Global Protocol: New World Order

Project Roadmap

Transparency is core to our development. Here you can track the current status of new systems, gameplay features, and upcoming milestones for our grand strategy titles.

Politics

Diplomacy — Deals, Alliances & Global Power

War is not the only way to redraw the world. Negotiate treaties, trade favors, build international organizations, broker peace, impose sanctions and turn promises into power. Other nations will remember what you offered, what you refused and whether you kept your word. What this brings to your campaign: • Meaningful proposals and counteroffers with real compromises • Embassies, recognition, trust and threats that shape every negotiation • Alliances and guarantees that create difficult choices when war begins • Custom blocs and international organizations with votes and competing agendas • Sanctions, aid, mediation, ultimatums and crisis diplomacy • Secret clauses and intelligence that can change how a deal is understood A signature may end a crisis — or quietly create the next one.

Foreign Politics

1. **Foreign Intervention (Regime Change):** Using Black Ops technologies, players can attempt covert operations to overthrow foreign governments without direct warfare. Success depends on target stability, intelligence level, and player tech. On success: - Install a friendly/aligned government On failure or detection: - Major diplomatic penalties - Severe relation drop with target nation - Risk of sanctions or international crisis - “Soft vs Hard intervention” (propaganda vs coup) - Aşamalı operasyon (hazırlık → execution) - Proxy destekleme (isyancı grup fonlama) 2\.**Foreign Trade Port:** Allows players to establish trade ports in allied or partner nations through agreements. Increases trade efficiency, resource flow, and economic influence over the host country. Risks include high setup costs, loss of access if relations deteriorate, and potential disruption through rival diplomatic pressure or covert actions. 3\. CORE SİSTEM: **Economic Influence Network** Senin yazdığın 3 mekanik + Trade Port aslında ayrı şeyler değil. Bunlar tek bir şeye hizmet ediyor: > **“Başka ülkeler üzerinde dolaylı kontrol kurmak”** Bunu tek çatıya topluyoruz: --- ## 🧠 1. ANA KAYNAK: **Influence (Nüfuz)** Bu sistemin kalbi bu olacak. Influence neyi temsil eder? - Diplomatik ağırlık - Ekonomik bağımlılık - Gizli operasyon kapasitesi ### Nereden kazanılır? - Ticaret hacmi - Borç verme (Debt Diplomacy) - Kurulu Trade Port sayısı - Uluslararası saygınlık (BM vs.) - İstihbarat seviyesi ### Nerede harcanır? - Election Interference - Black Ops - Diplomatic Pressure - Trade anlaşmaları zorlamak 👉 Böylece tüm sistemler tek currency ile konuşur → **oyun sadeleşir ama derinleşir** --- # 🔗 2. SİSTEMLER NASIL BAĞLANIYOR? ## 🟡 A. Debt Diplomacy → “Kapıyı açar” - Küçük ülkeye kredi verirsin - Karşılığında: - Trade Port izni - Military Access - Political alignment 📌 Etki: > “Soft control başlatılır” --- ## 🔵 B. Trade Ports → “Ekonomik kök salar” - Liman kurarsın - Şunları kazanırsın: - Daha fazla trade gelir - O ülke üzerinde **pasif influence üretimi** - Supply/logistics avantajı (ileride askeriye bağlanabilir) 📌 Kritik: > Trade Port = “Ben bu ülkeye ekonomik olarak girdim” --- ## 🟣 C. Election Interference → “Yönetimi değiştirir” - Risk düşük, maliyet orta - Başarılı olursa: - Ülke sana “aligned” olur - Trade Port kurmak kolaylaşır - Anlaşmalar ucuzlar 📌 Etki: > “Kapıyı zorlamadan içeriden açarsın” --- ## 🔴 D. Black Ops → “Kirli güç” - Yüksek risk, yüksek etki Kullanım: - Rakibin etkisini sil - Trade Port sabote et - Hükümeti devirmeye yaklaş - Kaos çıkar (stability düşür) 📌 Etki: > “Rakibin kurduğunu bozarsın” --- # ⚙️ 3. EMERGENT GAMEPLAY (ASIL OLAY BURASI) Bu sistem doğru kurulursa oyuncu şunu yapabilir: --- ### 🧩 SENARYO 1 (Temiz oyun) 1. Borç ver (Debt Diplomacy) 2. Trade Port kur 3. Influence biriktir 4. Yavaş yavaş ülkeyi kendine bağla ➡️ Sonuç: > Savaşmadan ülkeyi kontrol edersin --- ### 🧩 SENARYO 2 (Kirli oyun) 1. Rakip ülkeye girmiş 2. Sen Black Ops ile: - Stability düşür - Seçime müdahale et 3. Yeni hükümet getir 4. Trade Port’u sen kur ➡️ Sonuç: > Rakibin alanını çalarsın --- ### 🧩 SENARYO 3 (Büyük güç oyunu) 1. Aynı bölgede 3–5 Trade Port kur 2. Bölgesel influence domine et 3. Diğer ülkeleri otomatik hizaya çek ➡️ Sonuç: > “Sphere of Influence” kendiliğinden oluşur --- # 📊 4. DERİNLİK EKLEME (İLERİ SEVİYE AMA ÇOK DEĞERLİ) ## 🔸 Influence Thresholds Ülkede belli seviyeye gelince: - %25 → küçük bonuslar - %50 → kararlarına etki - %75 → yarı kontrol - %100 → puppet state benzeri --- ## 🔸 Counterplay (çok önemli) Rakip