CHANGELOG
v24 Full Changelog (Trains, Factories, Upgradable Buildings)
Curated from the official resources/changelog.md, focusing on the balance and new mechanics with the biggest gameplay impact.
Major New Mechanics
- Train System: Factory → Train → runs along rails between City / Factory, paying out gold based on the relationship of stations visited (allies 35k / team 25k / self 10k). Currently only available in single-player / private lobbies.
- Upgradable Buildings: City / Port / SAM / Silo all support 4-level upgrades (Factory introduced at the same time).
- Multi-level Radial Menu: The right-click build menu has been reworked into a multi-level dynamic structure.
- Flares System: Used to communicate intent (markers, warnings).
- Hash routing: URL routing rebuilt with hashes for easier deep linking.
- GitHub Releases sync: The in-game “What’s New” button links directly to the official releases.
Key Balance Changes
| Item | Old | New | Impact |
|---|---|---|---|
| Trade Ship global cap | Unlimited | 150 | Diminishing returns on port count; port upgrades become important |
| MIRV | Powerful | Nerfed outer ring, can be quickly recovered | Psychological warfare > physical damage |
| Warship target priority | Warships | Transports prioritized, instant cooldown on hit | A single warship can shut down a sea invasion |
| Discounts | Reusable multiple times | Single-use | Stingy early-game build economy |
| AI Nukes | Any target | Actively avoid SAMs | A single SAM provides deterrence |
Combat Experience Improvements
- Optimized territory drawing performance.
- SAMs only lock onto nukes near threatened zones (avoiding pointless shots).
- Nuke speed 4 → 6, shrinking opponent’s reaction window.
- Nation city building cap fixed (tryout33).
- Team size auto-balancing.
- MIRV warhead intercept stats now credited.
- Terrain manipulation mechanic (affects mag/speed).
- Red “betrayed” border indicator (devalnor).
- Attack and transport ship hotkeys (Engla).
UI / QoL
- Leaderboard reworked, performance optimized.
- Modals / alerts support translation and dark mode.
- Custom flags and patterns (sword, skull, white rabbit, goat, radiation, cursor, QR, etc.).
- Top bar redesigned (Diessel).
- New building icons / build / HP / reload bar styles.
- Global color reassignment to avoid same-color player confusion (Ble4Ch).
Backend / Technical
- Stats endpoint opened publicly.
- CORS Origin added.
- Native mobile login support.
- Discord user and guild caching.
- Improved session error handling.
- CC BY-SA resource license attribution.
Strategies Players Should Adjust
- Port strategy shifts to “upgrade rather than build new” — the 150 cap causes marginal returns on the 5th+ port to plummet.
- Sea invasions require clearing the seas first — a single warship can massacre transport fleets, so send 2-3 warships to clear the lane before landing.
- Build your first SAM earlier — AI now avoids SAM coverage, drastically lowering the deterrence cost.
- Treat MIRV as psychological warfare — spend 25M gold to disrupt opponent deployment rather than expecting kills in the outer 18 tiles.
- Ally rails = economic leap — in a 3-player alliance, building 2 Factories + sharing connected Cities can send income soaring.
Related content
- v25: Trains in Public Lobbies + Linearized Economy
Worker/troop allocation bar removed, all players fixed at 1000 gold/sec; Factory and Train enter public matchmaking for the first time; SAMs now lock intelligently.
Aug 21, 2025
- v26: UI Overhaul + Nation AI Evolution
Build menu and player info panel reworked, new resource-gifting modal, rails can cross rivers, AFK teammates' territory can be taken over by their team.
Oct 14, 2025
- v27: SAM Stacking + Naval Pace Slowed
Stacking SAMs increases range, retreating transport ships lose troops, naval banking nerfed; touchscreen Warship movement support.
Nov 22, 2025
- v28: MIRV Escalating Cost + Christmas Theme
MIRV reworked to "+15M per global launch", train ally payout cut to 35k; 6 new maps, Retaliate button, SAM interception preview.
Dec 18, 2025