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ICBM: Escalation News

Price adjustment for Poland

[p]Hi everyone,
[/p][p]We’ve got a small but meaningful update to share, we’ve just introduced a custom price for Poland.
[/p][p]We know how important fair regional pricing is for our community, so starting today, ICBM: Escalation will be available at a new price of 89.98zl on Steam.
[/p][p]Our goal is to make sure players in Poland can enjoy the game at a price that feels right for the local market.[/p][p]We really appreciate all the support from our Polish players, your enthusiasm, feedback, and passion mean the world to us.
[/p][p]If you already own the game, nothing changes for you, but if you’ve been waiting for the right moment to jump in, this might be the perfect time.
[/p][p]Thank you again for being part of our community, and see you in the game.

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AI Rework - Dev Diary #2

[p]Let’s dig deeper into the new AI features and examine how the AI handles regions protected by SAMs and ABMs.
[/p][p]Remember: the original AI was tuned for all-out nuclear war, where aircraft were treated as expendable — you’d usually fly a one-way mission, drop a 10-megaton bomb, and that was it. In a conventional-war setting, however, the air force is a support arm: aircraft are expected to perform many sorties, delivering AGMs and GBUs against enemy formations. That raises the question: what happens when those units are operating under a SAM umbrella?
[/p][p]The new AI factors that in. When the AI loses aircraft to anti-air defenses it logs the area as hazardous — and, if possible, identifies the specific enemy anti-air asset. The AI then suspends further attacks that would intersect those danger zones until the threat is mitigated. To resolve the threat it tries several approaches:[/p]
  1. [p]Prioritize the threat. Anti-air units that block access to high-value targets are given much higher priority and are targeted by other means (artillery, ground forces, or CAS).
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  2. [p]Change loadouts. Aircraft are reconfigured with longer-range weapons so strikes can be conducted from outside the danger zone.
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  3. [p]Special operations. In selected cases, a Spec-Ops unit can be tasked to neutralize enemy SAMs.
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  4. [p]Strategic options. In severe situations the AI may employ strategic assets to clear the area.
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[p]The same logic applies to high-value nuclear missiles threatened by enemy ABM systems. After several interceptions the AI marks the zone as a “no-go” and moves to neutralize ABM assets first. Responses include using MIRVed warheads where available, targeting the ABM batteries directly, or tasking other strategic platforms (for example, strategic bombers armed with ALCMs/ALBMs) to clear the ABM defenses. While those countermeasures are executed, strategic forces divert to alternate targets.[/p][p]These changes make the AI far more cautious and context-aware in both conventional and strategic engagements — aircraft and strategic assets are no longer treated as one-use expendables, and the AI actively balances risk and reward when planning strikes.

In this video below, you can see the AI launching an attack on my army divisions. At this point, it doesn’t yet know that I’ve just deployed some additional SAM sites.[/p][p]We’re in “god mode” right now, so we can see everything. All the AI units, their movements, and even their orders. You’ll notice several bombers are preparing to strike my armies.[/p][p]But then, something interesting happens. As one of the AI bombers approaches, it gets intercepted by a SAM. The moment that happens, the AI reacts, all the other bombers immediately cancel their attack orders and head back to their airbases.[/p][p]A bit later, once one of my SAM sites is destroyed, the AI’s tactical aircraft get the green light again and move in to resume the attack. But as they advance, one of them gets shot down, and the AI reassesses the situation — deciding to hold off until the SAM threat is fully eliminated.[/p][p]Finally, after the remaining SAMs are destroyed, the AI feels confident enough to continue the attack on my armies.
[/p][previewyoutube][/previewyoutube][p]While in this second video here below, the AI attacks Moscow not aware that it is defended by ABMs. When the attack fails, it selects St.Petersburg instead.
[/p][previewyoutube][/previewyoutube][p]In the next diary, we’ll discuss one of the most crucial aspects of any war: logistics. Stay tuned![/p]

