A turn-based grand strategy game. Manage your nation's economy, military, diplomacy, technology and politics. Compete with other nations in a geo-political game for world conquest.




How Turns Work

Your turn is divided into 3 distinct phases, during each phase you will perform certain actions. Once your turn is over, the CPU will take their turns and the process will restart.

  • Deployment: Spend resources to raise new units.
  • Movement: Fight battles and capture territories.
  • Transfer: Consolidate position and extract resources.




Deployment Phase

During the deployment phase you spend the resources you have accumulated the previous turn on units. These units can be deployed to any territory that you control. You can also sell resources to purchase technologies.

Movement Phase

During the movement phase you can fight battles to capture new territories. You must declare war on a nation via the diplomacy screen before you can fight battles. Generals with combat bonuses can be assigned to territories to increase the chances of victory.

Transfer Phase

During the transfer phase you can move units around your territories. You can move all of your units to any of your territories. It is important to fortify your position to protect your territories from attack. Resources are extracted at the end of the phase.



Economy

Each territory you control specialises in producing a commodity. The commodities that a territory can produce are food, minerals or energy. At the end of each turn territories will produce their commodities.

Commodities are spent during the deployment phase to raise units. To deploy a single unit you need 1 food, 1 minerals and 1 energy. Because each unit costs 1 of each resource, you need to ensure your economy is properly balanced to be efficient.

Surplus commodities are sold automatically at the end of your turn. The excess food, minerals and energy are sold on the market and converted into cash. Cash can be spent to buy back resources at a premium on the market or purchase technologies.

During the deployment phase you get access to the market. The market allows you to buy and sell resources. Commodities can be sold on the market for cash, or cash can be spent on the market to buy commodities.




Military

Units can be deployed to any territory you control. Nations that attack your territory will first have to defeat the units stationed there in battle, before they can capture it. Generals can be assigned to territories to improve the combat capabilities of units.

During the movement phase, you can attack territories that are adjacent to any of the territories that you control. To attack a territory, you must first declare war via the diplomacy screen, and also be in the movement phase of your turn.

The victory chance is determined by your Base Strength and Combat Strength. Base Strength is determined by the number of units you have in a territory. Combat Strength is determined by multiplying your Base Strength against a modifier.

Having a general assigned and fighting a battle will produce a positive modifier. Attacking over an ocean will have a negative modifier. The sum of these modifiers, multiplied by your Base Strength determines Combat Strength.




Diplomacy

The foreign policy you choose to have with other nations will determine your relationship. You can pick 1 of 3 different policies at any given time. You can ally with nations, be neutral towards nations, or be at war with nations.

Alliances are defensive, if a nation declares war on you - your ally will join if they share a border with the enemy. However if you declare war on another nation, your ally will not be called in as it is an offensive war. 

Neutrality is the default state in which your relationship exists with other nations. You cannot fight battles with neutral nations, and neutral nations cannot fight battles with you. From a neutral policy, you can form an alliance or declare war.

War allows you to fight battles. For a war to end, the CPU's war exhaustion must reach 100% on the diplomacy screen. War exhaustion increases by inflicting casualties and capturing territories. At 100% you can move from the war policy to the neutrality policy.

Truces are a conditional state in which you cannot declare war on another nation.  A truce is created with another nation when you dissolve an alliance, or if you end a war by moving to the neutral policy. Truces last for 5 turns.




Technology

Upgrades improve the combat strength of the military in wars. It is essential to invest in technology for armies to scale well into the mid and late game. Technologies are purchased with cash, which is generated by selling commodities. 

Investing in upgrades means less soldiers for the military. Nations have to balance the short-term requirements of raising new units for defence, while improving the quality of its forces over the long-term.

Some upgrades will have a greater impact than others. The nation must decide which technologies provide the most benefits versus the cost of purchasing them. Having a strong military is needed to get true value from the technologies researched.

Nations with a strong economy or good generals may be able to overcome quality with quantity. For smaller nations however, technology can be the difference between annexation and survival.




Politics

Political reforms enhance the military, economy and utility of the nation. They specialise countries in unique ways. The reforms that are passed will depend on grand strategy and how events evolve over time.

Political reforms give permanent bonuses that are extremely powerful. Each nation can only pass a limited number of these reforms. Once a reform is enacted, it cannot be undone and will be active until the end of the game.

Nations can commit to a single area and focus on having the best military, economy or utility. But at the same time countries can keep their options open, and select from all three areas as priorties change.

Reform Progress is accumulated every turn a nation remains in the game. Once 100% Reform Progress has been accumulated you can unlock a reform. Up to a maximum of 5 political reforms can be unlocked in a single game.




Minimum Requirements

Resolution: 1280x720

Inputs: Keyboard, Mouse /w Scroll Wheel




Controls

WASD: Move Camera

Scroll Wheel: Zoom In/Zoom Out

Middle Mouse: Drag Camera (Must be zoomed in)

Tab: Close Screen (Diplomacy, Technology, etc.)

Space: End Phase

1, 2, 3: Phase Actions

Q: Military Map

E: Economic Map




Everything is free, so you can support me by...

  1.  Sharing the game with other people
  2.  Leaving a review
  3.  Sending feedback below
StatusReleased
PlatformsHTML5
Release date Sep 22, 2023
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorBen
GenreStrategy, Simulation
Made withGameMaker
Tags4X, Alternate History, cold-war, grand-strategy, map, Turn-based Strategy, War
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard, Mouse

Comments

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(1 edit) (+1)

Thanks for another great game!

I would say that all the upgrades and "general" effects seem very underwhelming and leave much to be desired, especially with the high randomness of the attack and defense. The game is by far more decided by truce timing and board strategy than by development and tactics, which is a bit of a bummer.

The UI is good. The skill trees and upgrades are perfectly simple. The diplomacy is very good, probably my favorite part. The map seems fairly balanced and well thought out. The players play well.

Took me a while to figure out all the mechanics and messed up on first movement phase thinking that it was only for placing your generals.

Thanks again and take care :)

Edit: I love the coalition. Really shouldn't be losing all 40 troops vs 4 defending when attacking.

Appreciate you sticking around!


Upgrades I agree were a total waste of time and the fact that you contrast them with Reforms being good, is something I would agree with. 


Diplomacy was a total rework from Saxon Kings, but I think its heading the right direction considering coalitions are new. It is going to take a few more games to iron out the meta-gaming but it was a good attempt. 


In terms of combat I think the aggregate/flat percentage for battles has outstayed its welcome. The next game will probably have combat based on the unit level rather than at the army level. 


Nation Wars was intentionally general, it didn't have a theme and was just vague provinces. The goal of the game was for me to think about mechanics. It was always a learning exercise that I would apply to my next theme, either feudal Japan or a rework of my first world war game Battle for Europe.


Thanks for playing the game!