Hello Everyone! Im thrilled to announce that weve reached the final testing phase of our game! I want to share the journey weve been on and how far weve come. Step 1: Analyzing Feedback and Pain Points Before embarking on this massive overhaul, I faced significant struggles with the games code architecture. It was messy and inefficient, making every update or bug fix create even more issuesa vicious cycle. Additionally, after reviewing both the positive and negative feedback, I realized the game was too complex in some areas. It needed better UX design, a simpler interface, and clearer explanations for the mechanics. Step 2: Redesigning Core Game Systems With the key issues identified, I began rewriting significant portions of the game design. One major focus was balancing features and creating a more transparent resource system. Resources now have a completely revamped system with readable values and an accumulation mechanic, rather than simply toggling between "positive" and "negative." Step 3: Starting Fresh in Unity Once I was satisfied with the new game design, I created a brand-new Unity project. I carefully migrated only the necessary assets, leaving behind outdated or unused ones. At the same time, I mapped out every feature with code diagrams and tables to understand how everything should integrate into one cohesive systemno coding yet, just planning. Step 4: Building the Codebase & Migrating Data Next, I began writing the codebase from scratch, tackling basic features first and gradually working on the more complex ones. Alongside this, I migrated our data into the new project while addressing the slow-loading issues from the original version. Step 5: Implementing Features & UI/UX This was by far the most time-consuming step. Each feature was implemented and thoroughly tested, one by one. The entire UI and UX have been redesigned for a smoother and more intuitive player experience. Step 6: Third-Party QA Testing (Ongoing) As of now, weve partnered with a professional QA team to rigorously test the game. This phase is absolutely critical to ensure all functionalities work flawlessly. While the game is in excellent shape, there are still a few edge cases to resolve (primarily with the war mechanics), minor cosmetic improvements, and final tweaks to AI balancing.
Whats Next?
Closed Beta Well be launching a closed beta between 02/06/2025-02/10/2025 Ive already shortlisted a few players to invite, but if youre interested, feel free to message me on Discord. Depending on the number of requests, I may invite a few additional testers. Official Release Date After much anticipation, Im excited to announce that the new version officially release on March 01, 2025! I know I previously avoided setting a date, but now that the game has reached an incredible state, Im confident in sharing this timeline. Important Notes About the New Version Many new features are still in development and will be added gradually, as expected in an early access game. Some features from the older version have been removed or are temporarily unavailable (for instance politics and elections), but they may return in future updates as development continues toward full release. Thank you all for your patience and support! I cant wait for you to experience this next chapter of the game. Stay tuned for more updates as we approach the release! Some Screenshots
[ 2025-01-17 01:45:51 CET ] [ Original post ]
Hi Everyone! The new version of "World Warfare & Economics" is coming soon! I want to take a moment to share more with you, as I've been quiet for too long :) This new version is shaping up amazingly, and weve achieved some fantastic improvements that youll soon be able to see and test! As I mentioned initially, weve trimmed some features to focus intensely on the core elements and make them the best they can be. Heres what you can expect in the upcoming version, along with what wont be included just yet: What to expect \ What has been done
- Economy
- Resources management Resource values have been simplified for easier control (while calculations remain realistic). Weve introduced a world market where you can sell resources for quick cash.
- Sectors Added a variety of new laws and policies and a new budget area to track individual expenses and incomes.
- GDP & Inflation Calculations Now significantly improved and more realistic, these have been tested in long gameplay runs to ensure stability.
- New building power system This system is now simpler and more stable than before. Each country has a build level (1-10), with each level increasing facility capacity and build times.
- Military & War
- Restructured aerial missions Jets can now be sent over entire countries, not just provinces, gradually eliminating all rival targets.
- New land battle system Incorporating logistics, supply chains, and multi-directional attacks (similar to flanking), for significant battlefield advantages.
- Enhanced military logistics Divisions, squadrons, and fleets now rely on logistics. Supplies are loaded based on distance from the nearest military base so the further your units, the longer it takes to rearm. You can add cargo units to divisions to extend logistics capacity for longer missions.
- Aerial tankers Now required when sending squadrons to out-of-range targets.
- Automatic annexation Once a province is conquered, it automatically becomes part of your country.
- New unit designer A simpler, more intuitive system for creating new military units.
- Diplomacy
- Envoys and diplomatic calculations reworked
- Countries will react more dynamically to global events.
- Coordinated wars Revamped system for nations to launch joint efforts against mutual enemies.
- Expanded IGOs (Intergovernmental Organizations) Theyll track country behavior, issue warnings or praise, and even kick countries that defy their objectives. Following IGO guidelines will earn influence bonuses.
- AI
- AI Overhaul All AI behaviors are now more realistic and adaptive. AI will learn from mistakes, becoming smarter as gameplay progresses.
- AI assistance Improved for trades, war, and economic management.
- Intelligence
- Brand-new intelligence system Now featuring options for sabotage and espionage. Destroy rival assets, sabotage arms deals, infiltrate military bases, gather intel, disrupt nuclear facilities, and eliminate high-value personnel. The new system is far more intuitive and seamless than before.
- Performance & Data Enhancements
- Massive performance boost Now averaging 100+ FPS.
- Key features (city buildings, missiles, interceptions) have been moved into Unity DOTS, significantly boosting performance.
- Loading times slashed by 95% Loading the game now takes just 1-2 seconds on a good PC!
- Reduced memory consumption Now playable on PCs with 4-6GB RAM.
- Lower CPU demands Now smoother gameplay on lower-end CPUs.
- Tested Performance On both (I7-12700K, RTX3060, 16GB) and (I3-13300K, GTX1060, 8GB), the game runs smoothly at over 60 FPS even during stress tests (thousands of missiles and interceptions running simultaneously).
- UI Scaling option Adjust the entire game UI, perfect for smaller screens like laptops.
- Economy
- Stock Markets This feature has been removed and likely wont return.
- Military & War
- Peace Conferences Temporarily removed but will return later.
- War Score Removed for now, with plans to bring it back later.
- Fog of War visuals Also removed.
- Space
- The space system is on hold until Earth-based features are fully tested and stable.
- Other
- Removed regional maps Now using a completely province-based map for greater stability, control, and data handling.
[ 2024-10-29 18:29:23 CET ] [ Original post ]
Hello Eveyone, I want to start by thanking everyone for their support, encouragement, and valuable feedback along the way. However, I must be honestthis is not where I expected to be at this stage. The game was supposed to feel entirely different and much smoother by now. This past May, the company's board (and myself as part of the board) made a significant decision to change how thigs are going on. On one hand, this involved major organizational changes and cutbacks; on the other, it provided additional funding to realize the game's full potential. Almost all the original team members who worked on the game are no longer working with us, so progress has been slower and things have been done differently over the past few months. After much deliberation about the next steps, I decided to rebuild everything from scratchbut its not as daunting as it sounds. First and foremost, our data is already integrated into the engine, and all the game's visuals are complete. Now, it's time to start rebuilding the game mechanics. Regarding the timelinethis process began last June, and I anticipate releasing the first beta within the next month or two. The initial versions will not include all the features currently available; only the features that are well-built and thoroughly tested by our team will be included. Lastly, we have signed a contract with a testing company (QA) to rigorously test each version before it is released to the public. This will significantly reduce the number of bugs you will be encounter. Your feedback has been invaluable, and were fully aware that theres still a long journey ahead before we reach the full release. But rest assured, were committed to making this game everything its meant to be. Heres how were moving forward:
- A Reimagined Interface Your command center is getting a complete overhaul. Every button, every screen has been redesigned to offer a more intuitive and immersive experience, crafted from the insights of our dedicated community.
- Warfare, Refined The chaos of battle is about to change. Were simplifying the warfare system to ensure every strategy feels seamless, with a focus on the crucial balance of logistics and fuel supplies. Victory will now be a matter of both tactics and resources.
- Building with Purpose Construction in your nation will feel more grounded in reality. Weve reworked the building times, so no more years-long waits due to low building power. Now, every facility will rise at a pace that reflects your nations true capabilities.
- Lightning-Fast Optimizations Weve restructured the game's data handling, cutting loading and startup times by more than 50%. Youll be diving into the action faster than ever before, with no time wasted.
- Safe and Seamless Saves Your progress is sacred. Weve refined the save/load process to be more secure and efficient, eliminating past frustrations and ensuring your world remains exactly as you left it.
- Economic Overhaul Weve delved deep into the economy, balancing and refining it to reflect the complexities of global markets. Your economic strategies will now carry more weight and authenticity, impacting your nation like never before.
- Expanded Legislative Powers The power is in your hands. Weve added a wealth of new laws and policies, giving you greater control over population growth, unemployment rates, and much more. Shape your society with newfound precision.
- Return to the Stars SPACE IS BACK! By the end of the year, youll once again be able to venture into the cosmos. Explore distant stars, unlock technological breakthroughs, and protect your world from asteroid threats. The final frontier awaits your command.
[ 2024-08-22 14:25:57 CET ] [ Original post ]
Version 0.86.15 Has Landed! We're thrilled to announce the release of Update 0.86.15, packed with enhancements, optimizations, and much-awaited features that are set to revolutionize your gameplay experience! This version is the next release, 0.87, but it is currently in testing. After incorporating feedback and addressing bug reports, we will update it to 0.87 in the public branch.
Whats New?
- Provinces-Only Map: Dive into strategic gameplay with an option to play with a provinces-only map.
- Dynamic AI Interactions: AI will proactively seek to strengthen or weaken relationships based on strategic needs, enhancing the realism of diplomatic relations.
- Enhanced Economic Control: Directly utilize your account balance for arms, trade deals, and intelligence missions.
- Visual and Functional Upgrades: Enjoy new 3D models for soldiers, MLRs, and artillery and revamp any units appearance on-the-fly.
- Streamlined Interfaces: Quicker data entry on international routes and visual civilian jets based on international dealings.
Major Fixes
- User Interface Enhancements: We've resolved the visibility issues of city UIs behind 3D models and numerous other interface improvements for a smoother experience.
- Strategic Improvements: Fixes in approval ratings, overlapping units, and a big leap in saving/loading mechanics to ensure a robust gameplay experience.
- Global Adjustments: No more ghost cities in Serbia, Bahrain, or Puerto Rico and refined mechanics for clandestine operations under sanctions.
Gameplay Optimizations
- War AI: Major enhancements to AI behavior in wars for a challenging and realistic military engagement.
- Performance Tweaks: Optimizations that reduce memory leaks, improve frame rates during explosions, and decrease loading times by up to 15%.
