World Command, what changed
===========================

Version 2.5.6
No more lag in online games.
- The whole world, which the server sends to every player from time to time, is large and went on the same line as the answers to your commands, so every command waited behind it: that was the sudden lag. Now it comes on a line of its own, less often, and the server writes it in small pieces.
- Leaving a room or making a new room no longer makes the server stand still for a second or more, and a new room is ready faster.
- Update the game to get the whole fix; older versions still work.

Version 2.5.5
Special forces, and no more lag spikes.
- Special forces (Army menu, Special forces; the Army tab on the web): train teams of your nation's real unit, such as Delta Force, the SAS, the Maroon Berets, the KSK or Spetsnaz. Once a month they raid an enemy at war behind its lines, sabotage another nation, rescue hostages at home or hold a joint exercise with an ally. They fight in every battle of your wars and grow better with experience; the computer has them too.
- My account: when the server does not answer a request for a code, the game now says so.
- The server no longer stands still for seconds when a host skips a month or a new room is made: the work is done a little at a time and everybody's commands are answered in between. The sudden lag in the game is gone.

Version 2.5.4
A Kurdish chat channel.
- The general chat has a Kurdish channel (Kurdî), in the desktop game and in the browser; players who play in Kurdish start in it.

Version 2.5.3
Secret armies.
- Secret armies (Army menu, The secret army; the Army tab in the browser): raise secret divisions that train for three months, cost money every month and do not show in the strength the world sees. In the first battle they surprise the enemy and fight half again as hard. Send them in secret to an ally at war, show them in a parade to join the regular army, or disband them. Spies and the new covert operation Hunt for their secret army find the secret armies of others; the computer raises them too.
- Every nation shows the real name of its armed forces: the Turkish Armed Forces, the Bundeswehr, the People's Liberation Army and many more.

Version 2.5.2
Simplified Chinese and Kurdish.
- The game speaks Simplified Chinese and Kurdish (Kurmanji) now: the menus, messages, events, the help and the rules, in the desktop game and in the browser, online and offline. Choose them in Settings, Language; the language of the server can be Chinese or Kurdish too.

Version 2.5.1
The tutorial in the browser.
- The web version has the tutorial now: Start the tutorial in the lobby opens an easy world of today alone with the clock stopped. A card at the top of the game says one step at a time (the clock, research, the budget, diplomacy, the army, the next month, the agenda, the wars and the world) and goes on when you have done it; it can say the step again, skip it or end the tutorial.

Version 2.5.0
New modes, new kinds of war, refineries.
- Four new scenarios for a new game or a room: an age of chaos (shaky governments, coups and rebels everywhere), the great mineral rush (minerals worth a fortune, surveys cost half and find more), the superpowers (the eight strongest start with twice the army) and every nation for itself (no alliances, no blocs, no pacts).
- A trade war: tariffs on everything another nation sells. Both economies shrink every month, the smaller one more; after a year a much smaller nation may give in and pay. The computer answers with its own tariffs, and starts trade wars against players it hates.
- A proxy war: pay rebels inside another nation. Their stability falls month after month and rebels may rise up, but if they find out, relations collapse and they may declare war.
- In a real war, special forces can raid the mines and oil fields of the enemy: for six months we carry off a fifth of what they bring. Stronger armies succeed more often.
- In Prospecting: oil refineries, smelters, chemical and rare-earth plants, and gold and silver refineries, three levels each: the minerals of that kind are worth 12 percent more a level and the natural resources of the land bring more. Accidents can now happen in the fields; mine safety makes them rarer.
- All in the menu Your wars and in Prospecting (K); on the web in the Wars and Prospecting tabs.

Version 2.4.3
The prospecting expert.
- In Prospecting you can hire a prospecting expert for 40 billion. The expert leads your next three surveys: they cost nothing more, take two months instead of three, find something about twice as often and find bigger fields. After three surveys the expert leaves; hire one again whenever you want. On the web: the button in the Prospecting tab.

Version 2.4.2
Rule 14: no links.
- A new rule: no links or web addresses in the chats, private messages, voice chat or names. The server stops a message with a link; to show the staff something, write a ticket. The rules changed, so the game asks you to read and accept them again.

