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Jets, tanks and destroyers in battle beneath an orbital view of Earth

Command a real nation on a real planet.

A modern grand strategy RTS on an Earth-scale globe. Run the economy, move the supply, win the war.

  • ~1,500provinces on real borders
  • 64playable nations
  • 28resources to extract and refine
  • 10-40players per match
  • 2-4 hrsfor a full campaign

The whole planet is the board.

Zoom from orbit to a single road. Borders, coastlines and cities come from real geographic data, and every nation starts where it actually is.

Straits and canals are objects you can close. Shut one and the trade behind it has to find another way round.

Time never stops. A month passes about every ninety seconds, multiplayer included, so decisions happen while the world moves.

  • Malacca
  • Hormuz
  • Suez
  • Panama
  • Bosphorus
  • Gibraltar

Wars are won by whoever keeps the trucks moving.

Every unit carries fuel, supply and ammunition. Follow one shipment from the ground to the front line.

  1. 01Extract

    Mines, wells, farms and plantations pull raw resources out of real ground. Where they sit is set by geography, so some nations are rich in oil and poor in everything else.

  2. 02Manufacture

    Each factory runs one recipe from a toggle. Retooling takes time, so you plan your war economy before the war, not during it.

  3. 03Move

    Trucks drive real roads. Cargo planes fly the long hauls. Supply ships keep the fleet at sea, as far as their own fuel allows a round trip.

  4. 04Fight

    Armies are rarely destroyed by damage alone. Cut the supply line and encircle them, and they surrender. Armour, artillery, air power and air defence each play their part.

  5. 05Negotiate

    Propose a ceasefire, a non-aggression pact, military access or a trade agreement. War goals are declared up front, so every move is visible before it lands.

No nation starts self-sufficient.

There are five strategic resources. A standard nation starts with three. The other two you trade for, take, or steal.

Trade

Sign an agreement with a nation that has what you lack. It lasts as long as your reputation does.

Align

Bring a smaller AI nation into your orbit and share its ground.

Conquer

Take the province that holds it. Everyone sees the war goal coming.

Raid

Hit the convoy carrying it. Logistics routes are visible on the map.

OiOil
BxBauxite
RbRubber
ReRare earths
UUranium
Deal to see what a standard nation might start with.

The arsenal.

Fifty-eight units across air, land and sea, from supply trucks to supercarriers. Select one to inspect it.

Stealth Fighter
Stealth FighterAir

    Unit names are working titles while the roster is in development.

    Politics is a weapon too.

    Laws, leaders, technology and treaties decide what your army can do before it ever moves.

    Every government earns power differently.

    Laws, projects and diplomacy all spend Political Power. How you earn it depends on how you rule, and each system protects something different.

    Democracy runs on approval Oligarchy runs on elite wealth

    Threat and reputation.

    Threat says how dangerous you are. Reputation says whether your word holds. Coalitions form against the first.

    Big moves telegraph.

    A war needs a public justification timer, and new laws are visible while they pass. Neighbours get time to react.

    Five branches, four tiers.

    Technology picks are exclusive, so two nations with the same research never end up the same. Doctrines and military traditions shape how you fight.

    One leader, real trade-offs.

    Every leader archetype brings a strength and a drawback. Leaders stay until you replace them, so choose with the whole match in mind.

    A match fits in an evening.

    2-4hrs

    Campaign

    About ten in-game years. Build the economy, write your laws, work the diplomacy and fight the long war.

    BLITZ

    Short and decisive

    Most technology unlocked from the start, straight into conquest. Also the fastest way to learn the game.

    10 to 40 players per match

    Solo against AI nations

    No pay-to-win. Strategy decides it.

    From the current build.

    Captures from the playable prototype, alongside the design sheets the team builds against.

    Where the build is today.

    We work in phases. A phase ends when its work is done and tested, not when a date arrives.

    1. Design lock

      Complete

      Every system specified before code: economy, population, war, combat, politics, technology, leaders and AI. Sixty-four nations, fifty-nine technologies, thirty national projects.

    2. Simulation core

      Complete

      A deterministic simulation that plays a full match from start to victory. The same starting seed always produces the same result, which is what fair multiplayer is built on.

    3. Playable slice

      In progress

      The real-time globe, playable in Southeast Asia with the Philippines as the first front.

      8 of 14 feature groups shipped

      In the build now

      • Fuel, supply and ammunition on every unit
      • Truck convoys on real roads
      • Build tab: outposts, forward bases, ports
      • Cargo-plane airlift
      • Airports with runway and holding queues
      • Land combat, armour types and artillery
      • Ports and supply ships
      • Diplomacy: ceasefire, pacts, access, trade
    4. Full systems

      Planned

      The whole world map, every law, technology and unit, covert operations, AI opponents and onboarding.

    5. Multiplayer and balance

      Planned

      Lobbies of 10 to 40 players, dedicated servers, reconnection and closed playtests. Discord members hear about playtests first.

    6. Polish and launch

      Planned

      Visual and performance optimisation, accessibility, localisation and the store page.

    Watch it being built.

    A devlog every month on YouTube, with short reels in between.

    My Grand Strategy Game: 1 Month of Development
    FERVOR Studio

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