ne yapabilir? - Senin Trade Port’unu sabote eder - Sana yaptırım uygular - Kendi influence’unu basar - Propaganda yapar 👉 Bu olmazsa oyun tek yönlü olur (sıkıcı) --- ## 🔸 Risk Layer Her şey garanti olmamalı: - Election interference → fail olabilir - Black Ops → yakalanabilir - Debt → geri ödenmeyebilir 👉 Bu da “gerilim” yaratır --- # 🔥 SONUÇ (EN NET HALİ) Senin sistem aslında şu: > **Military = Hard Power** > **Influence Systems = Soft Power** Ve oyuncuya şu soruyu soruyor: > “Dünyayı tankla mı yöneteceksin, parayla mı, yoksa gölgelerden mi?” --- # 🎯 SON TAVSİYE (EN KRİTİK) Bunu yaparken sakın şunu yapma: ❌ Her şeyi ayrı menü yapma ❌ Her mekanik bağımsız çalışmasın Yapman gereken: > ✅ Hepsi aynı “Influence / Foreign Control” ekranında birleşsin Oyuncu şunu görmeli: - Bu ülkede influence’ım ne kadar - Ne yapabilirim - Risk ne --- Bunu kurarsanız oyun artık “iyi fikir” değil: > **bağımlılık yapan bir strateji simülasyonu olur.** > Proxy Wars > **Category:** Foreign Intervention / Black Ops > **Description:** > Indirectly destabilize foreign countries without sending troops. > > - **Mechanic:** Support Rebel Groups or Opposition using Gold & Influence. > - **Gameplay:** Groups you fund may sabotage Trade Ports or weaken the government while you remain officially at peace. > - **Risk:** If exposed, face heavy UN sanctions for State-Sponsored Terrorism/Sabotage. > > **Status:** Prototype → Test AI / Balance Risk --- ### **Global Financial Hegemony** **Category:** Debt Diplomacy / Economic Influence **Description:** Extend your economic power through currency control. - **Mechanic:** Control 30%+ of global Gold reserves & Trade Ports → your currency becomes Global Reserve. - **Advantage:** Passive Gold income as other nations pay transaction fees. - **Diplomatic Weapon:** Remove a country from the global financial system (SWIFT-like) to freeze its foreign trade. **Status:** Prototype → Test AI / Balance Risk Gemini yorum: ### UI/UX İçin Kritik Uyarı: "The Puppet Master Screen" Trello'da bahsettiğin "her şeyi tek çatıda toplama" fikri hayati önem taşıyor. Oyuncu haritada bir ülkeye tıkladığında karşısına şu **"Nüfuz Paneli"** çıkmalı: 1. **Influence Bar:** (%0 - %100) 2. **Current Level:** (Observer / Partner / Dependent / Puppet) 3. **Active Assets:** (Trade Port var mı? Borcu ne kadar? İstihbarat ağı kurulu mu?) 4. **Available Actions:** (Influence seviyesine göre açılan butonlar: "Lobi Yap", "Seçime Sız", "Hükümeti İstifaya Zorla") ### Neden Bunları Eklemelisin? Senin kurduğun "Economic Influence Network", oyuncuya **"Görünmez İmparatorluk"** kurma şansı veriyor. Bazı oyuncular 3,600 eyaleti tankla işgal etmekten yorulacaktır. Onlar için _"Lichtenstein ile başlayıp dünyayı borçlandırarak yönettim"_ demek, nükleer bomba atmaktan daha büyük bir tatmin sağlar. **Roadmap Notu:** Bu sistemleri aşamalı açmalısın. - **V1 (Lansman):** Trade Ports & Basic Influence. - **V2 (Update):** Debt Diplomacy & Election Interference. - **V3 (Update):** Black Ops & Global Financial Hegemony. 08\.04.26 - ‌ ### **[FEATURE] Diplomatic & Espionage Expansion (V1)** #### **1. Technology Transfer (Ally Support)** - **Description:** Directly gift a researched technology to an allied nation to strengthen the alliance. - **Mechanic:** A simple button in the Diplomacy menu: "Grant [Technology Name]". - **Impact:** Significant **+Relation** boost with the target nation. - **Dev Note:** Sets the target country's `bool hasTechX` to `true`. No complex exchange, just a one-way grant. #### **2. Tech Theft (Espionage / Heist)** - **Description:** A covert operation to steal a specific technology from a rival or enemy nation. - **Mechanic:** Consumes **Intelligence Points** or **Gold** to initiate. - **Duration:** Operation takes **30 days** to complete. - **Success Chance:** Calculated based on the player’s Intelligence Tech vs. the target’s Counter-Intelligence level. - **Risk/Penalty:** If detected, target relations drop to the minimum, and the player grants the target a **"Casus Belli"** (Justified War Goal). #### **3. Military Access (Transit Rights)** - **Description:** A strategic diplomatic agreement allowing your units to move through another nation's provinces. - **Mechanic:** Request "Military Access" from a neutral or allied nation. - **Cost/Trade:** Can be bought with a one-time **Gold** payment or offered as a **Mutual Access** agreement. - **Technical Implementation:** Add a conditional check to the Pathfinding algorithm: - _If (TargetProvince.Owner == Self || TargetProvince.Owner.HasMilitaryAccess == true) -> Allow Pathing._ --- ### **Summary of Updates** - **Tech Transfer:** New