Age of Clicks 0.70 - The Biggest Update Yet
Economy, trade, diplomacy, army, interface and editors — almost every system in the game has been rebuilt or deepened. Everything below is in order, with pictures. The game is still in Early Access and the balance is still being tuned.
In short
- Economic cycle — a country's economy state from Depression to Overheat; it sets how fast you build
- Buildings — build times, tiers with a choice of branch, a new look for each era
- Production — its own tab: workers, chains, line shares, the civilian ↔ military focus
- Deposits — ore lies in specific places; no deposit, no mine
- Budget, living standard, loans — a new budget window, the population eats goods, debt and default
- Trade — contracts between countries, a supplier catalogue, a route map
- Diplomacy — an agreements desk, land lease and purchase, influence and regime change, two kinds of blocs, the Course of the State
- Land — integrating territory for money and time, national uprisings, reworked puppet states
- War — initiative bubbles, army doctrine, a "one year into the war" forecast, peace bought with points
- Interface — a living map instead of illustrations in the menu, a customizable top bar, hotkeys, the world ranking
- Editors — an events editor, a formable-nations editor, a resources layer, a full-screen scenario workbench
ECONOMY
Economic cycle
Every country now has an economy state — a scale from 0 to 100 split into eight zones: Depression, Recession, Stagnation, Norm, Steady growth, Fast growth, Economic boom and Overheat. It sits above the bottom panel in the "Economy" map mode. The zone decides how fast the country builds: from ×0.5 in Depression to ×1.5 in a boom. Overheat, though, is a trap: build speed there falls to ×0.85, so you cannot push the economy forever.
The marker follows the development of the economy. Clicks on your own land (including hold-to-click and the auto-clicker) push it up, and a long fall in income drags it down — that is the "Slump", up to −25 points. Idling alone will not drop you below Norm: you only fall if you really lose ground. If the economy slides for long, a crisis hits: for 200–450 game days clicks are half as strong, production is 30% lower and the scale is pressed down. How deep and how long it is depends on how long and how hard income was falling. Crises happen only to the player (the AI has the cycle, but no crises). The zone also affects living standard: it drops in Stagnation, Recession, Depression and Overheat.
Construction takes time
Buildings no longer appear instantly. Extraction, processing and military buildings have a build time — from 12 seconds for mines to 80 for the reactor and the shipyard (at normal speed) — and the current cycle zone multiplies it. A ×10 batch is built in parallel, and the row shows an amber "×N" badge with a progress bar. The utility upgrades stayed instant: Click Power, Finance, Tax Office, Railways, University and Diplomat.
Building tiers and forks
Ten kinds of buildings — the eight extraction buildings, the steel mill and the oil refinery — now have real levels of development. Tier II opens when 12/15/10 buildings are built (iron, coal and sawmill / the rest / uranium), tier III at 30/35/25. Each tier multiplies output (×2.5 and ×6 for extraction, ×3 and ×9 for processing), but the next building also gets dearer (×2.75 and ×7 for extraction, ×3.3 and ×10.5 for processing). The building is renamed: a mine grows into an "Iron Megacomplex".
On entering tier II and tier III you get a fork with three branches, and the choice is final. For tier II they are "Output" (+30% output, +25% workers), "Crew" (−25% workers, price +20%) and "Speed" (price −15%, build time ×0.5). For tier III — "Scale" (+40% output), "Flow" (+15% output, price +20%, build time ×0.6) and "Treasury" (price −20%, build time ×1.5). The choice window opens by itself, and while it is on screen the game is paused. Countries' starting buildings are now computed by one curve instead of 27 hand-written tables.
Buildings change with the eras
33 buildings got up to five looks by era (before 1000, 1500, 1800, 1950, and later) — each with its own name and its own gate technology: Tar Kiln → Pitch Works → Oil Rig, Forge → Blast Furnace, Roads → Paved Roads → Canals and Highways → High-Speed Lines. Resource icons follow the era too, and in antiquity the tank factory is unlocked by "Chariots". Three new era-0 technologies were added: "Alchemy", "Siege Engines" and "Falconry".
The production system
A "Production" tab appeared in the upgrades menu (key E): it shows only what is built and explains where goods come from. At the top is the balance of people: one worker slot equals 1000 people, and a building takes 4/6/10 slots (extraction/processing/military); meters for "Capacity load", "Efficiency" and free versus needed workers; and a "Consumer Goods" block with demand, output and coverage.
