January 2nd update
FIXES (Map) Fixed edge scrolling not working anymore after mouse pointer hovering the mini-map HAPPY NEW YEAR TO ALL OUR PLAYERS !
FIXES
- (Map) Fixed edge scrolling not working anymore after mouse pointer hovering the mini-map

Strategy Game Studio · Avalon Digital
FIXES (Map) Fixed edge scrolling not working anymore after mouse pointer hovering the mini-map HAPPY NEW YEAR TO ALL OUR PLAYERS !
IMPROVEMENTS (UI) New user interface with more consistent colors, layout, and aspect of many UI elements to improve readability and overall appearance. (Card Play) Accelerated card play during AI turns: Clicking anywhere on the screen while the card played by the AI is being pres
A quick update has been made yesterday to improve the grand campaign (only the main scenario for now) experience and incorporate remarks from players. Taiping Provincial Governors and Units The Taipings now can decide to appoint Governors in provinces they control the capital (Mo
A quick update has been made yesterday to improve the grand campaign (only the main scenario for now) experience and incorporate remarks from players.
Taiping Provincial Governors and Units
The Taipings now can decide to appoint Governors in provinces they control the capital (Mongolia excepted). If so, they receive once a card (3 VP cost) that will provide a governor in the capital and 2 local militias (they work exactly like Qing governors and Green Banner militias). 3 more militias can later be build. This will be helpful to meet the provincial garrison limit preventing revolts.
Note that those units may never leave their home provinces (whater happen) and the card is only drawn if the Taiping army takes the capital (not if FD or other nations).
Taiping Forts and Fortified cities
Taiping may be (at a heavy cost) forts in Jiangning and Guangzhou (the latter is not available if they welcome FD).
They can also build fortified towns at the same location as the Qings' ones (those in Yunnan are Pingnan Gua and those in the West are Hui Tongzhi).
Abandonning Provinces Penalty for Qing
If the Qing move their province governors away from their home provinces (possible after some specific Imperial concern level), every 2nd or 3rd turn, the loyalty in the said province will drop by 3, which can in turn quickly lead to local political issues. The Emperor cannot abandon the provinces without a governor...
Hi, we made an update today that fixes the really annoying bug of stacks disappearing from the map + game stuck after a battle during AI turns. Thanks for your patience and support
Hi, we made an update today that fixes the really annoying bug of stacks disappearing from the map + game stuck after a battle during AI turns.
Thanks for your patience and support
Improved Battle List window, updated leader information (leaders ranks) , siege cards fixes
Improved Battle List window, updated leader information (leaders ranks) , siege cards fixes
FIXES (Summary phase) Fixed list of battles not being displayed (Siege cards) Fixed a bug where a card played during a siege could freeze the game (Siege) Fixed a bug that brought back the siege window to card play each time Enter was pressed (Battle List) Fixed a bug that caused
FIXES
INTERNAL
• (Info Window search) Swapped position of magnifier icon and input field to decrease the temptation for the player to press Enter after typing
• (Unity) Version 2022.3.41
TAIPING MAJOR UPDATE The game now works with the 1.5 version of the SGS engine, which includes in particular the most important Loyalty system (already used in SGS We The People ) as part of its design. Loyalty The loyalty system is a major change in gameplay, as you no longer ju
The game now works with the 1.5 version of the SGS engine, which includes in particular the most important Loyalty system (already used in SGS We The People) as part of its design.
The loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded.
Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.
Loyalty will also affect income (a region 50% loyal to you will bring only half income), and fog of war: you can see all details of enemy forces in regions that are stringly loyal to you...
This will come with a dozen of extra cards for each side, adjustment of older cards and events effects, and many more events.
So in short, a complete new (and improved) way to play
We will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:
Etc…
New leaders, such as Augustus Frederick Lindley, Song Jingshi, Lan Chaozhu or Zhang Zongyu
Unrest units (like local discontent people, they don’t fight really good but their presence seriously degrades loyalty)
The engine has been also updated with many more features, as described in the other announcement (short summary below).
Battle view: Battle location highlighted on the map for easier recognition.
