1. Supreme Ruler 2030
  2. News

Supreme Ruler 2030 News

Supreme Ruler 2030 now includes sanctions

For those who haven't been playing the Fasttrack beta versions of Supreme Ruler 2030, we just wanted to share details of a feature that's in development - Sanctions have been added to the game.

In version 12.1.1268 and later, regions can enact trade sanctions on other regions. Sanctions can only be applied to the entire set of products, you cannot sanction single commodities. This simulates cutting off economic ties with a region, and will stop them from requesting diplomatic trades with your region as well as applying a markup to their purchase cost and reduce their selling price, relative to the percentage of world production that region produces.

Sanctions must be enabled in the scenario settings or in the settings popup in game

Relationship Changes
Imposing sanctions on a region will negatively affect the relationships with that region, similar to Support Opposition found in some alert messages. When your allies sanction a region that you have not sanctioned, relationships between you and your ally will degrade over time, until you join the sanction. AI allies will weigh the relationships and choose which side to join, favoring their allies.

World Market Sanctions
Once a certain percentage of world market member regions have sanctioned a region, they will be unable to auto import / export from the world market. Regions are more likely to sanction others on harder difficulties.

Market Tariffs
Once a region has been sanctioned, the market price for commodities will be affected by the amount of total world supply they are cut off from. If 100% of a commodities producers have sanctioned a region, they pay the maximum tariff, currently defaulted to 100%, meaning they will have a 200% market cost when buying and a 50% price when selling.

The ongoing design notes of this feature will be posted on our SupremeWiki site;
https://supremeruler.fandom.com/wiki/Sanctions#Sanctions

We're looking for feedback on this system, so if anyone is playing the fasttrack builds, please let us know what you think! If you like the feature, please take a few minutes to leave a review for the game and tell others what you thing of it.

Supreme Ruler 2030 Updates and News!

We have lots of big news and information on Supreme Ruler 2030 ...

Major Update - Version 1248

Check out the full Changelog on our Steam Discussion forums ... here are some of the highlights:

  • AI Units improvements regarding Naval Invasions, escorting naval transports, and Transit zones.
  • Improvements in combat and land capture related to partisans vs. garrisons, improving the rebels mechanics.
  • Naval AI improvements: New Defense minister priority of Escort Naval Transports.
  • The population growth model for births, deaths and migration has been improved based on player feedback.
  • Changes to unit behaviours when engaging/disengaging targets in combat
  • Adjustment to aircraft fuel reserve calculations to try and resolve cases of aircraft running out of fuel and crashing before they can get back to base.
  • More improvements to AI deploying aircraft to carriers
  • Fixes to carrier based aircraft returning to carriers after attacks
  • Using the minister priority of Offensive Military and giving Naval AI initiative will see the AI use ships in groups when they have carriers, cruisers or battleships to act as group leaders
  • Minister priority of Arms Race with military initiative will allow the minister to use the unit upgrade system where available (ex. M1A2 into M1A3)
  • New diplomacy report list in lower right - mutual defense partners
  • New "search" function in Technology Popup screen
  • Fixes to pathing rules for allowed/not allowed across various classes
  • Updates to prerequisites system when units have more than 2 prereqs
  • Further code improvements for multiplayer stability
  • Some flags added at the request of the modding community
  • UI Additions, improvements, and fixes
  • Numerous gameplay, map, and content improvements and fixes - See Discussion Forum post
  • When the air transport or naval transport order are selected from the orders list, air or naval loading points highlighted on the map
  • More 3D models added mostly for units in the 1915 to 1935 era
  • Portuguese Translations should now be complete


There's lots of other News too - did you catch our release of The Great War expansion DLC? And the announcement of our Supreme Ruler Expansion Pass to get the Great War and all our future DLC releases - check out the announcement:
[previewyoutube][/previewyoutube]

Get the Expansion Pass Here:
https://store.steampowered.com/app/2702500/Supreme_Ruler_2030_Expansion_Pass/

Thank you for your continued support! Be sure to give us feedback in the Steam Discussion forums or on our Discord Server https://discord.com/servers/battlegoat-322424469438201876

And if you are enjoying Supreme Ruler, be sure to leave a review on our Steam Store page - it helps a lot! Tell us what features you love, and what you'd like us to keep working on!

Minor Content update for v.1238

Based on initial feedback from SR Great War Remastered players, we've found (and fixed) a few different issues in the data files. These mostly affect the 1914 content, but they share data files so the updates apply to all versions. These were previously on Fasttrack and have now moved to public.

Update v.1238 extra content Full Changelog
  • 1914 Leader stances updates. The goal is "more aggressive tactics" tied to leader stances
  • 1914 region starting techs reviewed for all regions. Some post 1914 techs had incorrectly been assigned.
  • More Portuguese translations (might be done, we're looking for anything we've missed)
  • Minor UI fixes

Supreme Ruler 2030 Update 7 - version 1238

Today's update coincides with the release of our first DLC for Supreme Ruler 2030. You can now purchase Supreme Ruler The Great War Remastered. It is available as both a DLC and a stand alone version. When you purchase one of them, you get both added to your library. For those who missed this announcement video, here's a link to our YouTube channel;

[previewyoutube][/previewyoutube]

This update has a number of UI and quality of life fixes. We've also been continuing to clean up the game data to make region starting conditions and ongoing events more realistic. A focus was put on multiplayer testing in the last few weeks and a few different fixes are in this update and hopefully resolve the remaining multiplayer issues. In terms of content changes, most of them related to supporting the earlier eras so might not be immediately visible such as the different trains for the different eras.