Full changelog
- [ADD] Setting slider to allow change in earth ground elevation
- [ADD] Quick menu allowing easy changes to envoys, routes, and wages
- [ADD] Option to play with a provinces-only map
- [ADD] New console command: annex [countryName]
- [ADD] AI will now ask to increase relationships with friends or decrease relations with enemies if wanting to approach or sign agreement deals
- [ADD] Option to pay from account balance for arms deals, trade deals, and intelligence missions
- [ADD] New 3D models: soldier, MLRs, and Artillery
- [ADD] Introduce new templates for the fast creation of divisions, squadrons, and fleets
- [ADD] Player can change the 3D model of any unit at any given time
- [ADD] Input field on the international routes panel for a quicker way to input the desired amount
- [ADD] Visual civilian jets based on country international routes (can be disabled for performance through settings)
- [ADD] International recognition (ability to recognize non-independent countries)
- [ADD] AI condemnation/support for recognition actions
- [ADD] GDP Affect text to arms and trade deals to allow players to see how deals will affect their GDP
- [FIX] City UI has been hidden behind cities' 3D models (which make them unclickable)
- [FIX] Approval rating not adjusting correctly
- [FIX] Issue where land and air units were overlapping (now will show based on selected layer in case of overlapping)
- [FIX] Issue where bases won't update correctly after finishing building
- [FIX] No cities in Serbia, Bahrain, and Puerto Rico
- [FIX] Cannot sign arms deals with sanctioned countries in secret
- [FIX] Research budget won't reset every year and keeps growing
- [FIX] Issue where research panel will reset every day and reset the slider as well
- [FIX] Big fix to saving/loading - addressed many issues where loading failed
- [FIX] Ministers won't send/give suggestions
- [FIX] Issue where fog of war won't get updated correctly after annexation
- [FIX] Several issues related to protests
- [FIX] Capital cities will still be shown as capitals after annexation
- [FIX] Exception throws from rendering units' UI (which cause memory leaks and crashes in some instances)
- [FIX] Big memory leak coming from AI at war
- [FIX] Issue where player cannot go over the country that he is fighting a war with
- [FIX] Instances where war will show negative numbers of casualties or refugees
- [FIX] Countries' population will decrease by war casualties and not war deaths
- [FIX] Many countries starting with 0 manpower (e.g., doctors, teachers) and 0 account balance
- [FIX] Issue where non-UN members can't buy weapons from other countries (e.g., Taiwan, Palestine)
- [FIX] Issue where UN voting won't happen when applying
- [FIX] Intelligence operation didn't tighten up to the military budget
- [FIX] Issue where naval units can't be designed (turning into negative days after completion)
- [FIX] Exception when opening stock markets on a new game
- [FIX] International routes not saved correctly when loading a saved game
- [FIX] Pandemic won popup will show after loading a saved game regardless of the state player saved
- [FIX] Facility popup will allow locked facilities
- [FIX] Facilities will keep getting built when Nationalized/Mixed even when having sufficient attributes
- [CHANGE] Decrease time taken to set up intelligence networks around the world
- [CHANGE] Small changes regarding budgets
- [CHANGE] Balancing many facilities' production values
- [CHANGE] Unit panel UI layout has been changed to include units inside divisions/squadrons/fleets
- [CHANGE] Decrease zoom level required to show regions
- [CHANGE] Region popup resources availability now have tooltips
- [CHANGE] Reduce the possibility of land bases to be instantiated in island regions
- [CHANGE] Active & past protests will now affect player approval rating
- [CHANGE] Remove Iraq sanction from 2014
- [OPTIMIZE] Major optimization to AI in war - Highly efficient and optimized AI in wars
- [OPTIMIZE] Reduce the calls for updating strategic view UI which increases performance on fast forward
- [OPTIMIZE] Optimized explosions on the map (which decreased FPS in case of multiple explosions)
- [OPTIMIZE] Small optimization to loading saved games (should cut off 10-15% waiting times)
[ 2024-07-20 06:09:22 CET ] [ Original post ]
Hello everyone,
We are thrilled to announce the release of a brand new roadmap ! This roadmap outlines our exciting plans and upcoming features, designed to enhance your gameplay experience and take your strategic skills to the next level :)
Rest assured, bug fixes will continue to be a top priority. We are committed to resolving any issues and ensuring a smooth gaming experience before rolling out new features.
Thank you all for your amazing support and feedbacks !!
Lotous21
[ 2024-06-10 22:50:35 CET ] [ Original post ]
Hi Everyone ! We're excited to announce the release of update 0.86.9, which brings a host of improvements and fixes to enhance your gaming experience. This update includes adjustments to balancing demand statistics, new cost of living attributes for country info and comparisons, and numerous bug fixes across various game mechanics. Check out the detailed changelog below for all the tweaks and changes. Thank you all for your support and patience, and please dont forget to report bugs
Version 0.86.9
- [CHANGE] Balancing demand statistics
- [CHANGE] Add cost of living attributes to country information and comparisons
- [CHANGE] Cost of living will have a greater impact on demands from other countries
- [FIX] Population consumption (GDP) does not take into account tax levels and cost of living
- [FIX] Leisure places UI will show addiction cases
- [FIX] Several exceptions thrown after many years of gameplay
- [FIX] Seaports and airports not displayed in tracker
- [FIX] Facilities become infinite in tracker when loading a saved game
- [FIX] Multiple issues where facilities and laws cannot be established after several years of gameplay
- [FIX] Issue where a saved game cannot be loaded after player annexation
- [FIX] Some map units disappear after conquering
- [FIX] "Pass all laws" command does not remove laws from the tracker
- [FIX] Cannot interact with protests after the first time
- [FIX] Cost of living always shows as 0
- [FIX] Countries will start with 0 prisons
- [FIX] Currency values not calculated; will be calculated once a year
- [FIX] Issue where facilities scroll is not displayed
- [FIX] Many other ecomomic fixes and balancing
[ 2024-06-04 17:36:43 CET ] [ Original post ]
Hi Everyone! We're excited to announce the release of Update 0.86.6! This update is another step forward in our commitment to improving and enriching your gaming experience. Thank you to all our players for your continued support and enthusiasm. Your feedback is invaluable and helps us make each update better than the last. We hope youll enjoy the new version! This version is avaiable for both Windows and Mac users!
Full Changelog
- [ADD] Add production panel in the facility panel - allows players to see the effects of each facility in real-time.
- [CHANGE] AI now have GDP constraints - they will no longer act freely and will be limited by their GDP (preventing high GDP growth for AI) \ Experimental
- [CHANGE] Add constraints to stock market prices to prevent very high growth rates.
- [CHANGE] Decrease the effect of range on duration in the unit designer.
- [FIX] Universities will have the exact amount of facilities when starting a new game.
- [FIX] Instances where counties would never accept a peace offer \ Experimental
- [FIX] Issue where opening a facility will show the previously opened facility information.
- [FIX] ICBM will continue to shoot from conquered regions.
- [FIX] Issue where can't change war doctrines when loading a saved game.
- [FIX] Policies still show "In progress" in the sectors UI after passing/failing.
- [FIX] Protests will end if a law has been rejected/failed.
- [FIX] Pandemic data won't load correctly when loading a saved game.
- [FIX] Many issues related to buying/selling virus vaccination.
- [FIX] Emergency state won't be saved when loading a saved game.
- [FIX] Issue where loading stuck on 37% when AI has puppet\liberated
- [FIX] Issue where countries' support will show "lifting embargo" when the player is imposing.
- [FIX] All missiles starting with a $0 price (which makes trade & license deals impossible).
- [FIX] Media infrastructures reset when media is privatized.
- [FIX] Pandemic will keep popping up fading notifications even after the population is vaccinated/recovered.
- [FIX] GDP Growth in yearly data comparison will always show 0%.
- [FIX] Small countries will start with very high workers' wages.
- [FIX] Many other small gameplay fixes and tweaks.
[ 2024-05-23 17:03:54 CET ] [ Original post ]
Hello everyone ! We're excited to announce the release of Hotfix Version 0.86.5, now available on the Beta branch for Windows users. This update introduces several enhancements and fixes to improve your gameplay experience. Please note that this version is currently available for Windows only and only on BETA branch. Mac users, stay tuned the update will be available for you in a few days. We encourage you to download the update, try out the new features, and continue providing your valuable feedback to help us refine the game further :) Thank you for the support, feedback and criticism !
Full Changelog
- [ADD] Approval rating to track demands and overall progress
- [ADD] IGO Objectives, Pandemic, and War casualties static notification to help players track progress
- [ADD] Wars now have a peace pressure attribute
- [ADD] As an observer, the player can initiate multiple diplomatic actions in war
- [CHANGE] On IGO creation, the list of countries will now show only eligible countries (that will join the new IGO)
- [CHANGE] Modified laws & policies effects to be more realistic
- [CHANGE] Making election promises now requires a political score (in case political simulation is on)
- [CHANGE] AI will no longer declare rivalry on much stronger countries
- [CHANGE] Small tweaks to AI diplomatic behavior
- [CHANGE] Add GDP constraints to loan and trade deals to prevent negative GDP calculation
- [CHANGE] Adjustments to IGO voting process to increase the possibility of favor in the case of identical government
- [CHANGE] Adjust media deployment & energy facilities' building time to take less time
- [MAP] Divide multiple provinces into multiple regions (Germany, Turkey, Sweden, Finland, Denmark, Canada)
- [MAP] Delete many tiny islands regions
- [FIX] Steam integration
- [FIX] Issue where dismantling facilities would build more
- [FIX] Policies cannot be changed
- [FIX] Voting notification will always show passed
- [FIX] Cannot attach land units to navy
- [FIX] Notification will show build when dismantling facilities
- [FIX] Issue where save game will get stuck at 37% when loading new IGOs or custom flags
- [FIX] UI issues in the world news section
- [FIX] Newly designed units cannot be manufactured
- [FIX] Issue where facilities will increase significantly after annexation
- [FIX] Instance where saving a game will cause a corrupted file
- [FIX] All provinces and regions will have the same amount of population
- [FIX] Unit prices can reach extremely high prices after design
- [FIX] Provinces' devastation rate won't be updated when bombing their cities
- [FIX] Cannot recruit personnel with countries that start with 0 personnel
- [FIX] Missing workers in multiple energy facilities
- [FIX] Invited countries won't join IGO when creating new IGO
- [FIX] Other gameplay fixes
How to Join the Beta:
To dive into the beta, simply right-click the game in your Steam library, select 'Properties', hit the 'Betas' tab, and choose the public beta option from the dropdown menu.
[ 2024-05-14 23:38:23 CET ] [ Original post ]
Hello everyone! We've just rolled out hotfix 0.86.4 to tackle some urgent issues that have popped up over the last few days. We understand how frustrating bugs can be and we sincerely appreciate your patience and support! We hope this hotfix dramatically improves your gameplay experience!
Full changelog:
[ADD] Option to toggle all AI settings on/off (per section). [FIX] Loading now progresses past 37% when updating wages. [FIX] Fixed the crash at 67% due to an arithmetic operation overflow. [FIX] Resolved loading issues related to annexation. [FIX] Exiting the console command while focused will no longer disable keyboard input. [FIX] Various improvements to interactions with map objects and tooltips. [FIX] Fixed issue with airbase accordion not disposing correctly. [FIX] Land-based Unit UIs no longer appear empty at startup. [FIX] Enhanced air defense selection. [FIX] Minor tweaks to AI trade negotiations on behalf of players. [FIX] Incosistency with clicking on military bases when trying to deploy. [FIX] Trade deals now correctly track price changes at the time of signing, which affects GDP calculations.
[ 2024-04-30 05:22:04 CET ] [ Original post ]
Hello everyone! We are excited to announce the release a major update for World Warfare & Economics! This HUGE update brings with it a host of improvements that we believe will significantly enhance your experience and deepen your engagement with the game. What's Coming? This update includes an extensive array of fixes and several new features designed to refine and expand the strategic depth of our geopolitical simulator. We've enhanced various aspects of the game, from gameplay mechanics to user interface, ensuring a more immersive and responsive experience. Join the Discussion Your feedback is crucial to us. After reviewing the detailed changelog, please share your thoughts on our forums or right here on the Steam discussion boards. Your insights help us continue to improve and evolve the game. A Big Thank You! We want to express our heartfelt gratitude to all our players for your continued support and enthusiastic involvement. Your feedback has been instrumental in this development process, and we're thrilled to roll out these changes that many of you have requested or suggested. Get ready to dive back into the world of diplomacy and conflict with renewed vigor. We look forward to seeing the new strategies you'll employ and the empires you will build or topple. Happy gaming!
