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KaiserpunkNewsKaiserpunk: Strategic Warfare - Available Now!
Major update

Kaiserpunk: Strategic Warfare - Available Now!

Kaiserpunk · published 13 Aug 2026, 13:16 UTC · build 24712944

All newsPlayers around this dateRead on Steam

Governors! Kaiserpunk: Strategic Warfare Update is officially out now! After months of talking about what’s coming, it’s finally time to get your hands on it. New frontline mechanics, new AI, refreshed diplomacy, updated military production - and plenty more. 

We’re really looking forward to hearing what you think of this update and seeing how you take on the new battlefields. Your input and feedback over the past year has been incredibly valuable and helped us understand where to put our efforts. We’ll continue to gather feedback from you all and likely make some hotfixes in the short term to make sure you can happily conduct your wars and expand your empires. Now, it's over to you, Governors!

Old Saves Games & Strategic Warfare

Note that if you wish to continue any ongoing save games you have, you have to switch over to the previous_version branch in Steam as your old saves won’t be compatible with the Strategic Warfare update. To do this, simply go to Kaiserpunk in your steam library, right-click it and select Properties. Go to Game Versions & Betas and opt into the “previous_version” branch and you’re all set. 

If you encounter any issues or have thoughts on game balance or UI, then you’re more than welcome to let us know. The best way to do this is to join our discord or use our Pinned threads in the Steam Forum. 

We sincerely hope you’ll enjoy this grand new update, and you can certainly expect more updates to come for Kaiserpunk. Time to take command and lead your forces to glory!

If you haven’t tried Kaiserpunk yet it’s currently 50% off and our Supporter Pack is also available at a 40% discount, so now might be a good time to try it!

Happy gaming everyone! 

- The Overseer Team 

Strategic Warfare at a Glance

A Complete Warfare Overhaul

War. War sometimes changes. The previous warfare system is gone, and warfare has been rebuilt from the ground up. Experience deeper strategic warfare gameplay with greater insights into the battles themselves, bringing warfare and city building closer together than ever before. In addition, organization and logistics within the capital cities have been streamlined.

Completely New Frontline Warfare

A completely new warfare mechanic focusing on strategic frontlines, replacing the previous way of conducting war entirely. The city’s industry now feeds men and materials into ongoing large battles. Focus on economy, fronts and logistics creates a more authentic representation of how warfare would have been conducted during this era.

Rebuilt AI for a Better Player Experience

A complete overhaul of the AI delivers a better and more well balanced opponent while providing a stronger foundation for future balancing, updates, and long-term improvements.

Expanded World Map with Ocean Regions

Many new water regions open up additional strategic opportunities, allowing to secure maritime territories as part of the global strategy.

More Flexible Unit Movement

Units move with far greater flexibility, giving more control over navigation, reinforcements, separation of units, and long-term military planning.


New Options for all Military Branches

A new approach to the unit tier system, with different units creating synergies. Unique special actions for Navy and Air units. Two entirely new units - submarines and aircraft carriers - introducing specialized roles.

And Much Much More…

  • Enhanced Diplomacy introduces a more intuitive and streamlined diplomacy experience that better matches player expectations, 

  • Special missions for air units,

  • The ability to strike enemy logistics,

  • New regional infrastructure upgrades,

  • And a dynamic weather system that impacts frontline battles.

Changelog

The update is enormous so we’ll list the biggest changes here and if you’re curious about the total changes, or would like to dig into one of these changes in particular, you can check the full changelog here. 

Combat & Military

  • Division rework - All military units (land,naval, air) now use a single “Division” entity. 

    • Land divisions are Battalions, naval are Fleets, air are Squadrons

    • Player divisions receive ordinal names ("1st Battalion", "2nd Fleet"); AI divisions use ID-based names ("Battalion #14")

    • No artificial cap on divisions per region or per faction

  • Division Types - Three strictly separate categories, no mixing of unit types within a division

    • Land: Infantry, Artillery, and Tank units

    • Sea: Ship units (Corvettes, Destroyers, Cruisers, Battleships, Carriers, Submarines)

    • Air: Fighter and Bomber units (stationed at airfields, mission-based)

  • Veterancy - Units have 3 veterancy levels: Conscript, Regular, Veteran

    • Regular and Veterans earned through surviving combat

    • Visible in the Military Overview Panel with per-level breakdowns

  • Contextual Click Control - All units now use contextual click control which includes new actions like “Deploy” for Navy units or “Join Front” for Land units. 

