
- Updated decision chain for the Free Territory of Trieste
- Improved dynamics of the Greek Civil War
- Improved and shortened the narrative text for several decisions for the Greek Civil War
- Tito Decisions bonuses reordered for better overview
- Standardized effects not to grant more than 1 Turn / option as to not tilt the balance in favor of one faction to heavily
- ImmediateEffects for Characs fire when a Charac becomes Selected
- Added optionsl CharacPower property to Decisions
- Added PolicySelected, CharacPower decision Triggers
- Added ChangePolicySelected, ChangeCharacPower, SetCharacPower decision Effects
- Decision json now loaded in a single dictionary instead of being split up in decision/narrative/policy list
- Editor correctly references decision entries instead of creating new ones when f.e. accessiong decision IDs of already existing but edited decisions
- Adjusted texts where turns are used for easy comprehension
- Fixed various typos
Barely have the guns fallen silent over Europe when a new conflict looms in the horizon. A very different one, one of proxy wars and infamous spheres of influences. A product of a way of thinking where might makes right and where the large powers decide the fate of the smaller ones.
Focus on the Fight
Introducing Focuses in the game, we wanted to make this core mechanic communicate more clearly what is to come in terms of possible decisions, policies, leaders and more. Leading a superpower, each faction selects a focus and completing its objectives within a set of turns will earn you prestige in the form of Victory Points. Preventing the enemy from completing their focus can also be equally be rewarding. Let's look, for example, at the Greek Civil War, one of the randomized starting points you can seek to embark on during the first timeline (1946-1950).
The inner workings
It all begins with the focus choice, the leftmost arrow-like shape, both for the USSR (in red) and for the USA (in blue). For "the Return of the King", the colored circle inside the focus's arrow-like shape indicates the interest that is involved the most (green for government). In turn, they connect a web of black arrows linking events and possible outcomes depending on the choices you make. For this Focus, with Greece in the balance, the US objective is either to gain 3 influence and peace in Greece OR to get the USSR influence lower than 1 while stationing an American Army Command in the country. The USSR is fighting in the short term to prevent that, though thwarting this possibly short term US effort might not be part of their strategy. Sometimes it can be more rewarding to play the long game and use a short term opportunity to align conditions for something better down the line like the focus Balkanic Ambitions, should it be available in that timeline. Hexagonal shapes represent narrative events that set the scene and provide both historical context and hints on the course of actions to take. Rectangular shapes, on the other hand, are those decisions where you get to select between alternative courses of action.
Disarmaments and Arms Races
Decisions alone are only a part of the picture. You will have to act on the field of battle, as to declare peace you need a mutual disarmament. Yet, arms races can be a quick option for making use of Army Commands, Fortify ability to increase your influence by one for the relatively cheap cost of 1 turn. Therefore, going for an Arms Race, declaring warzones, destroying enemy units and with Tito in the picture, the USSR gets another ace up its sleeve.
A seasoned general will tell you, focusing too much on a single zone means winning the conflict and losing the struggle. Remember that objectives are multiples as the different theaters still net you points for control at the end of each timeline. The Cold War is an exciting and interconnected affair and focuses are one of several excellent tools on your way to world domination; also remember there is always the option to make a feint and then move pieces for a mate on this nuclear chessboard *********************************************************
Upcoming Development
This has been our biggest accomplishment yet in the history of developing Terminal Conflict. We hope to see you as we settle in for a wild Cold War ride that would make Dr Strangelove giggle of excitement. With all the main features being in we would love to get feedback on the balancing as well as on the content and the main focus for our team next is the 'Greek Civil War'. Keep an eye on the news and expect a full development diary from William Bois 'Thinking Waffle' d'Enghien soon!
CHANGELOG
AI
- AI is now slightly less Assassination happy
- Made the AI slightly more likely to conduct naval invasions
- Victory/Defeat messages updated to a new format for easier reading
- Fixed an issue that gave players of certain Windows-OS locales huge changes to influence by effects
- Fixed an issue that caused 'End of Timeline' effects to perpetually stall the game in the timeline it was first fired in
- Fixed an issue that caused 'End of Timeline' effects to incorrectly apply to both factions
- Fixed the incorrect shortcut icon being used
- Fixed an issue where nukes would draw out of Africa when being launched out of the Arctic
- Fixed an issue where Algeria and Morocco had support from the incorrect faction
- Increasing POL to a level where friendly POL makes a region CONTROLLED will automatically trigger a warzone if a hostile Land/Air unit is present
- Fixed Interest values being only partially lit (needs verification)
- Fixed Doomsday tracker incorrectly displaying as 0 despite being maxed when navigating from FOCUS MGMT to the world overview
- Any focus that requires you have at least X of any interest now also require that you have Y or less of the counter-interest
- Fixed the notification for dual disarmament mentioning the doubling of turns
- Fixed an issue that caused the disarmament circles to draw in the new FOCUS MGMT screen
- Fixed the max turn counter not updating immediately if increased
- Fixed a rare issue where an exception would occur for specific flag notifications
- Fixed NOT being incorrectly appended to triggers & effects that have a custom description
- Save Games are now saved in LocalLow\StrategyMill\Terminal Conflict (or your OS equivalent)
- Fixed an issue that caused surrendering to not always grant a loss or win to the respective players
- Fixed an issue that causes the sound effect of all travelling nukes to play on top of each other if you skip the apocalypse
- Fixed an issue that was causing Out of Focus movement to cost 2 PEOPLE if a double move was done
- Added Click & Hold notification for focuses, stating the turn and interest gain for it
- Fixed an issue where several triggers did not consider THIS
- Adding a SetFlag trigger in the editor now presents of list of existing flags, instead of a field for typing
- Fixed Interest notification condition displaying #INTERESTNAME with incorrect target faction color
- Fixed Terminal Conflict configuration incorrectly called Arpanet2 Configuration. Please note that this will reset your resolution and window settings
- Fix to buttons not showing up properly in the editor
- Added new focus system, along with editor
- Focuses with 3 turns will now disappear from selection after that selection round. These focuses are indicated by their titles flashing and cycling with EXPIRING
- Focuses will decay at 3 per round of focus selection
- The above 2 points can be edited in GameVariables for modding
- Manually skipping a focus selection will reduce the amount of turns left on all of your faction's focuses by 3
- Added base focuses for all theaters
- Fixed Full Employment giving ELITE instead of the correct PEOPLE interest
- Fixed Ba'ath Party theater being WEEU instead of the correct MIEA
- Fixed Cultivate Relations mentioning CENTRAL AMERICA incorrectly
- Fixed several issues with focus conditions
- Updated PAIGC Rebellion Focus Image
- Several focuses and their related decision chains have had their triggers adjusted
- Fixed the incorrect interest being assigned to Building up the Party
- Fixed FocusMGMT not remembering your Focus/Theater choice
- Fixed an issue that caused 'Expiring' to flash too quickly for focuses
- US Grain sales now has its conditions split into USA and USSR, instead of using target ALL to avoid confusion
- Fixed Dtente 501 missing a theater in its condition
- Fixed various typos
- USSR PEOPLE interest crisis chain added
- USSR ELITES crisis chain added
- Plan of Partition chain now only triggers during a MIEA focus, instead of both MIEA and WEEU
- (WIP) Added USSR GOVERNMENT crisis to MainGame
- Made it so priority decisions now always display before other decisions on the same turn
- Fixed an issue where priority decisions would not fire on turn 1 if a unilateral disarmament occurred
- Fixed a typo in the Long Telegram (805) description
- Fixed Free Territory of Trieste chain firing after it has been dissolved
- Fixed an option in Political Favors 13354 that was extending past the decision box
- Added Return of the King decision chain
- Added Balkanic Ambitions decision chain
- Made several decisions now require a specific focus is chosen to start
- Fixed News portion of decisions being in the incorrect color in certain cases
- Fate of Germany chain now only triggers if the Focus 'Soviet Reparations 456' or 'Building up the Party 451' is chosen
- Many other decision chains that would fire immediately at the start of the game have now been attached to their relevant focus, similar to the one above
- Fixed an issue in the Fate of Germany decision chain where multiple, different versions of duels of fate could fire at the same time
- Fate of Germany 5358 now can also trigger from Treaty of Zgorzelec 454 and An Iron Curtain 458
- Greek Civil War Implemented
- Tito now properly set up and activated by Brotherhood of Unity
- Softcoding code has been optimized
- Added missing decision flags in various scenarios
- Fixed most issues with Wargames not working as intended after the new Focus System implementation
- Added the Focus Image for Scen. 8
- Fixed an issue that could cause the UI to display as the incorrect faction during matchmaking
- Fixed the challenge mode connection counter incorrectly freezing when it runs out
- Fixed an issue that caused the timeout notification to incorrectly appear as soon as you attempt to connect in MP
- Fixed an issue that caused the winner of match to not get a victory screen when the defeated player quit out of the game during focus selection
- (Linux) Fixed an issue that caused sound to not play correctly
- (Linux) Fixed an issue that caused the configuration to not display properly
- (Linux) Fixed the incorrect architecture being used for builds
- Fixed a typo in MIRVIN's introduction
- Fixed Interest values being only partially lit
- Changed the shortcut to open the console from \ to ^
- Various other smaller bug fixes
During a speech when all were expected to stand, a small group of PEOPLE failed to do so. Security forces immediately dealt with the threat and once more it turned out to be a number of desperate citizens. The organizers apparently fled the scene and are at large but authorities reassure the populace that the proper order will be restored and justice will prevail.