Each line has its own worker-share slider: a line slows down only if its share is below 90% of what is typical for its group, and 0% stops it completely. The global "Civilian ↔ Military industry" slider instantly reshuffles workers between lines. Changes pile up as a draft and are applied with the "Accept decree" button. In each line's square there is a ring: the arc shows the progress of the output cycle (green — working, yellow — out of raw materials, red — out of workers), and you can click it to speed up output (up to 5 times per cycle). A building's page has a "Production chain" card: who feeds this building, whom it feeds and what is missing, and tapping a neighbour opens its page. The menu's blocks now fold, and sticky navigation stays at hand while you scroll.
Deposits
Ore is no longer "available to everyone": deposits are specific spots on the map tied to the landscape (mountains — iron, copper and uranium; deserts — oil; tropics — rubber; taiga — wood, and so on). No deposit — no mine (the game says "Needs a deposit"), and the yield from barren land is zero (before, there was a consolation minimum). There is no oil at sea. A country bigger than an islet is guaranteed one to five strategic deposits, depending on its size. The new "Deposits" map mode shows every deposit; it replaced "Country resources".
A shortage shows right on the top bar: iron, coal, oil and rubber light up a shortage icon, a tap opens trade, and hovering shows the stockpile card — stock, daily production and consumption, what is idle and what is missing.
Budget
The new budget window is a slide-out panel on the right (the treasury plate on the top bar, or key B). At the top — net income and a daily graph (month / year / all time), then cards: spending by five sectors, income, expenses, the social budget and sovereign debt. Rows with an arrow lead to the menu that changes them, and "Export" and "Import" expand per resource.
The social budget is split into three sliders — Wages, Benefits and Pensions (40/35/25 by default). Wages give up to ±15 points to worker output, benefits work best on happiness, and the window immediately shows what the chosen split gives. For poorer countries, administration costs no more than a third of income, and the row shows the "full price".
Living standard
A separate scale of citizens' living standard: Destitution (below 35), Hardship (below 48), Tolerable (below 58), Comfort (below 68) and Prosperity. It is made up of the country's development, happiness, social spending, wages, consumer goods, the cycle zone and the form of government, and war pulls it down (up to −25). The standard affects population growth (×0.5…×1.5) and worker output (×0.9…×1.1), and below 40 a risk of a strike builds up: for 5–15 days output, taxes and conscription are 35% lower. The population now truly consumes 16 kinds of goods, supplied by light industry and imports — the economy has stopped being abstract. The standard is shown on the top bar, in the "Living standard" map mode and in the "How People Live" card; bots and events react to it.
Loans, debt and default
The budget has a "Sovereign Debt" card with a credit rating (D / CCC / BBB / AAA). The loan limit is 10 to 60 days of gross income, the rate 0.15% to 1% per day, the term 30/60/120 days. Debt service is separate lines in the budget. Miss three days of payments and you are in default: the market is closed for 180 days, revolt risk +25, and the debt is cut by 40%. Only the player can borrow from the market. Between countries, loans are issued against land (15% a year, through the agreements desk): if it is not repaid, the collateral goes to the creditor, who also gets a reason for war.
TRADE AND DIPLOMACY
Trading by contract
Instant buying and selling and the old "World Market" are gone. Trade runs on two-sided contracts between countries: you order N units of a good from a country at a price you name yourself (80–120% of its quote). Delivery comes in equal batches over a year, payment is made as goods arrive, and if the seller falls behind, the contract waits up to three years. A seller is finite: it hands over only what is above its own reserve. The bot decides whether to sign: it agrees if you are not its enemy and the price is at most 20% worse for it than its own quote. The "AUTO" switch renews the order at the day's price as long as that is no worse than ×1.2.
The price takes into account the seller's subsoil, relations with it, embargoes, sanctions and a markup for delivery. Automatic shortage buying remains (at triple the price and no more than 35% of gross income). On the left is the "Trade" catalogue: who is cheaper and "will give up to N a year", and you place the order straight from the row; on the right — "Your trade" with totals by goods and by country.
Trade routes on the map
Contracts are drawn on the map: a route runs along roads from the biggest city, dotted across the sea, and cargo tokens travel along it. Green — you sell, red — you buy, blue — open market access, thickness — volume; a legend sits beside it. A country's "trade influence" (0 to 100: market access, contracts, relations, treasury) tints the map and the scale in the country window.