Combat System

  • Two-Phase Combat - Replaces the old one-off battle system with persistent frontlines

    • Phase 1 -  Border Battle: attacking and defending forces clash along a shared border. Combat resolves in 12-hour cycles. A progress bar tracks momentum from -1.0 (defender winning) to +1.0 (attacker winning). When the attacker reaches +1.0, the border falls.

    • Phase 2 - Region Conquest: after the border falls, attacker divisions can move into the enemy region and siege it. Regional guards and any remaining defenders resist. When defending forces are depleted, the region changes ownership.

  •  4 Combat Types

    • Frontline: persistent border battle with full entrenchment bonuses and directives

    • Field Battle: division vs division in the open - no entrenchment bonus, only Dug In bonus applies

    • Region Conquest: siege of enemy region - regional guards plus any stationed defenders fight back

    • Naval Battle: fleet vs fleet at sea, uses the same cycle-based resolution

  • Front Directives - Choose combat doctrine per frontline

    • Blitzkrieg: 2x supply consumption, maximum aggression - for fast breakthroughs

    • Aggressive: 1.1x supply, above-average pressure

    • Balanced: standard combat

    • Defensive: 0.9x supply, reduced offensive output but conserves resources

    • Fortify: minimal offensive, maximum entrenchment - for holding ground

    • Directives available in all combat types: Frontline, Field Battle, Region Conquest, Naval

    • Active directive can be changed at any point during the battle

  • Terrain Combat Modifiers - Separate attack and defense modifiers per unit category per terrain type

    • 9 terrain types: Plains, Forest, Mountains, Desert, Urban, Coastal, Rural, Tundra, Naval

    • Examples: Tanks get +10% ATK on Plains but -20% ATK in Mountains. Infantry get +30% ATK and +30% DEF in Urban. Bombers get +40% ATK on Plains but -50% ATK in Mountains.

    • Air units are NOT terrain-agnostic - bombers penalized in mountainous terrain, fighters penalized in forests and cities

    • Land units on water (transports) receive severe penalties: 0.05x ATK, 0.1x DEF

    • Terrain derived from the defender's region (not hardcoded)

  • Combat Synergies - 11 combined arms bonuses that reward diverse unit composition

    • Combined Arms: 100+ Infantry + 10+ Artillery → Artillery ATK +50% (scales to 200 infantry)

    • Armored Advance: 20+ Tanks + 50+ Infantry → Tank DEF +30% (scales to 100 infantry)

    • Fighter Escort: Fighters ≥ 50% of Bombers → Bomber ATK x2, DEF +50%

    • Partial Escort: Any Fighters + Bombers (below 0.5 ratio) → Bomber ATK scales with fighter ratio

    • Naval Bombardment: 2+ Battleships on Coastal terrain → Infantry ATK +25%

    • Recon Spotting: 5+ Recon Biplanes + 10+ Artillery → Artillery ATK +20%

    • Heavy Barrage: 5+ Heavy Artillery + 3+ Heavy Bombers → Heavy Bomber ATK +60%, Heavy Artillery ATK +20%

    • Screening Fleet: 4+ Destroyers/Corvettes + 1+ Battleship → Battleship DEF +40% (scales to 8 screens)

    • Shock Assault: 30+ Assault Infantry + 10+ Tanks → Assault Infantry ATK +35% (scales to 60), Tank ATK +25%

    • Tank Hunters: 20+ Heavy Infantry + 10+ Artillery, no Tanks → Infantry ATK +30%, Artillery ATK +20%

    • Blimp Screen: 3+ Blimps/Airships + Navy on Naval terrain → Navy DEF +20% (scales to 6 blimps)

    • Active synergies displayed live in the Frontline HUD with tooltips showing unit counts and requirements

    • Synergy bonuses stack multiplicatively with terrain, directive, and weather modifiers

    • "Potential" synergies are displayed on the unit tooltip

  • Regional Guards - Population-derived passive defenders in each region

    • Scale with region population, regenerate every hour

    • Provide defense-only presence (0 attack) during Field Battles and Region Conquests

Supply System

  • Per-Resource Supply - Divisions at war consume specific resources each combat cycle

    • Supply delivered from global stockpile through a route of regions from homebase to the front

    • Throughput limited by the weakest link (bottleneck) in the supply route

    • Infrastructure capacity: Undeveloped (50/cycle), Roads (150/cycle), Rail (400/cycle), Sea (200/cycle)

    • Supply Depot regional upgrade doubles throughput through its region

    • Non-combat units (stationed, not at a front) only consume 25% of normal supply rates

  • Supply Route Visualization - Map highlights showing the supply path from homebase to front

    • Per-link flow animation with directional arrows

    • Bottleneck region highlighted

War Declaration & Diplomacy of War

  • War Declaration - Confirmation popup before declaring war on any faction

    • Clicking an enemy region triggers a War Declaration popup with faction info

    • Confirming creates frontlines on ALL shared borders between both factions

    • Defenders auto-deployed to their side of the frontline

    • Divisions cannot walk into enemy regions - all attacks go through the frontline system

Production & Deployment

  • Military Production Flow - Military bases now use the standard production controller

    • All unit types spawn as a rally division near the capital - one predictable location for all new units

    • Rally divisions accumulate produced units over time - player splits and moves them when ready

    • Rally invalidated when the division moves too far from capital, next production batch creates a new one

  • Diorama Battle View - Full 3D battle visualization for all combat types

  • Division Figurines - 3D figurines on the world map replace flat sprites at close zoom

    • Composition track below each division: icon strip showing all unit types present

    • Transport boat swap: land divisions crossing water automatically show a boat model instead of soldiers

  • Dashed Border - Fallen borders display a dashed red line (meaning you're free to enter the region directly and lay siege to it)

  • Combat SFX - Multiple new sound effects added for combat activities

Naval Warfare

  • Naval Divisions (Fleets) - Full naval combat using the unified division system

    • Deploy to coastal bombardment nodes

    • Free movement on water after deployment - click to move like land divisions

    • Naval field battles: fleet vs fleet encounters at sea with cycle-based resolution

    • Ship diorama with 3D ship models, turret animations, and stylized water rendering

  • Aircraft Carriers - Mobile airbases at sea

    • Max 1 carrier unit per fleet (enforced on merge)

    • Max 2 air squadrons stationed per carrier

    • Air missions launch from the carrier's current position using the carrier's range

  • Submarines - Stealth naval units

    • Stealth mode: all-submarine fleets are invisible to enemies until detected or entering combat

    • Detection via proximity: enemy units within configurable radius reveal the submarine fleet

    • First Strike bonus: +50% attack power on the first combat cycle (ambush advantage)

    • Wolfpack bonus: +10% attack in the division if only composed of submarines (rewards massing subs)

    • Destroyers serve as natural counter units with bonus damage vs submarines

  • 31 Ocean Regions added - Strategic naval territory on the world map

    • Organized by geographic region: Atlantic (3), Americas (2), Northern Europe (4), Mediterranean (3 - split into West/Central/East), Indian Ocean (3), Pacific (7)

    • 6 chokepoint micro-zones: Panama Canal, Suez Canal, Bosphorus, Danish Straits, English Channel, Strait of Malacca - cheap to hold, devastating to lose

    • Open ocean (outside sea zones) is always accessible to all unit types

  • Open Sea Movement - All unit types can move onto open sea tiles

    • Land divisions, fleets, and commanders can traverse open ocean

    • Foreign sea zones block passage; must declare war to cross hostile waters

  • Fleet Radar Discovery - Player fleets automatically discover nearby regions within bombardment range while moving through open sea

  • Naval Bombardment - Fleets can bombard coastal regions from adjacent sea zones

  • Naval Blockades - Fleets positioned in enemy sea zones now actively reduce AI supply throughput

Air Warfare

  • Air Divisions (Squadrons) - Mission-based air combat

    • Produced at capital as an undeployed squadron

    • Must be transferred to an airbase or carrier before becoming operational

    • Visible on the map during transit - vulnerable to attack and flak fire

    • Once stationed, can launch missions within range and be re-transferred to other airbases/carriers

    • Max 2 squadrons per airbase/carrier

  • 5 Air Mission Types

    • Front Support: assign a squadron to support an active frontline. Bombers add attack power to your side; fighters contest air superiority. Lasts for the duration of the front.

    • Strategic Strike: target an enemy region within range. Damages a chosen regional upgrade (airbase, fortification, etc.). Bombers on station for 6 hours.

    • Ground Attack: direct attack on any visible division on the map within range. Squadron flies to target and attacks. Works against land, sea, or air targets.

    • Defensive Intercept: default stance. Squadron auto-scrambles when enemy air missions enter its range. No player action needed.

    • Supply Drop: deliver supplies to a cut-off frontline or region that has lost its supply route.

  • Air Range System - Distance-based range (world units)

    • Air Range Radar visual: animated ground-plane circle with rotating sweep line, pulse rings, and radial gradient - shown when selecting a deployed squadron

  • Auto-Intercept - Idle squadrons stationed in a region automatically intercept incoming enemy air missions

  • Strategic Strike Details - Strikes now deal condition damage to the target region and can downgrade infrastructure (roads/rails) if damage exceeds threshold

  • Multi-Squadron Missions - Multiple squadrons targeting the same location share one battle

  • Air Mission Reports - Detailed after-action reports for each mission type

Commanders

  • Commander System - Named officers that emerge from your veteran units and provide combat bonuses

    • Category-locked: Land, Air, or Naval (set at emergence, cannot change)

    • Emerge from veteran units: ~1.5% chance when a max-veterancy unit gains additional XP

    • One commander per division or per front side maximum

    • Standalone commanders are visible on the map as jeep figurines with flag and portrait

    • Commanders can act independently, be attached to a division or be attached to a front. 

  • Commander Traits - 22 traits across 3 categories, max 3 stacks per trait

    • Commanders level up their XP and unlock traits giving them bonuses for fighting in specific terrain, leading specific unit types and other combat bonuses. 

Diplomacy & Trade

  • Reworked Diplomacy Panel - Full-screen UI with 5 tabs

    • Overview: faction info, 3-track progress bars, active deals list

    • Military Tab: military cooperation pacts with resource exchange

    • Trading Tab: trade agreements with resource exchange

    • Science Tab: shared research branch exchanges

    • War Tab: military comparison (peacetime) or war weariness + peace treaties (wartime)

  • 3-Track Relationship System - Military, Trading, and Science tracks with 4 tiers each

    • Tier unlocks: intel sharing, cash trading, military access, joint operations, research bonuses

    • Track progress displayed as mini-bars on the faction sidebar

  • Balance Indicators - Visual fairness meter for each trade deal showing the value balance between both sides. 

    • Total value display with flash animation on changes

    • Hover tooltip shows raw unabbreviated numbers

  • "Make It Work" Button - Let advisors auto-fill the AI's side of a deal

    • Requires player to have already placed their offer

  • Trade Convoys - Physical figurines on the world map for active trade and military deals

  • Convoy Pillaging - Intercept enemy trade convoys

    • Land/naval: 50% cargo seized, convoy resets with cooldown

    • Air strafe: convoy destroyed, no cargo

    • Not an act of war - causes relationship penalty with both deal parties

    • Surface matching: land divisions can only pillage land convoys, naval can only hit sea convoys, air can hit both

  • Peace Treaties - Territorial concessions (immediate) and resource reparations (timed delivery)

AI Overhaul

Only listing a fraction of these changes . 

  • AI Architecture - Old 16-manager system replaced by lean CombatAIController

  • AI Faction Personalities - 10 archetypes with 8 personality sliders

    • Archetypes: Warmonger, Turtle, Diplomat, Industrialist, Expansionist, Opportunist, Isolationist, Warlord, Merchant, Admiral

    • 44 factions mapped to default archetypes based on lore

  • AI Economic Budget - Abstract economy driving AI behavior

    • Budget calculated from region count, base output, and difficulty multiplier

    • Split into military, economic, and diplomatic budgets based on personality

    • Supply disruption modifier: player actions (blockades, strikes) visibly weaken AI output (floor 0.2x)

  • 5-Level Difficulty System - Easy, Normal, Hard, Very Hard, Nightmare

  • 5-Level Aggressiveness - Passive, Cautious, Balanced, Aggressive, Extreme

Economy & Regions

  • Region Infrastructure - Separate per-region property (not an upgrade slot)

    • 3 levels: Undeveloped, Roads, Railroads

    • Affects supply throughput and movement speed

  • Region Condition - Replaces the old Stability concept for yield scaling

    • 0-100 scale, starts at 100

    • Direct linear multiplier on resource output, immigration, and development

    • Damaged by combat, bombardment, strategic strikes, and conquest that then can be repaired