Full Changelog
New Additions:
- Ability to create new organizations (Temporarily UI)
- Ability to change the name and flag of a country
- Ability to build facilities, with construction limited to a specific year
- Ability for AI to initiate trade deals on the player's behalf
- Military personnel reserves with options to mobilize and demobilize them
- New country: Western Sahara
- "yesmen" console command to make the AI accept every trade offer
- "no_resources_military" console command to disable the need for resources in production and unit design
- Achievements panel & integration with GOG
- Sailors and Navy soldiers
- Command panel - A unified panel that will simplify future modifications and enhancements
- Command panel - Players can expand the command panel to view details on selected formations (divisions, fleets, squadrons)
- Command panel - Select a specific squadron to view the units it comprises
- Command panel - Adaptive order cursor, which changes the cursor image if a command is invalid
- Instructions for player interaction with units
- Displays information on current selection and mode of operation
- Units on the map display tooltips with their military power (this feature will be expanded in the future)
- Ability to multi-select regions to distribute selected divisions
- Ability to multi-select provinces to distribute selected squadrons
- Notifications when nuclear strikes occuring (including casulties)
- Modify the GDP Breakdown panel to include the GDP increase value of each trade or arms deal
- Modifications to country statistics calculations
- Adjust the probability rates of intelligence missions
- Enable weaker countries at war to request peace treaties to expedite war conclusion
- Option to change the target province of a squadron mid-flight
- Adjustments to inflation calculations to better align with interest rates, monetary printing, and changes in resource prices
- Revisions to the voting process in international governmental organizations
- Upon signing a peace treaty, all related military units will be destroyed and redeployed to their bases
- Minor modification to relationship calculation
- Refinements to AI acceptance of peace offers
- Alterations to map dragging behavior (with an option to revert to legacy settings)
- Deployment now requires personnel
- Add a status indicator to loan deals to clarify whether the deal involves lending or borrowing
- UI for Air Warfare, presented as two Air Unit cards at the center of the province (this visual will be updated soon)
- Pressing the Esc key while selecting military units will clear the selection and close the command panel
- Introduce new UI indicators on the country panel to denote war status, puppet states, alliances, and war reparations
- Increase border thickness for improved clarity (support Windows only)
- Modify the missile layer button functionality for ICBM launcher access
- Adjust the ICBM Launcher to prevent the camera from moving to the Adriatic Sea upon activation
- Make Fog of War temporary rather than permanent
- Air units now clear the Fog of War for the entire province
- Allied nations help clear the Fog of War
- Remove the Switch Mission button; selecting a mission on the command panel will now automatically change the mission of selected squadrons
- Implement a new font for more readable numbers on the map
- Redesign the Unit Card for better readability
- Introduce new icons for unit cards
- Remove the Actions panel
- Discontinue the Army Panel (remaining functionalities will be replaced in the next patch)
- Adjustment to the AI's strategy for deploying squadrons during wartime
- Revised the building power calculation to offer a more realistic comparison between countries
- Removed information tab from sectors
- Divided Morocco into multiple regions
- Divided Western Sahara into multiple regions
- Divided Leningrad (Russia) into multiple regions
- Merged smaller provinces in Latvia, Germany, and Andorra
- Updated naval ships for Germany, Portugal, and China
- Enhanced military units with additional ships, APCs (Armored Personnel Carriers), and jets
- Loading a saved game gets stuck at 44% when loading divisions whose bases have been destroyed
- Researches in the tracker display incorrect completion dates (updates daily)
- UI issues in the tracker related to pie and bar charts
- Workers and professions do not occupy jobs as required
- Potential issue where laws and taxes are not deactivated upon reloading
- The player_god_mod command also applies to AI
- NaN political score for countries without political parties
- Player's export deals do not load when loading a saved game
- Country popup displays incorrect bar data
- Unable to trade with other countries despite having sufficient resources
- Frequent instances of jets getting stuck mid-air
- Loading saved games gets stuck while loading province data
- Issues where both land and air battles never conclude
- Loading wars makes them unmanageable by AI
- Inconsistent resource consumption and production values when loading a saved game
- Loan deals are not saved
- Map objects are inadvertently clicked when dragging
- Closing a peace conference while in progress prevents resetting peace, causing wars to never end
- Diplomacy color on the map does not update monthly
- NaN and infinity values for inflation rates
- Cities incorrectly belong to adjacent countries
- Unable to change social workers' wages
- Arms deals consistently calculated to take a week
- Education demands decrease to very low numbers as years pass
- Various rendering issues with charts resolved
- Multiple issues with the intelligence UI
- Problems related to international routes
- Receiving or giving economic aid does not affect account balance
- Issues loading intelligence missions
- Peace conferences fail to initiate
- Inability to click 'reject' in peace conferences when responding to countries' demands
- Peace conferences do not display the correct war name
- Numerous UI issues during peace conferences
- Issues concerning requests for or offers of economic aid
- Economic aids do not load when a saved game is loaded
- Flags are not created on the map when loading a saved game
- Large airports in progress are not created on the map when loading a saved game
- Smaller countries unable to build on coastal provinces.
- Inability to change the player's capital city.
- Occasions where AI does not respond to land conquests.
- Text on embargoes corrected from "Lift" to "Lift/Impose".
- AI does not distribute divisions correctly when deploying for attacks.
- Peace invitations are consistently rejected, especially in multi-country wars.
- Many peace conference demands are continually rejected, making it impossible to end wars.
- City objects do not update their colors.
- Exceptions from annexation can cause crashes and corrupt saved files
- Deployed slider resets to the last number upon scrolling
- UN voting process displays incorrect voting results
- Duplication of IGOs when inviting other countries to join
- Squadrons sustain damage even if no enemy units are present in the province
- Fog of war does not update correctly when player wars change
- GDP breakdown occasionally shows incorrect years in the dropdown
- Inability to filter by country in messages
- Fog of war not updating correctly when loading a saved game
- Concurrent multiple votes cause issues
- AI continues to send forces to concluded wars
- Uranium reserves do not decrease when allocated for nuclear programs
- Budgets can reach unrealistically high numbers
- Data comparison misses some stats and starts at 0
- Loading gets stuck at 9% or 37% during annexation
- Countries' flags are not removed from the map after annexation
- Updates to war casualties are incorrect
- The map remains interactable in deploy mode
- Issues concerning requests for changes in immigration policies
- Inability to withdraw province claims
- Problems related to puppeting countries
- All countries start with almost identical laws and policies data
- Bases and unit cards clip into terrain and objects on the terrain
- Game time is no longer tied to the frame rate
- Unit cards do not change color with changing relations
- Display issues with the Buildings Enabled setting are fixed
- Visibility problems with enemies during war
- Scrolling windows in the command panel now scroll smoothly
- Land units can no longer participate in multiple battles simultaneously
- Land units now properly exit land battles
- Land battles will properly conclude when units have retreated or been destroyed
- Issues with changing view layers are resolved
- Research budget UI wont update after starting new research
- Many other UI & Gameplay fixes and enhancements
- Implemented optimizations for economic calculations of countries.
- Reduced memory consumption from AI operations.
- Addressed a significant memory leak in AI operations.
- Eliminated a memory leak, resulting in faster load times and improved frame rates.
- Decreased the cycle count and memory usage for Strategic Unit UI rendering.
[ 2024-04-27 09:44:43 CET ] [ Original post ]
Hi everyone! We just released 0.85.6 HOTFIX ! This hotfix is dedicated to loading issues that have been reported through the game and Discord YOU CAN LOAD SAVED GAME FROM 0.85.5 We are working to fix all other issues ASAP ! Thank you for the support, feedback and criticism - and please, don't stop reporting bugs !
0.85.6 Changelog
[FIX] Jets will get stuck\keep roaming and wont shoot when sending to intelligence missions [FIX] Playing without political simulation is blocked from changing budget mid year [FIX] Non UN members still obligated to UN rules [FIX] IGOs have wrong continents requirements [FIX] Crash when sending jets back home from a mission [FIX] Issue where military bases position wont refresh when deploying units that causing many deployment bugs [FIX] Rendering issues related to units at war (can cause strategic view to be off) [FIX] Loading a saved game will stuck at 37% when loading past insults [FIX] Loading a saved game will stuck at 37% when changing professions wages [FIX] Laoding a saved game will stuck at 57% when loading spawned squadrons [FIX] Laoding a saved game will stuck at 54% when loading spawned divisons [FIX] Other issues related to loading process
[ 2024-03-25 23:10:55 CET ] [ Original post ]
Hello everyone, We're excited to announce the latest update, version 0.85.5, bringing significant enhancements and new features to enhance your gameplay experience. This update introduces a Peace mode for those seeking a war-free environment, streamlined unit transactions from inventory, and an in-game bug reporting tool for a smoother experience. With improvements ranging from a redesigned tech tree layout to extensive balancing of resource consumption, trade, and military dynamics, we're committed to delivering a more engaging and balanced gameplay. Dive into the updated world where managing your country is more intuitive, battles are more strategic, and your journey is more bug-free. Thank you for your continued support, and we hope you enjoy these new additions and refinements.
0.85.5 Full Changelog
[ADD] Peace mode - a mode that completely disables war [ADD] Ability to buy/sell units from inventory [ADD] Ability to send bug reports within the game (including save and player files) [ADD] Region capture UI [ADD] Ability to let AI manage player wars [CHANGE] Game will start in a paused state [CHANGE] New layout for the tech tree [CHANGE] More balancing to resource consumption values [CHANGE] Balancing to trade deals and arms deals [CHANGE] Removed the options to build energy facilities on provinces [CHANGE] Small balancing to unit designer cost and days [CHANGE] Adjustments to GDP Calculation related to trade deals [CHANGE] Balancing to sports facilities - a large number of stadiums at the starting point [CHANGE] Option to change the budget in the middle of the year through political influence [CHANGE] Balancing unit designer days required for creating new units [FIX] Issues related to setting budgets and auto-set values [FIX] Tooltip information when clicking on provinces that are not eligible to build on (resources buildings) [FIX] Account balance doesn't increase/decrease after a year [FIX] Military bases will cause rendering issues when destroyed [FIX] Issue where loading a saved game will be stuck at 37% when loading elections [FIX] Political score resetting to 0 and not increasing when loading a saved game [FIX] Cannot dismantle resources facilities [FIX] Professions employees won't increase [FIX] Research budget won't get reset at the end of the year [FIX] Saving/Loading data inconsistent (WIP) [FIX] Unit designer doesn't work when loading a saved game [FIX] Issues related to the Unit designer [FIX] Cannot pan/drag the map when flying into small countries (beyond zoom level) [FIX] Building two types of bases will cause them to overlap each other [FIX] Resources can be built on non-player provinces [FIX] Budget sliders not changed when auto-setting [FIX] Values will start with 0 at the start of the year [FIX] World resources availability will show different values on loading [FIX] Population will lose a small amount of pop when loading a saved game [FIX] Famine calculation will take into account wrong resources which cause well-produced food countries to have famine [FIX] Issue where arms deals will finish instantly when dealing with superpowers [FIX] Issue where save is failed - causing loading that files to be stuck at 11% [FIX] Elections process won't occur in player country after x years [FIX] Facilities entities won't load on saved game [FIX] GDP growth won't take into account economic growth bonus [FIX] Can build entities on top of other entities' locations [FIX] Countries' flags were hidden [FIX] Resources GDP will show wrong values [FIX] Issue where cannot build facilities after the first time when using instant_build or finish_all_buildings commands [FIX] Countries' stats increasing/decreasing significantly each year [FIX] Issues related to puppeting another country [FIX] Fixes related to military AI [FIX] Account balance will become NaN and revenues will change wildly when paying all debt [FIX] Issue where in-progress taxes will show 7.33% when loading a saved game [FIX] Some countries will have negative demands for health beds [OPTIMIZE] Building process freeze/lag when construction is finished
[ 2024-03-24 05:18:11 CET ] [ Original post ]
Hey everyone, New Hotfix has Uploaded ! This hotfix addresses urgent bugs discovered in the latest version. Version 0.85.4 [FIX] Stock policies do not change when clicked. [FIX] Famine notification blocks further game interaction. [FIX] Poverty rate will show small decimal numbers instead of real percentages. [FIX] Action filter on notification does not refresh in expanded mode. [FIX] Issue where naval units cant be moved after loading/reloading. [FIX] Military bases won't be visible after finishing construction. [FIX] Incapable population can be higher than the total population.
