World Order: Global Power · published
Every campaign is now a different world. A bug meant the AI world replayed almost identically every game — the same powers rising and falling in the same order. Combined with a war-damage flaw that taxed the United States nearly 5% of GDP per year for two standing crises it never chose, this made outcomes feel scripted. Now: China usually overtakes, but not always, and not on schedule; America can decline, but through debt, war and choices rather than a fixed penalty.
You can pay off your debt. Reserves now build from your actual trade position, a new redemption programme converts them into debt repayment, and a sustained-surplus record earns you cheaper borrowing. A governed economy can clear its debts; a drifting one still drowns.
Policing works. Crime had no reachable equilibrium — maximum funding could still lose ground forever. It now settles at a level your budget determines, and the Police screen shows exactly which drivers are pushing it and how much deterrence you have left. Crime and poverty also now drive protest directly.
Peace treaties have real terms. Defeated AI offers reparations before territory, and you can impose war reparations, forced disarmament and industrial dismantling — each with real, lasting effects and real diplomatic blowback.
Also: trade now genuinely pays for things (duties into the budget, surpluses into reserves), direct trade requests from the map, a free budget-allocation mode, bulk regional programmes priced as national programmes rather than 38 separate interventions, and a per-capita/household-income/PER indicator set with world rankings.