  • Taxes - Regions now generate income instead of costing upkeep

  • Financial Display - All financial values unified to per-cycle (12h) display from the previous per-day (24h)

  • Regional Upgrades - Renamed and rebalanced

    • Fortification: +20% defense bonus per upgrade for battalions in region

    • Gun Emplacement: +15% attack bonus per upgrade, fires on enemy fleets

    • Flak Battery: anti-air damage to attacking aircraft

    • Supply Depot (was Outpost): doubles supply throughput through the region

    • All other upgrades unchanged

  • World Region Resources Rebalanced - Resource yields across all world regions have been rebalanced and bumped up

  • Distance-Based Transformers - Water Towers, Large Water Towers, Power Substations, and Large Power Substations no longer require workforce or road connections

  • Global Stock Limits Increased - Base global stock limit raised from 3,000 to 10,000; Warehouse global stock bonus raised from 1,000 to 5,000

  • Production Balance Pass - Limited balance tweaks to Electricity and Water production, as well as production cycle duration and production count for Artillery, Tank, Fighter, and Bomber resources (all tiers)

  • Tax Rebalance - Slightly reduced tax income per citizen for all classes; regions now provide cash income

  • Terrain Type Adjustments - Terrain type of some regions altered; "Marine" terrain type is now reserved solely for ocean regions

World Map & Visuals

  • World Map Rendering - Region overlay completely rewritten

  • Supply Network Visuals - Road and sea networks rewritten from region-pair splines to a node-link graph

  • Road Infrastructure Visual Map - Runtime texture showing infrastructure tiers (undeveloped, roads, railroads) per region, fully replaces individual objects (massive reduction in draw calls)

  • Terrain Grid Pathfinder — A grid pathfinder from the RegionID texture for terrain-aware direct movement

Weather System

  • Weather Events - Visible world map entities

    • Weather events are large VFX that physically move across regions

    • Players can see weather coming and plan around it

    • Events are rarer but stronger

  • 18 Weather Regions - Each with unique spawn rates, seasonal wind patterns, and weather type weights

  • 6 Weather Types - Cloudy (precursor), Rain, Storm, Snow, Blizzard, Fog

    • Each with distinct combat modifiers per unit category (e.g., Blizzard grounds all aircraft)

    • Supply cost increases: Rain +15%, Storm +40%, Blizzard +60%

    • Movement penalties: Rain 0.85x, Storm 0.60x, Blizzard 0.40x

  • Weather Trajectory Arrows - Procedural arrows showing weather movement direction

    • Arrow length scales with remaining duration

  • Weather VFX - Particle-based visual effects for each weather type

Unified Movement System

  • Pathfinding & Movement - All units use a unified route-based movement system

    • Units will either move in a straight line or follow roads/rails depending on which is fastest. 

    • Units will try and avoid bad weather if impact on movement is significant

  • Movement Speed - Infrastructure tier bonus, weather penalties, and terrain-aware pathing

    • Weather movement penalties: Rain 0.85x, Storm 0.60x, Snow 0.75x, Blizzard 0.40x, Fog 0.90x

  • Path Line Renderer - Visual route display for divisions and convoys

Tutorial System

  • Tutorial Framework - Partially replaced the original tutorials

  • New Tutorial Lessons covering:

    • War, frontlines, and combat cycles

    • Directives and commanders

    • Supply routes, bottlenecks, and infrastructure

    • Air squadrons and naval fleets

    • Diplomacy: factions, deals, tabs, and peace treaties

  • Tutorial Episode Unlock - All tutorial episodes available from the start (no longer gated behind completion of previous episodes)

Save System

  • JSON Save System - Complete migration from binary to JSON

    • GZip compression for production builds (.sav.gz) to reduce save file size

    • Separate .meta.json for save menu metadata (to speed up the Loading panel opening) and .png for minimap screenshot

    • Binary Save Format Removed - Old binary saves can no longer be loaded (opt into previous_version branch on Steam to still be able to load your old save games)

UI & Quality of Life

  • Military Overview Panel - 3-tab division overview accessible from the bottom screen of the World Map layer

    • Divisions Tab: category foldouts (Battalions/Squadrons/Fleets) with expandable rows showing unit composition and supply state

    • Units Tab: foldouts by unit category with veterancy columns (Conscript/Regular/Veteran), status, and division assignments