*********************************************************
SUBJECT: The Joker
From: The Committee for State Security (KGB)
We previously noted these malcontents as a source of trouble. It seems we were too cautious after all. Once more, it might be worth bothering with them. General Secretary, we're ready to deal with the matter as you see fit.
*********************************************************
Soviet People and a New Decisions Standard
Having a little fun here, but the point of the matter is that from this week forward you need to be as careful with your PEOPLE interests as the USSR. They will no longer be as forgiving regarding your tussle for domestic political dominance. Speaking of interests, we've introduced a lot of fixes to help improve the game as well as a new standard for Decisions that make them easier to overview and understand.
Discover the flavor and the story-lines with a format and a setup that is easier to read, follow and act upon.
Domestic Policy chains have also been updated to new standards to match. We hope you will enjoy the hard work by Leif "Greatexperiment" Miller, Jonathan "Indyclone77" Bagley, William "Thinking_waffle" Bois d'Enghien and Alfred "Zeress" Frendo-Cumbo Jr. and the softcoding department.
Upcoming Development
As for a sneak peak towards what is in production next, you simply need to look back a development diary for a solid clue. Focus Management, I'm looking at you! This is Early Access at it's finest and it is confirmed for those wondering, a New Minister of Culture being added in on the Soviet Side - Panteleimon Kondratyevich Ponomarenko, so keep an eye out for him and others in upcoming Development Diaries. I hope you enjoy your Terminal Thursday today! Signed, THE DONALD
CHANGELOG
(March 27th, 2019 - April 11th, 2019): AI
- Fixed AI being able to move reorganizing units
- Saving a game no longer triggers a win/loss screen
- Fixed winner not getting the game over screen
- Fixed the length of the DLC enabling decisions to fit better
- Uruguay's political affiliation is no longer a secret to the world and can be seen as normal in Theater Com
- Fixed 'Consumer of Last Resort' not appearing for player's without DLC
- Save games and profiles are now saved in the correct folder. This will cause both of these to reset (we apologize for any possible loss of previous save games).
- Fixed an issue where retreating units were being able to attack
- Fixed various issues in the editor to streamline the UI
- Domestic Policy chains are much easier to follow with the ease of identification and on which domestic interests behalf
- New standard to make it easier to overview and understand decisions implemented
- No longer able to accidentally start a scenario in a CM queue
- Fixed 'Northern Neighbors' having the wrong icon
- Fixed Icon for 'Purging the Apparatchiks
- Various policy adjustments
- Various updates and bug fixes for SCN 7, SCN 8 and SCN 10
- Fixed an issue where the interface was blocked in SCN 8
- Fixed a bug that was causing errors when sending troops across theaters from Central European - Eastern Zone to Central European - Western Zone
- Fixed an issue caused when Nehru is recruited
- Fixed an issue where John F. Kennedy's ponies were on separate line in the archives.
Rumors intercepted by the Committee for State Security (KGB) mentions that generals participating in the coming May Day Parade are plotting to overthrow the government in order to restore the position of the army. The business of waving to the crowds can be risky, with so many armed men and the ambition of those of rank on visit to the capital. The power of celebrations, amusement or dread and fear? In our glorious Soviet Union, there can be a world of difference between the fine line of May Day night and that of the second day morning after.
The USSR Military has finally taken their prominent seat at the table of power. Strike a balance to avoid a military takeover and command the interests of the powerful Military to triumph.
Save the Day
Say what? Life getting in the way of Geopolitical mastery? No longer!
We're happy to bring out the second phase of the save game feature as save games are now available starting this build in Terminal Conflict. Play any single player game in Wargames Mode, take a break and the pick up at the turn where you left off. Being an Ironman feature the game doesn't allow for manual saving, instead it will save at the end of each turn. Being in development, we hope to get as much feedback on it as possible, as to make the feature flawless. The plan is to roll out the save game in three phases and thus the tinkering at the toy-shop is already diligently working towards implementation for multiplayer games.
Policy Expansion
In addition, we've greatly expanded the availability of policies and polished them further and changed their role as all policies are from now on single use with no cool downs. In return more will be made available, to highlight one much sought for policy on the Soviet side: PURGING THE APPARATCHIKS: Spend 3 GOVERNMENT to block your opponents next activated Policy. Also, we're eagerly implementing certain key domestic US and Soviet political figures as policies. Expect more details in the coming weeks as the Design team finishes its review of Policies and FocusMGMT. Check out the latest screenshots and make your voice hear! Now we are actively working on the coming major update of the Focus Management, which will introduce OBJECTIVES to the Focuses! For a taste of what that might look like take a sneak peak at these mock-ups and leave us a comment on what you would like to see on the Steam Forums! A)
B)
C)
CHANGELOG
GAME
- SAVE GAME FEATURE (implemented)
- Linux: fixed an issue where the Linux version of the game could not be launched. This is due to the 32-bit support having phased out in order to accommodate the 64-bit.
- Unity Version updated to 2018.3.9f1 for better stability and performance
- Fixed an issue where movement with Submarine Fleets could be exploited for having been to the ARCTIC
- Fixed an issue where Submarines could potentially give away the position of otherwise hidden units.
- Flower Power decisions now added to the start up decisions
- You can now add the ability to show unit sprites in decision/narrative decisions Example: #USAARMYCOMMANDNAME (shows USA: Army Command Icon + "ARMY COMMAND" text) #USSRARMYCOMMANDNAME (shows USSR: Army Command Icon + "ARMY COMMAND" text)
- Fixed an issue where the Master Menu did not properly activate it for DLCs.
- Fixed various Bug fixes
- Updated Typo Fixes
- Printing speed made faster throughout the game making the overview a lot quicker.
- Updated how Army Commands are marked when being offloaded from
Hi there Terminal Conflict fans! My name is Simon J Donovan and I am one of two Music Composer's working with Strategy Mill. I joined the team to give life, musically, to some of the world leaders in the game.
Make it your own
Thomas Edison has said that "Genius is 1% inspiration and 99% perspiration". I think this quote very much applies to music composing. I have started tons of pieces that I couldn't finish, but looking back at them I found that I was trying new ideas/orchestrations/devices that I hadn't tried yet. This is a really important and often very frustrating part of the whole process during your formative years, but stick with it. You're assimilating everything you have listened to, everything you have been influenced by and trying to make it your own.
My passion for music
I was born in Dublin, Ireland and currently reside in the Bay Area, California. My passion for music started when my Dad introduced me to the guitar at a young age and all the great movie & TV themes of the 80's, from Star Wars to Star Trek, from The A-Team to Knight Rider. Further musical exploration ensued when I started to listen to the great Classical Music composers. It revealed to me the power of the orchestra and it's living & breathing ability to express so many different emotions. Some of my favourites, were Tchaikovsky, Dvorak, Vaughan Williams & Aaron Copland. A few years later my exploration of the guitar continued when I started playing in friends' bands, steeping myself in Rock, Progressive Rock & Metal. I had the music of Guns n' Roses, Soundgarden, Nirvana, Metallica, Steve Vai & Joe Satriani on full blast! I also have a background in Computer Science and I am fascinated by the interactive side of music in games and the different implementation techniques.There is a definite resemblance between the logical and iterative processes needed to code and to create an audio experience.
