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Ages of Conflict: World War Simulator News

v4.3.1 Patch Notes

[h3]Additions[/h3]
  • [p]You can now change nation's Income Bonus in Scenario Editor [/p]
[h3]Bugfixes & Improvements[/h3]
  • [p]Limited the income bonus to be between -100 and 100 [/p]
  • [p]Major Battle Popup animations can be hidden with the "Map Animations" toggle [/p]
  • [p]Revolt Suppression: Added a cost limit [/p]
  • [p]Fixed a bug where the hard cap of 1 000 000 gold did not work [/p]
  • [p]Lowered the gold threshold of nation attacking slightly [/p]
  • [p]Updated World Map Scenarios for 1938 and 1914 [/p]
  • [p]Fixed starting gold amounts in default scenarios [/p]
  • [p]Fixed new UI texts not switching to Pixelated font [/p]
  • [p]Fixed some texts from going to multiple lines[/p]
  • [p]Fixed Rich Presence Setting not getting saved properly[/p]
  • [p]Fixed Steam Deck virtual keyboard not opening on some text fields[/p]
  • [p]Fixed nation link text not being white when necessary[/p]
  • [p]Removed wrong tooltips from a couple places[/p]
  • [p]Fixed missing city localizations[/p]
  • [p]Fixed some translations [/p]
[p][/p][h3]Note to Steam Deck players[/h3][p]There's currently a known issue on Steam Deck where capital letters aren't recognized when writing with the virtual keyboard.[/p][p][/p][p]Update Nov. 4th:[/p][p]This issue seems to be with Proton. For now you can fix the issue by going to Properties -> Compatibility -> Enable "Force the use of a specific Steam Play compatibility tool" -> Select "Proton Experimental"[/p][p]This will "probably" be fully fixed in a future proton update. Not sure when though.[/p]

v4.3.0 - Economy Rework & Major Battles!