Version 2.4.1
Fixes of lost settings.
- Online, the food of the farms was told as sold even when you keep it in the stock (fixed in 2.4.0 together with the farm levels; the setting itself always worked).
- Where your equipment came from (the makers of every kind) could move to the wrong kind when a saved game or room was loaded.
- The world records could change places when a game was loaded.
- An oil or gas field at sea could be lost when a saved game or room was loaded.

Version 2.4.0
Rankings.
- The ranking of the week: the experience earned since Monday. Every Monday the first three commanders of the week get 1000, 600 and 300 experience, and everyone online hears who they were.
- The Hall of fame has many rankings now: experience over all games, the ranking of the week, the champions (weeks won and weeks in the first three), the most days in a row, months played, provinces taken, nations that surrendered, research levels, world wonders and expeditions. Choose one in the Hall of fame; on the web, Which ranking.
- Your career tells your experience of this week, your best week, the weeks you won and your places in the rankings.
- The list of the players online (F6) tells the rank of everyone.
- Fixed: online, the farms, ranches, fisheries, wartime buildings and prospecting licences were told as level 0, and the next level cost too little. A saved game kept them at 0 when it was loaded too.

Version 2.3.9
Friends, the players of a room, reports.
- Friends: the online menu has Friends. Add a friend by name or with Enter on a player in F6; they accept or decline. The list tells who is online and in which room: send a message, invite them, join their room or remove them. The web has a Friends card in the lobby.
- The host of a room can remove a player from it (they may come back) or ban one (they cannot), with a reason: in the room menu and in the game menu, The players of the room; bans can be lifted there too. The one who created the room and the staff cannot be removed.
- Reporting a message: Delete on a message of the buffers (the general chat, the chat of the room or a private message) reports it to the staff. A report needs a reason. The server checks that the message was really written. On the web: Delete on a message of the talk card.
- You now also hear when a player goes offline, not only when one comes online.

Version 2.3.8
Your career.
- The commander now has a career over every game: playing brings experience and ranks from Recruit to Supreme Commander. Months of play, provinces taken, surrenders, research, goals of the cabinet, achievements, development projects, world wonders, expeditions and good years all count.
- Every day you play brings a reward of the day that grows for ten days in a row; every seventh day in a row brings 200 more.
- Three challenges of the week, the same for every commander, bring more experience; all three together bring a bonus.
- J tells your career, Shift+J opens all of it. Online the server keeps your career: the online menu has My online career and the Hall of fame of the best commanders, and the room hears when someone is promoted. The games alone keep their own career, in the main menu. On the web: the buttons in the lobby and in the room, and the J key.

Version 2.3.7
Arabic.
- The game speaks Arabic now: every menu, message, event, the help and the rules, in the desktop game and in the browser, online and offline. Choose it in Settings, Language. The language of the server (the message of the day and the news) can be Arabic too.

Version 2.3.6
Gold of integrated land, mines, voice chat.
- Integrated land gives you its natural resources too: the gold of Liberia is now in your resources, and your geologists find it there. Land you integrated before gets them when the game or the room is loaded.
- A field under a village that you answered later no longer takes another field with it: a producing mine could vanish before.
- Everyone in a room now hears the voice chat, also without pressing F11; press F11 to talk. Before, the others heard you only if they had pressed F11 too. Whoever does not want to hear it switches it off in the voice menu (F5): Hear the voice chat of the room. A headset microphone that sends on one channel only is no longer half as loud.

Version 2.3.5
Urgent matters at once.
- Online, an urgent matter that comes at the end of a month is in the agenda at once, also when the game stands still or after a skip: pressing A shows it right away.

Version 2.3.4
The money after the end of a month.
- Online, the money and everything else of your nation are up to date right after the end of a month and after a skip; before, they changed only when you did something.

Version 2.3.3
No automatic NATO.
- New worlds start without alliances: there is no automatic NATO or CSTO any more, online and offline. Found your own alliance and give it any name you like. In existing rooms and saves the NATO and the CSTO the game had made itself are gone; alliances the players founded stay.

Version 2.3.2
Who comes online.
- When a player logs in, everyone online hears "name is online" with a sound, in the desktop game and in the browser.

Version 2.3.1
The changes line by line.
- What changed in every version: in the main menu, the online menu and the game menu (also in an online room) the changes are read line by line with the up and down arrows, like a text file, in the language of the game. In the browser it is in the lobby and in the room. The notes of an update are read the same way.

