Project Roadmap
Transparency is core to our development. Here you can track the current status of new systems, gameplay features, and upcoming milestones for our grand strategy titles.
Politics
Internal Politics
Short Version: ### **[FEATURE] Internal Affairs: Faction & Coup System** **Short Summary:** Mechanic for balancing the four main internal power centers (Factions) and surviving internal instability. --- 📊 **1. Core Stats (per Faction)** - **Loyalty:** 0% - 100% (Low loyalty can trigger rebellion/coup) - **Power:** Influence of the faction over the country (Higher power → higher risk) --- 👥 **2. Power Centers (Factions)** - **Military:** Low Loyalty → Coup risk - **Oligarchs:** Low Loyalty → Economic sabotage (Gold income drops) - **Reformists:** Low Loyalty → Civil unrest (Production / Oil halted) - **Nationalists:** Low Loyalty → Diplomatic pressure (Foreign relations strained) --- ⚡ **3. Coup Mechanics** - **Trigger:** Military Loyalty < 10% - **Success Chance:** Max 20% (Hard Cap) - **Outcome (Success):** Government changes, 2-year "Military Rule" debuff (slower economy) - **Outcome (Fail):** Player executes **Purge**; Loyalty resets near full, but Military Efficiency permanently -30% --- 🛠️ **4. Player Actions (Concessions)** - **Concessions:** Spend Gold/Oil to increase a faction’s loyalty (Others may drop) - **Propaganda:** Temporary loyalty boost (High Gold cost) - **Internal Intelligence:** Passive ability that reduces coup chance from 20% → 10% --- 🔗 **Foreign Integration (Soft Power)** - **Foreign Meddling:** Enemy nations can fund your internal factions - **Counter-Intel:** Operations to remove foreign influence within your country LONG VERSION: 1. Faction Interaction: "The Balancing Act" (Denge Tahtası) Her grubun bir **Loyalty (Sadakat)** ve **Power (Güç)** değeri olmalı. - **Sadakat:** Seninle ne kadar mutlu oldukları. - **Güç:** Ülke üzerindeki etkileri. (Örneğin; ordu güçlüyse darbe riski artar, ama ordu zayıfsa dış savaşı kaybedersin. Dilemma budur!) **Özel Tavizler (Concessions):** - **Ordu:** "Savunma Bütçesini Artır" (+Sadakat, -Altın). - **Oligarklar:** "Özelleştirme Yap / Vergi Muafiyeti" (+Sadakat, -Altın Geliri, -Reformist Sadakati). - **Reformistler:** "Yolsuzlukla Mücadele" (+Sadakat, -Oligark Sadakati). - **Milliyetçiler:** "Sınır Güvenliğini Artır / Sert Diplomasi" (+Sadakat, -Dış İlişkiler). --- ### 2. Darbe ve İsyan Mekaniği (The Coup & Uprising) Dediğin gibi, başarılı olma ihtimalini düşük tutalım ama **"Yıkıcı Etkisi"** (Consequences) yüksek olsun. - **Darbe Teşebbüsü (%20 Max):** Eğer ordu sadakati %10'un altına düşerse tetiklenir. - **Başarılı olursa:** Oyun bitmez! Ama hükümetin değişir, bazı teknolojilerin kilitlenir ve 2 yıl boyunca "Askeri Vesayet" debuff'ı alırsın (Ekonomi yavaşlar). - **Başarısız olursa (Fail):** Ordudaki "muhalif" generalleri temizlersin (Purge). Ordu sadakati bir süreliğine %100 olur ama ordunun savaş gücü (Combat Effectiveness) %30 düşer çünkü tecrübeli subayları hapse attın. - **İsyan (Uprising):** Reformist veya Milliyetçi halk tabanı yaparsa; şehirlerde üretim durur, petrol akışı kesilir. Savaşmıyorsun ama ekonomi felç olur. --- ### 3. İç İşleri "Event" Sistemi (Emergent Narratives) Stellaris'teki gibi rastgele ama mantıklı eventler: - _"Genelkurmay Başkanı istifa etti, yerine kimi atayacaksın?"