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Supreme Ruler 2030 News

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

Supreme Ruler 2030 Update - Build 1202 live for all players

Our team is pleased to bring you the next official update for Supreme Ruler 2030. We've been working hard with the community on a number of areas of improvement with weekly fasttrack updates. The latest version adds new features and makes significant improvements to existing features and content. Some noteworthy changes include;

  • It's now possible to reform regions. AI regions will also look for this opportunity. For example, if Rojava conquers the rest of Syria, it will reform as Syria. Other regions like this exist. This has also been applied to Shattered World where you could conquer both halves of France, then release it as a unified France. This is a significant new function and might have unintended outcomes, but initial testing looks promising

  • We've made changes to Proxy participation. AI regions will break Mutual Defense on unjust wars and even when justified, AIs will focus on defending their partner's territory, not following their partner region into new territories.
  • A UI addition has been made to diplomatic offers. There is now a preview button which will open a new window so it is now possible to see the full details of a unit, unit design or technology before answering on a diplomatic offer.

  • When starting a new game, players can now choose if they want the game's merchant marine system on or off. This can significantly decrease game performance but was a specific request from the community

  • A UI addition has been made to diplomatic offers. There is now a preview button which will open a new window so it is now possible to see the full details of a unit, unit design or technology before answering on a diplomatic offer.


Full Update 1202 Changelog

  • New system allowing for the reforming of shattered countries/conquered subregions
  • Option from diplomatic offers to "preview" offer so full unit specs or tech details can be viewed
  • UI improvements to report facility output per facility. Both previous day actual output and next day production estimate
  • Game option at lobby for "no merchant marine". This can significantly decrease game performance.
  • Non-merchant marine transport code updated for case of no merchant marine
  • Unit order clean up to address looping merchant marines
  • Pathing fixes specifically for Suez Canal and Bosphorus Strait
  • Other pathing improvements
  • More fixes to missiles finding their targets
  • Facility description shown on preview window when building facilities
  • Facility construction AI improvements
  • Fixes for Oceanic complexes, now builds properly with naval engineers
  • Valuation of Research Sharing treaty adjusted
  • Fixes to diplomatic trades involving battlezones
  • Fixes to relation changes when colonies break away from their parents (rebellion)
  • New regional variable for gender balance in CVP means when leader of a country changes the new leader more closely matches real world probabilities
  • Improvement to "leader succession" so real life second in line may become leader.
  • Various leader pic additions, minor fixes to leader pics
  • Cyber attack chance of success increased slightly
  • Fixes to Espionage mission mismatch
  • Fixes to city models in lower tech regions
  • Fixes to various 3D models
  • Some additional unit models. Updates for some versions of F-16, F/A-18, Eurofighter and SU-35
  • Option to set a unit design as excluded/favourite now available directly in the list line when moused over
  • Fixes to missiles using wrong popups when viewed from certain lists
  • Strategic Unit Trading lists now show counts for units buying/selling on world market
  • Fixes to unloading specific units from the cargo list of a transport
  • A fix to the way trades display value
  • A fix that stopped hotspots from breaking UI
  • Improvements to adding/removing leaders from battlegroups, UI flagged for further review.
  • Added national Debt to finance panel
  • Various tooltips improved for greater detail
  • Various Map fixes including loyalty of oceanic complexes
  • Corrected Eswatini Capital
  • Corrected Turkey's National Debt
  • Reviewed African countries GDP/C and debt & updated accordingly
  • Reviewed & updated GDP/C and debt for Singapore, Cyprus and Denmark
  • Adjusted RF Forces population
  • Fixes to some alert messages. Some alert messages now use country prefix instead of name (Austrian vs. Austria)
  • Various UI fixes
  • Various graphics fixes
  • Ongoing Orbat and equipment file updates
  • Minor campaign fixes
  • Various orbat fixes
  • Various fixes to alert messages
  • Various equipment file fixes
  • Minor fixes to hotkeys (F keys)
  • Additional console commands of outputlog and outputworldlog to help modders test map balance and progression
  • Mapeditor.exe file added for easier access for modders
  • Fixed mapeditor ability to mod the size of a hex
  • Updates to translations

New Pricing, Game Updates, Best Modern Era Games, and more!

GameRant has published their list of the "6 Best Grand Strategy Games Set in the Modern Era" - and of course the Supreme Ruler series makes the list! While they singled out Supreme Ruler Ultimate, we would say that SR2030 is even more "Modern Era" with the inclusion of our 2023 modern day sandbox, and support for even more modern military equipment, a more complete list of modern day regions and subregions, modern day leaders, and lots more.

https://gamerant.com/best-grand-strategy-games-set-in-modern-era/#supreme-ruler-ultimate

The BattleGoat team remains hard at work in responding to player feedback and issues - we're continuing our "Fasttrack Fridays" with our 10th consecutive week of Fasttrack update releases. There's been additional content, new features, and lots of tweaks and fixes. Watch for our latest fasttrack updates and check out the changelogs on the Steam Discussion forums.

