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Dear players, after long time with no changes, I'm glad to introduce to you the newest update! As planned, the newest version provides a range of new changes, focused mainly on expanding availability.
Languages
The main change this version provides is option to choose language of the game and a range of localizations. Currently, beside english, there are 8 languages, all of the announced previously:
Polish
Italian
French
Brazilian Portuguese
Turkish
Russian
German
Spanish
As I have stated before, the localizations were made using the AI, therefore they might be a bit inaccurate or soulless, I'm sorry, but it was the only way to get them cheap and fast. In future I would like to introduce even more languages, such as Chinese, Dutch or Greek.
New game modes and settings
Since the beginning of Nations the game had two problems: one was that many players expected it to be a simple, easy to learn and dynamic strategy game, judging it by graphics and the fact of being an indie game. The second was me, not being sure either to go more into direction of simple game, or more into a realistic, complicated game. In result, many players found the game confusing and too overwhelming. To end this problem and let everyone play the way they like, I have decided to introduce two new game modes: simplified and lite.
Simplified game mode is generaly Nations as it was, but with several minor changes. Military supplies production and several buildings important for development are cheaper, alliances are not divided into several types, but work in a simple way, just as the diplomatic AI.
Lite mode, on the other hand, is a completely different game. It is unrealistic, disables a range of mechanics, such as demography, production or population managing. In this mode every non-represented population is automatically put to colonial population, you don't have to provide your people with food nor consumer goods, and military works only on money. Diplomatic actions are limited by political power and a range of laws is disabled, because they would have no use in this mode.
Since now, I would like to develop the game in a three different ways – standard mode is going to be more realistic and challenging, simplified mode is going to be more focused on gameplay and fun, and lite mode is planned to be just pure game with no care about realism.
Additionally, a range of new settings have been introduced in order to expand options to adjust the gameplay to different players. Since now you can change things like income multiplier, political power gain multiplier and many more. Moreover you can also turn on the “no limits mode” which pushes several development limits, allowing you to build up to 250 colonial units in one province and having no population nor economy limit.
In future, I would like to add even more game modes and settings.
Statistics
Among things many players suggested to add were global statistics and option to see the history of development of their nation. Since now you can compare your score in different fields with other countries of the world and see how different statistics of your country changed throughout the years.
Moreover, to make this system more useful, I have introduced a new tittles system. Tittles are rewards you can claim for achieveing the highest score in your region or in the world. Most of them give just some internal or diplomatic bonuses, but there is one giving special options – regional/global policeman. This tittle allows you to intervene against any aggressor in your region or in the world.
Tittles work in standard and simplified mode.
Changes in military
Altough military was not planned to be reworked in this update, I made a few changes to improve it:
armies will now allocate divisions in ALL regions of the zone bordering with their targets – formerly they assigned divisions only to regions bordering with regions controlled by their targets if they were in zone as well – you can change this setting however
armies will no longer stop their advance because of not enough divisions to cover the front –they will go further and it is responsibility of the player now to watch out for the front gaps
divisions will not attack now if they have suffered siginifant losses – they will not attack until their own destruction anymore
mobile units attack and bonus against enemy mobile units has been raised – since now mobile units are more useful in attack
heavy units bonus against enemy mobile units has been raised – since now they are important defence factor against enemy mobile units
taking over a sector will be a bit harder now – minimal power superiority to take over a sector has been raised
numerical superiority factor has been buffed – since now bigger losses are taken after exceeding the enemy number by 4 times (formerly it was 3). Army settings have been adjusted to this change. Also numerical superiority is now generally more useful, especially in lite mode
disbanding units in fight or cut off is now impossible
in standard mode reinforcing your army will now cost some amount of money, so you need to make bigger reserves to prepare for war. In simplified mode this is disabled and you still reinforce army with equipment only, however in lite mode spending money is the only way to reinforce army
changed the way military storages are calculated in favor of players
Other changes
This update provides also a range of other, minor changes, that will impact your gameplay:
since now instead of getting aggressiveness for annexing new lands, a warscore system is introduced. In standard game mode, your demands might exceed warscore – in this situation your aggressiveness will increase. In simplified mod your demands might exceed by up to 100% of warscore, and your aggressiveness will increase as well. In lite mode exceeding warscore is not avalaible. You can adjust maximum warscore multiplier at the beginning of the game
a range of new decisions were added – most of them are supposed to make it easier to play as minor states. Since now you can corrupt your politicians to get a big number of political power quickly, fund scientific and cultural grants and more
two new national features were added – useful for expansion focused gameplay
because some players complained that growing territorially is too easy and players often don't have to fight with serious consequences of high aggressiveness or low credibility, I have decided to add a negative internal bonuses for high aggressiveness or low credibility – they will now impact things such as political power, income or economy growth
AI should take new lands in a bit more reasonable way now
intelligence mechanic has been slightly reworked – it should be more useful for small nations and is better balanced now
seeing information about military of other countries will be now limited by intelligence efficiency
in standard mode players will now have to integrate (core) all new gained provinces – remember about that! Having too much non-integrated provinces will cause negative effects!