Version 2.3.0
Difficulty online.
- Online rooms have a difficulty too: whoever creates a room chooses easy, normal, hard or very hard, in the desktop game and in the browser, and the smarter computer of hard and very hard plays in that room. The room says its difficulty when it is created.

Version 2.2.9
A smarter computer, a new difficulty.
- A new difficulty, very hard, and a smarter computer on hard and very hard. The computer nations research with a plan (weapons and defence when they are in danger, the economy and energy in peace), arm against a hostile or feared player next door, attack a player who is busy in another war or weak at home, and nations alarmed by a player's conquests make alliances with each other against them. Very hard also: the computer arms faster, asks for peace later, and you earn less money. Easy and normal play as before. Choose it in Settings for new games.
- Shift+Z opens the menu The ways to win: running for Secretary-General of the United Nations and building the colony on Mars. Z alone still tells how far you are on every way.
- The World Command page of the website shows who plays right now: online, in the browser, in an offline game and in the menus. For this the game tells the website every two minutes only that it is running and what it does, with a random number of that start of the game; never your name or anything else.

Version 2.2.8
Online days without a halt, the help bot.
- Online a day passes without a halt. The month of the nations (also of the players) no longer runs all at once on its day: the server works it off one nation after another between the commands. The drift of the relations between all nations is spread over the days of the month, and the world is packed nation by nation while it is written, so the half second of packing at the end is gone.
- The help bot: WCBot is in the F6 list of the players online. Send it a private message with a question about the game; it looks in the guide and the code of the game and answers.

Version 2.2.7
Smooth online play, safe saves, the new nations in older worlds, Pakistan.
- Online without freezes: the server writes the world a few nations at a time between the commands, the month of the computer nations is spread over the days of the month (the end of a month took 2 seconds, now a quarter of one), and the game reads a world that comes a little at a time while the menus and the chat go on. A command is answered in about 20 ms instead of up to 2 seconds.
- A save that fails never destroys the old one any more: the new save is written beside it first. The game says why it cannot join the server, and that the server is being updated when it is older than the game.
- Pakistan checked against reliable sources: 263.5 million people in 2027 (UN), an economy of about 430 billion dollars (IMF), VT-4 and T-80UD tanks, J-10CE, F-16, JF-17 Block III and Mirage III and 5 aircraft, Hangor class and Agosta submarines, Shahpar-III, Bayraktar Akıncı and TB2, Wing Loong II and Burraq drones, HQ-9/P, HQ-16FE (LY-80) and short-range air defence.
- Older saves and running rooms get the 74 new nations too, Palestine among them, when they are loaded: they appear in every list, Diplomacy too, their economies grown like the rest of the world.
- The population and the economy of all 197 nations from reliable sources: the population of the World Bank (UN based) for 2024, carried to 2027 with each nation's own growth; the economy from the IMF projection for 2027. For example the United States 350 million people and 34.4 trillion dollars, India 1.49 billion, Turkey 86 million and 1.95 trillion. New games start with them.