Work on Terminal Conflict
Being a part of the team at Strategy Mill has been a tremendous experience. It has given me some great insight into the extraordinarily talented individuals & dedication that goes into creating a video game and the exhaustive array of skills that are needed to make it all happen. This opportunity has not only given me the chance to recreate parts of some of the great national anthems that have been written throughout history, but also explore some world music, from the percussive drums & tribal chanting of Africa to the soulful red hot Latin beats of South America. Let me give you some examples directly from the game:
This was a fun challenge in transcribing from ear. I personally couldn't find any written score of the Yugoslavian anthem, but I did find a US Brass Band version of it on YouTube. I first got a general idea of what time signature it was in and then started transcribing the instruments (working from outer voice to inner) as best I could. I think it turned out great. It's a really strong, proud piece of music. Listen to Tito's Soundtrack
This piece was influenced by The Peronist March, "Hail Peron", but the goal was to go with a flamenco, gypsy style for this leader. So I went primarily with guitar to provide the Spanish flamenco flair for the harmony & melody and a bit of Palmas (flamenco hand clapping) to provide some rhythm. Listen to Peron's Soundtrack
This turned out to be my favourite track. I had never had a chance to write some Cuban Latin music. I went for a cha-cha-cha vibe with the percussion first and then proceeded to improvise over the percussion loop filling in the harmony first with the guitar and then a little melodic flair over that with the trumpets. Listen to Che's Soundtrack I look forward to hear what you, think of the audio of Terminal Conflict as I can confirm that each leaders' story-line (just like Mao and Tito currently) will start with their personal tune. It's all part of you getting to know their character and personality. This is all part of a major updates under way of the FOCUS Management and the way Characters function in the game. (COMING SOON)
CHANGELOG
GAME
- Enhanced Wargames Scenario 1 - Land Combat is now more informative
- Fixed an issue that was preventing the game from launching properly in Linux
- Added 'The Big Picture' Scenario - (COMING SOON)
- SaveGame Feature rolled out for Beta testers (COMING SOON)
- Added ability MILITARY INTELLIGENCE(Passive): Detects enemy LAND/AIR in adjacent regions when not REORGANIZING
- Added ability REDEPLOY: May move 1 extra time when moving through friendly CONTROLLED or DOMINATED region
DECISIONS
- Fixed an issue where US historical Character Anslinger was not getting the correct bonuses
- Fixed an issue where Israeli leader Ben-Gurion's abilities would not be properly removed by Soviet support
- Implemented a new standard for Decisions. Important elements are now more easy to overview
- Fixed an issue where victory would not trigger after achieving 50% control in Wargames Grand Campaign
- Fixed several minor issues that could cause the player to be stuck in dialogue with MIRVIN
- The Manual has improved navigation and can more easily be available to the player in the Grand Campaign
- Population with imagery has started to clarify even further the game concepts described and more will be added
- Expanded the manual with chapters covering all units
- Surrender Option changed to Quit to facilitate the UI for Save Game implementation
- Updated notification for Bomber and Fighter Missions
- Added tooltips for main menu
- Adjusted printout speed of notifications
- Fix for Challenge Mode notification
- Theater Influence Percentage notification denotes #VALUE with a percentage symbol to better distinguish it from the Theater Influence
- Fixed an issue where a capital being moved did not have its text properly colored
The report has been dropped discretely with an little known reporter of a local paper. Whatever happens next, it is clear that the wheels of justice are now in motion. This had to come from someone within close ties to the Administration. Sometimes two words can be the most powerful staying power in politics - "No comment".
That's right folks, we've unleashed the powers of the Elites Interests upon the US Administration, as a player you now have to be a little more careful in your dealings with the Elites. Having too much or too little Elite Interests will now rock the Administration and may leave you with an untimely exit from the world stage.
It is now up to you, to best strike the balance and steer the domestic interests of the United States to enable a foreign policy victory over your Soviet foes.
Redefinitions
Here at the Mill we've taken feedback in the way we present information to you the players and we think in regards to the Fog of War and Passive abilities we've made a few changes in hopes it will be clearer what we are trying to convey within the game. The Army Command now has a passive ability called 'MILITARY INTELLIGENCE' which allows the Command to Passively detect LAND/AIR commands in adjacent regions so long as the unit isn't REORGANIZING or WITHDRAWING. So as long as the unit is READY and/or ENGAGED, it will be able to provide military reconnaissance of neighboring regions. Enemy units can be (a)UNDETECTED, (b)DETECTED or (c)IDENTIFIED and what that means for you:
- (a)UNDETECTED : Not visible in your Terminal
- (b)DETECTED : Represented by Diamond marker
- (c)IDENTIFIED : Visible Enemy Unit Icons will be display in your Terminal
Signing off, THE DONALD and the Terminal Conflict team
CHANGELOG
GAME:
- Various Bug fixes
- Updated Typo Fixes
- Fixed an issue preventing Submarine Fleets from leaving the Arctic
- Fixed various issues with the Editor
- SAVE GAME FEATURE (Coming Soon)
- Strike & Bombing Mission renamed to Fighter & Bomber Mission respectively
- Added Military Intelligence Ability to Army Command MILITARY INTELLIGENCE(Passive): Detects enemy LAND/AIR in adjacent regions when not REORGANIZING
- When a unit is ENGAGED, they are active in the region combating an enemy unit they will no longer become UNDETECTED
- Redefinition - Enemy units status from now on can be:
- (a)UNDETECTED : Not visible in your Terminal
- (b)DETECTED : Represented by Diamond marker
- (c)IDENTIFIED : Visible Enemy unit icons will display in Terminal
- DLC Policy Selection Decision 'Master Menu' should now always fire on turn 1, instead of on 2 and 3
- 'Duel of Fates' now grants 2 Finance, instead of taking two, for option 2
- Improve & make consistent older Narrative Decision descriptions
Scenarios:
- Scenario 1 overhaul (Coming Soon)
- USA Elites: The Special Council (Elite Interest Mismanagement)
- McCarthy is now activated along with Dulles during Olympus has Risen, to allow the usage of Red Scare for the USA
USSR:
- The USSR no longer gets access to Socialist Fraternity on Turn 1, and must unlock it as normal in CEAM (Central America)
A warm welcome to this Screenshot Saturday!
Have you ever wondered what your generals would say about the combat orders you are about to assign in your favorite terminal? Wonder no more!
Terminal Conflict has implements a state of the art update for the MIRVIN module that will now properly show you the general staffs best assessment of combat outcome delivered straight to your screen. As hearts are racing lets get a look at the details!
Combat Assessment (CA)
To access the CA, repeat the following steps: 1. Select your friendly military combat unit. [Ive selected SUBG 2 in ICELAND] 2. Once the preview animations appear use CLICK + HOLD over a designated region. [Designated target is SVALBARD where the USSR has a Surface Fleet] 3. Await printout combat assessment response from HQ
The Spy and You
Facing an unknown enemy force and longing to keep the odds on your side?
Make good use of Intelligence and in particular Reconnaissance and Infiltrate missions. More planning, less mishaps!
Regional Information toolkit
The USSR advances from North Korea with a Submarine Fleet and endangers our 7th Carrier Fleet deployed in Northeastern Japan. Ponder no longer on detail of a region. CLICK + HOLD over any region for basic information.
Combat:
- Added a system to preview combat results
- Maneuver arrows, enabled for cross theater movement now behave like unit commands elsewhere
- Fixed an issue where Fog of War was incorrectly applied when attacking an unknown enemy military unit
Decisions:
- Updated Decision "An Honest Pursuit" where expanding Anslinger's Power now is rewarded the correct effect
- Streamlined the code for several decision chains
Policies:
- Fixed a bug that prevent Dulles from being activated 99% of the time
- McCarthy is now activated along with Allen Dulles during Olympus has Risen, to allow the usage of Red Scare for the USA
- Olympus Rising de-activated from start. Instead the appropriate decision choice is required to activate it
- The USSR no longer gets access to Socialist Fraternity on turn 1, but must unlock it as normal in Central America
- Bill Summers temporarily set to active to allow Establishment of NORAD policy to be used
- Red Dragon Dance Policy activated for the USA, under similar conditions to Red Dragon Rising
- Lin Biao and Zhu De policies deactivated until final implementation is ready
EDITOR:
- Fixed being unable to edit the display theater for policies in the editor
- Fixed an issue where decimals would be added to values that should only be integers
Notifications:
- The curly brackets and arguments for nested triggers are now also lit up, making it much easier to understand
Others:
- Fixed an issue preventing Submarine Fleets from leaving the Arctic
- Added various bug fixes
- Fixed typos
The United States stands at this time at the pinnacle of world power. From Stettin in the Baltic to Trieste in the Adriatic, an iron curtain has descended across the continent. Behind that line lie all the capitals of the ancient states of Central and Eastern Europe and all are subject to Soviet influence and increased measures of control. The beginning of a terminal conflict!
