Repeated intro
Greetings governors, The frequency of our dev diaries has ramped up, as the new Warfare Update draws closer! We hope you're as excited as we are!
What changed
0 fixes5 additions1 change0 removals
addedGreetings governors, The frequency of our dev diaries has ramped up, as the new Warfare Update draws closer! We hope you're as excited as we are!
changedLast time, in Dev Log 21 , I went over how we’ve improved your ability to focus on building your city while still staying on top of what’s happening on the World Map. Today, I’ll take you through some of the changes we’ve made to the Regions on the World Map and how your military units will now be able to navigate them.
addedSteam post image Here’s a sneak peek on the introduction of new Ocean Regions
addedLet's start on the water, since that's where the biggest shift is happening. The World Map now has proper ocean regions carved up into 31 sea zones, and for the most part, your ships can move through them freely without getting stuck queuing behind each other the way armies used to. Open water outside those zones is fair game for anyone, but the zones themselves still play by the same rules as land when it comes to who's allowed in: friendly and allied waters are open, enemy or unaligned waters aren't, unless you're willing to fight for the privilege. A handful of these zones are the ones you'll actually learn to hate or love, depending on which side of a war you're on: the Panama Canal, the Suez Canal, the Danish Straits, the English Channel and the Strait of Malacca are all narrow chokepoints that are cheap to hold onto and absolutely brutal to lose. Expect a lot of drama around those five specifically. Steam post image Land divisions haven't been left out of the water fun either - they can now cross directly over sea zones if they really have to, though it'll cost them. Air squadrons, on the other hand, are still tied down to airbases and carriers and need to be shuttled over before they can fly missions from a new front. Some (but not all) ocean regions have upgrade slots (which can be perfect, for example, for a nice little airfield), but they all provide resources. Steam post image On land, we've torn out the old Region Stability system entirely and replaced it with something a lot more transparent: Condition . It's a straightforward 0-100 score that starts at full and takes damage from combat, bombardment, strategic strikes and conquest, and it feeds directly into how much your region produces and how fast it grows - no more hidden thresholds, just a clean multiplier. You can patch it back up with cash if a region's taken a beating. Sitting next to Condition is Infrastructure , which is now its own separate track (Undeveloped, Roads, Railroads), governing how fast supplies and troops actually move through a region, and both you and the AI can invest in upgrading it. To recap: when stuff goes boom, region condition goes down. When cash goes ka-ching, Condition goes up.
addedRegion upgrades themselves got a pass too. Outpost got renamed to make more sense. It is now Supply Depot,and it boosts the region's supply throughput. Airbase, Propaganda Bureau, Factory Complex, Farming Center, Mining Site and Tax Office all carry on largely as they were, with some adjustments. We also have some new ones: Gun Emplacement increases the attack of your battalions while they’re fighting in the region and provides bombardment against enemy fleets attacking that territory. Flak Battery counters enemy squadrons on their missions into the region or just passing over it. Fortification bumps the defense of your battalions engaged in the region.
addedNext time, we’ll dive into Diplomacy , which will also see quite a few changes in the new update. We look forward to sharing more with you very soon!
KAISERPUNK changes
addedGreetings governors, The frequency of our dev diaries has ramped up, as the new Warfare Update draws closer! We hope you're as excited as we are!
changedLast time, in Dev Log 21 , I went over how we’ve improved your ability to focus on building your city while still staying on top of what’s happening on the World Map. Today, I’ll take you through some of the changes we’ve made to the Regions on the World Map and how your military units will now be able to navigate them.
addedSteam post image Here’s a sneak peek on the introduction of new Ocean Regions
addedLet's start on the water, since that's where the biggest shift is happening. The World Map now has proper ocean regions carved up into 31 sea zones, and for the most part, your ships can move through them freely without getting stuck queuing behind each other the way armies used to. Open water outside those zones is fair game for anyone, but the zones themselves still play by the same rules as land when it comes to who's allowed in: friendly and allied waters are open, enemy or unaligned waters aren't, unless you're willing to fight for the privilege. A handful of these zones are the ones you'll actually learn to hate or love, depending on which side of a war you're on: the Panama Canal, the Suez Canal, the Danish Straits, the English Channel and the Strait of Malacca are all narrow chokepoints that are cheap to hold onto and absolutely brutal to lose. Expect a lot of drama around those five specifically. Steam post image Land divisions haven't been left out of the water fun either - they can now cross directly over sea zones if they really have to, though it'll cost them. Air squadrons, on the other hand, are still tied down to airbases and carriers and need to be shuttled over before they can fly missions from a new front. Some (but not all) ocean regions have upgrade slots (which can be perfect, for example, for a nice little airfield), but they all provide resources. Steam post image On land, we've torn out the old Region Stability system entirely and replaced it with something a lot more transparent: Condition . It's a straightforward 0-100 score that starts at full and takes damage from combat, bombardment, strategic strikes and conquest, and it feeds directly into how much your region produces and how fast it grows - no more hidden thresholds, just a clean multiplier. You can patch it back up with cash if a region's taken a beating. Sitting next to Condition is Infrastructure , which is now its own separate track (Undeveloped, Roads, Railroads), governing how fast supplies and troops actually move through a region, and both you and the AI can invest in upgrading it. To recap: when stuff goes boom, region condition goes down. When cash goes ka-ching, Condition goes up.