Battle List: the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages
Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)
Information: more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.
Combat System: new feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)
Movement: Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)
Retreat: land retreat is now possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat)
Naval retreat and embarkation upon port capture: naval units in a just captured port will sail away, and land units inside port will embark (loading space permitting) on the retreating ships.
Combat: combat bonus are capped at -4/+4 (all modifiers of all kinds added)
Morale boosters are capped (designer choice, in Taiping this is +4)
Morale can not exceed 9 (this is max cap, all modifiers from all kinds added)
FoW: reconnaissance cards can only view units not under fog of war now (but may be changed by specific scenario rules), so you no longer see or select yellow spots not visible normally.
NEW • Loyalty : the new loyalty System (as described in full in the latest SGS We the People update), with region loyalty split and assigned to both sides, possibility to examine enemy stacks in region heavily loyal to you, construction of units in very loyal regions even if unco
• Loyalty: the new loyalty System (as described in full in the latest SGS We the People update), with region loyalty split and assigned to both sides, possibility to examine enemy stacks in region heavily loyal to you, construction of units in very loyal regions even if uncontrolled, switch of region controls based on loyalty levels, loyalty score affecting region income, retreat allowed in region with high loyalty despite enemy control, etc…
• Battle view: Battle location highlighted on the map for easier recognition.
• Battle List: the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages
• Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)
• Information: more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.
• Combat System: new feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)
• Movement: Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)
• Retreat: land retreat is now possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat)
• Naval retreat and embarkation upon port capture: naval units in a just captured port will sail away, and land units inside port will embark (loading space permitting) on the retreating ships.
• Combat: combat bonus are capped at -4/+4 (all modifiers of all kinds added)
Morale boosters are capped (designer choice, in Taiping this is +4)
Morale can not exceed 9 (this is max cap, all modifiers from all kinds added)
• Fog of War: reconnaissance cards can only view units not under fog of war now (but may be changed by specific scenario rules), so you no longer see or select yellow spots not visible normally.
Video Tutorials: the progress bar progression is now working as expected
All games that will release from now on will receive the 1.5 version. Some elements will be used depending on relevance for the game or not (e.g. Loyalty only in grand strategy simulations where it bears some significance).
The improvements above will require time to implement and adapt to each of the games, when relevant. The first game to benefit from most of it will be SGS Taipings. According to our task list, other important games will benefit from it too, depending on the interest provided by the changes, the complexity of adaptation and, mostly, the availability of a major patch or update for the game.
It takes at least 3-4 weeks to adapt an older game (with testing), and for some the improvement may not be crucial.
The preliminary list, not set in stone though, shall be the following
SGS Korean War (no loyalty)
SGS Afrika Korps (no loyalty)
SGS NATO’s NIGHTMARE (No loyalty but with a Major update)
SGS Overlord (no loyalty)
SGS Heia Safari (with loyalty)
And more later on…
Here is a new trailer for the upcoming new wargame in the SGS Battles series, on the topic of the important battle of Shanghai, in 1937: SGS Battle for Shanghai. Coming soon on Steam.
Here is a new trailer for the upcoming new wargame in the SGS Battles series, on the topic of the important battle of Shanghai, in 1937: SGS Battle for Shanghai. Coming soon on Steam.
https://www.youtube.com/watch?v=LL-EIODn-XE
https://store.steampowered.com/app/2595230/SGS_Battle_For_Shanghai/
Some important news for you Loyalty This Summer SGS Taipings will receive a major update, with the most important Loyalty system (which already works in SGS We The People) part of its design. The loyalty system is a major change in gameplay, as you no longer just go through a reg
Some important news for you
Loyalty This Summer
SGS Taipings will receive a major update, with the most important Loyalty system (which already works in SGS We The People) part of its design.
The loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded.
Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.
Loyalty will also affect income (a region 50% loyal to you will bring only half income), and fog of war: you can see all details of enemy forces in regions that are stringly loyal to you...
This will come with two dozens of extra cards, and many more events.