_ - A: Sertlik yanlısı birini (Ordu +, Dış İlişkiler -) - B: Ilımlı birini (Ordu -, Stabilite +) --- ### 4. "Darbe Savunma" Yatırımları (Anti-Coup Techs) Madem teknoloji ağacımız var, oraya **"Internal Security"** (İç Güvenlik) dalı ekleyebiliriz: - **Intelligence Oversight:** Darbe ihtimalini %20'den %10'a sabitler (Erkenden haber alırsın). - **Propaganda Machine:** Halkın isyan etme eşiğini yükseltir. - **Bodyguard Elite:** Suikast ve ani darbe girişimlerini engeller. - [ ] Faction UI tasarımı (4 bar) - [ ] Darbe ihtimali algoritması (%20 cap) - [ ] Taviz (Concession) butonları ve etkileri - [ ] Darbe sonrası "Debuff" sistemi SHORT VERSION ### **[FEATURE] Mega-Corps: State Assets System** **Summary:** Giant conglomerates (Lockheed, SpaceX, Gazprom, etc.) that boost the national economy but threaten political authority (Sovereignty). --- 📊 **1. Company Types (Industry Clusters)** - **Industrial:** Construction speed ↑ / Building cost ↓ - **Tech:** Research speed ↑ / Next-gen weapons unlock - **Energy:** Oil production ↑ / Refinery efficiency ↑ --- ⚖️ **2. Core Mechanic: Dependency** - **Scaling Bonus:** The bigger the company grows, the higher the production/tech bonuses it provides - **Sovereignty Penalty:** If dependency exceeds 75%, the corporation interferes in foreign policy (e.g., lift embargo, tax exemptions). Refusal causes Stability drop --- 🕹️ **3. Player Decisions (Strategic Actions)** - **Subsidy:** Spend Gold to grow the corp (fast development, low control) - **Nationalization:** Seize corporate assets → Instant Gold/Oil boost **but** -50% production and foreign investors flee - **Privatization:** Sell state shares → Instant massive Gold inflow, but long-term revenue loss --- 🛠️ **4. Checklist (Implementation)** - **Corporate Influence Bar** (shows dependency level) - **Lobbying Events** (random events where corporations pressure the player) - **Global Market Integration** (foreign powers can fund your corporations) LONG VERSION "Grand Corps" veya **Mega-Holdingler** fikri harika; çünkü 2026 dünyasında devletlerin gücü kadar, o devletlerin içindeki dev şirketlerin (Lockheed Martin, SpaceX, BlackRock, Gazprom gibi) gücü de belirleyici. Bu yapıyı Faction’lardan (Siyasi Gruplar) ayırıp, **"Strategic Partners / State Assets"** (Stratejik Ortaklar) olarak Trello’ya ekleyelim. Onlar senin düşmanın değil, "Kâr Ortağın" ama kontrolden çıkarlarsa devleti onlar yönetmeye başlar. İşte Trello için **Mega-Corporations (Mega-Holdingler)** sistemi önerilerim: --- ### 🏢 1. Mega-Holdingler: "The Shadow Giants" Bu yapılar sana devasa bonuslar sağlar ama karşılığında "Egemenlik" (Sovereignty) çalarlar. - **A. Industrial Conglomerate (Endüstriyel Dev):** İnşaat hızını %30 artırır, bina maliyetini düşürür. - **B. Tech Monolith (Teknoloji Tekeli):** Teknoloji araştırma hızını %25 artırır. - **C. Energy Titan (Enerji Devi):** Petrol üretimini ve verimliliğini %40 artırır. ### ⚖️ 2. Mekanik: "Influence vs. Autonomy" (Etki ve Özerklik) Holdinglerin bir **Dependency (Bağımlılık)** barı olur. - **Bağımlılık Artarsa:** İnşaat bedavaya yakın olur ama devletin Altın gelirinin %20'si doğrudan holdinge gider. - **Kritik Eşik (%75+):** Eğer bir holding çok güçlenirse, senin dış politikana karışmaya başlar. Örn: _"Şu ülkeye ambargo koyma, oradaki madenlerim zarar görüyor."