
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.
A modern grand strategy RTS on an Earth-scale globe. Run the economy, move the supply, win the war.
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.
Every unit carries fuel, supply and ammunition. Follow one shipment from the ground to the front line.
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.
Each factory runs one recipe from a toggle. Retooling takes time, so you plan your war economy before the war, not during it.
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.
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.
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.
There are five strategic resources. A standard nation starts with three. The other two you trade for, take, or steal.
Sign an agreement with a nation that has what you lack. It lasts as long as your reputation does.
Bring a smaller AI nation into your orbit and share its ground.
Take the province that holds it. Everyone sees the war goal coming.
Hit the convoy carrying it. Logistics routes are visible on the map.
Fifty-eight units across air, land and sea, from supply trucks to supercarriers. Select one to inspect it.
Unit names are working titles while the roster is in development.
Laws, leaders, technology and treaties decide what your army can do before it ever moves.

Laws, projects and diplomacy all spend Political Power. How you earn it depends on how you rule, and each system protects something different.
Threat says how dangerous you are. Reputation says whether your word holds. Coalitions form against the first.
A war needs a public justification timer, and new laws are visible while they pass. Neighbours get time to react.
Technology picks are exclusive, so two nations with the same research never end up the same. Doctrines and military traditions shape how you fight.
Every leader archetype brings a strength and a drawback. Leaders stay until you replace them, so choose with the whole match in mind.
About ten in-game years. Build the economy, write your laws, work the diplomacy and fight the long war.
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.
Captures from the playable prototype, alongside the design sheets the team builds against.
We work in phases. A phase ends when its work is done and tested, not when a date arrives.
Every system specified before code: economy, population, war, combat, politics, technology, leaders and AI. Sixty-four nations, fifty-nine technologies, thirty national projects.
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.
The real-time globe, playable in Southeast Asia with the Philippines as the first front.
The whole world map, every law, technology and unit, covert operations, AI opponents and onboarding.
Lobbies of 10 to 40 players, dedicated servers, reconnection and closed playtests. Discord members hear about playtests first.
Visual and performance optimisation, accessibility, localisation and the store page.
A devlog every month on YouTube, with short reels in between.
Leave your email and we will tell you when playtest sign-ups open. Nothing else.