And finally, check out the new pricing on Supreme Ruler 2030 for players that don't already own SR Ultimate. We made sure to give our existing SRU players a discounted price for the first two months, and now we're happy to bring the new price to all potential new players.

Stay tuned for many more exciting updates on Supreme Ruler 2030 developments in the coming weeks!

-- The BattleGoat Team

Supreme Ruler 2030 Update Build 1184 Posted Live

The latest update makes progress on some key issues.

  • Found and fixed a source of Multiplayer Desync. Another potential case still being investigated
  • Found at fixed 2 sources of game slowdowns. Multiple received savegames still being analyzed. More changes to come.
  • Updates to "starting known technologies" for many of the top tier countries. Work will continue for other countries.
  • Production facilities report what their next day expected output will be. Work ongoing for "what did it actually produce yesterday".
  • Updates to which minister priorities AI regions use and when to improve their economy management skills.


Full changelog for all updates to date

Update Build 1184

  • AI will put facilities back online if set offline
  • Fix to spy orders not being reset
  • Election results now show on day 1
  • Added search to known techs
  • Force stuck submarines to exit border hexes
  • Fix music stopping (maybe?)
  • Unit Experience fixed
  • Fixed GPC/c & GDP tooltip in scorecard
  • MP rename prefix fix
  • Add battleships and frigates as possible naval AI battlegroup leaders
  • Colony sibling trading allowed, always accepts trades
  • Cyber attack chance increased
  • Added theatre controls to the theatre view map, Land department
  • allow liberate/colonize grouped regions like Russia/USA etc
  • Added tooltip for player status indicators in multiplayer chat
  • Further additions to military equipment file
  • Adjustments to use of Totalitarianism government type
  • Search string added to known technologies list
  • Fixes to resupplying helicopters in allied territory
  • Amphibious version of Merchant Marine renamed to Merchant Landing Craft for easier recognition
  • Adjustments to user of Wagner mercenary units in specific countries
  • Various 3D model fixes
  • Various UI fixes
  • Various map fixes
  • UI updates
  • Fixes to relationships drift against players on normal difficulty
  • Fixes to minister priority for "Military Materials", no longer imports as much
  • Fixes to submarine pathing getting stuck in coastal waters
  • Fixes to naval pathing locks, some values had gotten reversed logic
  • Updates to orbats of various regions
  • Updates to known unit designs for various regions
  • Updates to some sandbox events
  • Fixes to some translations, specifically the word rubber across most languages
  • Fixes to some models for incorrect texture or incorrect size in UI
  • Tooltip on list of spy missions now reports days remaining
  • Facility popup now shows how much raw materials are used per produced quantity, ongoing improvements to this data feedback
  • New tooltip being tested on some stats for actual units to give better feedback, work ongoing
  • Roads/Rails in construction now report days remaining and remaining cost in land department
  • Updated rules on what kind of aircraft are requested by carriers (less attack helos, more ASW helos).
  • Regional Atlas list line for GDP/c has a tooltip for total GDP
  • Fixes to AI putting offline facilities back online if needed instead of starting new construction
  • Fixes to regions assigned for equipment from Iraq, Iran and Pakistan
  • Fixed first day value of election support levels.
  • Minor tech tree fixes
  • Alignment of trenches and walls improved
  • Bonds screen now shows preview of rate and amount for next bond
  • Fixes to unit orders to load units

Supreme Ruler 2030 Update Build 1178 Posted Live

Version 1178 went to fasttrack almost a week ago and it seems to continue the incremental improvements we've been making, so it is now being rolled out as the public build. There is also a new fasttrack for those wanted to get the absolute latest code changes and are willing to tolerate possible issues.

Update v.1178
  • Further map fixes for battlezones including some Ukraine/Russia border adjustments
  • Hydro power facilities per hex properly limited to 2/4/6 for low/med/high deposit intensity
  • Added "Shift click" on delete alert message to delete all of same type
  • Aircraft with zero supply and capacity >0 should return to base if they have at least low AI initiative
  • New AI logic checks added to reduce construction of research centers and unit fabrication facilities. Will require feedback from long play games, might lead to more changes
  • Fixes to how incursions are detected particularly around sales of units. Should be much better.
  • Various map fixes including "too many Munich facilities" and Argentina aircraft production
  • Fixes to NATO events for case of members attacking each other causing one way war
  • Fixes to Japan naval unit names
  • Various UI fixes
  • Orbat and region data updates for more countries knowing modern unit designs, various countries, work ongoing
  • Further review of Strategic Unit Trading code to reduce edge case errors
  • Various tech tree fixes
  • Various equipment files fixes including unit tech prerequisites
  • Map feedback added for invalid build location if no resource deposit
  • Fixed bug where facilities at 100% still showed repairing in some cases
  • Various fixes for leaders
  • Map Fix, ownership of Arunachal Pradesh to India
  • Fixes to some 3D models
  • Fixed Anti Ship missile stats, should never have had land attack values.
  • Fixed scrap research centers already being built in facility controls
  • Add a flag that says AFK! for MP users to let others know easily
  • Cook Island properly playable in sandboxes
  • New Event 82 for modders, add population to a location