We are launching the Grand Campaign for Terminal Conflict. Embark on a single player adventure as you lead through the Cold War, with the first part out today!
Fancy some information about Cold War concepts and game elements, select the MIRVIN button as we are expanding the in game information. Now a player can navigate the information that they need without having to pop open the Terminal Conflict wiki for the more easily answered questions. Like, If you wanted to know more about your ELITES, what they represent and what you can spend them on (CIA/KGB operations). This isn't solely limited to Elites, as you can find information about all the other Interests available. This is at present only available within the "Big Picture" campaign and is designed to help out any new player learn about the tools that they have at their disposal before they decide to move onto bigger Scenarios against MIRVIN or other players. Or help a returning/current player brush up on their knowledge.
Likewise on this event filled day, we are proud to announce that Strategy Mill, is teaming up with MacGameStore and WinGameStore and as of today you can find Terminal Conflict on their shelves at WinGameStore and MacGameStore.
Now a message from the Terminal Conflict Coding Department
"Are you a modder who has tired of the boredom of uploading to the Workshop or the drudgery of file improvement. Despair no longer. Shall we play a game? Yes, MIRVIN presents Terminal Tic-Tac-Toe. Make the most out of your upload time! You are welcome!"
Last but definitely not the least, we are introducing the Big Short decision chain, created by none other than renown modder Leif 'Greatexperiment' Miller with imagery by the legendary Jonathan 'Indyclone77' Bagley. Continuing on the theme of the happy 50s, it all starts in the USA, as across the country one can find a renewed sense of optimism and a smile on the faces of every American. Many have lifted themselves out of material poverty and boast a home, car, and all the comforts of a modern life. The Masters of Finance have spoken openly about a new era of endless growth fueled by cheap and easy credit. Though a few voices call for caution, it seems that for now they have been silenced by the contentment of the newly empowered consumer class.
Does the grand strategy of the Cold War fascinate you as much as it does us? Come learn the deeper facets of Terminal Conflict and compete with other gamers and developers of the same mind, on Terminal Thursdays!
Signed,
THE DONALD
AI:
- NEW Updated algorithm and other various Improvements, with emphasis in particularly with regards to the nuclear Tech and Space Race
- FIX - An issue of not spending Finance if at 9, causing a game loss
- Adjusted AI to more intelligently pick Focus Interests
- Adjusted AI to pick decision options more logically
Game Rules:
- NEW - Win/Lose Condition for when you deprive your enemy of any possible friendly location for a logistics capital
- New Condition is properly displayed in the World Overview
Leaders:
- Assad - NEW - Personalized sound added
- Josip Broz Tito - NEW - Ability added 'SAMOUPRAVLJANJE' - (Ends Turn): Spend 1 POWER and 1 INFLUENCE from YUGOSLAV-ALBANIAN ZONE to place 2 INFLUENCE in WESTERN EUROPE.
- Nasser - NEW - Personalized sound Added
Decisions:
- Red Dragon Rising description Added
- Josip's Broz Tito's decisions added - NEW - Foundation of Yugoslavia
- NEW - Personalized sound added for 'A Swift Response'
- FIX - Prevent ImmediateEffect from firing more than once on non-timed decisions if no option is picked
MIRVIN:
- NEW - In-game manual added
- NEW - Now you too can have a nice relaxing cutthroat match of Tic-Tac-Toe while you await for files to upload to the Workshop or improve them.
Multiplayer:
- FIX - The game will no longer start if mod setup between client and host doesn't match
Scenarios:
- FIX - Softlock in Scenario 1
- FIX - Issue that prevented CR (Command Reserve) from showing if only policies are displayable in Scenario 7
- Wargames can no include scripted support interests. Defaults to random if none is supplied
Terminal Graphics:
- NEW - UI Color Schemes added. Customize your terminals look in the Terminal Options menu
USA:
- NEW - US the Big Short added
- FIX - 'Olympus Rising' now correctly sets Elite Interests to 1
- FIX - 'American Culturization' now won't put points into already dominated regions
USSR:
- MODIFIED - Socialist Fraternity Cooldown increased from 10 to 18 turns - THE DONALD "Huzzah!"
- FIX - 'Regime of Peace and Love' now won't put points into already dominated regions
- NEW - Implemented decision chain for the Free Territory of Trieste
- FIX - USSR support of Israel in the Middle East no longer blocked if Gurion is recruited
Moscow, February 22, 1946 | 9 p.m.
I write with haste. It is true. USSR aiming for nothing short of world communism. Worldview comes from sense of insecurity against antagonistic 'capitalist encirclement'. Soviets impervious to logic or reason and highly sensitive to logic of force. Must see that public is educated to realities of Russian situation. Free press cannot do this alone. Do not know how much longer until I'm discovered. Pursuing to gather more information. Signed /Mr. X
In the mean time at 4pm the next day the Politburo passed a sweeping overhaul of the Finance Ministry and its affiliates. This deals a decisive blow to the various members of FINANCE that had lately been involved in a conspiracy to take over the government. In every respect these reforms have been a total success, and the people can once again sigh in relief as they no longer will go hungry in order to feed the ambitions of those who would let mere rubles corrupt them. The Union is safe.
USA
+ The United States receives a brand new set of decisions and policies to act in Western Europe.
USSR
+ In case you mismanage your finance interests they will from now on launching a bid for power in the USSR. If your Soviet FINANCE interest is maxed out (9) or fully spent (0) a domestic challenge will be launched for your power where corrupt officials will attempt to capitalize on their ill gotten gains.
DECISIONS
+ NEW - THE LONG TELEGRAM: George F. Kennan, one of the most significant diplomats of the 20th makes a grand entrance + NEW - A LOAF OF BREAD: Soviet Finance interests showcase their muscles. + NEW - Sinews Of Peace: Churchill holds a speech in Fulton Missouri - this is only the beginning of the Red Scare. + Updated Decisions where a decision type was causing confusions asking for end turn achievements, implemented a streamlined decision type instead + Preparations for GRAND CAMPAIGN:THE BIG PICTURE + Scenario 8 renamed "The China Card" + Fixed an issue in SCN 8 China Card where the decision chain would get stuck + Fixed an error in Decision Revolutionary Guardian in Chinese Civil War that was causing the text to overflow in SCN 8 + Fixed an issue where Supreme Commander Policies were causing an error
DECISION CHARACTERS
+ NEW: George F. Kennan Before: Disenfranchised with the State Department, feels ignored by the administration he represents, intelligent and motivated to find ways in changing US policy to one of containment. After: Despite always remain an outsider, he became the one whom did more than any other envoy of his generation to shape United States policy during the Cold War. One of the most influential diplomats of the 20th century. ************************************************************************************ Starting Power: 4 Leader type: LAWFUL GOOD
GAME BALANCE
+ Balanced the starting interests for USA. +2 to People and -2 to Military
POLICIES
USA + NEW: Activated Rehabilitation of Germany, Marshall Plan, Founding of NATO policies and American Culturalization (in Western Europe representing Radio Free Europe) + Rehabilitation of Germany: Spend 1 Elites, set friendly Influence in Central Europe - Western Zone to match Central Europe - Eastern Zone. - For those having the Flower Power DLC this is a policy that is available to you despite not having selected Western or Eastern Europe as a focus. + Marshall Plan: Now requires at least 3 Doomsday to be launched and reads 'Spend 4 Finance, 3 People and 3 Government, gain up to 15% influence in Western Europe but restricted to regions without enemy presence.' + Founding of NATO: Now requires at least 5 Doomday to be launched and reads 'All friendly Controlled regions in this theater become Dominated' + Activated American Culturalization: (10 Turns Cooldown): Gain 1 Influence in this theater and 1 globally.
USSR + NEW: Activated Molotov Plan East and Molotov Plan West. They are the Soviet equivalent of the Marshall plan.but instead of predominantly using Finance the main cost is in Government. + Molotov Plan East: Now requires at least 3 Doomsday to be launched and reads 'Spend 3 Finance, 3 People and 4 Government, gain up to 15% influence in Eastern Europe but restricted to regions without enemy presence.' + Molotov Plan West: Now requires at least 3 Doomsday to be launched and reads 'Spend 3 Finance, 3 People and 4 Government, gain up to 15% influence in Western Europe but restricted to regions without enemy presence.'
TERMINAL GRAPHICS
+ Updated the graphical elements of all the terminal to make them even better looking.