[ 2024-03-15 16:58:45 CET ] [ Original post ]
Hello everyone, We are thrilled to announce the release of the latest update, version 0.85.3, alongside the start of the Steam Spring Sale. This update brings enhancements that refine gameplay and ensure a smoother, more engaging experience for all players. Additionally, with the commencement of the Steam Spring Sale today, World Warfare & Economics is now available at a 20% discount. We've made several key improvements and addressed a variety of issues based on your feedback, focusing on enhancing the overall quality of the game. Our commitment to delivering the best gaming experience is reflected in this update, with adjustments and optimizations across the board. Seize the opportunity with the Steam Spring Sale to become part of our expanding community. Discover the newest updates and dive deep into the continuously unfolding universe of our game. Wishing you lots of fun on your gaming adventures!
Full Changelog:
[ADD] 10 new technologies [ADD] 3 new transportation infrastructures: Hyperloop, Vacuum Tunnels, and UAM [FIX] Missing Cuba from the database [FIX] Unit prices increasing after loading a saved game [FIX] No resource production when starting in early years [FIX] Professions not being distributed correctly into facilities [FIX] Resource reserves not increasing monthly [FIX] Battles not starting when only having divisions stored at a base [FIX] Labor force increasing significantly each year, leading to an extreme increase in expenses and revenues [FIX] Political score not increasing monthly [FIX] Inability to build navy bases after loading a saved game [FIX] In-progress military bases not loading in saved games [FIX] Taxes having no effects [FIX] Ability to resend a passport change request after it has already been sent [FIX] Inability to resend passport requests after 180 days [FIX] Conquering process not occurring in some instances [FIX] Inconsistent data between saved and loaded games (WIP) [FIX] Annexation not happening when one country conquers another [FIX] Inability to establish stock markets [FIX] Inability to apply stock policies once the stock market has been established [FIX] Researched technologies reverting upon loading a saved game [FIX] Exception preventing AI from sending units [FIX] AI not responding when its regions are under conquest [FIX] Missiles being invisible due to a layer issue [FIX] Population increasing significantly after the first years [FIX] Clicking on a country flag not positioning the camera on the country's territory [FIX] Fixed issues with naval unit UI count [FIX] Added mission indicators for naval units [FIX] Missions now properly applied to naval units [FIX] Naval UI highlights each mission assigned to selected fleets [FIX] Naval unit accordion displays individual fleet missions [FIX] Fixed the naval mission change button [FIX] Strategic and tactical unit UI now conforms to a grid and doesnt overlap [FIX] Land bases now deploy units when an enemy enters the region [FIX] Fixed issue with enemy units not appearing in certain circumstances [FIX] Fixed various issues and inconsistencies with land and naval unit selection [FIX] Fixed various issues with naval and land unit panel orders [CHANGE] Small improvements to AI in battles [CHANGE] New design for the battle UI [CHANGE] Clicking on a region while in battle will open the battle panel [CHANGE] Rebalanced population growth to simulate more realistic numbers
[ 2024-03-15 01:52:17 CET ] [ Original post ]
Hey everyone, We're excited to share with you the launch of our Public Beta Branch on Steam! This initiative gives you early access to updates in smaller, more frequent chunks. Our goal ? To ensure all fixes and features are polished and working correctly with your invaluable input guiding us every step of the way. Keep in mind, engaging with the beta versions means embracing the adventure of an evolving game, which might include facing some instability as we refine the gameplay together. Participating in the Public Beta Branch is a unique opportunity to contribute directly to our development process. We're eager for your feedback, bug discoveries, and suggestions. Your experience is crucial in identifying issues we might overlook and ensuring each update enhances the game just as intended.
How to Join the Beta:
To dive into the beta, simply right-click the game in your Steam library, select 'Properties', hit the 'Betas' tab, and choose the public beta option from the dropdown menu. What's New in Version 0.85.2:
- [ADD] Eurozone adaptation: Only Eurozone members now use the Euro.
- [FIX] Major fixes to rapid increases in resource expenses and VAT tax.
- [FIX] Resolved issues with the "Add Resource" console commands.
- [FIX] Addressed loading issues where saves got stuck at 37% during loading trade deals.
- [FIX] Patched production and consumption errors for water and vehicles.
- [FIX] Solved employment discrepancies - no more ghost jobs!
- [FIX] Updated the resources panel to accurately reflect population & military consumption.
- [FIX] Ensured sectors stats update reliably.
- [FIX] Streamlined saving/loading for countries' religious data.
- [FIX] Fixed Steam ownership validation errors.
- [CHANGE] Rebalanced all resources consumption and production for realism.
- [CHANGE] Optimized manufacturing times for a day-to-day realistic approach.
- [OPTIMIZATION] Enhanced game loading (saved games) times by cutting down by 30%.
- In Beta -> An increase in new game load times by about 20%.
- Some inconsistencies in data between saved games and loaded games.
- Further economic balancing.
- More optimizations for game saves and startup.
- Enhanced warfare mechanics and bug resolutions.
[ 2024-03-11 07:18:42 CET ] [ Original post ]
Hello everyone, A few days ago, we released version 0.85, and it's clear we didn't meet the high standards we set for ourselves and that you expect from us. We sincerely apologize for the shortcomings of this release and any frustration it may have caused you. Your patience, understanding, and supportive feedback during this time have been invaluable, and for that, we are truly grateful. Hotfix 0.85.1 Now Available In response to your feedback, we've worked diligently to address the issues with an immediate hotfix, version 0.85.1, now available for download. This hotfix tackles many of the problems reported by our community, aiming to significantly improve your gameplay experience. macOS Support Announcement We're also thrilled to announce that World Warfare & Economics now supports macOS (silicon only)! This has been a highly requested feature, and we're excited to welcome even more players to our growing community. Whether you're on a Mac or PC, you can now enjoy the strategic depth and immersive world of World Warfare & Economics.
Version 0.85.1 (Hotfix) Changelog
New Additions
- Countries: Added Taiwan, North Macedonia, and Micronesia as playable countries.
- Currency: Introduced the New Taiwan Dollar (TWD) as a new currency option.
- Naval Transportation Enhancements: Implemented Multi Division to Multi Fleet transportation capabilities.
- Economic Realism: Corrected the GDP calculation and growth metrics to be more realistic.
- Stock Market Stability: Addressed an issue where stock markets would lose 90% of their value in the first week.
- Revenue Fluctuations: Fixed significant and rapid revenue fluctuations.
- GDP Breakdown Accuracy: Resolved inaccuracies in the GDP Breakdown panel.
- UI Responsiveness: Corrected issues where clicking to buy units/licenses or to lift an embargo would not function.
- Energy Production: Fixed countries not producing energy.
- Water Production: Resolved the inability to produce water in coastal provinces.
- Deployment Screen Bug: Fixed a bug where the deployment screen would turn black and prevent unit deployment.
- Ultra-Wide Resolution Support: Addressed issues with UI elements not stretching correctly on ultra-wide resolutions.
- Seaport Construction Logic: Corrected the ability to build seaports anywhere on the map, restricting it to coastal points only.
- Sectors Panel Flag Display: Fixed an issue where the sectors panel would always show the US flag.
- Religious Demographics: Resolved a bug where religious percentages would always show 0% on country pop-ups.
- Model and UI Corrections:
- Fixed issues with tank models.
- Added a missing transportation button for naval units.
- Resolved navy selection issues.
- Corrected behavior of stacked unit cards and unit card orders panel.
- Ensured strategic and tactical unit cards properly collapse when revisited.
- Fixed bases disappearing temporarily after placing a new base.
- Addressed issues with loading saved games and units returning to base or failing to embark on ships.
- Resolved issues with inflation calculation, credit rating resets, and currency value initialization.
- Deployment Interface: Improved the deploy elements interface with the addition of an input field and slider for a better flow.
- Unit Identification: Updated unit cards to now indicate the army.
- Base Selection: Enabled bases to be selected from the region panel.
- War Declaration Confirmation: Added a confirmation dialog for declaring war when engaging a non-war country.
- Manufacturing Process: Altered the units manufacture capabilities process from factories to budget allocation.
- Day Pass Calculation: Optimized the calculation process for days passing, which can alleviate some freezes experienced during day transitions.
- Strategic/Tactical unit cards do not merge unless you zoom in enough to change modes.
- Strategic unit cards flash upon making move orders for divisions or fleets in bases.
- Division unit cards do not update colors after a diplomatic shift.
- Missiles do not work properly at 10x speed.
- Unit panel buttons only work for one division/fleet at a time.
- Saving/Loading inconsistent data.
- Unbalanced resource consumption/production.
Version 0.85 Changelog
New Features
- Playable Countries: Introduced 192 playable countries.
- Currencies: Added 140 currencies, all of which can be used as the main currency in-game.
- Country Workers Data: Included data for low, medium, and high worker categories.
- Country Population Data: Added population data categorized into poor, medium, rich, and very rich.
- Country Gender Data: Implemented gender data for men, women, and unspecified categories.
- Debt Repayment: Enabled the ability to repay debt in full.
- Media Infrastructures: Introduced the capability to construct media infrastructures.
- Airports and Entities: Added the ability to construct airports and other entities on the map.
- UI Scaling: Implemented a scalable tooltip feature, allowing for increased tooltip size.
- Region Capture Resistance: Added resistance to region capture, which occurs over time based on the military power of a unit.
- Visual Indicators: Introduced visual indications for region capture progression.
- Tooltip Font Resizing: Added a setting for resizing the tooltip font size.
- Strategic and Tactical Views: Included strategic and tactical unit views for land and naval units.
- Accordion UI: Implemented an accordion UI for land and naval units in tactical view.
- Terrain Rendering: Updated the terrain renderer to support HDR colors.
- Fog of War Redesign: Completely redesigned the fog of war and integrated it with intelligence systems.
- Radar Design: Introduced a new design for radars on the map.
- Economy Structure: Overhauled the economy structure to include production chains and demographic data.
- Squadron Target Selection: Radars will now turn red or green when the cursor is out of range.
- Facility Efficiency: Facilities now have an efficiency rating calculated by workers and resource consumption.
- Resource Consumption: Facilities will now consume resources and require workers.
- AI Defense: Improved AI's ability to defend its regions under attack.
- Budget and Accounts: If exceeding yearly budgets with sufficient account balance, the amount will be deducted from the account balance instead of accruing debt.
- Sector Facilities: Updated the UI for sector facilities to include more information about sectors and facilities, such as workers, resources, and efficiency.
- Sector Panel: Added a new panel for each sector to display comprehensive information.
- Facility Panel: Introduced a new panel for each facility to show detailed information.
- Aerial Unit Feedback: Added UI feedback when attempting to send aerial units out of range.
- Homepage Design: Updated the homepage design.
- Demographics Panel: Revamped the demographics panel design.
- Loading Issue: Fixed a bug where loading would get stuck at 11%.
- War-related Errors: Addressed internal errors related to war.
- Saved Game Loading: Resolved an issue where loading a saved game would be stuck at 80%.
- Missile Behavior: Corrected missiles that would constantly rotate around the target and sometimes scale up and down.
- Yearly Budgets Display: Fixed a bug where yearly budgets would display high values when loading a saved game in the first year.
- Potential Crashes: Fixed potential crashes when returning to the main menu.
- Army Panel Sorting: Optimized sorting in the army panel.
- Country Economy Calculation: Enhanced optimization of countries' economy calculations.
- Loading Process: Improved optimization of the 0-100% loading process (new game only), especially for PCs with low hardware capabilities.
[ 2024-03-09 09:18:38 CET ] [ Original post ]
Hello everyone, Before I begin, I want to extend our sincere apologies for the delay in our response and the postponement of the upcoming version. This version is poised to revolutionize World Warfare & Economics, which is primarily why we've maintained silence the workload for this version is substantial. Nevertheless, I'm pleased to announce our planned release date for the upcoming update: March 1. This timeframe will afford us ample opportunity for testing to ensure everything functions as expected. Here's what the next update will include:
- Refactored the game's economy system to incorporate more realistic GDP and inflation calculations.
