Dear Players,
While the temperatures hit new highs, so does our game. Today we would like to present to you a brand new feature: Player Coalitions! With this great on-map cooperative option you can finally ally with friends, neighboring nations or any other trusted force and win collaboratively – without the fear of backstabbing. Included in this package is the ability to liberate friendly territories, returning provinces and cities to the control of their former owners.
Additionally, we have listened closely to our Alliance players and addressed a number of gripes preventing them from enjoying competitive ranked gameplay as it should be: amongst others we have introduced player number based victory points, specific team game gold payouts and a unified starting date for the maps.
Balancing wise we have worked tirelessly on the game economy – specifically focusing on reducing resource scarcity, upkeep slog and lack of economical depth. We very much believe the new flow of the game will serve both fresh and experienced players in finding more fun, taking meaningful decisions, while reducing the game difficulty without its complexity. We expect to quickly see more units, more buildings, and more epic battles!
And finally: to celebrate the fixed growth of cities, we have added growing and shrinking city-grid graphics to the map. Enjoy!
ALLIANCE GAME CHANGES
- Hiding inactive (0 games) alliances to bottom of list in ranking (still needs some polish…)
- Shared Victory: Coalition or Alliance Team players will share rewards for fulfilling the map victory conditions
- VP Scaling: the actual size of the team defines the VP in the match
- Reward Scaling: Alliance games now give 10X the gold rewards of regular matches
- Start Game When Full: games start when full providing proper starting conditions, also features as premium option for regular games
- Coalition: team up with adhoc players or alliance buddies to achieve better coop play in regular games
- Shared Intelligence now for Coalitions
- Semi-Fixed: rely on coalition partners without backstabbing
- Liberation: alliance / coalition / team players will return freed homeland provinces and cities to their respective core owners (obviously only when in one’s team
- Tiered City Grids: implemented better sized versions of the city graphics – showing progress or decline of the cities on the map
- Population growth no longer breaking after intense urban warfare or building construction
- Finished large parts of German translation
- Arms Industry and Recruiting Office now show Flat Resource Bonus in UI (we added them to make these buildings more economically important)
- Scroll bar in the research panel now works under 1366 resolution
- Swapped and corrected the models and icons for the European CRV tier 1 and 2
- Fixed the Hospital healing units and re-implemented them growing population
- Updated recruiting office and military hospital descriptions
POPULATION
- Increased Manpower production in all provinces and cities, for all population levels
- Removed all population upkeep costs
- Lowered max VP for high population cities to 15
- Adjusted city annex cost from 500 Supplies, 250 Components, 250 Manpower and 3500 Money to 1000 Supplies, 250 Components, 750 Manpower and 5000 Money
- Removed Manpower upkeep from all buildings
- Introduced Manpower production bonus 100/200/300/400/500
- Introduced Morale bonus 2.5/5/7.5/10/12.5
- Increased construction time from 9/18/28/36/45 to 24/28/32/36/48
- Introduced Money production bonus 250/300/350/400/500
- Introduced Unit production speed up 1.05/1.10/1.15/1.20/1.25
- Adjusted Resource bonus from 0.1/0.2/0.3/0.4/0.5 to 0.25/0.31/0.37/0.43/0.5
- Increased construction time from 9/18 to 30 hours
- Reintroduced Population growth speed up 1.05/1.1/1.15/1.2/1.25
- Increased construction time from 9/18/28/36/45 to 24/28/32/36/48
- Increased construction time from 9 (1:30m for Army Base)/18/28/36/45 to 24(1:30 for Army Base)/26/28/30/32
- Increased construction time from 16/24/32/50/72 to 24/28/32/36/48
- Changed Towed Artillery, Corvette, Mobile Anti-Air Vehicle level 1 research times from 1:30m to regular duration
- Changed Air Superiority Fighter level 1 research from 1:30m to 30m
- Reworked research times for all units
- Reworked all existing upkeep for units
- Introduced Manpower upkeep for all units
- Reworked mobilization timers for all units
- Introduced Helicopter embarkation and disembarkation times for Airmobile Infantry (60 minutes)
- Introduced Helicopter embarkation and disembarkation of Special Forces (15 minutes)
- Adjusted Air embarkation and disembarkation onto Transport Planes (90 minutes)
// Your CON Crew
"Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf