โ† Devlog

Stage 11: cabinets, coups and captured territory

2026-07-22 Stage 11 Politics Naval Map

Stage 11 ran from the end of May to July 20 and it was the biggest depth push the game has had. Nearly 400 pieces of work landed. The short version: your own government is now an opposing player, the territory you conquer can turn on you, and the war has physical infrastructure you can actually hit.

The alpha shipped on May 31. Everything below is what happened after it.

Your cabinet is now a player at the table

This was the headline feature and the one I was most nervous about, because "add ministers" is the kind of idea that eats a year and produces a spreadsheet. So the rule was: a minister only exists if they can do something to you.

On top of that sits succession. Leaders exit - naturally, violently, or by election - and when they do you get a candidate slate, endorsements, and a real fight over who takes the chair. You can play on as the successor. Foreign powers can try to decide the outcome, prop up a puppet, or make an assassination stick.

If none of that sounds like fun to micromanage, it does not have to be. The whole cabinet can run itself on auto, and when it does there is a decision ledger explaining why it made each call, with the factor weights visible. You can take the wheel on any single portfolio and leave the rest alone.

Conquest is easier than occupation

Taking a region used to be the end of the story. Now it is the start of one.

The AI plays by exactly these rules, with personality-driven choices, and every move it makes is legible in the log. Nothing here is a hidden dice roll against you.

The war has infrastructure now

Aircraft used to appear from a national pool. Now they fly from airfields, ships sail from ports, and both are objects on the map with levels, capacity and hit points.

The naval layer got its own map language

Sea control existed but you could not see it. Stage 11 gave the ocean a readable surface: chokepoint throughput readouts, carrier strike-radius bubbles, blockade strength and duration badges, sea-zone dominance tint, fleet wakes, submarine presence pings, escort formations, battle scars where fleets fought, and amphibious landing vectors so you can see where a landing is actually coming from.

The map redo I promised

In the alpha post I said I was mid-stride on a map redo. That landed here.

More history to play through

Turning-point content packs for the Eastern and Pacific theatres, the Western Front, Cold War flashpoints, a complete Korea arc, and Russia-Ukraine plus a WW3 escalation pack. Strategic points were audited and re-authored across every scenario so capitals, industry and rail hubs actually mean something where they sit.

The unglamorous half

Honestly, a large share of Stage 11 was not features. It was making sure the game you play and the simulation we run headlessly produce the same answers - diplomacy, economy, naval presence, region granularity, war scoring, all reconciled. Plus save/load hardening, a big accessibility and mobile pass, and a long dead-code sweep.

It is invisible work, and it is the reason the visible work is trustworthy.

The lesson I actually took away

Stage 11 nearly did not end. Every code review spawned one or two new pieces of work, which spawned more - the list grew faster than we could burn it down, and there was no written definition of when the stage was done. That is not a scope problem, it is a closure problem.

So on July 20 we froze it: four remaining items, a hard rule that no review could add a fifth, and everything else routed to Stage 12 with its reason logged. It closed the same day. I am writing that down here because it is the most useful thing I learned this stage, and it had nothing to do with game design.

What's next

Stage 12 is underway: full coastal batteries, party politics and campaigns, and a stack of code-health work. As always the fastest way to influence what gets built is to play and tell me what felt wrong.

- Charlie

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