The diplomatic agreements desk
The "Diplomatic Agreements" button in the country panel opens a desk where a treaty is assembled from articles (up to 10). You give — gold, goods, a land lease, a loan, a non-aggression pact. You ask — gold, market access, land, a lease, goods, a loan, or a war against a third country. At the bottom is the "readiness to sign" scale and a stamp — WILL SIGN / WILL REFUSE / CANNOT HONOUR / HOSTILE: the AI weighs the whole treaty and signs from 50%. A refusal costs nothing, and a treaty is signed only as a whole.
- Market access — opens another country's market and removes the embargo markup (needs good relations and diplomacy points).
- Territory lease for 1, 2, 3 or 5 years: rent is 0.2% of the valuation per day, leased land is hatched with a "lattice" in the owner's colour, and war between the parties voids the lease. If a tenant refuses to return the land, sanctions fall on it: prices ×1.5 for 60 days, and if it persists, ×3 for a year plus a reason for war. Then they expire.
- Land purchase for gold or in exchange for land: the valuation comes from area, coast, population and output, and influence can win a discount of up to 30%.
- A loan against land and the "Declare War on 3rd Country" article.
Military alliances and economic unions
Alliances split into two kinds. A military alliance (relations 50+): the leader picks a doctrine — defence (+15% defence), offence (+10% attack, +15% infamy), standards (−12% upkeep) or mobilisation (+15% conscription); 40 diplomacy points, once a year. Allies can be given equipment through lend-lease (up to 8 programmes). An economic union (relations 30+): a common market, a discount on trade inside the bloc (up to 25%), a duty on outside purchases (up to 30%) and a shared fund with payouts every 30 days. Members who fight each other are thrown out of the bloc. The "invited to a bloc" window now explains the outcome: what happens to the charter and relations, and who will leave the bloc. A rival's ally can be pulled out of an alliance for influence (20 influence plus a quarter of its loyalty); after that a two-year ban applies.
Influence and regime change
Influence is a new currency: gifts give relations and influence depending on how valuable the gift is to the receiver, and influence itself fades with time (about 5.5 a year). You can invest it in a foreign country: the "Regime change" button raises the support of a chosen party (you invest 5/10/20 at a time, each point gives +1.2% support). When support is above a threshold (50–80% depending on how repressive the regime is), power changes peacefully; otherwise you can stage a coup — a chance from 5% to 90%, with outcomes: success, civil war or failure (−40 relations). Not against vassals and players, once per 730 days per country; bots do not stage coups.
Forms of government and society
The hard limits on tax and conscription per form of government are gone; the sliders are now 0–100%. In their place works the tolerance of society: it grows with social payouts, living standard and habit, while sharp rises in tax or conscription and cuts in payouts hit happiness. Pressure from 50% turns into protests (taxes down by up to 15%). Forms are marked with white silhouettes (there are 18). You can also design your own form of government: a name, colour, symbol, flag and up to three traits out of fifteen (each has its price, and some pairs exclude each other).
Course of the State
Six institutions — industry, army, science, trade, diplomacy and bureaucracy — develop along the "goals of the state": you pick two, a matching pair gives a name and a bonus, and a conflicting one drags you down. A development point arrives about every half year of game time, and each point is a reform from the tree (three paths of 13–14 reforms, "either/or" forks, some reforms have a price and a "season" — war or peace; the last reform of a path is its "look"). Reforms can be removed for diplomacy points and gold. The Course exists only for the player; bureaucracy speeds up land integration. The course cell sits on the top bar, and the window opens with key G.
LAND AND POWER
Land integration
Land you have conquered or received by treaty does not become part of the country at once. While land is "not in the state", its population counts as 5%, administration costs more (up to ×4) and happiness falls (up to −60). Integration costs money and time: (1750 + the cost of the cells) × a distance coefficient — ×1 at your own border, ×3, ×5, ×7 and ×9 across one, two, three and four or more foreign countries, ×3 for overseas land. The work takes from 640 to 2880 days (a tick is 5 days), with one queue per country; bureaucracy from the Course of the State speeds it up. Debuffs fade as the work goes on, not only at the end.
The map shows three states: occupation (dense hatching), "own but not integrated" (thin hatching; in the "Land Integration" mode amber means unpaid and blue means work under way) and integrated (no hatching). A separate "lattice" is a lease. Progress shows in your country panel ("Land Integration N%"), a chip with the revolt risk and price hangs at the top right, and lands are picked with a brush or a fill.