MULTIPLAYER
+ Challenges can no longer start game prematurely and will no longer cause issues + Improved networking for better game stability + Fixed an issue where the enemy disconnecting wouldn't reward you with Victory
MAP
+ Fixed an issue where Bulgaria - Turkey was not properly linked
EDITOR
+ Added a nifty quick search function to the editor where you can search decisions, flags etc directly in the editing function + Added the ability to turn ON/OFF UI elements via decisions + Improved Editor Filter function
TERMINAL WIKI
The wiki is a work in progress and will continue to expand on a regular basis. If you have any questions, want to learn more about the game, about how to mod or want to contribute. This is the place!" + "Come one, come all and discover more Terminal Conflict.
https://terminalconflict.wikia.com/wiki/Terminalconflict_Wiki
OTHERS
+ Various bug fixes relating to large numbers + Fixed an issue where no warzones would be shown at the start of the game + Fixed various missing interests notifications
What a marvelous day today! So many in the community making their voices heard on the Save Game feature and an outpouring of support for our ongoing development of Terminal Conflict. I've received an inbox full of PMs and comments on Steam and in our Discord War Room.
IRONMAN SAVES
I'm happy to announce that we will be adding a Save Game feature to this wonderful Cold War game. It will be in the form of an IRONMAN save game, where you will be able to take breaks in the game and return to continue where you left off without compromising on the realism of this historically plausible game. As ever when playing with nuclear arsenals there are no second chances.
TIME FRAME
Expect information about this feature in the coming week and your terminal to be better then ever! Thank you and mighty cheers from the development team!
Welcome to the much-anticipated Save the Day Thursday for Terminal Conflict! We've received much feedback so make your voice heard about the implementation for the save game feature for this remarkable grand strategy game.
https://steamcommunity.com/app/745970/discussions/2/1741106440021556434/
We declare our War Room open! Join our development team and other player for multiplayer matches and all things Terminal Conflict and Cold War.
The Terminal Conflict Discord: https://discord.gg/VQusSWF
Superb news! Today we announce that the first episode of OneProudBavarian's Strategy Guide is on and ready to enlighten your path to Cold War domination in Terminal Conflict!
This is the first video of what will be a series guiding you through your first steps as the ruler of either the American or the Soviet side in the Cold War. Learn the game from the basics up, understand its systems and learn how to develop a grand strategy with which you can thwart both AI and human opponents.
https://www.youtube.com/watch?v=bXHScvpU1i8
This series is officially supported by Strategy Mill
A big thank you to Pedder for a swift reporting as we are rolling out a patch with the following fixes.
New Tool for Devs
+ We got a bug sniffing bloodhound and it's making great strides! It's an improved internal tool that sniffs out any possible Out Of Syncs, implemented in this patch by the hardcoding department.
POLICIES
USSR + SOCIALIST FRATERNITY(10 Turns Cooldown): Opponent loses 1 GOVERNMENT if their government interest is below (5). + The Granma Yacht Expeditioners will now correctly enable the Socialist Fraternity POLICY for Central America USA + Fixed an issue in Olympus Rising that was not correctly setting Elites to 1 when triggered
FOCUSES
+ Fixed an issue where the local tension would not be properly set and thus incorrectly created the same tension conditions each timeline
Other
+ Fixed minor typos
With a broad smile, the fight for power has begun! This week we are rolling out the much asked for domestic challenge as the American players will now need to guard not just against foreign enemies but domestic rivals.
USA
+ In case you mismanage your military they will from now on launching a bid for power in the USA. If your military interest is maxed out (9) or fully spent (0) a domestic challenge will be launched for your power by the Military. This did happen for real with the campaign to get general Eisenhower and so we wanted naturally it's a core part of the mechanics.
USSR
+ The Soviet union receives a brand new set of policies world over to spread Socialism like never before.
DECISIONS
USA + A LIFE LONG SOLDIER: The current Administration enjoys broad support throughout the country and appears assured in its power. Yet even from this lofty position it has become clear that dark clouds are gathering. An election fast approaches and a grumbling MILITARY seeks to topple the status quo. Even the most politically naive can see that a crisis is approaching. If the current Administration cannot find a way to navigate the coming storm decisively it will soon find itself falling from power. + A DELICATE OPERATION: FROM: Allen Dulles, Director of the CIA - I request that you act to have Senator Joseph McCarthy discontinue issuing subpoenas against the CIA. The hearings are damaging to the agency and the security of sensitive information that the agency is forced to make public. This decision can disable the RED SCARE (blocks the next Soviet Policy that is enacted) and can get rid of McCarthy. + Granma Yacht Expeditioners now activates Socialist Fraternity + The Money Trail can now suspend Corporate Ventures Policy and activate Olympus Rising in North America USSR + ISLAMIST JIHAD: Once again, crowds of men are pledging their allegiance to the cause of 'freedom from colonialism, imperialism and foreign oppression'. The echo of past decades is palpable. 'We do not demand the fall of one Pharaoh so that another one can take his place. Lions will shed the blood of all who try to shackle our brothers and sisters, Inshallah'. Defining cheers erupt. 'Allahu akbar'. Another religious insurrection has been proclaimed.(INFLUENCE set to 0 in one USSR CONTROLLED region in the Middle East)
NEW AVAILABLE POLICIES
USA + OLYMPUS RISING: Set ELITES to 1 and permanently increase base chance of success for INFILTRATE, FALSE FLAG and ASSASSINATION operations by 15%. + CORPORATE VENTURES(10 Turns Cooldown): Gain 2 FINANCE for the cost of -1 INFLUENCE in the theater. USSR + SOCIALIST FRATERNITY(10 Turns Cooldown): Opponent loses 1 GOVERNMENT if their government interest is below (5). + REVOLUTIONARY SOCIALISM: Spend 3 ELITES to place 1 INFLUENCE for each of your opponents ELITE interests. + CONVENTIONAL SUPERIORITY: Deployment base cost in this theater is set to 0 until end of turn. + REGIME OF PEACE OF LOVE(10 Turns Cooldown): Gain 1 INFLUENCE in this theater and 1 globally. + POLITICAL REALIGNMENT(10 Turns Cooldown): Set GOVERNMENT interests to 5. Chance +20% for Islamist Jihad.
COMBAT RULE UPDATES
+ Fixed an issue where attacking a stack of units would yield incorrect results
OTHERS
+ Fixed all reported Out of Sync issues + The editor has been further expanded + Various other fixes and typos
A hot Sunday's patch and a warm thank you all for the feedback!
DECISIONS
+ LEADERS/CHARACS that defect to opposing faction will from now on bring their Power with them - Updated Idi Amin Dada decisions + Updated Idi Amin Dada's Luxurious Exile + Fixed an issue where Idi Amin Dada's cooperation with the STASI would not fire properly + Added a decision for Idi Amin Dada to cooperate with the KGB
DECISIONS EFFECTS
+ Added SetLeaderPower effect to set a leaders power to a specific number
EDITOR
+ Added Leader Abilities Edit menu + Smaller quality-of-life improvements
SOUND
+ Added a new sound effect for using Leader Supply Ability
GAME ENGINE and STABILITY
+ Out Of Sync checker: in multiplayer matches, actions are periodically cross-checked to scan for Out of Sync (OOS) occurrences + Fixed Out Of Sync resulting from wrong support interest type awarded when selecting shared focus + Fixed Out Of Sync resulting from Disarmament occurring while a player hasn't closed down the decision news dialog + Fixed Out Of Sync resulting from decisions spawning only locally after a player has finished placing influence at the beginning of a Disarmament focus
OTHERS
+ Fixed Leader names showing up in regions where such leaders aren't available for selection in the State Affairs yet (like Mao in East Asia) + Smaller UI fixes for notifications in Main Menu
This past week we've been hard at work bringing you the main storyline centered around two revolutionary leaders Fidel Castro and Idi Amin. We will end the year in style and start a fantastic 2019! Happy New Year!