Version 2.2.6
Kinds of units, an intelligence agency, and fixes.
- Every arm has three kinds now: the standard model, an elite one and a light or older one, with the real names of each nation: Marines, F-22 Raptor and Ticonderoga cruisers for the United States, T-14 Armata and Su-35S for Russia, KAAN Block 2 and Bayraktar Akıncı for Turkey and many more. Elite units are stronger and dearer and need research; light ones are cheaper and weaker. Army menu, Produce units asks for the kind.
- Modernize older units: they become the standard kind for half the price of new ones. The army report tells the kinds.
- The intelligence agency (Army menu): three levels, spy networks in other nations that grow every month, counter-intelligence that catches foreign agents.
- Ten covert operations against a nation (Diplomacy, a nation): steal their technology, sabotage their industry, fund their opposition, bribe their officials, steal their war plans, spread disinformation, hack their central bank, lure away their scientists, support a coup and turn their agents. A failed one is a spy scandal. Expel the diplomats of a nation to end its network in your country.
- The computer nations build agencies, spy on their enemies and on hostile players, and build elite and light units too.
- War equipment: a nation that makes equipment itself (the United States, Russia, China, Turkey...) builds its own model to order for you, at its own price, beside what it has in stock.
- Fixed: a nation without a coast that conquers coastal land reaches the sea and can build and buy warships; it loses the coast again only with that land.
- Admin panel, Accounts: the admins and the developer see the e-mail address of every account and can add or change it. The moderators can send a password reset code and change an e-mail address, but never see one.
- Fixed: a new moderator no longer gets every channel at once; the developer gives the channels one by one.
- The moderator panel (online menu, and in the web version under Talking with others): the moderators read and answer the feedback tickets, see the players online, the rooms and every account (without e-mail addresses), kick and mute players, send reset codes and change e-mail addresses, beside their channels. Bans, roles and e-mail addresses stay with the admins.
- Text boxes: Control+A selects the whole text; Delete or Backspace then erases it, typing replaces it, Control+C copies and Control+X cuts it. On the web, Shift+Delete erases word by word like in the desktop game.
- Modernize the army: units move up a kind, from light to standard and from standard to elite (Army menu, Modernize; on the web the Modernize button with the chosen kind). Every developed war equipment can be improved three times (Block 2, 3 and 4): each level makes it a quarter stronger. The computer improves its equipment too.
- Conquered provinces take their real cities with them: the news says which ones ("Our army takes Krakow, Lublin from Poland"), they appear in your list of cities (The state, Cities) and can get governors and buildings, and the loser sees them as held by you. Given back or freed, they go home; integrated, they stay yours.
- Fixed: oil, gas and mine fields dug in occupied land were lost when that land was integrated. They stay and keep producing.
- New: buy weapons from abroad (Army menu, also on the web): tanks, aircraft, warships, drones and missiles from a computer nation that trusts us (relations 20 at least), of its own model, up to a tenth of what it has.
- Fixed: equipment bought abroad showed our own model when we already had some: now the list names every maker, "air defence batteries (Patriot PAC-3, SİPER)". Fixed: after selling weapons, buying was blocked for a month; the one deal a month holds for selling only.
- Fixed: the names of the units and the equipment were spoken in English in every language (Maroon Berets, Ada corvette, conscripts): they are translated now (Bordo Bereliler, Ada korveti, yükümlü askerler).
- New: 74 more nations, 197 in all: Palestine, and every nation that was missing: Malta, Montenegro, Kosovo, Andorra, Monaco, Liechtenstein, San Marino, the Vatican, Bhutan, the Maldives, Brunei, Timor-Leste, 32 nations of Africa, 18 of Central America and the Caribbean and 11 of the Pacific. Each has its provinces, cities, resources, minerals and weapons; Montenegro is in NATO. A new game has all 197; older worlds get the new ones when they are loaded.
- Changed: online, a nation that has fallen stays gone: an uprising in its former land is put down and no longer brings it back. The computer nations no longer install puppets online either: a conquered nation stays conquered. (A player can still choose a puppet or liberation.)
- Faster: the nation of a player is put together faster, so the server stays quick with 197 nations.
- New languages: Portuguese (Portugal) and Brazilian Portuguese, in the game, the online server (the message of the day, the news and the rules) and the web version. Settings, Language.
- Faster answers online: the server writes the whole world much less often (it stopped every command for up to a second), so buying and the menus answer at once and the numbers of the keys 1 to 9 are up to date.
- New (ideas of a player): four more minerals, zinc, magnesium, phosphate and chromium, to search for where they really are. Buy a prospecting licence in another nation (Prospecting): five years, a quarter of what the fields there bring goes to it. Three new factories: cement (buildings, development projects and wartime buildings cost less), fertilizer (farms give more) and light alloys (war equipment costs less). Agriculture and livestock (command menu): crop farms, livestock ranches and fisheries make food (wells, dams and irrigation bring them water) that is sold or stored, and keep food prices from raising inflation. The development project Modern livestock farming. Wartime buildings (Army menu): shelters, military bases at home, food depots and water reservoirs. Also on the web.
- Fixed: NATO did not exist as an alliance, so its members scattered into alliances of the computer and a player could found another "NATO". A new world starts with NATO (led by the United States) and the Collective Security Treaty Organization (led by Russia); a saved world gets them from the members still free. The computer joins only alliances of its own region, of a neighbour or of a close friend.