National uprisings
Every unintegrated nation builds up revolt risk: 6 years to 100% at base, ×1.5 at war, up to ×4 when overextended, and ×1.25 if the nation still exists. Paying for integration stops the growth at once. Warnings come at 50% and 80%. At 100% (from 260 cells) the people break away: a dead nation is resurrected and fights, a living one takes land and fights, and a vassal, an ally or a pact returns the land without war. The owner keeps at least 20%. Revolt strength now defaults to 75% (it was 100%).
Puppets and vassals
The vassal-management engine was reworked. Autonomy equals the desire for freedom minus integration and falls into three levels: marionette (below 20), vassal (20–45) and dominion (45+). A marionette does not fight on its own and does not sit at the peace table (the "SATELLITE" tag; the overlord speaks for it), and it follows its overlord into any war. A vassal has no foreign policy. A dominion declares wars itself and shares the spoils. The country panel gained a vassal block: an autonomy scale, tribute, integration (4 cells of 25%, an "Invest" button) and a border decree. Integration became much more expensive in gold (about 30 times), and taking half a fresh marionette's land no longer works — it will revolt.
Formable nations
Formable nations are no longer a "set of whole countries" but drawn territories. To proclaim a nation you must hold 80% of its land as your own (occupation does not count), pay population/8 in gold and have a suitable form of government. The window shows progress and who holds the missing land, and everything outside the territory is darkened on the map. There are now almost 470 entries instead of about 50 (175 distinct nations against 8), and only a "claimant" can proclaim one. There is also a formable-nations editor (see "Editors").
WAR
Initiative bubbles
A minigame during war. On the front line, right on the map, a pin with the enemy's flag appears, with "TAP!" and three arcs: gold — time, green — your clicks, steel-violet — the bot's share. You must tap the pin within a limited time, but this is not just a race against a timer: the bot fills its own bar in parallel, and whoever finishes first takes the sector. If you win, on this stretch of the front (about 150 days of game time) your waves are stronger and more frequent, the enemy's are weaker, and you get three free click waves. If you lose, the initiative goes to the enemy, mirrored.
On normal difficulty you need 8 taps in 4 seconds while the bot closes its arc in 3.8 seconds; on hard, 12 in 3.5 seconds; on the two easy levels the bot cannot make it, and you can only lose to the timer. A bubble appears on land only (there is no line of contact at sea), only in your own wars, not in the tutorial and not earlier than 20 seconds after the war starts. Pause honestly freezes the timer; if the front line moves or a panel covers the pin, the window is cancelled with no penalty.
Forming the army: doctrine
You no longer have to assemble every division by hand. The player sets the composition and how many divisions to keep, and the country recruits them and replaces losses on its own; by default everything runs automatically. The number of divisions depends on the country's size: three for a small country, up to 28 for Russia (the ceiling grows with the military budget) — and never more than the equipment stockpile can support. The composition is chosen by what the country is actually rich in: lots of tanks — tank divisions, only infantry — infantry ones; there is one rear battalion per eight combat battalions if there are enough recruits. Divisions are added one at a time every few seconds and top themselves up to their composition; disbanding returns up to 70% of the equipment.
Militia now also has a composition and needs people: automatically it is two infantry (plus a gun if artillery is strong, plus a rear unit with a large recruit pool), or up to six per branch by hand. Posts tie up recruits, and a shortage of people cuts their weight. The menu is at "Army → Military Dossier → the Army tab"; any slider switches to manual mode by itself, and you can go a whole game without ever opening it.
The "one year into the war" forecast
Before you declare war, the force comparison shows not only "now" but also "after a year of war": the bot's military budget and doubled production, recruits, losses. "Army today" counts the exchange of blows (the bot's hidden bonuses, defence, country sizes, mobilisation), while the verdict and the "Enemy arms ×N faster" chip warn you that dragging the war out is a bad idea.
Peace with a bot
The answer to "ask for peace" no longer depends on a die roll. A bot that has just taken land and is not exhausted refuses; otherwise it signs after a year of game time without front movement — at once if it has lost 30% of its land or more, is 99% exhausted or has been devastated by a nuclear strike. A refusal names the reason and the time, and diplomacy points are charged only for an accepted request. The bot itself offers the status quo, and a frozen front (about two years) or a war that runs too long (about six) ends in peace "as it stands". The war report has a new "The enemy is ready to sign peace…" line.
