A real-time simulation of the modern world. Every nation has a real population, GDP, and army, and the whole world keeps running whether you're watching or not — alliances form, wars break out, and borders shift week by week entirely on their own. You can also intervene directly at any point: annex territory, trigger a war or a civil war, take control of a nation's army, or reshape the map itself.
Nations & Economy
- Population & manpower. Every nation's army is drawn from a real population pool. Casualties deplete it; it slowly recovers over time. A nation's active-duty ratio and military spending (funded by its GDP) determine how much of that pool is actually mobilized and equipped at any moment.
- Per-province economy. Population and GDP aren't flat national numbers — every hex of territory carries its own realistic share, sampled from real population-density data. Conquer a crowded capital region and you gain far more than conquering an equal amount of empty desert.
- Resource bonus. Some nations get a standing strength multiplier reflecting real-world resource wealth (oil, minerals, etc.) beyond what population and GDP alone would predict.
- Overextension. A nation that's grown well beyond its original size has its added territory dilute its committed fighting power somewhat — conquest doesn't scale a nation's strength for free.
Combat & War
- Terrain. Real-world terrain (mountains, forest, urban, desert, arctic, plains, hills) gives the defender a different bonus in every province, sampled from actual geography — mountain and urban fighting is far slower than open plains.
- Capital defense. A capital province defends much harder than ordinary territory — capturing one usually takes a real, sustained push, not a lucky breakthrough.
- Population density. Denser, more populous provinces also defend harder than sparse ones, independent of terrain.
- War focus. A nation splits its attention across every war it's fighting at once, weighted by how threatening each one actually is — a war against a nearby, populous, powerful rival draws far more effort than a token conflict with a small, distant one. Every nation still keeps a guaranteed minimum share of its strength on each war it's in, so a big front never leaves a smaller, simultaneous war completely undefended.
- Fight to the death. Most wars can end in a negotiated peace once one side is exhausted, but some (civil wars, and any war started via Battle Royale) are flagged to fight to the death — no early peace, only surrender or elimination.
- Encirclement. If a chunk of a nation's territory gets fully cut off from the rest of its land, and it's small enough relative to the whole country, that pocket surrenders outright to whichever hostile neighbor borders it most, rather than fighting on hopelessly isolated.
- Naval landings. Nations can invade across water, not just overland — a landing lands at a real disadvantage against a defended coastline. Naval landings normally pause when a nation's AI is turned off, but a settings toggle lets them keep happening autonomously even under player control.
- Occupation vs. integration. Territory captured in an ordinary war counts toward the map immediately, but its population and economy don't actually start feeding the new owner until that specific war ends — an occupied province is held, not yet absorbed. Recapturing your own home territory (or land you already held before this war started) integrates instantly instead, and so does anything taken in a civil war, since that's a nation reclaiming part of itself, not conquering someone else's land.
Diplomacy & Alliances
- Alliances. Nations autonomously form and dissolve multilateral alliance blocs, plus one-off bilateral defensive pacts outside any bloc, based on shared rivalries and evolving relations.
- Starting diplomacy. A new game can start with every nation indifferent to every other (the default) or with "Modern Day Diplomacy," which seeds real-world alliances like NATO and well-known hostile or friendly relationships (India–Pakistan, Germany–Japan, etc.) as a starting nudge — everything still evolves normally from there, and real-world diplomatic moves happen more readily than they would from a neutral start.
Civil Wars, Revolts & Puppets
- Civil wars & breakaways. A large enough nation can fracture — either a full civil war splitting the country roughly in half to fight for its whole legacy, or a smaller regional breakaway/independence movement. A civil war fights to the death, and if a faction that's already mid-civil-war fractures again, every claimant to that same original country ends up fighting every other claimant, not just its most recent rival.
- Revival. A nation fully conquered can rise again from occupied remnants of its old territory if enough of it is still held by one occupier and that occupier looks vulnerable (weak, or already at war).
- Puppets. An ordinary war (not a fight over sovereignty) can end with the loser reduced to a puppet of the winner rather than annexed outright or left independent.
Player Tools
- Annex territory by drawing directly on the map.
- Trigger a war between any two nations, or trigger a civil war or regional revolt within one.
- Take control of a nation to direct its military and diplomacy yourself, or turn a nation's (or the whole world's) AI off entirely so nothing happens without your say-so.
- Destroy a nation outright, splitting its entire territory among its nearest neighbors, like a total surrender with no war required.
- Battle Royale — a bulk setting that instantly declares a fight-to-the-death war between every single nation and every other, all at once.
Maps
- World and per-continent maps (Europe, Asia, etc. — Russia is split across the Europe/Asia border so it's represented properly on both without either map being swallowed by it), plus a United States map playing all 50 states as separate "nations."
- Custom maps. Build your own scenario by hand-picking a set of countries, or by drawing a box on the world map to hard-crop to that region (pan and zoom while drawing, and shift-click a country to exclude it even if it's inside the box). A country only partly inside a hand-drawn box keeps only that same share of its real population and GDP, weighted by where that country's population actually lives — not just by how much land got cut off.
- Every game autosaves and can be resumed later from the title screen.