- Overhauled technologies, which will now unlock new facilities, laws, internet infrastructures, and bonuses affecting the economy, population, and more
- Introduction of informational panels for Facilities & Resources (see attached), providing players with insight into what their facilities and resources consume, as well as their labor force
- Privatization or nationalization options for Sectors & Resources, including simulating private sector growth
- Access to 195 countries to play with or compete against (AI)
- Introduced 145 currencies, all available to play with - within the game settings
- Enhanced battle visuals, featuring more immersive radar pings
- Enchanced navy\land units selection & movement - Accordion UI
- Enhanced the resource building process to allow for building multiple resources across multiple provinces simultaneously (see attached)
- Changes to the process of conquering regions, now a gradual process even in the absence of enemy armies, simulating the capturing process, including population resistance
- Complete refactoring of the Fog of War from scratch, integrating it with intelligence
- Overhaul of the building system to allow for a more robust and realistic experience
- Addition of numerous balancing aspects to trade and unit design, aimed at enhancing intuitiveness
- Resolution of ALL saving/loading issues reported by the community (up to today)
- New visuals for radars & visual feedbacks when trying to send aerial unis outside of range
- Added more demographic information, including population genders and worker levels (low, medium, high)
- Significant optimizations to loading times - reduced by 60%
- And much, much more
[ 2024-02-17 15:20:47 CET ] [ Original post ]
Hello Everyone, We're excited to announce the release of our latest hotfix, Version 0.84.1. This update is part of our ongoing commitment to enhance and refine your gaming experience. Additions
- First support for Ultra wide screens and other aspect ratios
- Cannot attach divisions that are already on coastal regions with naval ships
- Aerial units stuck when sending them to target positions (pathfinding error)
- Invisible texts across the game (broken reference localization)
- Tutorial economy stuck on Budgets
- Potential memory leak when reloading the game
- Internal errors related to Yearly events not triggering
- An issue where aerial province UI will show no units even if having units in the province
- No political parties in: Georgia, Tanzania, Sudan, Senegal, Philippines, Eritrea, Czech Republic
- Ministers auto-manage state not saving on save/load game
- Issues when saving/loading intelligence missions
- Language is not being saved
- Fleet icon would be shown when displaying air squadrons
- Issue where jets will roam wrong provinces
- Loading issue related to loading land divisions on the map
- An issue where scroll bars were inverted
- Tutorial freezing on budget section
- Cannot build military bases (tracker would show Hospitals-1000)
- GDP breakdown panel will always show the United States of America
- Issue where manufactured/bought defense systems won't be able to deploy
- Issue where attached divisions would drop off ships instead of attaching to them when clicking on a land position and while searching for divisions to attach
[ 2024-01-22 07:39:12 CET ] [ Original post ]
Hello Everyone! We're thrilled to announce the launch of Version 0.84, a game-changing update that brings a host of new features and improvements to World Warfare & Economics! This update focuses on enhancing the global strategy experience with new International Governmental Organizations (IGOs), advanced naval warfare mechanics, and a more dynamic military personnel recruiting system. Here's what you can expect: International Governmental Organizations (IGOs)
- Join or leave IGOs worldwide to form strategic alliances.
- Request aid and participate in the voting process for crucial decisions.
- New options for handling UN resolutions and Security Council voting.
- Annual summits for setting interest rates within mutual currency organizations.
- Engage in intense naval battles when enemy ships enter the same region.
- Attach land units to ships and conduct overseas operations.
- Set specific naval missions for each operational fleet, including blockade, search and destroy, and more.
- Enhanced naval pathfinding and region marking for improved strategy planning.
- Customize your military strength by setting specific recruitment percentages and budget allocations.
- New visuals and UI for the military personnel panel, offering a clearer and more immersive experience.
- Adjust your military strategies in response to global events and diplomatic changes.
- Implemented economy tutorial.
- Enhanced UI for organizations and the UN.
- Updated visuals for nuclear missile explosions for more realistic effects.
- Numerous bug fixes and performance improvements, enhancing overall gameplay experience.
- Economy Tutorial
- Fading notification for important events
- Ability to join/leave organizations worldwide
- Option to request aid from member organizations
- Voting process for organizations (for new countries joining)
- The United Nations
- UN Security Council voting process
- Organization interest rate summits - yearly summit for setting interest rates when part of a mutual currency organization
- 38 active UN resolutions (based on real data)
- Recruitment of military personnel by setting recruitment percentages and budget
- Penalties for uncompleted IGO objectives, affecting player's world influence
- Ability to fund new unit design over years
- Ability to sign trade & arms deals secretly to overcome UN resolutions
- Options to cancel strategic agreements with other countries
- New console command to add relations between countries
- AI will try joining organizations
- New setting option: Terrain quality
- Naval battles when enemies' ships enter the same region
- Ability to attach land units to ships and drop off in overseas countries
- Ability to set naval mission for each operation fleet (Close Navalsupport, Hold position/Blockade, Search and Destroy)
- GDP Breakdown panel - exposing the game's GDP formula to players for a more convenient understanding of their GDP
- 10 Map modes: Diplomacy, Political, Military, Influence, GDP, GDP per Capita, Health Care, Security Care, Welfare Care, Pollution
- New visuals for nuclear missile explosions
- New organization UI
- Arms trade prohibited with countries under UN arms embargo
- Resource trade prohibited with countries under resource embargo or other economic sanctions by the UN
- Uranium trade prohibited with countries under non-proliferation embargo by the UN
- New design for the military personnel panel
- Restructured military personnel recruitment calculation
- Trade deal acceptance rates adjusted to more accurately account for a country's world influence
- Updated economy radial menu to include previously hard-to-find panels
- GDP info in country popup now clickable for detailed country GDP breakdown
- Reduced amount of resources required for unit designer
- Modifications and corrections to the GDP algorithm
- Canceling agreements will cause relations to decrease
- Interceptor lines are now dashed for better clarity
- Removed camera center after leaving deploy panel
- Inability to change interest rates while part of a mutual currency organization (set by yearly summits)
- An option to click directly on the targeted country on the map in the ICBM launcher instead of scrolling through all targets
- Naval region won't be marked as navy when loading a saved game (will cause stuck ships, and not a usable naval system)
- Navy pathfinding issue that blocks fleets, especially in narrow passages
- Taxes income will be 0 when loading a saved game
- Taxes will pass if saving while in voting and loading a game
- Cannot load the game while in game
- Cannot build resource facilities when reaching 1,000
- Divisions won't load infantry when loading a saved game
- Notifications won't refresh when expanded
- Defense system unable to manufacture after purchasing a license
- Console command "pass_all_laws" causing errors with policies
- Console command "instant_build" not working on provinces & region facilities
- AI Military base visibility always on when loading a saved game
- Buildings won't be visible if not switching back their toggle
- No political parties in Portugal
- Relationship with the entire world will go -100 when declaring war against any country
- fast_deploy console command dont work
- Issue where navy units wont return home\exit from base
- Fixed potential trigger from yearly\daily events not raising
- Cannot right click to center on divisions\fleets from the left army window
- Cannot return home\spawn navy units for some bases
[ 2024-01-16 08:57:52 CET ] [ Original post ]
Hello Everyone, Before diving into the specifics, we want to extend a heartfelt apology for the bugs that have impacted your gaming experience. Your patience and support have been incredible during this time, and we are deeply grateful. We've been working tirelessly to address these issues, and we're happy to present the following fixes and optimizations in Version 0.83.17: Fixes
- Duplicate power plants appear when loading a saved game.
- Duplicate military units when loading a saved game.
- Regions become unclickable across the world, most often after the first click.
- Loading gets stuck at 95% when a large number of units are deployed.
- Loading does not load all country regions and provinces.
- Previously failed laws & policies are loaded when loading a saved game, which causes negative and never-ending processes.
- Aerial units will return home if not fighting alongside military alliances.
- Memory leak occurs when saving the game multiple times or overwriting.
- Auto-Save and Selected language are not loaded when exiting the game or returning to the main menu.
- Missing region in Ennedi, Chad.
- Missing political parties in Chad, Qatar, Yemen.
- Incorrect seat counts for political parties in Spain.
- Inability to open/close borders for war refugees.
- Facilities' progress resets when loading a saved game.
- Some countries' military expenses will start negative.
- Loading stuck on 37% (when having deployed units in progress - in allied countries).
- Overwriting a saved game doesn't trigger overwrite confirmation and won't save the game.
- All technologies will be unlocked when loading a game.
- Military units will load as manufactured in the same year of the game.
- Army personnel (deployed infantries) won't load when loading a saved game.
- Facilities under 1000 cannot be built anymore after reaching 1000.
- Loading issue related to when the player has a cyber mission in progress.
- Revenues panel will always show 22.5 bln revenues.
- Issue where you cannot sign a strategic agreement or establish an embassy even if you have met all requirements.
- Military power increasing when loading a saved game.
- Units under manufacture won't load when loading a saved game.
- Resources reserves do not load when loading a saved game.
- Optimize the loading of save files when first entering the loading panel or after saving a new game.
[ 2024-01-02 07:39:08 CET ] [ Original post ]
Hello Everyone, We've just rolled out a crucial hotfix to address some recent issues impacting your gameplay experience. This update, ensures smoother and more stable gameplay. Fixes
- Resolved issue preventing the construction of resource facilities upon first entering a region.
- Addressed high GPU temperatures encountered on Ultra settings.
- Fixed a bug where the yearly budget couldn't be set above 0 if previously set to 0.
- Corrected an issue where new power plants showed 0 production.
- Fixed the non-research of old military technologies by strong military countries.
- Resolved the inability to save the game while a war is active.
- Fixed the issue where buying/selling stock shares had no effect on the budget.
- Resolved a bug causing losing countries to be stuck in answer mode during peace conferences.
- Fixed the inability to demand reparations in peace conferences.
- Addressed the issue of being unable to respond to peace invitations.
- Resolved the inability to annex countries/provinces post peace conference approval.
- Fixed unrealistic fluctuations in currency values.
- Resolved the issue of non-saving Engineers & Scientists data.
- Fixed the ongoing firing of ICBMs by countries post-war.
- Addressed the issue of interest rates resetting to 0 after voting.
- Fixed extreme fluctuations in Liberal/Conservative values.
- Resolved the issue of unsaved policies when saving the game.
- Fixed the abnormal increase in security income taxes.
- Corrected war loading issues in saved games.
- Addressed the issue of deployed divisions spawning at base locations in loaded games.
- Fixed the breakage of the Russia-Ukraine war scenario when Russia is player-owned.
- Resolved the issue of Ukraine not being at war in player-owned Russia-Ukraine scenarios.
- Fixed duplication of military unit licenses in saved and loaded games.
- Addressed the inability to sign strategic agreements with other countries.
- Resolved missing passport policies for Turkey & Russia.
- Fixed the display of 0 in prison cells.
- Addressed the issue of some countries starting with a negative number of prisons.
- Corrected inverted effect values in sector taxes.
- Fixed the inability to print money more than once.
- Resolved the issue of being unable to declare an emergency state if previously declared.
- Major overhaul of inflation calculation for enhanced realism and prevention of unrealistic values.
- Personnel calculation removed to prevent yearly decrease; improvements coming in the next version.
- Added percentage displays to election results.
- Updated save information on UI.
- Removed the outdated space UI.
- Introduced the 'fast_design' command for instant design of new units.
- Added functionality to close opened panels using the ESC button.
- Introduced input boxes in the trade deals section.
- Implemented small quality of life updates.
- Added a cursor lock state setting for dual-screen setups.
[ 2023-12-29 08:50:30 CET ] [ Original post ]
Hello Everyone, We've quickly rolled out a hotfix in Version 0.83.3 to address some urgent issues that have come to our attention. Your gaming experience is our top priority, and we're committed to ensuring it's smooth and enjoyable. Here's what we've fixed: Bug Fixes:
- Adjusted the trade deals acceptance rate bar for accurate representation.