[p]Hey everyone![/p][p]Let's get straight into it![/p][p][/p]
Economy Rework 💵
[p][/p][p]This update massively changes how gold is generated and used in the game![/p][p][/p][p]Say goodbye to the simple "Make money while at peace, lose it while in war"-system.[/p][p]Nations now have a more detailed panel showcasing how exactly gold is generated, and how it is lost.[/p][p][/p][p]💰 Nations' gold now changes in economic "ticks", instead of every frame. This change is based on different positive or negative "Bonuses" they have during that tick.[/p][p][/p][p]⭐ Some of these bonuses are fixed, like land and core income, or expenses like regular cities. There are some nation specific constants, like having mostly harsh environment, which gives a small economic penalty.[/p][p][/p][p]⚔️ One of the biggest changes is that the main expense when it comes to war is now Combat Efficiency, which previously had no impact on gold generation.[/p][p]♟️ There is a new default Combat Efficiency Setting called "Dynamic", in which nations prioritize lower and cheaper CE during peacetime, and higher and costly CE during wartime. CE cost varies wildly between nations, bigger ones usually having it be more costly to balance their bigger income.[/p][p][/p][p]⌛ Occationally, nations will get temporary buffs & debuffs, like having to pay war reparations, or suffering from harsh winters, which can affect their current standing quite a lot. Can you find all of the different ones? I plan to add more in future updates![/p][p]You can also balance nations by giving them a permanent positive or negative bonus![/p][p]Check the full patch notes for a full breakdown on the system.[/p][p][/p][h3]Some notes for scenario makers:[/h3][p]The overall amount of gold in the economy in this system is a lot lower than previously. Having over a 1000 gold is now a lot of money.[/p][p]This update does still keep your previous custom gold amounts for nations, so check your scenarios, and if your nations have like tens of thousands of gold, maybe consider changing that, if you want to.[/p][p][/p]
Major Battles ⚔️👑
[p][/p][p]This update introduces Major Battles, which can pierce through the frontline and change the course of a war quickly![/p][p][/p][p][/p][p] [/p][p][/p][h3]Other Stuff[/h3][p]📈 This economy change is pretty major, and it's impossible to test its balance for every type of scenario and map out there. So test it out, and let me know what you think about it.[/p][p]Are some bonuses too strong/weak?
Should temporary bonuses last longer?
Do nations run out money too often/never run out?[/p][p]Let me know and I'll try to address them in the future! Compared to the old system, this new system should be more transparent and easy to follow and give feedback on. 😊[/p][p][/p][p]Pretty recently Unity found a security vulnerability in the engine version this game (and pretty much every Unity game) was using. Even though the vulnerability shouldn't affect this game, I decided to update the engine version just in case. I tried to test it thoroughly, to make sure nothing broke and performance didn't become worse. But if you notice something, let me know![/p][p][/p]
v4.3.0 Full Changelog
[p][/p][h3]Additions[/h3]
  • [p]Added Major Battles, which can turn the tide of war on specific areas of the frontline[/p]
    • [p]Added a World AI Setting for Major Battles[/p]
  • [p]Reworked Income and Expenses[/p]
    • [p]Instead of Gold changing every frame, it now changes every 5 seconds on normal speed[/p]
    • [p]Added a new Economy Tab in the Nation Panel, which explains their per "tick" gold change. This is also shown in the regular nation view next to gold[/p]
    • [p]The Economy Tab displays Fixed incomes/expenses in gold boxes[/p]
    • [p]Nations will also spend on Combat Efficiency and Revolt Suppression[/p]
    • [p]Nations can gain temporary bonuses during the simulation, which will be shown in bronze boxes with a timer[/p]
    • [p]You can give a custom buff/debuff to any nation[/p]
    • [p]The general amount of gold in this version of the economy is a lot lower than previously. Having over a 1000 gold is very good. In this update I decided to keep all old custom scenario gold amounts the same, but I might change this based on feedback, if they should all be reset to 100 or something[/p]
    • [p]Gold can now go into negatives, you can also set it below 0 yourself[/p]
  • [p]Added a new Combat Efficiency setting, Dynamic mode[/p]
    • [p]Dynamic mode means nations will prioritize high CE during wartime and lower CE during peacetime[/p]
    • [p]Progressive mode is the same as Dynamic but can only change by one step each turn[/p]
    • [p]Static mode and CE Lock now uses the Dynamic mode to determine the cost, but keeps the actual CE value at whatever it was set to. I might change it to so that the cost actually reflects the locked in value, if players want that[/p]
    • [p]Random remains the same, completely randomizing CE every turn[/p]
    • [p]If the player manually changes the CE manually outside Static Mode, it will keep that value for 2 economic ticks[/p]
[h3]Bugfixes & Improvements[/h3]
  • [p]Income Map Mode & Statistics are now based on the last 7 economic ticks instead of only the the current moment, which should make it less constantly flashy[/p]
  • [p]Reduced passive revolt progress gain on cities during war time by 30%[/p]
  • [p]Maybe improved game performance[/p]
  • [p]Removed Maximum Gold mechanic[/p]
  • [p]Reduced the Unity loss speed from having less than 5 members in a union[/p]
  • [p]Changed the formula for determining core creation cost. It will now start at 200 gold and slowly increase based on core count[/p]
  • [p]Updated Unity version[/p]
  • [p]Fixed Pause icon showing up in scenario editor[/p]
  • [p]Fixed alliance name sometimes flashing on screen when a new one is created[/p]
  • [p]Fixed grasslands being counted as desert when evaluating income[/p]