_ Eğer reddedersen Stability (İstikrar) çöker. ### 🛡️ 3. Oyuncu Aksiyonları: "State Control" - **Nationalization (Kamulaştırma):** Holdingin tüm varlıklarına el koyarsın. - _Sonuç:_ Petrol ve Altın geliri tavan yapar AMA teknoloji ve inşaat hızı %50 düşer (Devlet hantallığı) ve Oligarklar/Dış Yatırımcılar sana düşman olur. - **Subsidy (Sübvansiyon):** Holdingi fonlarsın. Onlar büyür, ekonomi şahlanır ama senin üzerindeki siyasi baskıları artar. --- ### 🧩 4. Trello Kartı: [FEATURE] Mega-Corps & State Assets **Kısa Özet:** Ülke ekonomisini sırtlayan ama siyasi otoriteyi tehdit eden dev şirketler. **Checklist:** - [ ] **Corporation Types:** (Military, Tech, Energy) 3 ana holding tipi. - [ ] **Dependency Bar:** Oyuncunun holdinge ne kadar muhtaç olduğunun ölçümü. - [ ] **Corporate Lobbying Events:** Şirketlerin oyuncudan "vergi indirimi" veya "savaş ilanı" talep ettiği rastgele olaylar. - [ ] **Privatization vs. Nationalization:** Şirketleri satma (ani Altın) veya el koyma (uzun vadeli kontrol) mekaniği. --- ### 💡 Neden Bu "Grand Corps" Yapısı Çok Stratejik? Oyuncu için devasa bir **ikilem (dilemma)** yaratır: 1. **Hızlı Büyüme:** Şirketlere izin ver, ekonomin ve ordun jet hızıyla gelişsin ama ipler onların eline geçsin. 2. **Tam Kontrol:** Şirketleri baskıla, her şey senin olsun ama rakiplerin teknoloji ve üretimde seni geçsin. ### 🔗 Dış Politika Bağlantısı: Rakiplerin (Örn: ABD veya Çin), senin ülkendeki bu Mega-Holdingleri satın alabilir veya onlara rüşvet vererek senin ekonomini içeriden sabote edebilir. Bu da konuştuğumuz **"Economic Influence Network"** sistemine muazzam bir derinlik katar.
Foreign Politics
1. **Foreign Intervention (Regime Change):** Using Black Ops technologies, players can attempt covert operations to overthrow foreign governments without direct warfare. Success depends on target stability, intelligence level, and player tech. On success: - Install a friendly/aligned government On failure or detection: - Major diplomatic penalties - Severe relation drop with target nation - Risk of sanctions or international crisis - “Soft vs Hard intervention” (propaganda vs coup) - Aşamalı operasyon (hazırlık → execution) - Proxy destekleme (isyancı grup fonlama) 2\.**Foreign Trade Port:** Allows players to establish trade ports in allied or partner nations through agreements. Increases trade efficiency, resource flow, and economic influence over the host country. Risks include high setup costs, loss of access if relations deteriorate, and potential disruption through rival diplomatic pressure or covert actions. 3\. CORE SİSTEM: **Economic Influence Network** Senin yazdığın 3 mekanik + Trade Port aslında ayrı şeyler değil. Bunlar tek bir şeye hizmet ediyor: > **“Başka ülkeler üzerinde dolaylı kontrol kurmak”** Bunu tek çatıya topluyoruz: --- ## 🧠 1. ANA KAYNAK: **Influence (Nüfuz)** Bu sistemin kalbi bu olacak. Influence neyi temsil eder? - Diplomatik ağırlık - Ekonomik bağımlılık - Gizli operasyon kapasitesi ### Nereden kazanılır? - Ticaret hacmi - Borç verme (Debt Diplomacy) - Kurulu Trade Port sayısı - Uluslararası saygınlık (BM vs.) - İstihbarat seviyesi ### Nerede harcanır? - Election Interference - Black Ops - Diplomatic Pressure - Trade anlaşmaları zorlamak 👉 Böylece tüm sistemler tek currency ile konuşur → **oyun sadeleşir ama derinleşir** --- # 🔗 2. SİSTEMLER NASIL BAĞLANIYOR? ## 🟡 A. Debt Diplomacy → “Kapıyı açar” - Küçük ülkeye kredi verirsin - Karşılığında: - Trade Port izni - Military Access - Political alignment 📌 Etki: > “Soft control başlatılır” --- ## 🔵 B. Trade Ports → “Ekonomik kök salar” - Liman kurarsın - Şunları kazanırsın: - Daha fazla trade gelir - O ülke üzerinde **pasif influence