added plundering option to administrative tab – formerly it was avalaible only in sector menu
added new map modes
added mass-building for cities
improved balance of some buildings and laws
changed textures of production and society widgets
introduced a new lag reduction system – it might be a bit weird, but I hope you'll like it – many players complained about optimization and I think this system improves it
Also, a range of bugs were fixed, but I didn't spend as much time as I planned on fixes and testing new changes, so again this is going to be polished in small updates later. I didn't want to hold up the update any longer so please, be prepared, that there might be still some bugs needing to be fixed.
Also, I am planning to release some information about future of the game and way of development soon. I would like to share an official road map, so that every player knew what is planned or under consideration.
Thank you for your patiance and support and I hope you will enjoy the new update!
Dear players,
I know it was a long time since my last activity, but don't worry – the new update is coming soon :)
As stated previously, this update will be focused mainly on expanding accessibility of the game – therefore adding new game modes and translations to other languages. I know it took a lot of time – but the game had to be adjusted technically to the translations, what took most of it.
Unfortunately, to get translations fast and cheaply into so many languages, I have decided to use artificial intelligence :/ I know that players don't like it when developers use the AI, but I hope it won't be a problem if this is only about localization. If the language versions made by the AI turns out to be very innacurate I may decide to seek for real translators – but this will be dependent on money. For now I hope it will be enough – although it might be a bit inaccurate and janky.
New game modes
The next update is going to add two new game modes and a range of new game settings. Beside the default, standard game mode, there will be simplified and lite mode.
Simplified game mode is going to be standard mode with several simplifications. They are going to impact mainly the AI, but beside it they are going to change things like devlopment cost, diplomacy and some game rules. In simplified mode there will be no offensive or defensive alliances against selected countries, but only general alliances and forming them will be much easier.
Lite mode is going to be completely different than the standard mode. Many players seeing simple graphics of the game expected it to be easy, simple and fast – and this mode will be for them. In lite mode a range of mechanics is going to be turned off (including the entire production system – the military is going to run only on money). The AI will work in a similar way as in the simplified mode.
I am planning to release a full list of differences between simplified, lite and standard game mode after the update.
New settings
The next update is going to provide players with a range of new game settings, allowing them to adjust the gameplay however they want. The players will be able to change multipliers of income, political power gain, military supplies production cost, and many more. Additionally, a new game setting is going to be added called “No limits mode”. This mode is going to move limits of development of a single province, increasing max amount of colonial units to 250 and removing max economy and population limit. I know some players would like to see completely no limits at all – but not everything is possible even for a computer.
Statistics
Following the player's suggestions, the next update will add a range of statistics that will allow the players to compare their nations to others and monitor the changes throughout the years. Moreover, to increase competition between countries, a new, simple mechanic will be added – the tittles. Nations will be able to claim tittles such as “the greatest economy in the region/world, “signicifant/global power”, “capital of culture” or “regional/global policeman” providing them some useful boosts. Especially the tittle of the regional or global policeman will be very interesting, as it will not only reduce aggressiveness gain significantly, but also allow the policeman to use new diplomatic options – demanding ceasing attack and warning not to attack other countries.