v4.2.2 Patch Notes

[h3]Additions[/h3]
  • [p]Added the ability to override the unity of Alliances and thus force unions and disbandments[/p]
    • [p]You can do this by clicking the Unity amount text in the Alliance section[/p]
    • [p]In scenario editor, full unifications won't happen even if unity is raised above threshold[/p]
    • [p]In scenario editor, lowering union's union under the formation threshold will revert the union to a regular alliance, in-game it will not revert a union[/p]
  • [p]Added an Xbox Controller Configuration for Steam Input[/p]
[h3]Bugfixes & Improvements[/h3]
  • [p]Updated the look of the Actions Panel[/p]
  • [p]Terrain is now visible in Puppet & Wars Map Modes[/p]
  • [p]Nations should now prioritize forming a union when possible instead of stalling on it[/p]
  • [p]Fixed occupied tiles not showing on unions[/p]
  • [p]Fixed an issue where on mass-revolts or union-unifications the same sound effect would be played multiple times at once quite loudly[/p]
  • [p]Fixed a bug where upon leaving an alliance the former members sometimes immediately declared war on each other[/p]
  • [p]Fixed a bug where alliance names showed even if nation names were turned off (they will still show in alliance view)[/p]
  • [p]Fixed a bug where alliance names were in wrong language if you changed language at some point[/p]
  • [p]Fixed a bug where some scenario editor buttons could be left on after pressing play[/p]
  • [p]The unity-loss from disloyal members is now adjusted based on the total number of members, so a large union's unity doesn't tank from a few disloyal members[/p]
  • [p]Nation needs to have 50 gold to do manual donations[/p]
  • [p]Added missing grasslands to default scenarios[/p]
  • [p]City revolt chance now caps at 150%[/p]
  • [p]Made Tundra terrain appear lighter when not owned[/p]
  • [p]Updated some parts of the Scenario editor UI[/p]
  • [p]Adjusted Nation View alliance section tooltips[/p]
  • [p]Fixed some translations[/p]

v4.2.1 Hotfix

[h3]Bugfixes & Improvements[/h3]
  • [p]When a union fully unifies, its capital and flag is now set onto its primary member instead of a random one[/p]
  • [p]Fixed normal territory painting working weirdly after using bucket[/p]
  • [p]Fixed missing text in some places when using Russian, Turkish or Chinese[/p]
  • [p]Fixed fully unified nations not appearing on Statistics[/p]
  • [p]Fixed "Alliance disbanded" messages not working in History Log[/p]
  • [p]Fixed "Remove liege" button in Scenario Editor[/p]
  • [p]Fixed some text cutting out weirdly[/p]
  • [p]Fixed some incorrect tooltips[/p]
  • [p]Fixed some translations[/p]