üretimi** - Supply/logistics avantajı (ileride askeriye bağlanabilir) 📌 Kritik: > Trade Port = “Ben bu ülkeye ekonomik olarak girdim” --- ## 🟣 C. Election Interference → “Yönetimi değiştirir” - Risk düşük, maliyet orta - Başarılı olursa: - Ülke sana “aligned” olur - Trade Port kurmak kolaylaşır - Anlaşmalar ucuzlar 📌 Etki: > “Kapıyı zorlamadan içeriden açarsın” --- ## 🔴 D. Black Ops → “Kirli güç” - Yüksek risk, yüksek etki Kullanım: - Rakibin etkisini sil - Trade Port sabote et - Hükümeti devirmeye yaklaş - Kaos çıkar (stability düşür) 📌 Etki: > “Rakibin kurduğunu bozarsın” --- # ⚙️ 3. EMERGENT GAMEPLAY (ASIL OLAY BURASI) Bu sistem doğru kurulursa oyuncu şunu yapabilir: --- ### 🧩 SENARYO 1 (Temiz oyun) 1. Borç ver (Debt Diplomacy) 2. Trade Port kur 3. Influence biriktir 4. Yavaş yavaş ülkeyi kendine bağla ➡️ Sonuç: > Savaşmadan ülkeyi kontrol edersin --- ### 🧩 SENARYO 2 (Kirli oyun) 1. Rakip ülkeye girmiş 2. Sen Black Ops ile: - Stability düşür - Seçime müdahale et 3. Yeni hükümet getir 4. Trade Port’u sen kur ➡️ Sonuç: > Rakibin alanını çalarsın --- ### 🧩 SENARYO 3 (Büyük güç oyunu) 1. Aynı bölgede 3–5 Trade Port kur 2. Bölgesel influence domine et 3. Diğer ülkeleri otomatik hizaya çek ➡️ Sonuç: > “Sphere of Influence” kendiliğinden oluşur --- # 📊 4. DERİNLİK EKLEME (İLERİ SEVİYE AMA ÇOK DEĞERLİ) ## 🔸 Influence Thresholds Ülkede belli seviyeye gelince: - %25 → küçük bonuslar - %50 → kararlarına etki - %75 → yarı kontrol - %100 → puppet state benzeri --- ## 🔸 Counterplay (çok önemli) Rakip ne yapabilir? - Senin Trade Port’unu sabote eder - Sana yaptırım uygular - Kendi influence’unu basar - Propaganda yapar 👉 Bu olmazsa oyun tek yönlü olur (sıkıcı) --- ## 🔸 Risk Layer Her şey garanti olmamalı: - Election interference → fail olabilir - Black Ops → yakalanabilir - Debt → geri ödenmeyebilir 👉 Bu da “gerilim” yaratır --- # 🔥 SONUÇ (EN NET HALİ) Senin sistem aslında şu: > **Military = Hard Power** > **Influence Systems = Soft Power** Ve oyuncuya şu soruyu soruyor: > “Dünyayı tankla mı yöneteceksin, parayla mı, yoksa gölgelerden mi?” --- # 🎯 SON TAVSİYE (EN KRİTİK) Bunu yaparken sakın şunu yapma: ❌ Her şeyi ayrı menü yapma ❌ Her mekanik bağımsız çalışmasın Yapman gereken: > ✅ Hepsi aynı “Influence / Foreign Control” ekranında birleşsin Oyuncu şunu görmeli: - Bu ülkede influence’ım ne kadar - Ne yapabilirim - Risk ne --- Bunu kurarsanız oyun artık “iyi fikir” değil: > **bağımlılık yapan bir strateji simülasyonu olur.** > Proxy Wars > **Category:** Foreign Intervention / Black Ops > **Description:** > Indirectly destabilize foreign countries without sending troops. > > - **Mechanic:** Support Rebel Groups or Opposition using Gold & Influence. > - **Gameplay:** Groups you fund may sabotage Trade Ports or weaken the government while you remain officially at peace. > - **Risk:** If exposed, face heavy UN sanctions for State-Sponsored Terrorism/Sabotage. > > **Status:** Prototype → Test AI / Balance Risk --- ### **Global Financial Hegemony** **Category:** Debt Diplomacy / Economic Influence **Description:** Extend your economic power through currency control. - **Mechanic:** Control 30%+ of global Gold reserves & Trade Ports → your currency becomes Global Reserve. - **Advantage:** Passive Gold income as other nations pay transaction fees. - **Diplomatic Weapon:** Remove a country from the global financial system (SWIFT-like) to freeze its foreign trade. **Status:** Prototype → Test AI / Balance Risk Gemini