Better Incorruptible than Lucky
A straight arrow agent goes after the most notorious gangster until the job is done, what ever be the price. By helping him you risk uncovering uncomfortable truths about the kind of company you are keeping but perhaps it can be a way for you to stop a revolution. Notable characters and leaders you can meet: First Commissioner Harry J. Anslinger ********************************************************** Starting Power: 4 Leader type: LAWFUL GOOD Charles 'Lucky' Luciano ********************************************************** Starting Power: 4 Leader type: CHAOTIC NEUTRAL Fulgencio Batista y Zaldivar ********************************************************** Starting Power: 2 Leader type: CHAOTIC NEUTRAL Fidel Castro ********************************************************** Starting Power: 8 Leader type: TRUE NEUTRAL
The Last King of Scotland
The infamous story of when megalomania succeeded and how a Ugandan dictator proclaiming himself the uncrowned King of Scotland and Lord of all the beasts of the earth and fishes of the seas betrayed both superpowers and got away to a life of luxury and contentment. Notable characters and leaders you can meet: His Excellency General Dr. Idi Amin Dada, ********************************************************** Starting Power: 2 Leader type: CHAOTIC EVIL
DECISIONS
+ 24 NEW Decisions added - 9 for the Cuban Revolution (Timeline 1-3) and 15 for Idi Amin (Timeline 6-10) + Fixed an issue where a sound file was causing an error to be shown for those playing the DLCs + Idi Amin Dada starts off as a US Character and can transition into becoming a Soviet Leader + Idi Amin Dada decisions linked with choices made through the Arab-Israeli Conflict. + Engagement of the STASI in Uganda is now linked to the foundation of East Germany
POLICIES
+ Idi Amin chain can now unlock Decolonization Policy for USSR in SUAF. DECOLONIZATION(18 Turns Cooldown): Spend 3 ELITES to gain +5% INFLUENCE in this theater. + Updated State of Israel Policy to activate/deactive Soviet Idi Amin Dada transformation depending on policy chosen for Israel
LEADERS
+ Removed Supply Ability from Idi Amin Dada and Fidel Castro + Added STRONGMAN ability to Idi Amin Dada. STRONGMAN(Ends Turn): Spend 1 PEOPLE to gain 2 POWER. + Added Revolution ability to Fidel Castro. REVOLUTION(Ends Turn): Spend 1 MILITARY to gain 2 POWER and declare a WARZONE in CUBAN-BAHAMIAN ZONE.
MULTIPLAYER
+ All content added is also made available for play in multiplayer
TUTORIALS
+ Various bug fixes for tutorials that could at times cause a soft lock of the game
NOTIFICATIONS
+ Click holding over menus will now print out a notification explaining their function + Added an notification for Achievable Options [ X ] notifying the player that options cannot be selected but when achieved will trigger automatically at the end of the turn
EDITOR
+ NEW Editor can now handle modding of Leaders + NEW Editor element added for modding Decision flags + NEW Search function added to the editor (To start modding, select to START EDITOR at the Profile login screen - Select Terminal Conflict and Push the Copy From button next to it. Give your mod a unique name and you are set to go. See more here http://terminalconflict.wikia.com/wiki/Editor )
OTHERS
+ Are you bothered by accidentally clicking buttons with your shaking Cold War fingers or are the brass on your sleeves pressing parts of your terminal you would not like to? No longer! Added the options to set a button click cap that will help out those in need and prevent unwanted presses in preparations for iOS and Android implementation later this year. + Easier debugging for missing file references + Fixed an issue where errors would be given for supply sounds
Seasonal Greeting from our Terminal Conflict Development team!
As winter is approaching and we all gather with friends and family, we would like to take this opportunity to thank you for your support. From the bottom of our hearts we wish you a God Jul!
..And now some gifts from our tinker toy workshop!
SEASONAL EVENT
+ Added Seasonal hidden content
DECISIONS
+ Fixed an issue where Pan-Arabism would persist when Nasser had died without the domination of a middle eastern region + Fixed an issue where Mao could incorrectly influence Taiwan
NOTIFICATIONS
+ Changed the way notifications work for Triggers and Conditions to using "AND" and "OR" statements to make understanding more intuitive (syntax text in {X AND Y} format instead of AND: X, Y format).
NUCLEAR APOCALYPSE
+ Fix for exception given incorrectly when nuclear weapons attack Leaders
AI
+ AI long term decisions plans work in progress, first implementation completed
TRIGGERS AND EFFECTS
+ TheaterInfluencePercentage trigger type now correctly accepts Value + ChangeFriendlyAdjacentUnitReadiness effect type now correctly accepts Region + DLC owned trigger type now accepts dlc type
EDITOR
+ Fixed an issue where mod uploading to workshop would not function properly + Added filtering to choice dialogue + Focus Branch added in Trigger menu
OTHERS
+ Fixed an issue allowing narrative decisions to fire during focus selection if in scripted Wargame
Today we will be diving into the deeper end of the pool as we release two chains ready for gamplay but before we do that, there seems to be some confusion regarding our DLC policy and what our ideas are with DLCs. I realize that this stems from the way we formulated what the DLCs do.
DLC POLICY
The DLC Terminals are meant to be aspects and personalities of MIRVIN. A way for you to unlock policies when playing and formulating your strategy. They have upsides and downsides and are thus a supplement to the game play not a substitute. Let me take an example: the Supreme Commander edition and it's policy for the Establishment of NORAD. The idea here is that you as the Terminal Player get the option to start with the Establishment of NORAD by giving up other policies, and concisely selecting other costs NOT that Establishment of NORAD is completely out of the game unless you buy the DLC. This is why the announcement is writing about unlocking the policies. The base design has been and remains to be that, if you do not have the DLCs you can still get the policies but with a different set of circumstances, benefits and drawbacks. That said I see that we did not communicate this well enough and gave the wrong impression of the intent with the DLCs, as writing that the Policies were unique to the DLC gives the impression that they are not in the rest of the game, which is incorrect. This has now been corrected and of course we will refund all who feel they bought the DLCs for the wrong reason because the DLCs were never meant to be pay to win and those who thought so will definitely get a refund. Now on to this weeks content.
FATE OF GERMANY
+ NEW decision chain added for USSR for deciding the fate of East Germany. This decision chain is available in single (WARGAMES MODE: Balance of Power SCN 10) and multiplayer (CHALLENGE MODE). + The Great Patriotic War is over and the USSR has its boot on the neck of Germany. In occupied East Germany a military administration holds power. The Soviets, in particular their foreign ministry, Will you seek justice? For a full overview see:
SHIFTING SANDS
+ NEW decision chain added for USA and USSR playing out in the Middle Eeast. This decision chain is available in single (WARGAMES MODE: Balance of Power SCN 10) and multiplayer (CHALLENGE MODE). USA POLICIES + STATE OF ISRAEL: Recognize the State of Israel and permanently increase US success chance for ASSASSINATION missions by 5% USSR POLICIES + PAN-ARABISM:(Ends if Nasser is lost): Nasser -1 POWER. Closer unification of the Arab World granting +5% INFLUENCE in the MIDDLE EAST. + POLITICAL REALIGNMENT(10 Turns Cooldown): Set GOVERNMENT interests to 5. Chance +20% for Islamist Jihad(INFLUENCE set to 0 in one USSR CONTROLLED region). For a full overview see:
SUPREME COMMANDER EDITION
+ NEW directives menu fixed for Supreme Commander Edition DLC. Forge alternative strategies to a vanilla start, where you sacrifice a lot of your nations people interest to get ahead the risk a misjudgement.
AI
+ NEW and improved AI support for the AI's handling of Decisions
MODDING
+ NEW Multiplayer now supports player MODS and will synchronize players connecting for a selection of mod to play in the Challenge Mode.
EDITOR
+ Upgraded and added better sorting inside the editor OTHERS + The game now shows missing required costs next to conditions for a better player overview of costs in a decision + Fixed an issue in SCN 7 where an error would be shown for Orlov's warning + Fixed an issue where some tests were shown incorrectly. + Fixed various typos and minor issues + Game engine has been updated to newer version
FLOWER POWER EDITION LAUNCHED
+ Give peace a chance and be sure to wear some flowers in your hear. This terminal is not an experience. It's a lifestyle. Fully unlocked, it comes no-obligation attached and although at one point it gave off a whiff of cheap chamomile aroma, that has long faded. LOVE. Unlocks among other things the following Policies in worldwide theaters*: USA + REHABILITATION OF GERMANY: Set friendly INFLUENCE in CENTRAL EUROPE-WESTERN ZONE to match CENTRAL EUROPE-EASTERN ZONE. + RAPPROACHMENT: Place maximum of 6 INFLUENCE, equal to the Opponent/Player VP ratio. + POLITICAL REALIGNMENT(10 Turns Cooldown): Set #GOVERNMENTNAME interests to 5. Chance +20% for Religious War(INFLUENCE set to 0 in one USA CONTROLLED region). + RAPPROACHMENT: Place maximum of 6 INFLUENCE, equal to the Opponent/Player VP ratio. + DIALOGUE OF CULTURE: Gain 1 FP and add +3 POWER to Kai-shek. + DAWN OF PAX AMERICANA: Pay 1 FINANCE to gain 2 FP. USSR + NORTHERN NEIGHBORS(18 Turns Cooldown): Financial cooperation bonus, gain 1 VP for every 3 unlit DOOMSDAY. + IDEOLOGICAL SYMPATHIZERS(18 Turns Cooldown): Gain 1 VP for each PEOPLE interest your opponent lacks from the maximum (9). + CULTIVATE RELATIONS(10 Turns Cooldown): Gain +1 POWER for all friendly CENTRAL AMERICAN leaders. + GLASNOST: Invert your PEOPLE interest count. + SEDUCTIVE SOLIDARITY: Gain 1 INFLUENCE in all regions without CONTROL; DOOMSDAY decreased by 1 for each. + HARMONIZATION OF IDEAS: Gain 1 VP for each ELITE interest you currently have. *Extra content does not provide you an advantage in Multiplayer. When connecting to a player with a higher tier DLC the game for both players will always play the highest DLCs available.