Version 2.2.4
The war equipment is built like the other units.
- Army menu, War equipment: develop a piece of equipment once (the research), then build as many as you want, like soldiers or tanks. They cost more than the old units and take months to build; their effect grows with their number, up to the full effect.
- Every nation has its own real models: Patriot and B-21 Raider for the United States, S-400 and Tu-160M for Russia, SİPER, KIZILELMA and KARGU for Turkey, Iron Beam and Arrow 3 for Israel and many more.
- The equipment can be traded: sell it to nations that trust us, or buy it from nations that have some to spare. Bought equipment keeps the model of the nation that made it. The computer nations develop, build, buy and sell it too.
- Five new attacks: a stealth bomber strike, an air strike from an aircraft carrier, cruise missiles from submarines, a rocket artillery barrage and a swarm of loitering munitions, each with its own sound.
- Admin panel, Accounts: a list of every account; move with the arrows, and Enter to ban, unban, give or take a role, mute or send a reset code.
- F6 says which client each player uses: the Windows game and its version, or the web version.
- The voice chat menu moved from F12 to F5.

Version 2.2.3
New war equipment, new war operations and doctrines, and ten more things for the country: thirty new actions.
- War equipment (in the Army menu and in Horizons): long-range air defence, stealth bombers, an aircraft carrier, nuclear submarines, rocket artillery, underground bunkers, laser air defence, loitering munitions, interceptors against nuclear missiles, modern armour and night vision. Each needs a level of research; the carrier and the submarines need a coast.
- War operations and doctrines: general mobilization and war bonds (only in a war), lightning war, defence in depth, camouflage and decoys, a logistics corps, military intelligence, civil defence and shelters, a war cabinet and care for the veterans.
- They work in every fight: enemy strikes get through less, destroy fewer of our forces and hurt our economy less; our air strikes, drones, artillery and navy hit harder; fronts move faster for us and slower against us; forces rearm faster; blockades last longer; nuclear warheads are stopped more often.
- Actions: the country: smart cities, biotech parks, a deep-sea port, an international airport, a billion trees, scholarships abroad, a nuclear power plant, dams and water pipelines, an anti-corruption agency and a financial centre.
- The computer nations use them too, the web version shows them, and old saves load as before.

Version 2.2.2
Twenty new actions in Horizons (H), in two new groups.
- Actions: the future: fiber internet in every home, desalination plants on the coast, earthquake-proof buildings, a carbon tax (on or off), e-government, metro lines, high-speed railways, huge solar farms, a tax amnesty once in five years and an agency for exports.
- Actions: the people and security: a literacy campaign, a second language in every school, free health care (on or off), a pension reform, homes for young families, a fund for the arts, freedom of the press (on or off), a cyber defence command, an army reserve and guarding the borders.
- Each one shows its cost and its effects in the menu: growth, taxes, research, inflation, health, education, corruption, crime, stability, the army and the mood of the people. The computer nations use them too.
- The web version shows the two new groups in Horizons. Old saves load as before.

Version 2.2.1
Messages in your own language.
- The server language, in Settings: the message of the day, What's new, the rules and the notes of updates come in it, whatever the language of the game. A Turkish player who plays in English still reads them in Turkish.
- What's new, in the online menu: the news the staff write for the players. New news open in a window at the login.
- The staff (moderators, admins, the developer) write the message of the day and What's new for one language or for all of them, in the admin panel or the menu Moderation. A language without its own text shows the English one.
- The web version follows its language for the same messages and shows What's new too.

Version 2.2.0
Filipino.
- The game speaks Filipino: every menu, message and event, and the web version too (Settings, Language). Numbers keep the point, like in English.
- A Filipino channel in the general chat (47 channels now), and the rules in Filipino.

Version 2.1.9
- More chat channels: 38 languages (new: Bulgarian, Czech, Hungarian, Finnish, Danish, Norwegian, Serbian, Croatian, Hebrew, Thai, Malay, Uzbek, Georgian, Bengali) and eight channels of a topic (new: beginners, looking for players and rooms, alliances, events and tournaments). Also in the web version.
- The channels of a moderator are chosen in a menu, no more typing: the arrows move through the channels, Enter gives one or takes it away at once, and the menu says which are given. Every channel at once, and ending the role, are in the same menu.