yorum: ### UI/UX İçin Kritik Uyarı: "The Puppet Master Screen" Trello'da bahsettiğin "her şeyi tek çatıda toplama" fikri hayati önem taşıyor. Oyuncu haritada bir ülkeye tıkladığında karşısına şu **"Nüfuz Paneli"** çıkmalı: 1. **Influence Bar:** (%0 - %100) 2. **Current Level:** (Observer / Partner / Dependent / Puppet) 3. **Active Assets:** (Trade Port var mı? Borcu ne kadar? İstihbarat ağı kurulu mu?) 4. **Available Actions:** (Influence seviyesine göre açılan butonlar: "Lobi Yap", "Seçime Sız", "Hükümeti İstifaya Zorla") ### Neden Bunları Eklemelisin? Senin kurduğun "Economic Influence Network", oyuncuya **"Görünmez İmparatorluk"** kurma şansı veriyor. Bazı oyuncular 3,600 eyaleti tankla işgal etmekten yorulacaktır. Onlar için _"Lichtenstein ile başlayıp dünyayı borçlandırarak yönettim"_ demek, nükleer bomba atmaktan daha büyük bir tatmin sağlar. **Roadmap Notu:** Bu sistemleri aşamalı açmalısın. - **V1 (Lansman):** Trade Ports & Basic Influence. - **V2 (Update):** Debt Diplomacy & Election Interference. - **V3 (Update):** Black Ops & Global Financial Hegemony. 08\.04.26 - ### **[FEATURE] Diplomatic & Espionage Expansion (V1)** #### **1. Technology Transfer (Ally Support)** - **Description:** Directly gift a researched technology to an allied nation to strengthen the alliance. - **Mechanic:** A simple button in the Diplomacy menu: "Grant [Technology Name]". - **Impact:** Significant **+Relation** boost with the target nation. - **Dev Note:** Sets the target country's `bool hasTechX` to `true`. No complex exchange, just a one-way grant. #### **2. Tech Theft (Espionage / Heist)** - **Description:** A covert operation to steal a specific technology from a rival or enemy nation. - **Mechanic:** Consumes **Intelligence Points** or **Gold** to initiate. - **Duration:** Operation takes **30 days** to complete. - **Success Chance:** Calculated based on the player’s Intelligence Tech vs. the target’s Counter-Intelligence level. - **Risk/Penalty:** If detected, target relations drop to the minimum, and the player grants the target a **"Casus Belli"** (Justified War Goal). #### **3. Military Access (Transit Rights)** - **Description:** A strategic diplomatic agreement allowing your units to move through another nation's provinces. - **Mechanic:** Request "Military Access" from a neutral or allied nation. - **Cost/Trade:** Can be bought with a one-time **Gold** payment or offered as a **Mutual Access** agreement. - **Technical Implementation:** Add a conditional check to the Pathfinding algorithm: - _If (TargetProvince.Owner == Self || TargetProvince.Owner.HasMilitaryAccess == true) -> Allow Pathing._ --- ### **Summary of Updates** - **Tech Transfer:** New addition to improve ally utility. - **Tech Theft:** Existing system refinement (adding 30-day timer and risk factors). - **Military Access:** New tactical layer for long-distance warfare. **[FEATURE] Peacekeeping Operations** --- ### **Short Description:** Deploy non-combat units to stabilize unstable countries, gain Influence, and improve global reputation without direct warfare. --- ### **Detailed Description:** **Core Idea:** Allows players to intervene in unstable regions through peacekeeping missions, creating a non-military path to influence and control. --- **Trigger:** - Target country Stability < 40% - or active unrest / internal conflict --- **Mechanic:** - Action: **Deploy Peacekeepers** - Units do not engage in combat - Over