Orders, camera, war mark and nuclear strikes
- The order arrow presses every enemy across whose land the line passes, not just the country under the tip. The first touch sticks to your own land, and while the order runs, chevrons run along the shaft.
- Camera follows the front: the crosshair button in the Military Dossier (or key F) — the camera rides along the line of the chosen war and follows it. WASD or the middle button release it.
- The war-declaration mark: a strike flies from country to country in an arc, with a ring and a two-flag plate at the border, and a coalition appears as a fan. Bot wars are visible too.
- Allies: "Join the war for…" — with no justification and no infamy; the commitment is "Defence only / Every war".
- Nuclear strikes: shake, flash and sound only for the block in frame; pressure toward capitulation is limited by land lost; the AI does not strike where its own divisions stand.
War balance
The front moves 27% slower, losses per battle are lower (about a third lower for the player, a fifth lower for bots), in the first 90 seconds of a war attacks are weaker (half for the bot, 30% for the player), and against an exhausted enemy a "breakthrough" is possible. The army costs 15% more, and equipment in divisions now pays upkeep and eats ammunition. The bot builds its army more fairly: the "bot : player" output gap on normal difficulty shrank from about 3.4 times to about 2.4, and bots now produce military equipment and vehicles a further 30% slower (the materials for them cost bots 30% more). Fortifications are 30% weaker (a maximum of +56% instead of +80%).
INTERFACE
World ranking
A window on key L, a badge by the flag, a cell in diplomacy and a line in country select. Position is set by share of world power: economy 35%, army 30%, population 20%, territory 15%. The table refreshes once a month ("+2 this month"), has five tabs, and a row unfolds.
Screens and cards
- The technology screen was rebuilt: researched nodes are green, branches are colour-coded (army red, economy yellow, politics blue), available nodes glow; a queue with buttons, a card with a single button, an era ribbon, wheel zoom.
- The notice feed: cards under the top bar instead of flat toasts — threat and coalition, land integration, national uprising, course, regime change; a click dismisses or moves the camera.
- Cards: "resource stockpile", "what a city gives" (gold per day, jobs, production speed, extraction, clicks nearby), the epidemic report in a large font. In tooltips a gain is green and a cost is red.
- Country select was rebuilt: settings in four frames, a card with a waving flag, form of government, capital, ranking and starting army; chips for neighbours, overlord, enemies, allies and vassals select the country and fly to it.
- Achievements, statistics, recap: 44 achievements (new: "Breach in Time" and "Look What These Hands Can Do"), statistics are three tiles and five blocks instead of 15 identical rows, and the recap is 8 pages instead of 4 with a "ruling style" out of six archetypes.
- The flag editor: three tabs (base — 22 patterns; symbols — 24 kinds with size, rotation and mirroring; drawing — brush, eraser, fill, pipette), a palette, up to 60 undo steps, export.
- The tutorial was extended: a callout by the target, "Step N of M", new steps on the Course of the State, Tab, time up to ×16, the budget, army doctrine and land integration.
- Settings: "Interface Density" 75–115% tightens margins without touching the font; "Hold to click"; volume in 1% steps. For phones: a thin panel header and a "CLOSE" button instead of a cross under the bezel.
EDITORS AND WORKSHOP
The events editor
The scenario workbench has a new "Events" tile — a full editor for author-made events. Five tabs: Text, Who and when, Conditions, Options, Check. Conditions are built from 61 variables in six groups (living standard, strike risk, economic cycle and others) with numeric and text comparisons, combined by "all" or "any", and each answer option has its own show-conditions. There are 25 kinds of effects. An event can go to the player, any country, the AI only or a list of countries; you can set a window of years and days, a chance and a repeat.
"Preview" shows the window as in the game, and the "Check" tab runs the event through 29 rules. There is an event tree (one event triggers another, chains up to 16 links) and a separate window-skin editor (a canvas in percent, three frame styles, eight element types, two pictures per event, templates you can save to a shared shelf). Texts can be kept in 13 languages, with translations exported and imported. The event windows — crisis, war, political, epidemic — remain, and a window for author-made events was added.