- Addressed a rare freeze at 93% related to regional calendars.
- Resolved an issue with settings not saving upon exiting to the main menu.
- Corrected technology process requirements for a smoother tech progression.
- Fixed an issue causing infinite loading when reloading from the main menu.
- Added missing political parties for Romania and Colombia for better gameplay realism.
- Fixed negative values in regional infrastructure tracker for clarity.
- Resolved a black screen issue with the Olympics event.
- Addressed a bug preventing the loading of saved games after returning to the main menu.
- Fixed the world tension meter reset to maintain consistent gameplay challenge.
- Resolved an issue with the yearly report for better game tracking.
- Fixed discrepancies in military power data and equipment after loading a saved game.
- Addressed a UI bug for accurate representation of country governance.
- Improved AI equipment license purchasing logic for enhanced AI behavior.
- Made the space navigation button more visible for better user experience.
- Enabled previously non-functional console commands for more gameplay options.
- Fixed an organization absence issue in saved games for continuity.
- Significantly decreased save file sizes for easier game management.
- Addressed unjustified war declarations by democratic countries for balanced gameplay.
- Corrected tooltip text in the voting popup for clarity.
- Resolved infrastructure display issues post-load for better game immersion.
- Fixed passport image loading issues for a more seamless experience.
- Addressed incorrect resource production values for accurate gameplay.
- Resolved access issues to military technologies and the Unit designer for uninterrupted gameplay.
- Reduced textile consumption for more balanced economic gameplay.
- Integrated game difficulty with trade deals and voting processes for a tailored experience.
- Added a new screen mode setting for customizable display options (borderless, windowed, fullscreen)
[ 2023-12-23 09:08:15 CET ] [ Original post ]
As we approach the exciting moment of releasing our game into early access, we want to take this opportunity to communicate openly and honestly with all of you. Our team has poured its heart and soul into this project, and while we are thrilled to share it with you, it's crucial to remember that the game is still a work in progress.
Understanding Early Access
The version of the game we're releasing is not the final product. It's an early access version, which means it's not in a perfect state yet. However, it is packed with many features and a ton of data. We want to be completely transparent: please consider carefully before purchasing. If a work in progress experience is not your thing, no problem! Come check back later, well still be here, well be diligently working!
Expect the Unexpected
In its current form, the game may have bugs, youll have crashes, and in some areas might feel incomplete. These issues are not permanent roadblocks but rather stepping stones towards improvement. Unlike games that release yearly versions (and charge for each), our focus is solely on refining this single version. We are committed to fixing every bug and considering every piece of feedback.
Join Us on This Journey
For those who choose to support us by purchasing the game, we extend our warmest welcome. Your involvement is not just about playing a game; it's about being part of a community that shapes its future. Your feedback, patience, and enthusiasm will be the driving forces behind each update and improvement.
Early Access roadmap
In our commitment to transparency and ongoing development, we invite you to view our detailed Early Access Roadmap. This roadmap outlines the upcoming features and timelines, demonstrating our dedication to enhancing your gaming experience. World Warfare & Economics Early Access Roadmap
Localization
As we bring our game to a global audience, we recognize the importance of localization. Currently, the game is available in multiple languages, with English being the primary and most polished language. We've worked hard to provide translations in other languages, but it's important to note that these are still under refinement. Please be aware: The translations in languages other than English have not yet been thoroughly vetted. They are a work in progress, and we expect to improve them with each subsequent update. Your feedback in this area is particularly valuable, as it will help us enhance the accuracy and quality of our translations. We are committed to making our game as accessible as possible to players around the world, and we appreciate your patience as we work towards achieving a high standard of localization in all supported languages.
In closing, I am reminded of a quote that resonates deeply with our mission: "It takes a day to destroy a good reputation, but it takes many years to build it." - Emmanuel Otumala.
We are on a half-decade long journey to build something exceptional, and we invite you to join us on the next step in this exciting adventure! Thank you for your support, understanding, and belief in our vision. Warm regards, Netanel Torbiner (Lotous21) Khenan Newton (khenanplotarmorr) Chloe Lee (csl1006) Peter Randol (SpaceMicroscope) Okron Studio
[ 2023-12-20 21:59:47 CET ] [ Original post ]
Strategists and leaders across the globe, the moment has arrived to witness the unveiling of a new era in grand strategy gaming. We're excited to present the official trailer for World Warfare & Economics - our upcoming geopolitical grand strategy game that promises to redefine the genre. Trailer Premiere The world of World Warfare & Economics comes alive in our captivating trailer. Watch it and feel the anticipation build as you're introduced to the strategic depth that awaits. [previewyoutube=U-Z1oVbjkKA;full][/previewyoutube] The stage is set for a saga of power and strategy. Will you observe from afar, or will you prepare to lead when the time comes? The age of World Warfare & Economics is upon us. Exclusive Closed Beta In preparation for our journey to release, an exclusive closed beta is underway. Hand-picked strategists are currently engaged in the delicate balance of power and diplomacy, helping to shape the future of World Warfare & Economics. Stay tuned for their insights and experiences! Early Access Release Date Mark the date, commanders of destiny 12/21/2023 is set for a pivotal turn in the realm of strategy gaming, exclusively on Steam. World Warfare & Economics transitions from veiled development to the grand stage with its Early Access release. Having already unveiled our official trailer, we invite you to step into a world where your strategic choices weave the tapestry of nations' fates. About World Warfare & Economics World Warfare & Economics is not just a game; it's a crucible of leadership. You will engage in diplomacy, warfare, and economic strategy on a scale that mirrors the complexities of ruling an entire nation. Whether you aspire to be a benevolent leader or a ruthless tyrant, your tactics will echo through time. Stay Informed Don't miss out on any updates! Follow World Warfare & Economics on Steam and our social platforms to get the latest news, developer diaries, and insights from the closed beta participants. Website https://www.worldwarfare-economics.com/ Reddit https://www.reddit.com/r/WorldWarfareEconomic/ Facebook https://www.facebook.com/gaming/WorldWarfareEconomic Instagram https://www.instagram.com/worldwarfare_economics/ Discord https://discord.gg/XyX6kFdxRN Twitter https://twitter.com/WorldWarfareEco
[ 2023-11-27 13:13:04 CET ] [ Original post ]
Hello, fellow game enthusiasts! We're back with our seventh installment of our dev diary, and today we're embarking on a journey through the delicate web of diplomacy. Dive in with us!
Diplomacy: A Worldly Affair
Diplomacy isn't just a feature in our game - it's a lifeline. By cultivating and nurturing relationships with various countries, players can solidify their global influence, making their country a beacon of power and respect.
Strategic Agreements: The Art of the Deal
The ability to form strategic agreements opens up a world of possibilities: Setting up embassies to foster closer ties. Crafting alliances for mutual benefits and protection. Research agreements allow you to benefit from the technological advancements of allies without the legwork. Economic and trade agreements for fostering mutual prosperity. However, there's a twist! Forming a pact with one country may ruffle the feathers of another. Balance is key to avoid global tensions.
Passports: Open Doors, Open Relations
Tinkering with visa policies can be a game-changer. By being more welcoming, you can boost tourism, increase migration, and positively influence diplomatic ties.
Reactions: The Ripple Effect
Every action in the game has a reaction. Whether it's a new law or a trade agreement, countries around the world will have their say. They can support, condemn, or even express outrage at decisions. Players must remain vigilant; every choice can have global implications, adding layers of realism and immersion to gameplay.
Trade & Loans: Strengthening Ties
Building a robust relationship often starts with economics. Sign trade or loan agreements to gradually bolster ties. And for those looking for the quickest boost? Arm deals offer unparalleled diplomatic influence.
Embargos & Insults: The Risky Game
Lifting embargos can disrupt trade ties, not only with the target country but with their allies too. Imagine facing an embargo from a powerhouse like the USA - trade becomes a maze. But for players who enjoy a bit of drama? Send public insults to rival nations and watch the fireworks!
Organizations & The UN: International Diplomatic Hubs
Interacting with International Governmental Organizations (IGOs) can significantly enhance your diplomatic clout. Achieve their objectives, donate funds, and watch as nations begin to view you favorably. Similarly, aligning with global resolutions in the United Nations can cement your country's position as a diplomatic leader.
Space Exploration: Diplomacy Beyond the Stars
The game takes diplomacy to new heights, quite literally! Collaborate on interstellar missions, land rovers on alien terrains, or send spaceships to explore the cosmos. Mutual space ventures not only foster close ties but also pave the way for shared technological innovations.
Pack your bags (and your diplomatic toolkit) as you navigate the nuanced landscape of global relations. Every move, every alliance, every challenge awaits you in this thrilling odyssey. Ready to lead your nation to diplomatic stardom? Join us in this grand adventure!
[ 2023-09-04 19:31:19 CET ] [ Original post ]
Greetings everyone !
Welcome back to our ongoing saga, the sixth installment of our cherished dev diary series. This is where we share the magic that happens behind the scenes, offering a glimpse into the monumental strides we've been making recently in our gaming odyssey.
Over the last few months, we've been on an epic quest. Our mission? To unlock the perplexing mysteries that often make strategy games feel like deciphering an alien language or solving a Rubik's cube blindfolded. You see, we understand that complexity can add depth and texture to a game, transforming it from a mere pastime to an intellectual journey. But we also recognize that this complexity can be a double-edged sword.
To illuminate the issues, we've invested countless hours of rigorous research and conducted in-depth conversations with our devoted legion of players. It's through this synergy of science and dialogue that we've arrived at a profound revelation. The crux of the issue isn't complexity itself. No, it's the Herculean task of managing all these intricate components in unison that often overwhelms players.
Allow us to illustrate this with a graph that we meticulously put together. This visual aid pinpoints precisely when and where players begin to lose their foothold on the thrill of the game.
In the honeymoon phase, the initial interaction with the game is pure exhilaration. The world is teeming with features to explore, each one a tantalizing taste of the adventure that awaits. But alas, like all honeymoons, this period is fleeting. Gradually, the intoxicating allure starts to wane. Our players find themselves marooned in a bewildering labyrinth of options, uncertain of how to navigate the game to execute key maneuvers, and grappling to piece together how the different systems intertwine.
And there's another critical ingredient missing from this recipe. Despite the myriad features and options, our players reported feeling a lack of immersion. They crave the heady thrill of stepping into the shoes of a world leader, of feeling every pulse and ripple of the world they rule.
So, how have we risen to these formidable challenges? We've rolled up our sleeves, fuelled up on copious amounts of coffee, and embarked on a full-scale transformation of our game systems. No stone has been left unturned in our pursuit of the ultimate gaming experience.
Policy modification - Before vs After
Health Stats - Before vs After
The redesign process involved constructing an elaborate network of wireframes, creating comprehensive user flows, and conducting additional layers of research. All this to craft an immersive design that would pull our players into the game world with the irresistible force of a black hole.
And oh, the results! The results have left us positively buzzing with excitement. This comprehensive overhaul has transformed our game from a simple on-screen experience into an engaging, immersive, and intuitive world that feels as real as the device you're playing on. Our vision for the future of UI/UX in our game has taken shape, and it's even more spectacular than we'd imagined.
All footage is from the pre-alpha stage and subject to change. These alterations will be implemented for our alpha and beta testers by the end of August.
We hope you're as excited as we are, and that you've enjoyed this read.
Thank you, Okron Studio
[ 2023-06-20 00:05:23 CET ] [ Original post ]
Greetings, Citizens!
Hows everyone doing? I hope all is well!cozycrashfish
You must be wondering what this announcement is about Well, I wont make you guys wait and get right to the context, as its Friday, and most of us are already in a weekend mood! steamhappy
Looking back at how this all started and what we have achieved, its been a long journey. This wouldnt be possible if it werent for all of you! We want to thank everyone for their constant support towards the project and for being part of this amazing community. Tie
We are always trying our best to improve whenever and wherever possible, the progress that were making wouldnt be possible without your lovely support and suggestions.