Other changes
Beside these, the next update is going to provide a range of small changes in many branches of the game, including:
changing mechanic of taking territories in peace conferences – a warscore mechanic will be intruduced, based on several factors, such as war participation, country size, and peace target size – aggressiveness from territorial gains will occour only in case of exceeding warscore, in simplified mode exceeding warscore will be limited to 100%, in lite mode exceeding warscore won't be possible
new decisions and national features will be introduced, especially useful for small nations
intelligence mechanic will be reworked to make it more useful, especially for small nations
minor changes in military mechanics – taking over a sector will require more power advantage, mobile units will be more useful in attack, heavy units will be more useful as defense against mobile units, numerical advantage will get boost, especially in simplified and lite mode
Also, I am planning to change the graphics of society and production tab – I would appreciate your opinion about the new look.
The update is going to be released, hopefully, this or the next week :)
Dear players, after long time of work I have an honor to introduce you the newest update. Its main part is the long-awaited editor, but beside it, a range of fixes, upgrades and improvements were made.
Here is the changelog:
Editor:
added integrated mod system
added scenario editor
added nations packs editor
added cultures packs editor
all of the editors create content in game files in “editor/results” folder
an exemplary mod has been put in mods folder
there is a simple instruction how to make mods in exemplary mod
scenario editor has additional feature – support maps. You can change them in game files in “editor/supportMaps”
New tutorial:
a new, interactive tutorial has been added
the tutorial explains step by step the most important things about the gameplay
it is recommended for all the players who are not sure about some game mechanics, such as army or administrative divisions, to check the tutorial
Revolts:
revolts and separatisms system is finally functioning
since now players have to watch their unrest and unrest of each ethnic group
revolts break up usually in situation of serious neglecting of social needs and during crysis
separatist revolts may lead to establishing a new state, if not pacified fast enough
political revolts may lead to ending the game or changing the government – depending on game settings
added revolts settings: disabled, simplified (victory of rebels changes government) and default (victory of rebels ends game)
Diplomacy:
improved provoking – since now provoking can make selected nation to declare a war on us. The decision depends on tension, ideology and its military strength
changed the way AI responds to improving relations offer – now it accepts more often
changed the way AI reponds to alliance offers – now it accepts more often
changed the way investments work – since now you don't need an acceptation of your offer from other country – maximum foreign investments is regulated by new internal law of each nation, allowing to build influence more easy
added “Annex” option which allows every country to annex much smaller country using influence. It allows to annex small countries way faster than gradual increasing its dependence level and eventually incorporating it
added option to gradually decrease dependence level using influence and eventually become independent, if played as a dependent nation
fixed independence guarantee and protection – since now the AI will accept offer of guarantee of independence and protection if they are endangered and the player is stronger than them
guarantee of independence now adds 7.5 influence
protection now adds 25 influence instead of 50, but provides military access
increased aggressiveness decay rate
added two of “coming soon” intelligence buttons:
escalate tension with other country – using a big amount of spies and money you can now build tension between two selected countries, eventually leading to war between them
increase unrest – increases unrest which can eventually lead to civil war in selected nation
added new level of dependence – fief/protectorate – this level of dependence is higher than dependent territory and provides the most resources of all levels. It can be incorporated fast and was added to provide more realistic experiences of playing as medieval countries, often possessing several fiefdoms
added option to intercept a puppet state using influence. Only puppet states can be intercepted
since now locating divisions on other nations territory increases your influence in this country. Influence increase depends on amount of your units compared to its units on its territory
changed pricing of international investments and increasing dependence level to more reasonable – it was increased for small countries and decreased for big countries
Law changes:
changed “christian democracy” to “social conservatism” to avoid religious confusion
added “trade law” - trade law allows us to set the maximum amount of foreign investments, limiting its total influence
added several new laws: workers rights, culture spendings and government policy
changed modifiers of some laws, especially related to stability and unrest (taxes, security spendings)
added new conscription law – limited conscription (3.5%)