addedRegion upgrades themselves got a pass too. Outpost got renamed to make more sense. It is now Supply Depot,and it boosts the region's supply throughput. Airbase, Propaganda Bureau, Factory Complex, Farming Center, Mining Site and Tax Office all carry on largely as they were, with some adjustments. We also have some new ones: Gun Emplacement increases the attack of your battalions while they’re fighting in the region and provides bombardment against enemy fleets attacking that territory. Flak Battery counters enemy squadrons on their missions into the region or just passing over it. Fortification bumps the defense of your battalions engaged in the region.
Last time, in Dev Log 21, I went over how we’ve improved your ability to focus on building your city while still staying on top of what’s happening on the World Map. Today, I’ll take you through some of the changes we’ve made to the Regions on the World Map and how your military units will now be able to navigate them.
Steam post image Here’s a sneak peek on the introduction of new Ocean Regions
Let's start on the water, since that's where the biggest shift is happening. The World Map now has proper ocean regions carved up into 31 sea zones, and for the most part, your ships can move through them freely without getting stuck queuing behind each other the way armies used to. Open water outside those zones is fair game for anyone, but the zones themselves still play by the same rules as land when it comes to who's allowed in: friendly and allied waters are open, enemy or unaligned waters aren't, unless you're willing to fight for the privilege. A handful of these zones are the ones you'll actually learn to hate or love, depending on which side of a war you're on: the Panama Canal, the Suez Canal, the Danish Straits, the English Channel and the Strait of Malacca are all narrow chokepoints that are cheap to hold onto and absolutely brutal to lose. Expect a lot of drama around those five specifically. Steam post image Land divisions haven't been left out of the water fun either - they can now cross directly over sea zones if they really have to, though it'll cost them. Air squadrons, on the other hand, are still tied down to airbases and carriers and need to be shuttled over before they can fly missions from a new front. Some (but not all) ocean regions have upgrade slots (which can be perfect, for example, for a nice little airfield), but they all provide resources. Steam post image On land, we've torn out the old Region Stability system entirely and replaced it with something a lot more transparent: Condition. It's a straightforward 0-100 score that starts at full and takes damage from combat, bombardment, strategic strikes and conquest, and it feeds directly into how much your region produces and how fast it grows - no more hidden thresholds, just a clean multiplier. You can patch it back up with cash if a region's taken a beating. Sitting next to Condition is Infrastructure, which is now its own separate track (Undeveloped, Roads, Railroads), governing how fast supplies and troops actually move through a region, and both you and the AI can invest in upgrading it. To recap: when stuff goes boom, region condition goes down. When cash goes ka-ching, Condition goes up.
Region upgrades themselves got a pass too. Outpost got renamed to make more sense. It is now Supply Depot,and it boosts the region's supply throughput. Airbase, Propaganda Bureau, Factory Complex, Farming Center, Mining Site and Tax Office all carry on largely as they were, with some adjustments. We also have some new ones: Gun Emplacement increases the attack of your battalions while they’re fighting in the region and provides bombardment against enemy fleets attacking that territory. Flak Battery counters enemy squadrons on their missions into the region or just passing over it. Fortification bumps the defense of your battalions engaged in the region.
On the defensive side, we've also done away with the old idea of a static "garrison" sitting in every region. Instead, you've got two separate things going on: actual divisions you've stationed there, and Regional Guards, a passive local defense force that scales with the region's population, regenerates over time, and will hold the line for a cycle or two during a siege before it needs reinforcements. Think of it as your population's own instinct for self-preservation kicking in when the enemy shows up at the gates.
Last but not least, taxes and upkeep have been flipped on their heads - regions now generate income for you rather than draining your treasury every cycle, home region included, and that income scales directly with how healthy your Condition is. Combined with a broader pass on resource yields across the board, keeping your regions in good shape now pays off in a much more direct way than it used to. Taking over territory is now much more rewarding than before. ---
What do you think of these changes, did we hit the mark? Let us know what stands out to you the most and makes you excited. Many of these changes are the direct result of your feedback over the past year, so we genuinely appreciate you continuing to share your thoughts with us.
Next time, we’ll dive into Diplomacy, which will also see quite a few changes in the new update. We look forward to sharing more with you very soon!
Until then,