HomeGamesUpdatesPricingMethodology
Steam News29 October 20241y ago

New Information on the Upcoming Version

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 we’ve achieved

Full notes

Full World Warfare & Economics update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions3 changes3 removals
  • Gameplay
  • Balance
  • Events
  • UI and audio
  • Maps
addedThe 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 we’ve achieved some fantastic improvements that you’ll soon be able to see and test!
addedEconomy Resources management – Resource values have been simplified for easier control (while calculations remain realistic). We’ve 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.
addedMilitary & 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.
changedDiplomacy 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) – They’ll track country behavior, issue warnings or praise, and even kick countries that defy their objectives. Following IGO guidelines will earn influence bonuses.
changedAI 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.
addedIntelligence 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.

World Warfare & Economics changes

addedThe 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 we’ve achieved some fantastic improvements that you’ll soon be able to see and test!
addedEconomy Resources management – Resource values have been simplified for easier control (while calculations remain realistic). We’ve 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.
addedMilitary & 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.
changedDiplomacy 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) – They’ll track country behavior, issue warnings or praise, and even kick countries that defy their objectives. Following IGO guidelines will earn influence bonuses.
changedAI 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.

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 we’ve achieved some fantastic improvements that you’ll soon be able to see and test!

As I mentioned initially, we’ve trimmed some features to focus intensely on the core elements and make them the best they can be. Here’s what you can expect in the upcoming version, along with what won’t 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). We’ve 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) – They’ll 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.

What not to expect \ What has not been done

  • Economy

    • Stock Markets – This feature has been removed and likely won’t 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.

New screenshots from the upcoming version (more will be shared on Discord soon!)

Source

Steam News / 29 October 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.