Version 2.1.8
The rules, and the web version talks too.
- The rules of the online game, in every language of the game: rules.txt and rules_<language>.txt next to the game. Before you play online you read them line by line and accept them (the last line); without them there are no rooms and no chats. When the rules change, the game asks again. The online menu reads them any time.
- The staff choose how long a mute lasts (from 5 minutes to a week, or any number of minutes) and why; the muted player hears the reason. The developer sets the longest mute of a moderator.
- The web version has all the talking of the desktop game: the general chat in its 28 channels, private messages, invitations, the staff chat, the buffers of the messages, the voice chat at the tables and private calls with the choice of the microphone and the output, the microphone test, My account, My tickets, the rules, the message of the day in a window, and the tools of the moderators. F11, Shift+F11, F12 and F6 work there too.
- Fixed in the web version: the role names were from before 2.1.6, and open rooms of the web had a password.

Version 2.1.7
The voice chat, your account and the staff.
- The voice chat at the tables: F11 joins or leaves the voice chat of the room, Shift+F11 closes or opens your microphone, F12 opens the voice menu. Sound is only sent while you speak. Never in the chat channels.
- Private voice calls with any player online, also in the lobby: it rings, they answer or decline, and either of you hangs up (F12).
- Settings: the sound output and the microphone can be chosen, the microphone can be tested (you hear yourself as the others will), and the volume of the voices and the sensitivity of the microphone are set.
- My account in the online menu: change the password or the e-mail address, or delete the account, each confirmed by a code sent by e-mail.
- Roles can be taken away again: the staff list in the admin panel shows everyone with a role, and the developer changes or removes it. A new moderator chooses their channels at once.
- The order of the roles: nobody can kick, ban, mute or change a member of the staff with the same or a higher role.
- Moderators have their own menu: they close and open their channels for a while and mute players there; admins also close single channels.
- More chat channels: 24 languages and four channels of a topic (help, trade, diplomacy, off-topic).
- The chat mode, in the online menu and the room menu: choose where to talk and the menus close; just type, Enter sends, Enter on nothing goes back.
- A new message of the day opens in a window when the game starts or at the login; Enter closes it.
- Text boxes: Shift or Control with Backspace and Delete erase whole words; F3 (and Settings) switches the speaking of the typed letters off.
- New sounds for the room chat, the general chat, private messages, the staff chat, invitations, sent messages, notifications and the voice chat.
- Translations: the Turkish texts say Çevrimiçi, yönetici and geliştirici instead of the English words, and the role names are translated.
- Fixed: an open room got the number of its scenario as a password, so it asked for a password "0".
- Fixed: without a message of the day, the login read "1" as the message, and an account without an e-mail address was not asked for one.
- The guides OKU_TR, README_EN and README_RU are new: a whole guide to playing, step by step.

Version 2.1.6
Talking with each other.
- Private messages: F6 lists the players online; Enter on a player sends a private message or invites them to your room (the invitation is at the top of their list of rooms and lets them in without the password). F9 answers the last private message.
- The general chat of the whole server, in language channels: F7 chooses the channel, F8 writes in it. It can be kept quiet: then it is only kept in its buffer.
- The buffers of the messages: all messages, the general chat, the chat of the room, private messages, the staff chat, the game (every message of the game with its date) and the news. The left and the right bracket (ğ and ü on a Turkish keyboard) change the buffer, comma and period read the older and the newer message.
- The staff chat (F10) for the moderators, the admins and the developers.
- A new role, the moderator: the developer chooses the channels a moderator looks after; there they mute players with /mute name minutes and /unmute name.
- The admins switch the chats off and on, and mute players, from the admin panel. The developer is now the highest role, the admin the one below it.
- The online menu reads the message of the day.
- Fixed: in the lobby and in a room before the start, the chat and the notifications were not spoken.
- Fixed: a ticket without answers showed no subject and read the subject in place of the message; tickets read correctly now.

Version 2.1.5
- The cities: governors for all the cities at once (every city, or only the cities without a governor), and a building in all the cities at once, as far as the treasury goes.

Version 2.1.4
- Online, an action no longer makes you wait: after buying tanks, choosing in a war or any other order, the menu waited for the whole world from the server, half a megabyte that takes about a second to build and read, often seconds over the internet. Now the menu waits only for our own nation and a small header with what the world shares (the alliances, the prices, the wonders), both sent at once with the answer; the whole world follows at most every two seconds.