To do something special for our lovely community, we are hosting a giveaway for all of you oldschool
Star Wars Jedi: Survivor is an upcoming action-adventure game developed by Respawn Entertainment and published by Electronic Arts. This game is the sequel to Star Wars Jedi Fallen order.
A lucky member of the community will be winning a copy of this awesome game on the platform they desire!
To enter the giveaway, you have to do is head to this link -
Click here!
If you know someone who is a die-hard fan of the Star Wars series and is eagerly waiting for this game, dont forget to invite them as well! We really dont have any major restrictions as to who can participate!
Thats all from me today
Kind regards
Nody,
Community Manager, Word Warfare & Economics.
[ 2023-04-21 18:03:22 CET ] [ Original post ]
Greetings, Citizens of World Warfare and Economics!
Its time for another Dev Diary! We know that you all have been eagerly waiting for this, and this time, we will be talking about Intelligence in World Warfare and Economics!
"Within the labyrinthine depths of military intelligence lies a powerful weapon, a sharpened sword honed by knowledge, strategy, and foresight. Yet like any weapon, it must be wielded with great care, for one misstep can unravel even the most carefully laid plans, and the consequences of failure can be catastrophic."
Intelligence
In World Warfare & Economics, you can use espionage, launch cyber-attacks, dismantle enemies military bases, dismantle enemies nuclear programs, track & sabotage enemies arms shipments and even eliminate high-ranking personnel. [hr][/hr]
When you are at war, how do you know what your enemies next move is going to be?
When such a crisis arises, you have to collect data on them, such as strategic locations, division & squadron locations - that way, you can anticipate whenever a unit is coming to attack you and build your defense strategy accordingly. [hr][/hr]
Intelligence Rate
Each country has an intelligence rate. This rate is determined by how much you know about that country; for example, a 100% intelligence rate means you know everything about the country, its strategic locations, and other advantageous information. A high intelligence rate provides a significant advantage in warfare, as it allows you to anticipate and counter your enemy's moves effectively. With a complete understanding of the enemy's strengths and weaknesses, you can devise a sound strategy that exploits their vulnerabilities and minimizes your own weaknesses. You can also use this intelligence to launch covert operations, such as espionage, cyber-attacks, sabotage, and assassination attempts, all while remaining undetected.
In order to gain an intelligence rate, you will need to distribute intelligence manpower and continuously launch intelligence missions. Overall, the intelligence rate system in World Warfare & Economics is a vital component that adds depth and complexity to the game. It allows players to experience the challenges and complexities of modern warfare, where intelligence is just as crucial as military might. By mastering the intelligence system, players can gain a significant edge over their enemies and emerge victorious in the world of World Warfare & Economics. [hr][/hr]
Intelligence Manpower
The manpower in the intelligence sector is divided into five different units, intelligence soldiers, special agents, spies, hackers, and reconnaissance aircrafts. Each one of them has a different role in securing intelligence on your targets. For example, intelligence soldiers are adept at gathering information on enemy troops, while special agents specialize in infiltration and sabotage operations. Spies, on the other hand, excel at collecting sensitive information, while hackers are skilled in cyberattacks, and reconnaissance aircrafts provide real-time intelligence on enemy positions.
Your manpower can be increased by keeping up with other sectors (such as the military and education). A country with a better education score will have better hackers than their target country, so cyberattacks will be more likely to succeed.
In World Warfare & Economics, you can launch stealth missions to secretly attack any country without forcing you to declare war. With these extensive intelligence features, players can experience the challenges and complexities of modern warfare, making it exciting and engaging.
The intelligence system and other systems in World Warfare & Economics all work together to ensure immersiveness. [hr][/hr] With this, we will conclude our 5th Dev Diary. Now, with the help of all the information provided above, you all should be ready to take full advantage of your countries intelligence and use it to dominate other countries in World Warfare & Economics! Okron Studio hope that you had a fantastic read! That being said, please make sure that you follow us on our socials and join our Discord Server to catch up with the latest updates regarding the games and much more! Kind regards, The Okron Studio Team.
[ 2023-03-30 18:02:36 CET ] [ Original post ]
Greetings, Citizens!
The Orkon Studio Team is pleased to announce that were hosting a scenarios' competition on our Official Discord server!
As many of you know, we already have a channel where we have been given a lot of incredible suggestions by you all; quite enticing if you ask me. This made us think, why not reward people for such fantastic ideas. So we thought, why not run a competition where all of you amazing Citizens can participate and vote on the three best scenarios And YES, there will be prizes .
For more information, do join our Discord Server!
Here's the link to our Discord server:-
World Warfare & Economics Official Discord Community
The details of the Competition can be found here
- Click here! Were hoping for maximum participation from everyone! :D Looking forward to seeing you all on the server! Kind Regards, The Okron Studio Team
[ 2023-03-09 19:00:17 CET ] [ Original post ]
Greetings, Citizens! steamhappy
The Orkon Studio Team is pleased to announce that were officially inviting all applicants for early access! We know you all have been waiting for so long to get the opportunity to test out our game and be the lucky person to get early access on steam. For this very purpose, we have opened up the applications! This application is only available to our Discord Citizens! So If youre looking to be part of our EA(Early Access) team, quickly join our discord server and apply for this opportunity right away!
Here's the link to our Discord server
- World Warfare & Economics Official Discord Server.
The details of the EA (Early Acess) can be found here
- Early Access Applications. Looking forward to seeing you all on the server! - The Okron Studio Team
[ 2023-02-17 15:28:03 CET ] [ Original post ]
Map
- New design and animation for lines on map
- Optimize rendering UI elements on map
- Optimize rendering day\night cycle
Countries
- Greece
- Mexico
- Austria
- Iraq
- Finland
Economy
- Restructure countries revenues calculation
- Implement and integrate countries revenues data
- Aids can be canceled
Military
- MLRs (missile launchers)
- Add option to move divisions between bases
- Add option to fire missiles from land divisions (through MLRs with range in KM)
- Add option to fire missiles from naval units
- Battle calculation will take into account logistics supplies
- Jets will do more damage to land units when bombing
- Province defense systems will have cooldown so massive strikes will cause heavy damage to province
- More artillery units
- The Australian navy
- Firing range stat for naval units
- Cargo planes
- Cargo vehicles
- Battle supply lines (deliver logistics to battle)
- Armies - player will be able to create field armies
- Defense's lines for armies (units will automatically move to selected provinces and defend the line)
Events
- World singing contest history data
- Pandemics will randomly occur every 80-300 years (optional)
- Covid-19 simulation (optional)
AI
- AI units will shot missiles to provinces if in range
- AI will distribute cargo vehicles\planes to supply lines
- New option to use AI to distribute cargo vehicles to battles for the player
- AI will activate\deactivate emergency policies during pandemics
- AI will try to research vaccine during pandemics
- AI will purchase\produce vaccines
User Interface
- WNC News (World Warfare & Economics news channel) - news ticker
- New option in settings to disable 3D Units on map
- Option to enable\disable game running in the background in the settings
- Moved clouds toggle to settings
- Moved day/night toggle to settings
- Pandemic panel + pandemics menu in world menu
- Add texts to show income\expenses of arm deals
Sounds & Music
- 3 more soundtracks
- Pandemics SFX
Bugs
- AI not sending reinforcements to provinces under attack
- Countries statistics ranking don't show correct data
- Literacy rate can go up to more than 100
- Soldiers deserted rate don't show the correct value on ranking
- Duplicate currencies
- Cannot transfer land units through naval units if position is belong to unit country
- Countries military bases remain the same color after declaring war
- Researched technologies doesn't unlocked future technologies
- Battles will occur after annexation with the same country
- Cannot move divisions if pressing on battle UI
- Countries data on new game menu is not correct
- Slow scroll on dropdowns
- Countries sectors score NaN value after annexation
- Countries GDP can be negative
- Passing laws can have more than 100% of the parliament in favor
- Text overlap in housing demand
[ 2023-02-02 17:41:08 CET ] [ Original post ]
[hr][/hr]
Greetings, Citizens!
The Okron Studio team would like to wish everyone a Merry Christmas and a Happy New Year! We also want to say we are extremely thankful for all the amazing support youve shown us throughout this year! Happy Holidays, remember to rest a bit from your world domination efforts ;) The Okron Studio Team
[ 2022-12-24 18:14:29 CET ] [ Original post ]
Map
- Animated sea
- Captured texture on provinces
- AI trade deals (not related to player)
- AI will approach player to make new trade deals
- Smarter AI for land battles
- Grievances
- Puppet & causes beli
- New alien faction and solar system
- World News
- Tips & Quotes
- New tutorial section (UI)
- Tracked specific countries for notification
- Fixed crashing when instantiate land units
- Fixed error when aerial units disappear
- Fixed aerial pathfinding for long distance targets
- Optimize battles for better performance
[ 2022-09-09 00:27:36 CET ] [ Original post ]
"Space exploration is investigation, by means of crewed and uncrewed spacecraft, of the reaches of the universe beyond Earth's atmosphere and the use of the information so gained to increase knowledge of the cosmos and benefit humanity"
In World Warfare & Economics you can explore the space using space probes, rovers and crewed missions toward planets across the universe.
Space is built in a 3D environment so players can actually see ongoing missions in space.
Space Agencies
Each country will operate its own space agency (that can be part of international space agencies),
Every space agency contains Engineers, Scientists, Astronauts, Observatories, Satellites and Launch pads.
In order to improve your space agency players will need to build and upgrade facilities such as Observatories, Launch pads and Satellites, also every space mission requires Astronauts so players will need to invest in Astronaut training to produce more Astronauts to launch more missions simultaneously.
Observatories can help with predicting and preventing natural disasters and also increase your space technologies research.
Planets & Missions
In a new game players will have the entire solar system available to research as known to mankind.
Each planet has an exploration rate so when reaching 100% exploration rate of a planet means you studied and learned everything that was available to learn on the planet.
Crewed missions must be sent to a planet to reach 100% exploration rate.
The first countries that reached 100% exploration rate of a planet will gain world influence and space technologies breakthroughs, and the first country will win the planet space race.
Planets also have resources that can be gained by building mining facilities on those planets - that way when resources start to end on earth you can go to space.
Each successful mission will add to the planet exploration rate, while there are missions requiring a minimum exploration rate to launch.
Players can send Orbiters, Rovers, Mines and Crewed spacecraft to increase exploration rate and win space races.
Space races
"The space race was a series of competitive technology demonstrations between the United States and the Soviet Union, aiming to show superiority in spaceflight"
World Warfare & Economics will implement space races for every planet in the game,
The first country to reach 100% exploration rate will win the planet space race.
Space races participation gives countries world influence and more honorable status within other countries,
Space races can also start rivalry between countries (even allies).
Explore the unknown
After fully explore the solar system, countries will start to explore further galaxies and planets,
Some galaxies will be controlled by alien factions where you will need to make diplomacy with them in order to send missions toward their planets, sending spacecrafts to hostile galaxies will cause spacecrafts to be attacked by alien spaceships.
Try not to anger those aliens too much - if you do they might send a massive attack to earth and will destroy all humankind !
In the game Sci-Fi DLC players will be able to have a space army and fight with alien factions - Players will be able to puppet other aliens factions and unite all humankind toward a massive war against hostile aliens and much more improvement and features regarding space.