addition to improve ally utility. - **Tech Theft:** Existing system refinement (adding 30-day timer and risk factors). - **Military Access:** New tactical layer for long-distance warfare. **[FEATURE] Peacekeeping Operations** --- ### **Short Description:** Deploy non-combat units to stabilize unstable countries, gain Influence, and improve global reputation without direct warfare. --- ### **Detailed Description:** **Core Idea:** Allows players to intervene in unstable regions through peacekeeping missions, creating a non-military path to influence and control. --- **Trigger:** - Target country Stability < 40% - or active unrest / internal conflict --- **Mechanic:** - Action: **Deploy Peacekeepers** - Units do not engage in combat - Over time: - Stability increases - Conflicts de-escalate --- **Benefits:** - +Influence (target country) - +Global Reputation - +Diplomatic relations (especially allies) --- **Costs:** - Ongoing Gold upkeep - (Optional) manpower --- **Deployment Options (Optional Expansion):** - **Light Presence:** Low cost, slow effect, low risk - **Full Mission:** Higher cost, faster effect, higher reward --- **Risk Layer:** - Mission may fail if stability is too low - Casualties can trigger internal political consequences - Some nations may view intervention negatively → relation penalties --- **System Integration:** - Generates passive Influence over time - Can be sabotaged via Black Ops - Can conflict with Proxy Wars (stabilization vs destabilization) --- ### **Checklist (Implementation):** - “Deploy Peacekeepers” button (conditional: low stability) - Stability increase over time - Influence gain over time - Gold upkeep system - Basic risk (failure or backlash) - UI panel (cost / gain / risk display) --- ### **[FEATURE] Forward Operating Zones (Soft Military Presence)** **Short Description:** Establish a limited military presence in foreign countries to increase influence and improve strategic mobility without engaging in direct warfare. --- ### **Detailed Description:** **Core Idea:** Allows players to deploy a small-scale military presence in another country, projecting power without initiating full-scale conflict. --- **Mechanic:** - Action: **“Establish Forward Presence”** - Requires agreement (ally or partner nation) - Does not trigger direct warfare --- **Effects:** - Faster unit deployment in the region - +Influence in host country - Crisis response bonus (faster reaction to conflicts / instability) --- **Risks:** - Increased diplomatic tension - Potential sabotage or local unrest/protests - May be perceived as aggressive by rival nations --- **System Integration:** - Works with **Peacekeeping Operations** (stabilize regions where you have presence) - Synergy with **Military Access** - Can be targeted via **Proxy Wars** or **Black Ops** --- ### **Checklist (Implementation):** - “Establish Forward Presence” action - Influence gain over time - Deployment speed bonus - Tension increase mechanic - Basic sabotage / unrest events --- ### **Status:** Prototype → Test strategic value & player usage The Ideologue: Requires value-alignment. Very loyal if you share the same government type. The Survivor: Desperate. Will sign anything for Gold, but will betray you if a better offer comes. :handshake: 4. THE JOINT COMMUNIQUÉ (The Payoff) At the end of the summit, unique "Treaty Buttons" are unlocked based on the Success Meter: Debt Weaponization: Forgive a portion of their debt in exchange for a permanent Trade Port. Military Tech Inspection: Gain +50% Research Speed for a technology they own but you don't. Security Guarantee: Formally pull them into your Sphere of Influence (Puppet-lite status). Intelligence Sharing: Gain 100% "Full Vision" of their military/economy for 6 months. :link: 5. SYSTEM SYNERGIES Envoy Synergy: During a summit, the host nation’s Counter-Intelligence is reduced by 50% (Distraction effect). Influence Synergy: Summits cost high Influence to start but generate massive Influence if successful. Persona Non Grata: If a summit fails or a Secret Visit is exposed, the player is blocked from that country for 5 years. :tools: IMPLEMENTATION ROADMAP (Phased Release) PHASE 1 (EA Launch): Formal State Visits + Basic Relation/Trade boosts. PHASE 2 (V2 Update): Secret & Crisis Visit logic + The Timed-Negotiation mechanic. PHASE 3 (V3 Update): Leader Personalities AI + Dynamic "Give and Take" treaty system. PHASE 4 (V4 Update): AI Counter-Delegations (AI countries requesting visits to the player). Dev Note: This system breaks the "Grand Strategy Fatigue" by shifting focus from 3,600 provinces to a single, high-tension negotiation table.