Version 2.1.3
- An empty room is no longer in the list of rooms, and when nobody comes back for five minutes it closes. Only a player who led a nation in it still sees it during those five minutes, also after a restart of the server.
- I forgot my password (the online account menu, and the login of the web version): a six-digit code goes to the e-mail address of the account, valid for ten minutes; with it you choose a new password. The staff can send the code to an account from the admin panel. The password itself is never sent.
- One account for each e-mail address.
- Tickets: the messages are read one under the other, and Enter on a message reads it without jumping back to the top. A player sees the answers of the staff as from the staff team, not from a name.
- The update window speaks the language of the game: Update now, Later and the other texts were never translated (the tool that collects the texts stopped reading after an address with // in it).
- Online, a menu shows the new state at once after an action, like offline: the game waits for the new state of the nation and, when the server says one follows, of the world.
- Online, the game answers faster: the ranking of the world leaders is made once a day instead of every time the server sends a nation, the nation of every player goes out once a second, and the server builds the world once for sending and saving.

Version 2.1.2
- Our lost lands (the command menu, and the Empire tab of the web version): every nation that holds provinces of ours, and four ways to get them back: demand them (a nation gives them back when it likes us or fears us, or when the resistance there is strong; a player decides in the agenda), buy them back, support the resistance there until the people rise, or a war of liberation, which is never unprovoked and frees our own provinces first.

Version 2.1.1
- The alliances the computer founds have names in every language now (the Union of a region, its Pact, its Defence League...); the alliances of earlier games get them when the game is loaded.
- Fixed: online, right after founding an alliance (or joining, leaving, buying an upgrade) the menu still showed the old state, for example Found a new alliance, until it was closed and opened again. The menu now waits a moment for the new state of the world.

Version 2.1.0
- Against the unrest in the cities (the state, the cities): help for all the restless cities at once, a tour of the leader through the provinces every six months (every city happier, approval up), and a curfew of three months (no protests, stability up, but approval falls). In a city: an aid package, or a free meeting with the leaders of the protest every three months.
- The minerals on the commodity market: copper, iron ore, coal, lithium, uranium, rare earths and silver are bought and sold at the world price, from and into the same stock the factories of the technology industry use. A big sale presses the world price a little; buying uranium worries the nations that do not trust us.

Version 2.0.9
Stronger alliances, and online games saved like offline ones.
- Every alliance has a common fund: members pay into it (the command menu, Alliances of nations, Strengthen the alliance), and the members of the computer pay in every month.
- The leader and a deputy buy four upgrades with the fund, each up to level 3: a joint command (our armies fight 8 percent better a level against enemies outside the alliance), a common market (every member grows 0.1 percent a year faster a level), a science network (every member researches 3 percent faster a level) and a solidarity fund (a member at war gets help from the fund every month).
- The computer founds alliances of its own: now and then a nation gathers its friends of the same region into a new alliance, and alliances of the computer grow stronger over the years.
- Online rooms are saved like the offline game: whatever happens in a room is on the server's disk within ten seconds, not only at the end of a month.
- Fixed: the rights of the members were mixed up in a save when nobody had a right yet.
- Fixed: online, the treasury of a player ran dry while the player was away. The computer took the nation over: in a war it spent 40 percent of the treasury on the army every month, changed taxes and the budget and even started wars. Now a nation waits for its player as it is: the economy goes on, but nobody decides for it.

Version 2.0.8
- Alliances of nations: in the list of the members the leader gives rights to members: they may invite nations, they may expel members, or a deputy leader (both, and takes over when the leader leaves). The leader can hand the alliance over to another member. The command menu, Alliances of nations, The members and their rights; in the web version on the Diplomacy tab.
- Fixed: an alliance founded online did not show in the desktop game. Every update now also reads what the whole world shares: the alliances, the prices of oil and metals, the climate and the wonders.
- The notes of an update now come in the language of the game (Turkish and Russian).

Version 2.0.7
- Fixed: online, selling raw materials in the technology industry stopped the game with an error and you fell out of the room. When a list of a nation was empty (the stock of raw materials after the sale, the wars, the alliances and others), the update from the server made it too short; the next look at it failed. Every update now makes the lists whole again.

Version 2.0.6
- Fixed: when the server restarted, the game seemed stuck: the main menu closed and opened again without end and the screen reader read it again and again, as if a key were held down. Now the game says that the connection was lost and the main menu works; open Online rooms again, and a saved room goes on where it stopped.