SUPREME COMMANDER EDITION LAUNCHED
Set in deep dark metallic tones, a dark terminal for the dark minded. Treat yourself, for that feel of ultimate power. The manufacturer guarantees that it's quality non-stick surface requires no cleaning or maintenance. Unlocks among other things the following the following Policies in faction home theaters*: USA + CONSUMER OF LAST RESORT: Spend 3 FINANCE to permanently gain 1 VP at each timeline end. + ESTABLISHMENT OF NORAD(Requires 1 FIGHTER COMMAND in all 3 CANADA regions): Gain DOMINATION in all 3 CANADA regions. + RED SCARE(10 Turns Cooldown): Spend 3 GOVERNMENT to block your opponents next activated Policy. USSR +PURGING THE APPARATCHIKS(10 Turns Cooldown): Spend 3 GOVERNMENT to block your opponents next activated Policy. + FIVE YEAR PLANS: Spend 1 FINANCE and 2 People to permanently gain 1 VP at each timeline end for the remainder of the game. + COMECON(18 Turns Cooldown): Gain DOMINATION in one CONTROLLED, EAST EUROPEAN region. *Extra content does not provide you an advantage in Multiplayer. When connecting to a player with a higher tier DLC the game for both players will always play the highest DLCs available.
DISARMAMENT
+ Clarified the wording of DISARMAMENT Focus to spell out more clearly that garrisoning forces due to lowering of tension is automatic and mutually undertaken by both factions armed forces. (To understand why both armed forces would garrison we need to look at the logic of lowering tension. If your administration declares to focus the next five years to Disarm in Theaters A and the enemy selects to focus on creating an Arms Race in Theater B naturally your opponents chief of staff will try to gather their resources to focus on the goal their administration has prioritized. Thus since Theater A was not their administrations top priority and your administration chose to lower tension there by garrisoning your units, naturally they will do the same hoping to get to where the action is (Theater B) or to get home. This is to simulate the restrictions of reality where nations would have a hard time sustaining focus on more than one theater. Redeployment to other theaters or sneaking units back into the same theater under disarmament or even attacking into a Warzone during a disarmament on the other hand is all political interventions and orders that you can issue. It's totally up to you but they usually come with a cost attached and the constraints of the amount of actions you can take during the timeline for that disarmament.)
LEFT AND RIGHT CLICK SUPPORT
+ Strategy is in the mind, not in the fingers. You can now use left and right click interchangeably to issue orders in Terminal Conflict. This allows for your preference while making it easier to click, as we believe no neurological or movement disorder or disability should ever be the hinder to enjoy rich Cold War strategy gameplay.
NUCLEAR APOCALYPSE
+ APOCALYPSE EXECUTION 1. You Interests backlash as First Strike launcher is deducted from your current VP in case you triggered the Apocalypse 2. Units will begin delivering their payloads 3. Each enemy unit killed regardless of Warzone will deduct their value from opponents VP / Your units killed from your VP 4. All Friendly regions with at least control that survived and will add their Influence to the final total VP count 5. Game Ends + LAUNCH AUTHORIZATION has been reworked to with updated functionality, user interface and extended tooltips
LEADER COMMAND CONSOLE
+ Fixed an issue where the command console would incorrectly be shown when a leader lost power
EDITOR
+ NEW Edit Focuses, and customize them at your heart's content. Increase the number of turns / timeline by adjusting the provided FP, set custom focuses and timelines.
While we are working hard with STEAM to bring the DLCs online The Cold War has never been hotter! With the release of this first patch, you unlock the path to the Balance of Power.
WARGAMES MODE
+ NEW "Balance of Power" Scenario 10 unlocked. Play a basic war scenario without timer, decisions or the pressure of being held accountable for Domestic Interests balance. Square up against MIRVIN and try to dominate the world using Leaders, Space Race, Nukes, Intel, Military units and of course a strategic set of Policies attached to each theater. + All foreign leaders unlocked for Balance of Power
ACTIVATED POLICIES
USA
+CONSUMER OF LAST RESORT: Spend 3 FINANCE to permanently gain 1 VP at each timeline end. + OLYMPUS RISING: Increase base chance of success for INFILTRATE, FALSE FLAG and ASSASSINATION operations by 15%. + CORPORATE VENTURES(10 Turns Cooldown): Gain 2 FINANCE for the cost of -1 INFLUENCE in the theater. + AMERICA'S BACKYARD(18 Turns Cooldown): Gain CONTROL in one influentially UNOCCUPIED region in the theater. + CORPORATE VENTURES(10 Turns Cooldown): Gain 2 FINANCE for the cost of -1 INFLUENCE in the theater. + AMERICA'S BACKYARD(18 Turns Cooldown): Gain CONTROL in one influentially UNOCCUPIED region in the theater. + MARSHALL PLAN: Gain up to 15% INFLUENCE in local theater, limited to friendly CONTROLLED regions only. + FOUNDING OF NATO: All friendly CONTROLLED regions in this theater become DOMINATED. + AMERICAN CULTURALIZATION(10 Turns Cooldown): Gain 1 INFLUENCE in this theater and 1 globally. + VENONA PROJECT: Increase base chance to discover failed enemy Intelligence operations from 30% to 50%. + OIL FOR SECURITY: Gain 1 VP for friendly CONTROL of the following regions: IRAN, IRAQ, SAUDI-KUWAITI ZONE and EMIRI-OMANI ZONE. + STATE OF ISRAEL: Recognize the State of Israel and permanently increase US success chance for ASSASSINATION missions by 5% + DECOLONIZATION(18 Turns Cooldown): Gain +5% INFLUENCE in this theater. + MERCHANTS OF LIBERTY: Gain 1 INFLUENCE in all UNALIGNED regions in this theater. + STRATEGIC INFRASTRUCTURE: Deployment base cost in this theater is reduced by 1 until end of turn. + CASCADING DOMINOS(10 Turns Cooldown): First time, place 3 INFLENCE, second time place 2 INFLUENCE and for each one after, place 1 INFLUENCE in this theater. + RAPPROACHMENT: Place maximum of 6 INFLUENCE, equal to the Opponent/Player VP ratio. + RED DRAGON DANCE: Declare PEACE in controlled Chinese regions. + AMERICAN CULTURALIZATION(10 Turns Cooldown): Gain 1 INFLUENCE in this theater and 1 globally. + SEATO : All friendly CONTROLLED regions in this theater become DOMINATED.
USSR
+ NORTHERN NEIGHBORS(18 Turns Cooldown): Financial cooperation bonus, gain 1 VP for every 3 unlit DOOMSDAY. + ACTIVE MEASURES(10 Turns Cooldown): Increase base chance of success for all Intel missions by 5%. + REVOLUTIONARY SOCIALISM: Place 1 INFLUENCE for each of your opponents ELITE interests. + SOCIALIST FRATERNITY(10 Turns Cooldown): Opponent loses 1 GOVERNMENT if their government interest is below (5). + REVOLUTIONARY SOCIALISM: Place 1 INFLUENCE for each of your opponents ELITE interests. + SOCIALIST FRATERNITY(10 Turns Cooldown): Opponent loses 1 GOVERNMENT if their government interest is below (5). + MOLOTOV PLAN WEST: Gain up to 15% INFLUENCE in local theater, limited to friendly CONTROLLED regions only. + CONVENTIONAL SUPERIORITY: Deployment base cost in this theater is set to 0 until end of turn. + THE ASCENDING TITAN: Increase base chance of success for INFILTRATE, FALSE FLAG and ASSASSINATION operations by 15%. + WARSAW PACT: All friendly CONTROLLED regions in this theater become DOMINATED. + PAN-ARABISM(Ends if Nasser is lost): Nasser -1 POWER. Closer unification of the Arab World granting +5% INFLUENCE in the MIDDLE EAST. + POLITICAL REALIGNMENT(10 Turns Cooldown): Set #GOVERNMENTNAME interests to 5. Chance +20% for Islamist Jihad(INFLUENCE set to 0 in one USSR CONTROLLED region). + DECOLONIZATION(18 Turns Cooldown): Gain +5% INFLUENCE in this theater. + PEOPLE'S REVOLUTION(18 Turns Cooldown): Gain 1 INFLUENCE in all local WARZONES and trigger a new WARZONE in an enemy CONTROLLED region in the theater. + REGIME OF PEACE OF LOVE(10 Turns Cooldown): Gain 1 INFLUENCE in this theater and 1 globally. + REVOLUTIONARY SOCIALISM: Place 1 INFLUENCE for each of your opponents ELITE interests. + BROTHERLY ORBIT(10 Turns Cooldown): Gain 1 INFLUENCE in a local region without enemy CONTROL. + RED DRAGON RISING: Declare PEACE in controlled Chinese regions. + REVOLUTIONARY SOCIALISM: Place 1 INFLUENCE for each of your opponents ELITE interests. + SOCIALIST FRATERNITY(10 Turns Cooldown): Opponent loses 1 GOVERNMENT if their government interest is below (5).