Economy

Global Trade — Negotiate Routes, Supplies & Influence

Turn diplomacy into ships, supplies, revenue and leverage. Design international agreements, secure critical resources and build relationships that can survive shortages, sanctions, war and political change. A signed deal is only the beginning: goods still need money, storage and a route to their destination. What this brings to your campaign: • Negotiated trade agreements with meaningful terms and counteroffers • Monthly flows of resources, payments and tariffs • Routes disrupted by blockades, sanctions, damaged infrastructure and crisis • Foreign investment, aid, debt and long-term dependency • Trade blocs and cartels with competing members and shared rules • Black-market alternatives for isolated or sanctioned states Build a trading network strong enough to enrich your country — and powerful enough to pressure everyone else.

Central Banking — Control Inflation, Credit & Currency

Money is a weapon, a promise and sometimes a ticking bomb. Guide monetary policy, protect reserves, steer credit and decide how far the state should intervene when banks, debt or the currency come under pressure. What this brings to your campaign: • National currencies with different strengths and vulnerabilities • Central-bank decisions that influence inflation, investment and stability • Foreign reserves and exchange pressure that matter during trade and crisis • Credit booms, fiscal strain, defaults and difficult rescue choices • Public guarantees, regulation, bailouts and nationalization options • Clear cause-and-effect instead of unexplained financial penalties Stabilize the nation today — or gamble its future for faster growth.

Living Economy — People, Production & Regional Strengths

Build an economy that reacts to the country you actually govern. Factories need the right workers, inputs, infrastructure and local conditions. Provinces develop their own strengths over time, while public, private and foreign ownership create different opportunities and risks. What this brings to your campaign: • Skilled workforces that grow through education and mobility • Production shaped by staffing, supplies, damage and occupation • Provinces that naturally specialize through real investment and activity • State-owned, private, public–private and foreign-backed projects • Strategic control over priorities without factory-by-factory busywork • Clear explanations for why production rises, stalls or collapses Your economy becomes a living system — and every shortcut leaves a footprint.