AI Rework - Dev Diary #1

[p][dynamiclink][/dynamiclink]Hi everyone![/p][p]In today’s diary, we’d like to share a closer look at Conquest Mode. What it was originally meant to be, what challenges we’ve seen with the current implementation, and the big changes we’re working on to bring it closer to that vision.[/p][p][/p][h2]The Original Vision[/h2][p]Conquest Mode was always designed to be the longest form of play. Slower research, slower build times, and a strong emphasis on territory control rather than outright destruction. The idea was to create a more measured, “light grand strategy” experience, where players advance through all the tech epochs in a controlled escalation.[/p][p]But as it stands today, the AI doesn’t really shine in this mode.[/p][p][/p][h2]The Current Problems[/h2][p]Right now, the AI’s primary goal is simply to win by points. That means:[/p]
  • [p]When it feels ready, it will attack almost anyone—just to maximize score.[/p]
  • [p]Even when it’s not ready, it will still launch attacks once pollution reaches a certain threshold, because that’s how it can squeeze in a few more points before the game ends.
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[p]There’s also a gap between two kinds of conflict:[/p]
  • [p]All-out war, triggered once pollution is high.[/p]
  • [p]Retaliatory strikes, often happening when the player acts aggressively.
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[p]The problem is that these retaliatory strikes tend to spiral. A player retaliates, then the AI retaliates back, pollution rises, and soon other AI factions jump in to avoid falling behind—leading to premature all-out war and an early end to the match.[/p][p]A typical sequence looks like this:[/p]
  1. [p]The player invades or tests an attack.
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  2. [p]The AI retaliates.
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  3. [p]The player strikes back with more force.
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  4. [p]The AI escalates in return.
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  5. [p]This back-and-forth drives up pollution.
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  6. [p]Other AI players decide to intervene before it’s “too late.”
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  7. [p]Pollution spikes → the game ends too soon.
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[p]On top of that, the current AI is more tuned for nuclear war and total destruction, not long-term territory control.[/p][p][/p][h2]The Planned Changes[/h2][p]To better realize the Conquest vision, we’re making several major adjustments:[/p]
  • [p]Pollution baseline lowered: The default pollution level is reduced by 5×, giving the match more breathing room before an early end.[/p]
  • [p]Smarter nuclear conditions: AI factions now have prerequisites before deploying nukes, making escalation less automatic.[/p]
  • [p]Territory-focused AI: Greater emphasis on conquest and occupation, with attention to logistics, unit positioning, and combined arms tactics.[/p]
  • [p]Diplomacy as a tool: AI will use negotiations to end unnecessary conflicts instead of defaulting to endless escalation.[/p]
  • [p]Scoring rebalanced: Territory control becomes the default victory condition, shifting focus away from point-maximizing wars.
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[h2]Looking Ahead[/h2][p]We believe these changes will bring Conquest Mode much closer to its intended role—a slower, more strategic, territory-driven experience that emphasizes planning and escalation control over premature global wars.[/p][p]In the next diaries, we’ll be diving deeper into the specific AI changes and how we’re making it smarter, more adaptive, and better aligned with the unique goals of Conquest Mode. Stay tuned![/p]