since now limiting freedoms of your people, including introducing new taxes or conscripting new soldiers, will cause unrest to grow. To avoid huge growth, the player has to introduce these laws gradually
corrected costs of some laws
Buildings:
added several new buildings:
laboratory – adds certain technology points
tavern/bussiness establishment – adds certain income basing on province type. This building was added to make it easier to develop small countries
manufacture/small factory – adds certain income, more than workshop, less than factory. It was added to make it more easy to build the industry for small countries. Factories, however, are still more profitable for big countries
added military storages – military storages increase maximum amount of military equipment and supplies we can store. Since now there is a limited amount of military equipment we can store – every piece of equipment over this limit decays. This mechanic was introduced to balance a long-term gameplay
changed the way some buildings work:
universities – since now universities hugely increase technology gain and maximum technology from province they are built and nearby area instead of adding certain number of technology points
hospitals – increased range of effect
offices – increased range of effect
museums – since now museums increase culture points gain from provinces they are built and nearby area instead of adding certain number of culture points
armory – increased range of effect
range of effect of building affecting nearby provinces is now shown on the map during construction
removed monuments, as they were useless and were replaced by laboratories
Navy:
added naval equivalent of armies – fleets. Thanks to them players can now command naval units automatically
added option to spend assigned part of naval production monthly automatically on fleet repeirs
added naval range – it is visible when choosing any naval units. Red colored naval regions are out of your range, while yellow colored naval regions are in range, but out of range for permanent stationing. Naval range increases gradually with updating naval technology
Other:
reduced negative economic and infrastructural impact on technology growth – poor countries struggled to develop at all
added some historical regions
added option to change frequency of autosaves and disabling them
added maximum amount of money and option to increase it by building banks. This mechanic was introduced to balance a big nations, which often collected a huge amount of money for the rest of the game
added maximum amount of technology points collected. Buildings increasing technology points gain increase also maximum amount of technology points
removed showing capital cities of micronations, to limit the mess on the map
fixed a lot of bugs, including a range of crash-causing and some not working modifiers. Playing as outdated nations might be a bit harder now, so additional balance changes were made
added a range of releasable nations
added formable nations – you can learn how to make custom formable nations using text file located in exemplary mod
changed the way buildings are displayed in the administrative region menu
added option to build some constructions collectively
IMPORTANT: the entire game project was built in a different way – this should improve performance and hugely reduce crashes, but sume users – especially using Linux – may face even more problems. If you encounter a technical issues you have not encountered earlier – such as constant crashes or game not launching – please, contact me personally using my mail given in tech support and game credits, or post a thread in Steam discussion tab.
I hope you enjoy!
Dear players,
sorry for this long period without updates. I've been working for this entire time on a big update and I didn't expect it to take so much time. I have decided to share this news, because I hoped to release it today, but, unfortunately, I will not make it. Thankfully, I can say that all of the content and bug fixes that were planned are already implemented and all that is left to do is some polishing and tests. Therefore, after long time, I can say that the update is going to be released this week, hopefully before friday.
To answer your curiosity, here are some things that will be added or changed: - editor – including scenarios editor, nations packs editor and cultures packs editor - new, interactive tutorial - integrated, simple mod system - a range of releasable nations - new historical regions - completely new fleet managing mechanic - better diplomatic AI – things like protection pacts, guarantees of independence, alliances, relations improvement will finally become real and useful - some changes in diplomacy mechanics – investments will be way more useful - several new laws, buildings and intelligence options - revolts and separatisms will finally work Beside these changes, a range of bug fixes were made, including fixing crash-causing bugs. Also, the entire game was built differently, which should sginificantly reduce the amount of crashes many players encounter and generally improve optimisation a little.
I hope the amount of changes explains why work took so long.
In future, I would prefer to focus on a smaller, but more frequent updates. Here are some pictures showing the effects: Thank you for your patience and see you in the next update!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Nations, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Nations statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.