[ 2022-09-07 16:25:15 CET ] [ Original post ]
Economy
- Integrated war casualties with Health sector (ICU, Hospitalization and Mental beds raising)
- All economy\treaties agreements will be canceled when wars starting
Military
- Wars scores
- Wars casualties
- Coalitions wars
- Wars objectives
- Provinces defenses systems (Anti-Missile, Anti-Air and Radars)
- Missiles hangars and storage
- Declare war
- Wars exhaustions
- Provinces devastation rate
AI
- AI difficulty: Easy, Normal, Hard and Realism
- Sending land forces to conquer provinces
- Bombing provinces through missiles silos
- Initiate more land divisions when other divisions been destroyed
- Auto launch defense systems when enemy units detected on province
Audio
- 8 songs added to soundtrack
- Support playing user custom music (MP3 & WAV)
Space Exploration
- Space satellites: communication, espionage and military
- Space telescopes - can discover new galaxies and planets
User Interface
- War score panel
- War score stats & data
- Wars panel
- Music player
Bugs
- Fixed missiles not shown on all masks
- Fixed notifications not popup when dismantling facilities
[ 2022-07-25 08:40:02 CET ] [ Original post ]
"War is an intense armed conflict between states, governments, societies, or paramilitary groups such as mercenaries, insurgents, and militias. It is generally characterized by extreme violence, aggression, destruction, and mortality, using regular or irregular military forces"
As a president of a country players will need to manage their army by manufacture new units, research new military technologies, building and upgrading military bases and much more.
In order to make war and military action more accessible World Warfare & Economics will have four terrain masks: Air, Land, Navy and Missiles.
Each mask will set all clickable infrastructures and units visible and available for selection, that's way you wont need to see unnecessary units on map.
All units & infrastructures can be multiple selected by dragging the middle mouse to give more easy way to send massive forces across the globe.
DIVISONS
In order to send land units to defense \ attack provinces across the globe players will need to create new division.
Divisions can contain all type of land units (artillery, soldiers, tanks, armored vehicles and missile launchers) - so you can create a massive force power with single object on map.
Divisions contain 6 attributes:
HP, Attack, Speed, Anti-Tank, Anti-Air and Missiles fire rate (if missiles launchers are in the division).
Each division has an efficiency attribute that can be gained by training divisions, higher divisions efficiency make divisions to perform better in battles.
Division also consume fuel and logistics, that means countries will need enough resources to support your army,
If country have negative fuel \ logistics no more divisions can be deployed and be trained.
Divisions can have air squadrons escort attached in order to protect divisions from aerial attacks and give close air support to the division in battle.
SQUADRONS
"an operational unit in an air force consisting of two or more flights of aircraft and the personnel required to fly them"
In order to have air squadrons countries will need to build air bases, each air base contain different air squadrons,
Players can select multiple air bases in order to send multiple squadrons across the globe.
Air bases can be upgraded to increase their capacity and HP.
Air squadron contain 8 attributes:
HP, Maneuver, Speed, Interception, Electronic warfare, Bombing, Missiles capacity and Range.
Squadrons can be sent further than they range but will get penalty to their attributes.
Squadron also has an efficiency attribute that can be gained by training, higher efficiency make squadrons more accuracy for bombing and dogfights.
Squadrons can be merged, trained, bomb infrastructures, give close air support to land divisions, intercept provinces skies (dogfights) and bombing mass destruction missiles.
Missiles
In the modern era the most intermediating force are missiles, they can cause severe damages to infrastructures as well to the population.
In World Warfare & Economics there are 7 different missiles type: Air missiles, Land missiles, Navy missiles, Ballistics missiles, Hypersonic missiles, Biochemicals missiles and Nuclear missiles.
Air, land and Navy missiles can only be launched from military units (missile launchers, navy destroyers, jets, etc.).
Other missiles can be launched through missile silos.
Each missile silo has a fire rate attribute that can be upgraded by upgrading the silo.
Player will be able to select multiple silos in order to launch multiple missiles attack on single target.
Missiles can launch one time or multiple times (constant bombing) until player\AI decide to stop bombing.
Bombing provinces raise province devastation rate, if province is at 100% devastation rate all population will be damaged and all infrastructures within the province will be destroyed.
Manufacture
In order to manufacture more military units and missiles, players will need related facilities.
For manufacture land units - Land military factories
For manufacture air units - Air military factories
For manufacture navy units - Navy military factories
For manufacture land\air\navy missiles - Missiles factories
For manufacture ballistic\hypersonic\biochemical\nuclear missiles - Mass destruction missiles factories.
Each facility give production points rate, each unit need different amount of production points.
In order to manufacture units faster players will need to have more manufacture facilities.
Each country have different production rate, so ordering military units from USA will be delivered faster then ordering from Spain for example.
Each unit\missiles needs different resources in order to be built.
Manufacturing units can consume the following resources: Iron, Aluminum, Electronic chips and Uranium
If players resources do not meet the requirement of production units wont be able to be produce - so players will need either to grow their resources or decreasing the amount of units until requirement will be met.
I would be really glad to hear your opinion and feedbacks so please feel free to ask, share and make your feedback in the comments or in one of the game communities.
Thank you for reading it,
Lotous21
[ 2022-07-15 14:02:50 CET ] [ Original post ]
Economy
- API integration: Media
- National ideologies
- Religious demographics
Military
- Missile silos
- Silos bombing launch
- Multiple silos selection
- Air bases
- Air squadron
- Aerial bombing
- Multiple air bases selection
- Nuclear Explosions
- Bombing Explosions
- New missiles: ballistics (supports manufacture & bombing)
User Interface
- New country panel UI
- Missiles layer mask
Bugs
- Fixed scrolls issues
- Fixed aerial units movements
- Fixed space missions directions
[ 2022-07-05 17:56:11 CET ] [ Original post ]
"Politics (from Greek: , politik, 'affairs of the cities') is the set of activities that are associated with making decisions in groups, or other forms of power relations among individuals, such as the distribution of resources or status"
World Warfare & Economics will have a unique and realistic politics mechanics for players who really desire for it.
Politics mechanic is an optional mod where players can disable\enable before starting a new game.
Each country in World Warfare & Economics will has its own unique election system and regulations related to politics, as well their national assembly (parliament).
When choosing to play with politics, you will have to monitor constantly your relations with other political parties, your relation with other parties is very important for gain politic stability which will help corruption and popularity in your country.
When other parties are having large support toward the president, the president will be able to pass more laws, policies and budget changing with the support of his allies parties.
One thing that is more important than everything else related to political parties is their ideologies.
Each political party will follow their own ideologies so when you want to modify a law that is not fit with political party ideology this party will not support your law/decision no matter what is their support rate and your relationship.
Political parties can maintain the following ideologies:
Capitalism, Socialism, Environment, Militarism, Liberalism, Conservatives, Democracy, Dictatorship, Economics, Religious and Nationalism.
With parties ideologies each country will have its own unique progress, countries with parties that support liberalism will make more progress through liberalism policies than conservative policies (will take effect even if playing without politics).
To increase your support with other parties or making new election promises - player will need to have high political influence.
Each action related to policy have political influence cost.
Political influence are increase monthly, the increment rate is the average support from all your political parties.
For example if your parties average support is 55% you will gain 0.55 political influence each month.
Political influence is capped to 10 in order to simulate more realistic world - this can be changed through the console command.
Every few years (depend on country law related) each country will have an election (assuming the country is democratic with elections).
When playing with politics you will need to win election each time in order to continue the game - if you lose the election the game will end (you can still continue through console command).
So you will need to be extra careful before any action you made, because every action can heavily infect your political influence and stability.
You can win elections by:
Promises related to each sector, marketing campaign (including propaganda) and some illegal ways (media hacking, election bias, etc.)
Promises need to be kept in order to gain political stability and influence, if you make promises which you wont keep you will lose stability and popularity, which cause you to probably lose the next elections because people wont take you seriously.
Players can change the election system, years in power and even make a complete transformation through dictatorship country.
This kind of action will have heavy effects on your relationship with other democratic countries - they will disconnect all diplomatic relations with you and some of them may even break a war with you if they will feel like you will threaten them.
EVERY DESICION(player or AI) in the game will have effect on 220 countries across the world so after every decision players will start seeing the consequences to each decision.
I would be really glad to hear your opinion and feedbacks so please feel free to ask, share and make your feedback in the comments or in one of the game communities.
Thank you for reading it,
Lotous21
[ 2022-06-14 22:22:05 CET ] [ Original post ]
First dev diary Learn more about countries economy (Sectors, currencies and taxes) Dev Diary #1 - Economy Part 1
[ 2022-05-27 12:02:21 CET ] [ Original post ]
World Warfare & Economic is an upcoming geopolitical game for PC that combines in-depth countries economy and realistic battles in real time. This game is develop by a single developer, feel free to contact me in every available channel for criticism, feedback and ideas ! The game is a work in progress - data and content are not final ! [previewyoutube=vhvG99sZTck;full][/previewyoutube]
[ 2021-10-13 03:17:22 CET ] [ Original post ]
World Warfare & Economic Has entered final stage of development, Alpha version will be available very soon ! If you are real fan of grand-strategy wargame \ geopolitical simulator you can send us an email for registration to upcoming Alpha version. support@okronstudio.com Please Specify in Mail: -Your region -Your Steam Username (attach a link to your account as well) -Your Favorite game Alpha Registration ends in 31/10/2021 All participants will get a free copy of the final game, including all dlcs and feature contents
[ 2021-09-14 10:13:26 CET ] [ Original post ]
WELCOME TO WORLD WARFARE & ECONOMIC !
YOUR COUNTRY - YOUR RULESWorld Warfare & Economic Is An In-Depth Country Management Game.
Manage Country With Laws, New Buildings, Diplomatic Actions, Wars and much more...
Play As One Of 220 Countries And Choose The Way You Want To Lead Your Population.
Control Entire Countries Economy
Build Facilities, Modify Laws, Increase and Monitor Your Manpower- Health
- Security
- Housing
- Transportation
- Technology
- Media
- Welfare
- Environment
- Education
- Entertainment & Sports
- Tourism
Resources & Trade
Produce & Trade Resources To Fulfil The Demands Of Your Population And Increase Revenues- Trade With Every Country
- Lift Embargos on Other Countries
- Control Every Resource Tax Rate and Income
- Increase Your Gross Domestic Products (GDP)
Develop Your Army
- Produce Weapons, Missiles and Variety of Different Military Units
- Set a Solid Defense Infrastructures With Anti-Air, Anti-Missiles, Radars and more...
- Build New Military Bases, Missiles Silos and Military Factories
- Train and Monitor Your Army Soldiers
No Army Without Intelligence !
- Create Intelligence Network Across the World
- Inflates Spies and Agents to Accomplish Variety of Different Missions
- Hack and Spy Countries With Cyber Security
- Secrets Attacks on Enemies Countries To Prevent from Arming And More...
- Share Intelligence Information With Allies
Diplomacy & Wars
Interact, Meet and War with Every Country- Appoint Official Meeting With Other Countries Presidents
- Ask/Give Economic Aid
- Make Arms Trade
- Increase Your Global Influence
- Sign Military/Diplomacy/Trade Agreements
- Fight Wars in Real Time
- Bomb Countries With Ballistics Missiles / Nuclear Missiles / Biochemicals Missiles
- Conquer Regions and Annexing Countries
- Sign/Push To Peace Agreements
- Join and Create Organizations
- Monitor and Improve Relations With Other Countries
- Monitor Your Relations With UN
Technology & Media
Research Technologies and Improve Media- More Than 200 Different Technologies To Research
- Each Technology Unlocks New Features And Bonuses
- Deployment Of Internet Connection and Technologies (Fiber, 5G and a lot more...)
- Space Technologies And Missions
- Build Universities To Produce More Scientists And Research New Technologies
Disasters & Events
Control Country and Helps Other Countries In Time Of Crisis- Tsunami, Earthquakes, Heat Waves and Tornados
- Pandemics and Viruses
- Countries Bankruptcy
- Global Warming
Scenarios
Play With Your Country On Different Scenarios- Real World Simulation Scenario
- World War 3 Scenario
- Sandbox Scenario
- Pandemic Scenario
More Features
- 3D Real World Interactive Map
- Real Countries Data
- 220 Playable Countries
- 74 Songs In Soundtrack
- More To Be Announced...
- OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
- Processor: x64 architecture with SSE2 instruction set support.Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+. Vulkan capable.
- Storage: 8 GB available space
[ 6138 ]
[ 1851 ]