We've also done some work to expand our game translations. The game can now be played in Portuguese. Once we've completed all our testing and confirmed we haven't missed any of the files that need translating we'll add the tag of official support on Steam, but users can already check it out. Please let us know if you find any text that's still in English.

We hope everyone continues to enjoy the game and the new DLC content. Watch for future announcements for what our next DLC will include. Please take a few minutes to leave a Steam review for the game.

Update v.1238 Full Changelog

  • Various fixes for multiplayer stability to prevent sync errors
  • Espionage fixes for "spies not returning"
  • Tech Races from previous eras can be seen, but are nearly all completed (Preparations for remastered DLC content)
  • New models for trains in other eras
  • The region code assigned has been updated for units from many parts of the world across all eras
  • Changes to some unit stats including rebalance of Spetnaz and Elite Warrior
  • Engine changes to support UI Skins for eras and for colonies and tech tree updates to match
  • Number formatting updated for extra large numbers to fix missing comma separator.
  • Adjustments to outcomes of colony destabilizations for more mixed outcomes
  • BattleGroup Manager, can now add a unit in the list directly to selection
  • Global RoE can now be pushed to "Current Units Only" as well as the previous choices.
  • Some events updated for China campaign from xt6wagon's suggestions
  • Fixed crash in missile popup screen, button that didn't belong has been removed
  • Fixes to planes in proxy
  • Fix to scrap button in Command department UI
  • Fixes to various early era models
  • Fix to air transport picking up reserved units
  • Fixed deploying units on a border location could deploy into foreign territory
  • Fixed air unit Bomb Facility order to pick targets
  • Fixed flag proportions in chat messages (no longer square)
  • Adjustments to how Israel/Gaza/West Bank ownership and loyalty are modeled
  • Ongoing updates to region starting unit inventory (orbats)
  • Ongoing updates to region starting unit designs
  • Various minor fixes to region starting data
  • Ongoing updates to regional unit designs
  • Various map fixes including Maldives
  • Minor fixes to leaders and elections
  • Some minor map updates
  • Various UI fixes
  • Various graphical fixes
  • Mesh 2042 fixed
  • Localization fixes
  • Addition of Portuguese language support (work in progress)

Supreme Ruler 2030 Update 6 - version 1217

Our latest fasttrack update has tested out fairly well so is suitable for a public update. There have been a number of fixes and improvements in the last few fasttrack updates and this all adds up to a fairly significant public update. This is our 6th major update since release and by our analysis we've now addressed the bulk of the concerns brought up at release. There remains room for improvement of course, and performance will always be something we come back to but this update should be a milestone in the game's ongoing development. Here are some of the big features players may find most interesting;

Multiplayer improvements for setup and stability. Since our most recent fasttrack we've had no further reports of games going out of sync but we will continue to monitor so we can resolve issues if they return.

Units no longer stop at the hex edge when they reach their destination. We'll be looking for feedback on this and might make further changes in future updates.

Game Balance improvements with a specific focus on air vs. ground combat. Air attack values of air units have been doubled. Defense value of air units increased by 25% to help with survivability.

Loyalty system changes so that sub region loyalty is not lost for the parent region's actions. This may get further changes but should address the immediate concerns of subregions with 0% loyalty.

Further improvements have been made to pathing to make Merchant Marine move more effectively. These pathing changes can also benefit other unit types. There is still some reduced game performance from disabling Merchant Marine but it's not as significant as before.

User Interface improvements quick access to activate/deactivate production facilities for land, air, sea and missile as well as a long-standing request for + series selection in multi select lists.


Full Update 1217 Changelog

  • Changes to unit movement - no longer stopping at hex edge
  • Unprovoked war declaration penalty not applied to subregion civilians
  • Diplomatic offer items appearing on wrong side in some cases should finally be fixed
  • More merchant marine pathing and naval pathing improvements
  • Improvements to transport units responding to transport requests. Will attempt to carry more than one unit.
  • Pathing improvements for missiles
  • Crash found and fixed related to "no merchant marine" setting
  • Update to balance of air vs. ground combat (Review ongoing)
  • Fixes to the "reserve" order response from units
  • Multiplayer Lobby Options UI update to bring it in line with single player options
  • Fixes to prevent multiplayer sync errors (no recent reports of sync failure)
  • Multiplayer file transfer fixes
  • Multiplayer lobby chat glitch fixed
  • New indicator to show which player is lagging in multiplayer
  • UI Update to Defense department - quick access to put fabrication offline/online below list of units in production.
  • Fixes to RoE related to use of rail transport
  • Regions released during gameplay now playable when reloading as another region
  • Fix to road/rail cost value properly displayed, listed as "infrastructure" in some UI tooltips
  • Internal fixes to some political leanings and political party name issues. More work to come.
  • Bonds list sorted by date
  • Changes to bridges, shows in multiple directions and better end point connections
  • New construction crane model for construction on water
  • Update Savegame buffer calculation to handle even more units in savegames (crash fix)
  • Number format in each specific social spending / tax type altered to show more precision on very small numbers but displays rounded at larger numbers (seeking feedback on this change)
  • Fixed potential crash on viewing certain unit related screens in a specific sequence
  • Fixes to some alert messages
  • Fixes to "unit exit" rules on breaking treaties
  • Fixes to UI when switching languages
  • Fixes to some translation
  • Minor fixes in espionage system
  • Various UI and graphics updates
  • Various map fixes
  • Various equipment file files
  • Various tech tree fixes
  • Various Country Inventory fixes (orbats)
  • Various region data fixes