v4.2.0 - Alliance/Union Rework

[p]Hi everyone![/p][p]Before getting to the update...[/p][p][/p][p][/p][p]❤️❤️❤️ The feedback is always fun to read![/p][p]🎉🎉🎉 Here's to a thousand more![/p][p][/p][p]Now, check out all the stuff that's changed![/p][p][/p]
Alliance / Unifications Rework 🛡️
[p]As you know, previously alliances and their inner workings were pretty unknown to the player. Nations sometimes left alliances, sometimes unions happened, which often resulted in crazy long nation names.[/p][p]That has now changed![/p][p][/p][h2]Unions & Alliance Unity[/h2][p]Alliances can now form Unions. (check out Mali States & Saudi-Arabia Republic below)[/p][p]These are more "unified" alliances, and appear on the map as semi-complete nations. But under the hood, they are still their individual members, which can still act with their own interest.[/p][p]Unions now have more fitting names, so no more seeing "France-Germany-Luxemburg-Sweden" on the map![/p][p][/p][p]Alliances now collect and depend upon Unity. This is gained by fighting wars, gaining more members, donations and defeating other nations. Unity is lost upon losing members, revolts, having puppets while being in a Union, and by having disloyal members in the alliance.[/p][p][/p][p]Below are examples of an alliance, and a union. Both have a certain level of Unity they need to have to avoid the union from disbanding. The two stars represent the points at which the alliance and form a Union, and the point where the Union can fully unify into a single nation.[/p][p][/p][h2]Loyalty[/h2][p]Individual members now also display their Loyalty to the alliance. If their loyalty is too low, they will leave, and in some cases, drag other disloyal members into a competing alliance![/p][p][/p][p]These new mechanics require the "Unifications" and "Leave Alliances" toggles in God Mode to be enabled, so make sure those are turned on, or off if you don't care for these unions :D[/p][p]Let me know what you think about these new mechanics and if something should be adjusted! 😋[/p][p][/p]
Map/Scenario Editing Tools 🎨
[p][/p][h3]Grasslands[/h3][p]There is a new terrain type, called Grasslands (#4C4C4C), which is slightly less valuable than basic land.[/p][p]For those people dreading having to update their maps to include this, don't worry you don't have to! Terrain ultimately doesn't matter all that much.[/p][p][/p][h3]Map Editor Visuals[/h3][p]For those who find working with the black and white colours awkward when creating maps, you can now display the map editor using the in-game colours![/p][p]Reminder that if you create maps in outside programs like Photoshop, you will still need to use the black and white colors when saving the maps. These are only for display in the editor.[/p][p][/p][p][/p][h3]Bucket Tool for Painting Territory[/h3][p]You can FINALLY use a bucket tool in Scenario editor and in God Mode! I don't think anymore needs to be said haha.[/p][p][/p]
Other big changes ⭐
[p][/p][h3]Better Revolt Borders[/h3][p]Revolts now have more fuzzy borders instead of straight lines! If you manually release puppet nations, those will still have the straight lines like before.[/p][p][/p][h3]Map Mode Changes[/h3][p]Alliance Map Mode now actually shows the Alliance names! And no individual nation names. Unallied nation borders are also much more faded so alliances are more visible.[/p][p]The same faded grey borders are also changed in Puppet and Wars Map modes[/p][p][/p][h3]Hold Shift to Chain Actions[/h3][p]You can hold shift on many nation commands to do them multiple times in a row without needing to click the button again![/p][p][/p][p][/p][h3]Nation View Visual Changes[/h3][p]Alliance and Puppet Sections on the Nation Panel has been completely redone![/p][p]Also, flags now have a wavy overlay to make them look even better![/p][p]Also! All the different lists with nations in them now feature their flags instead of crowns![/p][p]It looks pretty sexy ngl...[/p][p]Here's some examples:[/p][p][/p][p][/p][p]Old one for comparison ⬇️[/p][p][/p][p]Check out the rest of the changes below![/p][p][/p]
v4.2.0 Full Changelog
[h3]Additions[/h3]
  • [p]Reworked Alliances & Unifications[/p]
    • [p]Alliances now have a Unity-bar[/p]
    • [p]If the bar is filled enough, the alliance will "unify", creating a more unified version of the alliance, where each nation still functions individually[/p]
    • [p]If the bar reaches the max, this unified alliance will fully unity into one nation[/p]
    • [p]Turning off the Unifications toggle in God Mode will prevent unions and full unifications from forming[/p]
  • [p]Added a paint bucket tool for Editing Territory[/p]
  • [p]Added a wavy texture overlay to flags in Nation View (you can disable it in Settings)[/p]
  • [p]Added a new terrain type - Grassland[/p]
  • [p]Added grasslands to most maps and scenarios[/p]
  • [p]Added a new mode to Map Editor where it can show the map using in-game colors[/p]
  • [p]Revolt borders are now fuzzy and less straight (manually released puppets will have straight borders)[/p]
  • [p]Alliance Map Mode now shows alliance names instead of nation names[/p]
  • [p]Alliance leaves, disbandments, and events related to unions will get mentioned in History Tab[/p]
  • [p]You can now hold Shift on many Actions to chain multiples of the same command[/p]
[h3]Bugfixes & Improvements[/h3]
  • [p]Fully updated the looks of Alliance and Puppet infos on Nation View[/p]
  • [p]Lists inside Nation View now show nations' flags instead of their crown levels[/p]
  • [p]Allies no longer donate to each other if they have enough gold and max combat efficiency[/p]
  • [p]Adjusted the colors in Alliance, Puppet & Wars Map modes[/p]
  • [p]Changed default color scheme to Dark[/p]
  • [p]Fixed a bug where alliance was renamed when any member left or died[/p]
  • [p]Fixed a bug where manually spawned nations were wrong shade until unpaused[/p]
  • [p]Fixed a bug where tooltip text overflowed the box[/p]
  • [p]Fixed a bug where scrolling was still possible on Settings Page[/p]
  • [p]Updated some US State flags[/p]
  • [p]City and alliance names will show in bold on text popups[/p]
  • [p]Scenario editor home button now visible on PC[/p]
  • [p]Allies stat at the bottom of Nation View now displays total members in alliance, and not one less. The list that appears when pressed still shows only other members[/p]
  • [p]Allies are now the default Diplomacy list on Nation View[/p]
  • [p]Raised default max alliance size from 4 to 10[/p]