All features
Under the Hood/In development

Multiplayer

One authoritative server, singleplayer included

Singleplayer and multiplayer run on exactly the same foundation — nothing about the simulation is simplified for solo play, and nothing about how a session is validated changes when other people join.

ScreenshotLobby screen — players connected, nations claimed, ready status.

Design choice

Singleplayer is just a one-player game

When you play alone, your own machine quietly hosts a session behind the scenes and you pick your nation like normal — there's no separate, simplified singleplayer mode to fall out of sync with multiplayer, because it's the same thing underneath. The simulation runs on its own thread the whole time, so it never competes with rendering or input for your machine's attention — the game stays responsive and smooth no matter how much is happening in the background.

How it works

You can only command your own country

Every action you take — spending, policy, focuses, military orders, diplomacy — only ever applies to the country you're actually playing. You can't command someone else's army or reach into their internal levers except through the normal diplomatic and covert tools every player has access to.

How it works

Time is shared, and pausing is instant

The clock is synced for everyone at the table — any player, or the host, can pause it, and picking a speed unpauses it again. Even while paused, your actions still take effect immediately rather than waiting for the next in-game day, so the game never feels like it's stalling while you think.

How it works

Crises find the right player

When a historical crisis, a peace conference, or a treaty proposal comes up for your country specifically, it's routed straight to you — other players at the table keep following the broader picture through the map and the live event feed without being pulled away from what they're doing.