In this update10
Full notes
Full Observe update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello again,
What changed
- Maps
- Performance
- Gameplay
- Events
Observe changes
Nations no longer just lose on the map, they rot from the inside. Nukes rewrite the board. The seas finally matter, forts finally hold a line, and games actually end. Here is everything:
The Home Front
Conquest used to be free. Take land, get bigger, win. Not anymore.
Stability. Every nation now runs on a stability meter that feeds combat, production, and income. If not kept under control, the empire implodes.
Overextension. Holding a realm that is mostly other people's land makes stability take a huge hit.
Political Offices. The building that keeps order. They raise stability and your political capital cap, but cost you a market or a barracks.
Integration. Occupied land pays a quarter of its taxes and manpower until it's digested. It gets cheaper with Development Tech, so a modern state can eventually eat the world.
Political Capital. Generated by your capital, spent on war, integration, and quelling unrest.
Empires Break Two Ways
Civil War. An overextended empire fractures, a chunk of the empire tears off into a new country and a civil war starts.
National Liberation. Conquered peoples whose stability collapses take their homeland back.
The Bomb
Missile Silos launch, Nuclear Plants fuel them, one warhead per silo per turn.
Missile Defense Platforms shoot warheads down, interceptors fly and can miss.
Strikes kill a share of the target's off-front reserve army.
Wastelands. Enough hits leave permanent scorched earth. Nuke a corridor and you can wall a country off the map.
New Nuclear map mode shows every power's defensive coverage.
Hold The Line
Forts bleed attackers and resist capture and naval landings, jets and tanks tear them down.
Front stances: Push to take ground, Hold to dig in. A smaller nation can stonewall a giant.
The Seas, Reworked
Ports are gone.
Landings are a fraction of an army scaled by Military Tech.
Supply runs coast to coast.
Landings are a per-turn budget, and a repelled invasion drowns half the wave.
Play Tall
Building upgrade levels multiply output.
Capital scaling with population rewards compact, dense nations.
Make Peace
Sue for peace when losing, the enemy can accept or refuse, and deals come with an enforced truce.
Smarter Opponents, Deeper Scripting
The built-in AI fortifies, digests conquests, launches real naval invasions, and stops hoarding useless buildings.
New scripting intrinsics plus updated in-game help and API reference.
New Nations
Denmark and Japan join the roster.
Season 3
Leaderboards move to Season 3. Seasons 1 and 2 stay as frozen history. Run limit up to 120 turns.
And I congratulate V1king who topped every scenario in short-lived Season 2.
Source
Changelog.gg summarizes and formats this update. How we read updates.