Different currencies

Infrastructure

Steam Deck Support (verified vs playable)

Engagement

World Events — A World That Never Stands Still

The world should surprise you for reasons that make sense. Seventeen major events turn changes in politics, trade, war, intelligence, infrastructure and the environment into strategic dilemmas — not random pop-ups. Possible crises include: • A communication cable going silent • A vital convoy that never arrives • A disputed election with two declared winners • A debt crisis crossing national borders • A city losing power after a cyberattack • A possible missile launch with uncertain warning data • A chance to found a new international organization • Reconstruction after the guns finally fall silent Every event grows from the world state, respects what your country knows and leaves consequences behind.

Operation Raven: Strait Line — Malaysia

The first Operation Raven case begins along one of the world’s most important maritime corridors. A suspicious pattern around strategic infrastructure draws Malaysia into a case where commercial traffic, local access and incomplete intelligence collide. You will have to build the picture piece by piece without knowing which lead matters most. Case highlights: • A grounded Southeast Asian setting centered on the Johor–Strait corridor • A layered fictional network hidden behind legitimate activity • Specialists, leads and host-country cooperation that can change over time • Several strategic approaches with different diplomatic and security costs • Consequences designed to return later in the Asia season This is the foundation case for Operation Raven’s connected regional storytelling.

Operation Raven — High-Stakes Cases Across the World

A permanently free series of strategic intelligence cases built around difficult choices, uncertain evidence and consequences that carry forward. As head of state, you will review candidates, authorize operations, deploy specialists and decide how to act when the truth is incomplete. Each regional season connects several countries before culminating in a larger finale shaped by your earlier decisions. What this brings: • Country-focused cases grounded in real geography • Fictional hostile networks designed for safe, responsible storytelling • Leads, reports, evidence and competing explanations • Multiple final approaches instead of one “correct” solution • Persistent consequences that return in later cases • No rerolling the truth — your decisions become part of the season Operation Raven will remain free and will never delay the game’s core development.

Achievements Support

Demo

Epic Store

GOG Store

XBOX Store

Gameplay

Intelligence — Fight the War No One Can See

Recruit specialists, build networks and make decisions with information that may be incomplete, outdated or deliberately false. Operations unfold over time. Agents need access and cover, targets can detect suspicious activity, and even a successful mission can become a diplomatic disaster if the evidence points back to you. What this brings to your campaign: • Specialists with different skills, experience and assignments • Foreign networks, safe houses and long-running operations • Reports with confidence, freshness and traceable sources • Detection, exposure, attribution and political fallout • Counterintelligence investigations and agent expulsions • Intelligence sharing and joint operations with trusted partners • Rivals that act only on what they can actually discover Win with better information — or lose because you trusted the wrong report.

Custom scenarios. (Cold war, nuclear winter etc.)

Automation (Economy advisor does basic planning, etc so player can focus on other areas)

in casual mode, allow the user to set priority to eg economic, or military, or intelligence to automatically do research, or eg sliders (50% prio on military, 20% on economy etc)

add animations to background of main menu (living background)

Leaders/Generals/Advisors

Complete new systems

Antarctica — The Last Continent

The world’s final unclaimed frontier is becoming impossible to ignore. Build research stations, lead expeditions, shape treaty rules and compete for influence in a continent where open conquest is forbidden — but science, logistics and deniable activity can shift the balance of power. What this could bring: • Scientific stations and international expeditions • Search-and-rescue, inspections and emergency logistics • Treaty influence, environmental reputation and contested claims • Hidden dual-use research and intelligence opportunities • Rivalries that escalate from cooperation to diplomatic crisis • A major 2048 treaty review that can reshape the continent’s future In Antarctica, power is measured by who can arrive, endure and persuade the world to accept what comes next.

Space race (Space missions, space related buildings, etc)

Military bases on other countries

Higways and railroads

Military

Joint Operations — Win Across Land, Sea & Air

Modern wars are not won by one branch acting alone. Give armies, fleets and air forces clear strategic missions, then combine them to create opportunities no single force could achieve. What this could bring: • Breakthroughs, defensive lines, mobile reserves and fighting withdrawals • Patrols, escorts, blockades, raiding and sea-control missions • Air cover, reconnaissance, strikes and close support • Amphibious assaults protected by fleets and aircraft • Shore bombardment supporting land offensives • Airborne operations that require real control of the skies • After-action reports that explain why an operation succeeded or failed Plan the theater, coordinate the timing and turn combined arms into a real strategic advantage.