DECISIONS
+ Added Decision 13356 Islamist Jihad and updated its effects + Added new US Decision chain for 15500 Religious War in Sub-Saharan Africa + Updated USA policy Rehabilitation of Germany and the USSR decision chain Fate of Germany
SINGLE PLAYER
+ Victory Points change notification now logged in the Message Log + Fixed #VALUE to #RESULTVALUE where incorrect
MULTIPLAYER
+ Fixed an issue there hosting a Challenge Mode could sometimes result in incorrectly loading an Order Of Battle.
OTHERS
+ Fixed various typos
*Red Dash Alpha Verification* **Launch code received** **Entering launch code*** **T- 10 seconds.** **Insert launch key** **Rotate launch key to SET** **10...9...8...7...6...5...4...3...2...1...** **Rotate key for Early Access LAUNCH** Seize your chance, as Terminal Conflict enters Early Access on Windows, Mac and Linux! Terminal Conflict is now available on Steam Early Access. Command history in this most definitive Cold War strategy game. Gain access to your retro terminal and assert dominance through strategic arms races and disarmaments. Balance the world on the brink of mutual assured destruction to ensure total victory!
Game Editions
We ask for patience as we roll out three distinct Editions*: 1. Terminal Conflict: Commander in Chief Edition (29:99 USD) (complete game, all game modes, built in editor) 2. Terminal Conflict: Supreme Commander Edition (34:99 USD) (includes Commander in Chief edition, Supreme Commander Terminal (cosmetic), special achievement, 4 new unique policies (2 for each faction for your home theater) and 5 New decisions) 3. Terminal Conflict: Flower Power Edition (39:99 USD) (includes Supreme Commander Edition DLC, Flower Power Terminal (cosmetic), special achievement, 6 additional unique policies (3 for each faction for use outside your home theater), 5 new 10 new decisions) *Extra content does not provide you an advantage in Multiplayer. When connecting to a player with a higher tier DLC the game for both players will always play the highest DLCs available.
Greetings! This is Frithjof Nikolai Wilborn returning with reports from the Terminal Conflict team. Today, we will focus on the policies the superpowers can enact in the Middle Eastern theater. As the USSR and the USA battle for supremacy with all stately tools at their disposal, swaying the regional powers with sweet, sweet honey.
New Local Policies
For the Soviets, we've added the ability to enact the Pan Arabism policy, which promotes closer unification of the Arab World, granting them a +5% influence in the Middle Eastern theater. Much like any good relationship, this policy can be renewed every 18 turns granting its bonus but requires the USSR to have either Abdel Nasser recruited, or to possess a dominating 5-point influence in Egypt
The USA in turn, can implement the State of Israel, which allows official recognition of the political entity by the American government. Contrary to the USSR policy, which is a permanent, one-time bonus increase in US success chance to commit assassination missions by 5%. We are looking at you, Mossad! Might seem small, but it is potent. For this policy to be enabled, the Americans need to either have the Israeli leader Ben Gurion possess at least 3 or more in power, or have at least 3 influence in the Levantian Zone with Ben Gurion recruited.
Strategic significance
But wait, you ask, is there any reason I would not want to use these policies? Excellent question! A good statesman must always weigh the short-term game with the long-term support. You could plan a game where the bonuses given under current circumstances would not be relevant to you. For instance, if you as the leader of the United States plan to primarily utilize financial services, a bonus to assassinations might be considered less relevant and your precious resources better spent elsewhere. In that case, you might seek friendlier terms with both Arabs and Jews. Or perhaps the leaders you aim to recruit might already be out of power, hindering you from enacting the required policy, shifting your focus to weakening your opponent by other means instead. Will you support one side or aim for an overarching peace settlement, or are your plans sending you in an entirely different direction? The choice is yours! But be careful with how you play with matches...destiny awaits. In our next development diary, we will look closer on the Middle Easts relations to other parts of the world, in particular sub-Saharan Africa. Prepare for a dash through jungle and desert! Would you like to know more or would you like to drop us a message? We receive a lot of fanmail, but we'll notice a fun, well written post anytime. Would you like to have news delivered about our game straight to you? Sign up at terminalconflict.com Regards, Nik and the team.
Loving strategy games and a Mac or Linux fan? Come join our BETA team as we are expanding with 4 new BETA positions and enlarging our international team to meet up with demand. In preparation for our December the 4th Early Access and beyond towards full release in 2019, we're looking for committed platform specific testers. We strongly believe that player focused game development results in great games and this is where you come in.
QA Analyst (Tester)
Are you very analytic when it comes to computer games, with a sharp eye for details? Do you have a talent and willingness for problem solving and a passion for identifying and evaluating both functionality and form? Instead of just playing a game, do you readily dive in to find innovative ways to exploit or break its features? And are you enthusiastic and eager to listen and learn about the game industry? Then we want to hear from you! As a QA Analyst you will work with a small but growing international team where everybody is equally nerdy but also as dedicated to games as you are. You are:
- Team minded: eager to listen and learn in order to process new information and constantly improve and evolve
- Relentless and persistent: you take on challenges with enthusiasm and never give up mastering your environment, why and how are your second nature
- Communicative: you are the first line of defense for the team always open to feedback and collaboration
- A gamer: the vast majority of your time you spend playing games
- A macOS or SteamOS +Linux user
- Test and evaluate potential game issues
- Identify, report and track bugs in our project management system
- Give constructive feedback on bugs, design, fun-factor and other game related perspectives
- Learn about the gaming industry and what it takes to develop video games
- Play a lot of games
Terminal Conflict
Strategy Mill
Strategy Mill
2018-12-04
Strategy Singleplayer Multiplayer EA
Game News Posts 73
🎹🖱️Keyboard + Mouse
Mixed
(60 reviews)
http://terminalconflict.com
https://store.steampowered.com/app/745970 
Terminal Conflict Linux [696.74 M]
Main Features:
• Command the most authentic Cold War strategy simulator
• Turn-based single-player strategy and head-to-head multiplayer
• MIRVIN, your retro computer, purpose built, AI guide, brilliantly voice acted by James Spence.
• Nuclear warfare systems and authentic Doomsday Clock tension mechanism, the countdown to midnight has started … 3 …2 …1
• All aspect strategic warfare - economic, intelligence, diplomacy and military combat.
• Era immersive, historically plausible events and decisions covering the period between 1946-1991
• Recruit 30+ unique historical leaders like Mao Zedong, Margaret Thatcher, or Ernesto ''Che'' Guevara brandishing their own special abilities.
• The Space Race is on! Will you claim technological superiority?
• Create and tell your own history through modding and customization with a powerful integrated in game editor
- OS: Ubuntu 16.04 LTS
- Processor: Intel Core Duo Processor (2GHz or better)Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher. 1024MB graphics memory required
- Storage: 2 GB available spaceAdditional Notes: Mouse and keyboard are required. / Internet Connection or 1 vs 1 Ranked multiplayer. or Direct connect in multiplayer mode.
- OS: Ubuntu 16.04 LTS
- Processor: Intel Core Duo Processor (2GHz or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher. 1024MB graphics memory required
- Storage: 2 GB available spaceAdditional Notes: Mouse and keyboard are required. / Internet Connection or 1 vs 1 Ranked multiplayer. or Direct connect in multiplayer mode.
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