time: - Stability increases - Conflicts de-escalate --- **Benefits:** - +Influence (target country) - +Global Reputation - +Diplomatic relations (especially allies) --- **Costs:** - Ongoing Gold upkeep - (Optional) manpower --- **Deployment Options (Optional Expansion):** - **Light Presence:** Low cost, slow effect, low risk - **Full Mission:** Higher cost, faster effect, higher reward --- **Risk Layer:** - Mission may fail if stability is too low - Casualties can trigger internal political consequences - Some nations may view intervention negatively → relation penalties --- **System Integration:** - Generates passive Influence over time - Can be sabotaged via Black Ops - Can conflict with Proxy Wars (stabilization vs destabilization) --- ### **Checklist (Implementation):** - “Deploy Peacekeepers” button (conditional: low stability) - Stability increase over time - Influence gain over time - Gold upkeep system - Basic risk (failure or backlash) - UI panel (cost / gain / risk display) --- ### **[FEATURE] Forward Operating Zones (Soft Military Presence)** **Short Description:** Establish a limited military presence in foreign countries to increase influence and improve strategic mobility without engaging in direct warfare. --- ### **Detailed Description:** **Core Idea:** Allows players to deploy a small-scale military presence in another country, projecting power without initiating full-scale conflict. --- **Mechanic:** - Action: **“Establish Forward Presence”** - Requires agreement (ally or partner nation) - Does not trigger direct warfare --- **Effects:** - Faster unit deployment in the region - +Influence in host country - Crisis response bonus (faster reaction to conflicts / instability) --- **Risks:** - Increased diplomatic tension - Potential sabotage or local unrest/protests - May be perceived as aggressive by rival nations --- **System Integration:** - Works with **Peacekeeping Operations** (stabilize regions where you have presence) - Synergy with **Military Access** - Can be targeted via **Proxy Wars** or **Black Ops** --- ### **Checklist (Implementation):** - “Establish Forward Presence” action - Influence gain over time - Deployment speed bonus - Tension increase mechanic - Basic sabotage / unrest events --- ### **Status:** Prototype → Test strategic value & player usage The Ideologue: Requires value-alignment. Very loyal if you share the same government type. The Survivor: Desperate. Will sign anything for Gold, but will betray you if a better offer comes. :handshake: 4. THE JOINT COMMUNIQUÉ (The Payoff) At the end of the summit, unique "Treaty Buttons" are unlocked based on the Success Meter: Debt Weaponization: Forgive a portion of their debt in exchange for a permanent Trade Port. Military Tech Inspection: Gain +50% Research Speed for a technology they own but you don't. Security Guarantee: Formally pull them into your Sphere of Influence (Puppet-lite status). Intelligence Sharing: Gain 100% "Full Vision" of their military/economy for 6 months. :link: 5. SYSTEM SYNERGIES Envoy Synergy: During a summit, the host nation’s Counter-Intelligence is reduced by 50% (Distraction effect). Influence Synergy: Summits cost high Influence to start but generate massive Influence if successful. Persona Non Grata: If a summit fails or a Secret Visit is exposed, the player is blocked from that country for 5 years. :tools: IMPLEMENTATION ROADMAP (Phased Release) PHASE 1 (EA Launch): Formal State Visits + Basic Relation/Trade boosts. PHASE 2 (V2 Update): Secret & Crisis Visit logic + The Timed-Negotiation mechanic. PHASE 3 (V3 Update): Leader Personalities AI + Dynamic "Give and Take" treaty system. PHASE 4 (V4 Update): AI Counter-Delegations (AI countries requesting visits to the player). Dev Note: This system breaks the "Grand Strategy Fatigue" by shifting focus from 3,600 provinces to a single, high-tension negotiation table.