Air Warfare — Own the Skies

Air power becomes a strategic tool you can direct, understand and counter. Assign missions, defend critical regions and decide where limited aircraft, fuel and readiness matter most. Enemy air defenses and interception can turn an easy strike into an expensive failure. What this brings: • Air-superiority, interception, strike, reconnaissance and close-support missions • Range, readiness, fuel and supply limitations • Ground and naval anti-air defenses • Clear mission results, losses and reasons for failure • Smarter AI assignment and threat response • Fast retasking when the situation changes Winning the air war will take more than owning the most aircraft — you must put them in the right sky at the right time.

More specialized units, unit types (Fighter types, tank types)

Better usage of existing types (artillery to do ranged shooting etc.)

Naval Warfare — Hunt, Blockade & Control the Seas

Fleets should meet, pursue and fight for control of the sea — not simply pass through one another. Naval warfare will gain clearer contact, pursuit and mission logic so positioning, readiness and intelligence matter before the first shot is fired. What this brings: • Fleets that can intercept enemies while both are moving • Pursuit, disengagement and retreat with readable outcomes • Patrol, escort, raiding, blockade and sea-control missions • Anti-submarine warfare and convoy protection • Amphibious support, shore bombardment and mine warfare • AI fleets that react to threats and defend important routes • Battle reports that explain contact, losses and escape Control the sea lanes, starve an enemy of supplies or keep your own lifeline open.

Military access mechanism

Visuals/Audio

Command Interface — See the Crisis, Make the Call

A grand strategy game should be deep without making the player fight the interface. The command experience will be reorganized around the information you need now, the reason something changed and the action you can take next. What this brings: • A cleaner top status bar with the most important national indicators • Five clear areas for the game’s major systems • Consistent side panels and focused full-screen views • At-a-glance trends instead of walls of unexplained numbers • Alerts that lead directly to the decision that needs attention • Stronger visual hierarchy, calmer colors and clearer severity levels Less hunting through menus. More time making decisions that change the world.

Replacing AI generated Background musics or re-generating

Replacing AI generated SFX or re-generating

Polishing map modes

Replacing 2D unit markers with 3D units

military unit markers remain small when zoomed out --> should be bigger

Resolved Milestones

Completed Milestones

Resolved

Domestic Politics — Build Coalitions, Pass Reforms

Running a country means convincing people at home, not just giving orders abroad. Bundle policy changes into reform packages, negotiate support from competing political blocs and decide which compromises are worth making. A bold reform can reshape the nation, but failure still costs time, money and political momentum. What this brings to your campaign: • Multi-part reform packages instead of isolated policy clicks • Political blocs with different priorities and red lines • Real concessions that change the package itself • Elections, coups and government changes that can disrupt unfinished reforms • Clear consequences for passing, failing or forcing legislation through Build the coalition, make the deal and live with the government you create.

Resolved

Better country to country trade balancing

Resolved

Better resource production and advanced resources creation (Defence indestury, depending on xyz)

1. Off-map Production: Smaller nations can license units (like aircraft) from major powers instead of producing them. This comes with a monthly. 2\. **Black Market:** Allows sanctioned or restricted nations to acquire military and strategic resources at significantly higher prices. Each transaction carries a detection risk. On detection: - Global relations: -10 with all nations - 2-year embargo imposed by the player’s own alliance Detection risk can be reduced through intelligence technologies (e.g., Black Ops Tech), with each level decreasing the chance (e.g., -20% per tier).

Resolved

Specialized buildings (Weapons factory etc.)

Resolved

Controller support

Resolved

Linux Support

Resolved

MacOS Support

Resolved

Mod/Steam Workshop Support

Resolved

multi language support

Resolved

Updating Steam page details, giving clear roadmap and making this page public

Resolved

Making one public/open source mod

Resolved

Multiplayer Support (WIP)

Resolved

Using satellites for intelligence and view (maybe requires putting them to orbit?)

Resolved

fix the 'thousand provinces on a small island'

Resolved

Leader avatars

Resolved

(GDPR proof) T&C for players to accept

Resolved

press kit including screenshots, videos, studio logo, description

Resolved

30min playtest review

Resolved

resource background infos

no #1 prio, but an always up to date excel file showing the resource values and deltas of actions can be useful so we can adapt quickly based on feedback

Resolved

prime user definition

Note: This roadmap represents our current development goals and priorities. Specific features and timelines are subject to change as we refine the gameplay experience.

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