CHANGELOG
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.
Major New Mechanics
- Worker / troop ratio bar removed: The UI that previously required you to manually allocate between “workers” and “troops” has been cut. Everyone now gains troops on a fixed time-based rate. This lowers the barrier for new players, but also takes away a micro-optimization point from mid/high-level players.
- Trains enter public matchmaking: The Factory + Train system, which was only available in private lobbies in v24, is now officially open to public games.
- Intelligent SAM lock: SAMs only fire at nukes whose impact point is near their own coverage zone, avoiding wasted ammo against a sea of MIRVs.
Key Balance Changes
| Item | Old | New | Impact |
|---|---|---|---|
| Player gold rate | Tied to population | Fixed 1000/sec (Bots 500/sec) | Pure troop-hoarding early-game strategies are weakened |
| Port / Factory pricing | Separate curves | Shared pricing curve | Port marginal cost rises faster |
| Trade Ship spawning | Directly tied to port count | Modulated by port count × global trade ship total | Diminishing returns on stacking ports continue |
| Betrayal penalty | Any target | Only against non-AFK players | Grabbing AFK territory no longer costs you score |
| Large players | No special modifier | Defense debuff | Snowballing players get gangbanged more easily |
UI / QoL
- New FPS monitor overlay.
- Teammates now automatically get distinguishing secondary colors based on the team’s primary color.
- Private lobby kick support.
- Main menu / modal ESC-to-close support.
- Further dark mode refinements.
Maps
- New Pluto map (public + single-player rotation).
- Baikal added to the public matchmaking pool at higher frequency.
Strategies Players Should Adjust
- Gold rate is not population rate: Fixed gold income nerfs the pure early-game troop-rushing expansion, you have to convert troops into gold to keep snowballing.
- Port strategy continues to shift toward “upgrading”: The shared port/factory curve means the 5th+ piece of infrastructure becomes ever more expensive — upgrading existing ports beats stacking new ones.
- No more penalty for grabbing AFKs: You can confidently harvest offline players without worrying about the betrayal penalty.
Related content
- 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.
Jul 18, 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