So in short, a complete new (and improved) way to play
More Events
We will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:
More Units
Game engine upgrade
All the next major engine update will be in the game. Some Taiping specific issues will be solved.
Price Change
Because of new content, the game price will be increased. The GOOD NEWS for all of you who already own the game by then is that you get ALL the above for FREE
Cheers
https://store.steampowered.com/app/1519060/SGS_Taipings/
Here is a new trailer for this future wargame in the SGS Battle series, on the topic of the emblematic siege battle of Dien Bien Phu that ended French rule over Indochina in 1954.
Here is a new trailer for this future wargame in the SGS Battle series, on the topic of the emblematic siege battle of Dien Bien Phu that ended French rule over Indochina in 1954.
https://www.youtube.com/watch?v=K2KnY_6kRqg
https://store.steampowered.com/app/2595220/SGS_Battle_For_Dien_Bien_Phu/
Here is a quick post to answer an interesting question from one player on Facebook : "What has been the best selling SGS game so far?" So, if you consider from the start of the serie, since SGS Winter War, then the four best sellers in term of quantities are : SGS Taipings , SGS
Here is a quick post to answer an interesting question from one player on Facebook : "What has been the best selling SGS game so far?"
So, if you consider from the start of the serie, since SGS Winter War, then the four best sellers in term of quantities are : SGS Taipings, SGS Korean War, SGS Afrika Korps and SGS Winter War.
It changes a bit if you consider the fastest selling SGS titles, so in term of time since their release, then it is currently : SGS Taipings, SGS Nato's Nightmare, SGS Korean War and SGS Afrika Korps.
In a way we can say that so far our top 3 would be : SGS Taipings, SGS Korean War and SGS Afrika Korps.
We're opening a new group as we did recently on Facebook, see here , for gamers who prefers using Steam to search and find opponents for multiplayer games : SGS Arena Enjoy !
We're opening a new group as we did recently on Facebook, see here, for gamers who prefers using Steam to search and find opponents for multiplayer games : SGS Arena
Enjoy !
A seldom known part of the rich and colourful history of China comes to life in this grandiose epic covering the bloodiest war in the Middle Kingdom. And the story continues with more content regularly added and even more to come soon in the coming weeks.
A seldom known part of the rich and colourful history of China comes to life in this grandiose epic covering the bloodiest war in the Middle Kingdom. And the story continues with more content regularly added and even more to come soon in the coming weeks.
Clarified tooltips explanations on some of the artillery units used by non-European forces.
Clarified tooltips explanations on some of the artillery units used by non-European forces.
Engine Fixes We corrected a performance problem linked to the display of a large number of cards ( FPS rate improved threefold). That should make your game experience more fluid. We have changed some rules of Assault battles: units having taken refuge inside the city will partici
Here are three new short videos for the upcoming SGS Nato’s Nightmare. The release of the game is planned for May 4th, 2023. Enjoy ! See also our article SGS Nato’s Nightmare Concepts and Presentation for more details about the game.
Here are three new short videos for the upcoming SGS Nato’s Nightmare. The release of the game is planned for May 4th, 2023. Enjoy !
See also our article SGS Nato’s Nightmare Concepts and Presentation for more details about the game.
https://www.youtube.com/watch?v=ciOaPHQJwFA
https://www.youtube.com/watch?v=I8NWawBylHc
https://www.youtube.com/watch?v=Rv3-HTCkwI4
https://store.steampowered.com/app/1849360/SGS_NATOs_Nightmare/

-50% to -60% off on many games from Avalon Digital. April 20-24 2023.

-50% to -60% off on many games from Avalon Digital. April 20-24 2023.
Added annual events giving VP for capital provinces regions control. Fixed a few cards Corrected some errors in the scenario sheets.
Added annual events giving VP for capital provinces regions control.
Fixed a few cards
Corrected some errors in the scenario sheets.
FIXES Fixed error in River Fleet card Fixed Feng Yunchen still present in 1857 while he had died in 1852 Fixed arrival of leader Luo Dagang Changed the values of Mongol cavalry to match their actual historical capacities (1 less in all of attack, defense, movement and morale. No