    • Logistics Tab: side-by-side production rates and supply/demand coverage

  • Frontline HUD - Information panel for active frontlines

    • Dual-fill progress bar with ETA

    • Weather and terrain modifier display with detailed tooltips

    • Supply route visualization: hops, throughput/cycle, bottleneck region

    • Active unit transfers shown as "IN TRANSIT" with counts and ETA

    • Commander assignment display

    • Predictive progress labels: "Faction will breach the border in ~X days"

  • Briefing Panel - Game-pausing modal for critical events (22 event types)

  • New Tooltips - Multiple new tooltips added

  • Factory Info Panel - Restructured from 3 tabs to 3 focused foldouts

    • CONDITION foldout: building health slider + fire risk (moved from main panel)

    • PRODUCTION foldout: merged General + Production tabs into one — shows current chain, efficiency, workforce, upkeep, electricity/water, production cycle fill, local inventory, and available products

    • UPGRADES foldout: unchanged

    • Available products section: click to switch production chain, checkmark on active, tooltip with recipe details

  • Pause Production Button - Always-visible pause toggle on factory panel

  • Building Upgrade UI - Inline list with left-click install / right-click remove

    • Each row is a single button: left-click installs one copy, right-click removes one (with refund)

  • Upgrade Loadout System - Save and apply upgrade configurations per building type

    • Save Loadout: stores current upgrade setup for this building type

    • Apply Saved Loadout: one-click applies previously saved setup (with warnings for blocked upgrades)

    • Clear Loadout: removes all upgrades with refund

  • Resource Picker Popups Upgraded - All resource picker popups upgraded per player feedback

    • Entries now sorted alphabetically

    • More informational entries

    • Search field filtering across entries

  • Peace Treaty Balancing - AI peace treaty decisions now factor in war position and difficulty

  • Development Thresholds - Research level thresholds steepened for levels 5-15, and further rebalanced

    • Early levels remain as-is, but mid and late game requirements now grow significantly faster

    • Level 15 now requires 2x what it did before

    • Ultimate threshold raised from 81,920 to 165,000 (22% above new Level 15)

    • Science deals and breakthroughs are now much more meaningful as a result

  • Ultimate Levels - Ultimate development levels increment and apply gameplay bonuses

    • Agriculture: +1 flat farm production per ultimate level

    • Transport: +500 global stock cap (all resource types) per ultimate level

    • Utilities: +1% power and water output per ultimate level

    • Manufacturing: +1 flat factory production per ultimate level

    • Civic: +1% civic booster effectiveness per ultimate level

    • Military: +1% attack and +1% defense for player units per ultimate level

    • Morale: -0.5% war weariness accumulation rate per ultimate level

    • Living: -2% decoration and infrastructure upkeep per ultimate level

  • Loading Screen Tips - Almost 30 new loading screen tips added

  • CJK Input Support - Chinese, Japanese, and Korean text input is now fully supported. We apologize to all the players affected by this issue that we haven't resolved this sooner.

Monuments & Achievements

  • Monument Warfare Tracking - 5 monuments now track real warfare statistics

    • Tomb of the Unmarked Soldier: unlocks after 1,000 dead soldiers

    • Memorial Park: unlocks after first war concluded

    • Monument of Revenge: unlocks after first region lost

    • Arc de Triomphe: unlocks after 5+ regions conquered

    • The Long March Memorial: unlocks after 8+ battles lost

  • Achievement Triggers - 4 achievements re-wired to work with the new Division system and 3 new Achievement Triggers added

  • Downfall Achievement - No longer fires on victory

  • LandBridge Loop - Last enum value was excluded from session reset, sync, and checks

  • Five Star Governor - Now achievable with all triggers properly implemented

Removed Systems

  • Old Army System

  • Old Garrison System

  • Old Battle System

  • Old Military Base UI

  • Old Military Base Info Panel Tabs

  • Old Naval Fleet System

  • Old AI System

  • Old Weather System

  • Old Region Stability System

  • Old Region Economics

Performance

Note that several overhauls has or might in some cases also impact performance positively as newer systems have been made to be more efficient. 

  • Energy Distribution Optimization - Electricity and water distribution no longer recalculates all building connections every 10th frame

  • Hover Highlight Optimization - Hovering the same object no longer re-applies highlight effects every frame

  • Allocation-Free Iteration - Multiple hot-path methods converted from LINQ to manual loops

Phew, that was the more condensed version. Check here for the full unfiltered changelog!

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