Another Map Simulator · published
Hello everyone,
Thank you so much for your patience, it has been a long road, but I am happy with the results.
Be aware you might also need to re-do your custom nations as well.
Based on your suggestions, update 1.5 is the biggest simulation and customization overhaul yet: turning the Nation, Culture, Religion, Government, and Trait Designers into living mechanics that fundamentally change how empires rise, fight, trade, and evolve on the map.
4-Tab Nation Designer & Heraldry Studio: Completely rebuilt the Nation Designer from scratch. The Coat of Arms creator has been extracted into a spacious, dedicated Flag & Heraldry Studio featuring 15 heraldic divisions, a Freehand Drawing & Shape Engine (Brush, Eraser, Line, Rectangle, Circle, Bucket Fill, Eyedropper, and X/Y Mirror Symmetry), full emblem rotation and scaling, and a Custom PNG/SVG Importer so you can import any image from your PC. Saved flags are now automatically baked into high-speed textures so complex flags render with zero lag on the map and in the Inspector.
The Pillars of Civilization: Overhauled the Culture, Religion, Government, and Trait. Designers with dynamic descriptions and live mechanical integration. The Nation Designer now includes a Live Combined DNA Panel that calculates your exact national modifiers in real time, alongside custom Founding Rulers, Dynasties, Starting Economy Presets, and Historical Friends/Rivals.
Custom Start Dates & Resolution Scaling: Added Year/Month/Day spinboxes to the world generator menu, and implemented automatic UI resolution scaling across 720p to 4K monitors.
Desolate Crownland & Cultural Resettlement: Provinces devastated by war and famine no longer punch awkward neutral holes in your borders. Instead, they become uncolored Desolate Territory inside the realm's borders with zero output. Kings will now dispatch internal colonists from populous core cities to reclaim desolate wastelands, or send royal settlers into conquered provinces to culturally assimilate and replace hostile foreign cultures.
Dynamic Cultural Hybridization & Raiding: Peaceful Pluralist and Cosmopolitan empires that rule large minority populations can now organically fuse both peoples into a brand-new Hybrid Culture (blending their map colors, languages, and pillars). Meanwhile, Raiding cultures can now pillage neighboring provinces and coasts during peacetime without declaring a formal war, and Clan-Based noble houses automatically raise free 1,000-man clan retinues for their King during wartime.
Active Religion Engine, Holy Cities & Crusades: Provinces now experience religious friction and active missionary conversion (resisted by faiths with Communion of Saints and ignored by Secular or Ecumenical states). Every faith now designates a Holy City that grants Pilgrim Tithes and Stability to its guardian—if a heathen nation captures it, believers across the world unlock a Crusade for the Holy City!
Succession Wars, Liberators & Slave Raids: If a monarch dies without an heir while married to two rival powers, a continental War of Succession erupts between the claimants and their alliance networks over the throne. Liberator governments now shatter enemy empires in peace deals by carving out occupied territory into brand-new independent allied nations on the spot, while Slave Economy states seize captives during sieges and teleport them to their capital at the risk of sparking slave uprisings.
Condottieri Mercenaries: Merchant Republics now rent out their idle armies to warring Kingdoms for the duration of a conflict, collecting monthly wages and granted cross-border transit rights until peace is signed.
Clickable Royal Lineage & Dynastic Chronicles: Clicking on a nation's Ruler in the Inspector now opens a full Royal Lineage window tracking every monarch from Year 1 to the present day—complete with reign dates, age at death, traits, usurpations, and Dynasty Shift banners.
Transparent Economy, Trade & War Ledgers: Upgraded the UI Inspector to solve the "economic black box." You can now see live daily net gold (+X/day), hover over Economy for a full Taxes vs. Mines/Markets vs. Army/Fort Upkeep breakdown, and view a new Resources & Trade section showing Capital stockpiles, what strategic goods the nation produces, what it needs to import, and where its active caravans are traveling. Active Wars and Nation History now also display the exact Type of War (Casus Belli).
Cultural Census & Event Log Filters: Added a live Culture & Society census in the Inspector with ▲ / ▼ trend arrows and active colonist trackers. Added interactive category filter buttons (War, Diplo, Realm, Crisis) and color-coding to the Event Log, plus an In-Game Settings Menu accessible via ESC.
Organic Kingdom Variety & Biome Growth: Fixed an issue where provinces defaulted to identical 1,000-citizen estates on Tick 1. Starting populations, treasuries, and growth rates now scale dynamically with biome fertility, coastlines, and resource nodes.
Smart AI Army Sustainability & "Eternal Winter" Fix: Fixed a calendar math bug that caused winter attrition to trigger year-round, removed a duplicate upkeep charge, and taught the AI to size its peacetime standing armies based on net income and food supply (while mobilizing past peacetime limits during wars and rebellions).
Battle View & Replay Fix: Fixed an offset and first-frame cleanup bug in the Tactical Battle View that caused some battles to display a blank gray background, and updated historical replays to track full initial troop counts.
Save/Load & Geo-Only Fixes: Fixed ruler traits and custom rulers resetting to "None" upon reloading a save, fixed painted nations in Geo-Only mode defaulting to Feudal Counts, fixed sub-faction highlight colors blending into terrain biomes, and added a filename sanitizer to prevent Windows save crashes.
Stay tuned for the next update, and enjoy Steam Next Fest! Any feedback is greatly appreciated during the demo build.Until next time,
Overdramatic Games