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Hi everyone,
We’re releasing a new Beta, and this update focuses mainly on bug fixes and expanding the nuclear component of the game.
The general idea behind the Conquest game mode is that conflicts should evolve over time. Wars begin as smaller regional struggles focused on land grabbing, but gradually escalate as factions deploy increasingly powerful weapons. Early on, conflicts rely on conventional forces. As tensions rise, chemical weapons may begin to appear, followed by tactical nuclear weapons, and eventually strategic nuclear strikes.
During the early conventional phase, conflicts can last for quite some time, with factions gradually reinforcing the frontlines and maneuvering for advantage. However, the late stages are meant to become far more brutal. At that point, a rapid exchange of nuclear strikes can quickly decide the outcome, potentially leaving one side devastated and unable to resist the invasion of its irradiated territory.
Up until Beta 4, this “nuclear escalation” aspect was largely missing because the AI did not properly understand when and how to build nuclear assets and defenses.
This update addresses that problem.
The AI can now switch between conventional and nuclear-focused production depending on the overall strategic situation and rising global tensions. As a result, if you push too aggressively during the later stages of the game - especially once advanced technologies become available - you should expect the possibility of a nuclear response.
This also means the balance of power can shift very quickly. Nuclear weapons tend to eliminate long-preserved assets in a very short time, dramatically reshaping the battlefield.
Another significant set of changes affects diplomacy, particularly interactions with allies.
Allied factions should now feel more like true allies. They evaluate diplomatic proposals using different criteria and are less likely to betray you compared to previous versions.
Several broader diplomacy issues have also been addressed. For example, factions are now less likely to quickly sign peace treaties immediately after exchanging a few strikes, which previously led to unrealistic situations.
Thanks to the save files, bug reports, and feedback many of you provided, a large number of internal issues have been resolved.
As a result, Beta 4 should be noticeably more stable and solid than Beta 3.
As this is the first Beta that introduces the nuclear build mechanics, some systems are still under development and not yet in their final form. Please keep the following known issues in mind:
When global pollution reaches around 10%, the AI may occasionally enter a “hate everyone” mode and begin declaring war on multiple factions indiscriminately.
The AI still does not fully calculate the strategic impact of nuclear weapons. In some situations, it may threaten nuclear-capable factions or make territorial demands without having a sufficient nuclear arsenal of its own.
Nuclear reconnaissance and defense systems are still being developed and may currently lag behind offensive nuclear capabilities.
The AI may sometimes be indiscriminate in selecting targets for nuclear strikes, resulting in less strategic targeting than intended.
These systems are still being actively worked on and will continue to improve in future updates.
The next update will focus on refining AI strategies and introducing greater variety in AI behavior.
At the moment, all AI factions effectively use the same strategic approach. This will change. Different factions will adopt different strategic preferences - for example:
Some factions may prioritize missile silos
Others may focus more heavily on submarines
Others may rely more on air power
This should make the game feel more dynamic and reduce the predictability of AI behavior.
Another important task is integrating late-game technologies into AI strategies. Currently, the AI does not properly account for systems such as laser defense complexes or DEW satellites. Addressing this is one of the final steps before the AI rework is complete.
Once again, thank you for your continued support. I hope you enjoy the changes in this update.
1.1.2 beta 4
Fixed the problem with Naval Stations not being possible to order replenishing its helicopters
Fixed the problem with units sometimes entering two AI plans the same time
Fixed a crash related to simultaneous handling logistics of different AI factions
Fixed a crash related to releasing of graphical objects in secondary thread
Fixed a crash related to voting during AI execution
Fixed a crash related to region ownership change during AI execution
Fixed a crash related to storing a killed target in AI plans
Fixed the AI being "stuck" while building certain units that require complex build order
Fixed some variants of the AI "overbuilding" different kinds of units
Fixed the AI incorrectly estimated the threat from the factions it has peace treaty with
Fixed the AI not attacking enemy units in some cases
Fixed the AI being too willing to agree on ceasefire even when it could steamroll the enemy
Fixed some diplomacy issues when dealing with allies
Fixed diplomacy screen buttons overflowing faction info
Carriers are no more left alone by AI
No more drawing points on the cities when the selected unit with nuclear weapon cannot attack cities
AI now tends to groups its navy
Added initial Nuclear strategy for the AI
No countdown timer for Conquest mode by default