United States of Annihilation - Dev Diary #1

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Hi everyone![/p][p][/p][p]If you’ve been following the news on ICBM: Escalation, you’ve probably heard that there’s a second DLC in the works! The new DLC, aptly named ‘The United States of Annihilation’ focuses on the United States. Now, anyone who’s familiar with the original single-player campaign is probably feeling a bit of deja vu. After all, the first 6 words in the campaign synopsis are literally ‘Take control of the United States’ so why is there a second American campaign? Well, the short answer is, because we wanted to make a campaign that plays differently than the others, and this one is gonna feel a LOT different.[/p][p][/p][p]Here’s a screenshot so you don’t have to check. Six words.[/p][p]
The ‘United States of Annihilation’ DLC focuses on the core tenets of what makes the ICBM series what it is: Nuclear weapons, a complete lack of respect for the consequences of using them, and an abhorrent amount of destruction. You see, in MacArthur’s Revenge and Endless October, the player had to strike a balance between completing demanding military objectives and avoiding diplomatic redlines or spiraling out of control into a total nuclear war. This DLC is different. While the last campaigns had you playing as the hard-pressed general making difficult decisions, avoiding collateral damage and keeping the world from crossing over the brink, this campaign is not like that.[/p][p]
So what’s the difference? Without explicitly putting out any spoilers (but knowing you can probably fill in the blanks with your imagination), in the ‘United States of Annihilation’ campaign, there’s no nuclear counter-balance to the US. It’s not always the solution, and like before, sometimes it will even cause your mission to fail, but if you fire a dozen ICBMs at your enemy, you don’t have to worry about any coming back. The world is your oyster, and you can fry it at 50 million degrees. So what’s the catch? If you’re allowed to nuke absolutely everything with no consequences, then the mission will be easy, right? Well, that’s precisely the thing. The missions are demanding enough that you really have no choice. [/p][p]
In the previous 2 campaigns, your first mission was to fight over the Korean peninsula and maybe extend your offensive into China or a little piece of the Pacific if you were feeling bold and wanted top marks. Now, not to downplay the significance of the Korean War, because after all, it was a real event that people made the ultimate sacrifice for, but it was a single-theater conflict in a relatively small region. From a gameplay perspective, it’s fairly manageable and linear.[/p][p][/p][p]Sure, there’s a lot of enemies, but you’ve got allies and there’s only one front line. Simple.[/p][p][/p][p]Meanwhile, in this campaign, there’s no Korean War. The start year is 1949. In this alternate timeline, the US has funneled even more money, time and resources into its nuclear program, giving it a formidable nuclear arsenal before the turn of the decade. And that’s important, because your first mission is to LITERALLY DISMANTLE THE ENTIRE SOVIET UNION.[/p][p][/p][p]Sorry, you want me to do -what?-[/p][p]
Yes, that’s right. Instead of making you fight through 10 missions to turn Moscow into a parking lot, we’re going to get that out of the way right at the starting gun. Of course, you’re not going to beat the world’s only other superpower to death with some tommy guns and M46s. The only way you’re going to conceivably wipe them out in time with acceptable losses is by cracking heads and splitting atoms. You have exclusive rights to the world’s nuclear weapons and the only way you can hope to win is by putting them to good use. There’s no diplomatic redlines. There’s no limitations. There’s just you, a few allies, an utterly overwhelming enemy presence, and enough nuclear firepower to change the world. 
[/p][p]Without giving too much of the plot away, the rest of the campaign revolves around the hypothetical American nuclear monopoly. Namely, the clandestine black operations needed to maintain it, the blatant abuse of it to achieve otherwise insurmountable military objectives, and the inevitable consequences that come with doing both of the above. In other words, expect a mix of covert action and raw, unbridled carnage.[/p][p][/p][p]So, now that we’ve talked about what to expect in the new campaign, it’s good to briefly touch on some other things quickly as well. This DLC also fills in the gaps in the American cosmetic lineup, so you can finally have American cruisers and interceptors, among other things.[/p][p][/p][p]That’s right, the wholesale eradication of millions of innocents, AND there’s also the YF-23![/p][p][/p][p]And, a few other quick notes, just like before, there’s plans for future free updates to the game as well! Just recently, by popular demand, we’ve added a new unit visibility filter, so if you don’t want to see all 4,000 of your radar sites at the same time, you can toggle them off. We’re listening to your feedback, so let us know what you think. There’s also a long list of units and techs that we can potentially add to the game as well. They might not all make the cut, but you can expect some new additions coming up! And, of course, because this dev diary is about a DLC, and because we listen to your feedback, and because I know everybody’s wondering the same thing… Yes, we’re doing a Chinese DLC after this one.[/p][p][/p][p]As you can see, PRC for DLC 3, date TBD.[/p][p]
And that wraps up this dev diary! Let us know what you think, and if you’re interested in the DLC, wishlist it on Steam. Your support is what keeps the lights on and the updates coming, so thanks for reading this far and seeing what we’ve got coming up![/p]

United States of Annihilation - Announcement + Beta

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We’re excited to reveal United States of Annihilation, the next DLC for ICBM: Escalation. This new campaign explores an alternate history where the United States rises from WWII determined to impose its will on the entire world.[/p][p]The DLC is now entering beta, and we’re inviting players to sign up and help us test before release. Your feedback will be essential in shaping the final version.[/p][p]Sign up for the beta and learn more on the official product page.

BETA[/p]