Infrastructure
Steam Deck Support
Linux Support
MacOS Support
Engagement
Achievements Support
Demo
Steam events and sales
Epic Store
GOG Store
XBOX Store
Gameplay
Custom scenarios. (Cold war, nuclear winter etc.)
Automation (Economy advisor does basic planning, etc so player can focus on other areas)
in casual mode, allow the user to set priority to eg economic, or military, or intelligence to automatically do research, or eg sliders (50% prio on military, 20% on economy etc)
add animations to background of main menu (living background)
Multiplayer Support
Complete new systems
Space race (Space missions, space related buildings, etc)
Using satellites for intelligence and view (maybe requires putting them to orbit?)
Military bases on other countries
Higways and railroads
Military
More specialized units, unit types (Fighter types, tank types)
Better usage of existing types (artillery to do ranged shooting etc.)
naval wars (perhaps already present?)
Military access
Visuals/Audio
Replacing AI generated Background musics or re-generating
Replacing AI generated SFX or re-generating
Polishing map modes
Replacing 2D unit markers with 3D units
possibility to replace in game music with a small spotify widget
military unit markers remain small when zoomed out --> should be bigger
fix the 'thousand provinces on a small island'
Bugs
spiderweb diagram isn't rendered correctly
Studio Operations
press kit including screenshots, videos, studio logo, description
influencer list
Completed Milestones
Better country to country trade balancing
Better resource production and advanced resources creation (Defence indestury, depending on xyz)
1. Off-map Production: Smaller nations can license units (like aircraft) from major powers instead of producing them. This comes with a monthly. 2\. **Black Market:** Allows sanctioned or restricted nations to acquire military and strategic resources at significantly higher prices. Each transaction carries a detection risk. On detection: - Global relations: -10 with all nations - 2-year embargo imposed by the player’s own alliance Detection risk can be reduced through intelligence technologies (e.g., Black Ops Tech), with each level decreasing the chance (e.g., -20% per tier).
Specialized buildings (Weapons factory etc.)
Controller support
Mod/Steam Workshop Support
working out languages for the localisation options
Updating Steam page details, giving clear roadmap and making this page public
Making one public/open source mod
Controller: controller only switches between 2 panes + doesn't respect popup
Controller: moving around map also switch buttons/tabs of info screen
Controller: cannot exit game with buttons (only with virtual mouse)
when the game is paused, prevent that notifications (top right) fade away
Note: This roadmap represents our current development goals and priorities. Specific features and timelines are subject to change as we refine the gameplay experience.
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