We have just updated Realpolitiks to version 1.3.7 and introduced a new important game element along with several bug fixes and balacing tweaks.
We would also like to thank everybody who took part in the weekend betatest and shared their comment in the forums! Based on the feedback, we have tweaked several things.
Please note that old savegames are not compatible with the new build. If you want to finish the campaign, you can roll back to the previous build by selecting 134build in the Betas tab (Right click the game in Steam library and navigate to Betas tab).
Here's a full changelog:
- Added Separatism mechanics
- Fixed Action Points costs reported by users in the forums
- Minor fixes
Separatism
Separatism is a new gameplay mechanic. Its goal is to balance the difficulty for large countries in later stages of the game.
As you conquer more and more territories, various cultural differences will start causing civil unrest and you will need to spend more resources in order to keep your country stable. Separatism has several levels and each level brings more trouble. The update comes with a new in-game menu, new actions and cooldowns to manage the crisis.
This is a brand new gameplay mechanic and we're looking forward to your feedback, should you decide to take part in the beta weekend.
How Action Points (AP) work in 1.3.7
For some projects, the implementation and maintenance costs are connected to country population size / GDP / number of provinces. Detailed information is provided in tooltip while selecting maintenance cost in Projects window.
For example: project 'Universal Health Service' maintenance costs are linked to population. For a very populous countries maintaining such service can be relatively AP expensive.
Also, when your country provinces have a very high GDP values, you do not need so many projects providing GDP growth.
Please take into consideration that some advanced projects may be working good with small/medium countries only. Therefore, as your GDP and Population grow high enough, you may think about deactivating advanced projects to save some AP/money for actions like spying/blocks/United Nations. (simple projects from the beginning of projects 'chain' should be now affordable)
A good idea is to check projects maintenance costs in Statistics window and manage projects by activating/deactivating them.
It is worth to notice that Action Points increase is mainly connected with population size and number of high score rated provinces. However, having a very high population size, Projects maintenance costs based on population can be higher than AP income based on population.
Patch 1.3.4 - Changelog
- GDP Growth is calculated correctly
- Higher penalties for warmongering
- Nuclear attack modifiers window added
- Additional events added
- Some projects maintenance costs are now updated over time in relation to population/GDP size
- Various minor gameplay balancing tweaks
Patch 1.3.3 - Changelog
General:
We are aware of the economical ‘problems’ in the second part of the game. Players will reach a point where they have so much money, they don’t even know what to spent it on. Projects’ maintenance costs should constantly scale to the economical level of the country which should work as an inflation element. Currently, there is a serious bug that is preventing this scaling from taking place. It will be fixed in the next patch.
Shortcuts are now in the game
F1 – Menu
F6 – Autosave
1, 2, 3 – time control
Space – pause
Num+, Num- - zoom in, zoom out
Arrow keys/WSAD – moving around the map
Bug fixes:
- Various windows should now be more transparent and less confusing.
- Fixed an issue with huge save files loading times
- Fixed an issue with random disappearing of units after war
- Fixed various issues with resources
- Forming Scandinavia will now properly include player’s country in the new nation
- Changing political system during wars will now effectively change requirements for nuclear attacks
- Implementing unique projects won’t block deactivation of the other projects anymore
- Fixed various typos, wrong strings and minor bugs
Balance:
[*]Going bankrupt will now set money and AP to 0
[*]AI should now be more effective during wars
[*]Costs and effects of some diplomatic and spy actions has been revisited
[*]United Nation’s coalitions should now attack more often and with more units
[*]High Warmonger will now more drastically decrease relations with the rest of the world
[*]Environmental damage will now decrease slower
[*]Block members should now be less likely to leave player’s block, when the notification about leaving possibility is active