The scenario workbench, the resources layer, formable nations
The workbench opens full screen: a list, a card and a "Scenarios / Backgrounds / Mods" rail, search and filters (All / Mine / Game / Workshop), badges GAME, MINE, WORKSHOP, EDITED, PUBLISHED. Original scenarios can be hidden and restored, and "Reset" returns the game's version (your edits go to a separate copy).
The map editor got a "Resources" layer: deposits are painted with a brush (a spot is one deposit), and auto-generation is configurable (density, richness, belt size and cleanliness, guarantees for countries, seed, resource weight) with a preview. The bundled scenarios now ship with a ready deposit map. Another new tool is the formable-nations editor: territory is drawn with a brush, an eraser, a lasso or the "country" tool, with a fill, a water lock and dimming of other nations; a nation gets tags, names, a colour, a land share, forms of government, claimants, a capital and a Steam achievement.
In the Workshop: a publish sheet with a cover and a "What changed" field, remembered visibility, "Unlink", and scenario import and export through a file.
MAP, CITIES AND PERFORMANCE
Cities and roads
A single road network now links the cities: a backbone across each city's ten nearest neighbours (never over the sea) and "development roads" between cities from level three. The look changes with the era — dirt, paved road, railway, asphalt; roads show up as you zoom in, and the cargo tokens of trade routes travel along them. The cities themselves became dots with a dark rim on the map, and a level-up comes with a golden wave, sparks and a "LVL N" tag. There is now one capital per country, and cities start at different levels. The "what a city gives" card shows gold per day and the share of the country's income, jobs, production speed, extraction and clicks nearby; a city beside a deposit gives +25% gold.
Settings gained "City detail" and "Shader quality".
Map and speed
Brush selections, claims at the conference and formable-nation territories now end exactly on the drawn border, the glow around countries became visible, occupation hatching is thinner, and leases and integration got their own hatching. Land chunks are baked in the background, so entering a game and switching modes is smoother; a scenario opens noticeably faster, less memory is used in the menu and in the late game on phones, and the memory limit on PC is now half of the RAM instead of a hard 4 GB.
BALANCE
We tried to balance the economic cycle, diplomacy, trade and the AI, but it is not perfect yet, and a lot is still being tuned. What changed in substance:
- Economy: raw materials are mined 30 times less than before, and only over deposits; building prices are computed from the country's income and grow linearly; the Tax Office (up to +100%), Railways (up to +150%) and University (a discount of up to −30%, science up to +200%) got caps; science grew by 30%.
- Diplomacy: vassal integration costs about 30 times more gold; a coalition against an aggressor now forms from a threshold of 28.
- AI: all bots make diplomacy and war decisions, not every fifth one; to keep wars from growing five-fold, the chance to start a war was lowered. AI development on normal difficulty is slowed (from 1.80 to 1.55), and so is army growth (from 1.80 to 1.40). The AI-development and AI-combat-bonus sliders sit on the difficulty ladder (normal = 100%).
- Game speed: economy, crisis, cycle, construction and auto-clickers now run on one game clock — speed no longer changes the balance (on heavy maps ×16 may run slower than announced).
- Hold to click: holding on your own land is a repeated click: after a short pause the rate climbs from 3.9 to 6.5 clicks per second.
- Bots "slept": only every fifth one made decisions — now all of them do
- Clicks on the map on touchscreens and touchpads doubled or got lost
- Capitulation without any land lost — from exhaustion and from nuclear strikes
- Endless frozen and "ghost" bot wars
- Order arrows were silent on the player's fronts and did not work through an intermediate country
- Small countries fought for decades without capturing anything: waves did not reach across the border on 1× maps
- Heavy equipment melted faster than people, and losses were counted "per wave"
- The army in divisions was not paid for (11–27% of army spending)
- Automatic shortage buying credited goods twice
- Bot armies were not filled because of a wrong population count; bankrupts rebelled during war
- Divisions did not grow after being formed
- Balance depended on speed: at ×16 far fewer wars happened in the same time — now there is one clock
- Out-of-memory on devices with 512 MB; freezes when opening a scenario and in the late game
- A freeze during colonization: resetting the paint after every stroke re-filled all the free land
- The music looped a single track — now it is a deck without repeats
- An empty custom-backgrounds folder gave a black screen
- Two countries with the same name in "Release Country"
- In the tutorial, letter hotkeys bypassed the dock lock
- The tech-genius achievement was granted immediately — now it counts only your own research
Thanks for playing and sending reports — without them the balance cannot be tuned.