Version 2.0.5
Tickets like City of Division.
- Contact the staff (the online menu): choose what it is about (support, report a player, a bug, an idea, game balance, a translation, something else), write a subject and then the message.
- My tickets says which tickets have new answers (unread), and at login the game tells how many of your tickets were answered.
- The staff see every category with its unread tickets, the tickets marked by the staff and the closed tickets, and can mark everything as read. In a ticket they hear whether its author has read the latest answer. A ticket the staff marked stays open: its author cannot close it. A closed ticket tells who closed it and when.
- Fixed: a ticket without answers could not be opened (the menu went back at once).

Version 2.0.4
Saved rooms.
- An online game that has started is kept: when everyone leaves the room, and when the server restarts, the room waits in the list as saved, with its month and year. Join it again (with its password) and pick your nation again: the game goes on where it stopped. The server saves every room at every new month of the game, so at most a month is lost.
- In a saved room every nation waits for its own player: nobody else can take it. When you come back, the game says which nation waits for you.
- A saved room does not run while nobody is in it. Rooms that were never started still close when everyone leaves; the staff can close a saved room for good (closeroom).

Version 2.0.3
- Fixed: online, the offers of other players (a trade agreement, a defence pact, a loan and the others) never reached the agenda of the desktop game: an agenda matter with only two choices was thrown away. Now they come, and the A key answers them.

Version 2.0.2
- Fixed: loading a saved game could stop the game with an error (Index out of bounds in in_working) at the next month: some arrays of the industry, the cities and trade were read back too short. Old saves load and play again.

Version 2.0.1
Every province of every nation.
- The cities of the menu The state are now all the provinces, states or regions of the nation: the 81 provinces of Turkey in the order of their number plates, the 50 states of the United States, the 83 regions of Russia, the 47 prefectures of Japan, the 36 states of India, 2429 in all for the 123 nations. A letter in the list jumps to the province. Many provinces do not make a nation stronger: an investment in one province costs less in a nation with many of them and counts for less, so building everywhere costs and brings as much as before. The prospecting still finds its oil, gas and metals where they really lie.

Version 2.0.0
The whole state: the last great version.
- The constitution (the menu The state): change the form of government to a democracy, a monarchy, an autocracy or a theocracy. In a democracy the people decide in a referendum; otherwise it is a decree that shakes stability. Leaving democracy angers the democracies of the world; becoming one brings elections and a parliament. Term limits of two terms (eight years): when they are over, the leader steps aside and a successor is chosen. A referendum of confidence strengthens a government that wins it.
- The cities: the ten cities of the nation, each with its satisfaction. Build hospitals, universities, factories, ports and housing in each city, up to level 3: health, education and research, growth, taxes from trade and approval. Appoint governors: a loyal party member, a technocrat or a popular local figure. Angry cities protest.
- Trade and customs: what we sell and buy with every nation, the largest partners and the balance of trade. Duties of 10 or 25 percent or an embargo on the goods of a nation bring revenue but raise inflation and slow growth, and the other side may strike back with a trade war. The reserve of foreign currency grows with a surplus and defends the currency.
- The media and the opinion of the people (the Q key): polls of the young, workers, business, pensioners, the religious and the countryside, the freedom of the press, press conferences, interviews with newspapers abroad, scandals and fake news.
- More minerals: copper, iron ore, coal, lithium, uranium, rare earths and silver, found where they really are (copper and lithium in Chile, rare earths in China, uranium in Kazakhstan, iron and lithium in Australia).
- The technology industry (the I key): factories turn minerals into steel, electronics, batteries, microchips and nuclear fuel. The goods are sold every month; a working factory makes weapons cheaper, raises growth and research, or makes energy cheap. Missing raw materials can be bought at the world price, and raw materials can be sold.
- The tutorial (the main menu): a calm world where the clock stands still and the game teaches its basics step by step. F3 repeats a step, F4 skips it.
- The autosave, off at first (you save when you wish): turned on in the Settings, the game saves itself every new year and keeps the save of the year before. Saves can be deleted in Load a game.
- Balance: the world economy grew too fast over decades (more than five percent a year, faster and faster). Research adds less to growth now, and a very big, grown economy grows a little slower, as in the real world.
- Fixes: a game could hang for ever in the prospecting of the computer (a function called itself); the cities, trade and industry no longer slow the game down; a failed run for the United Nations no longer leaves a treasury below zero; a nation that got back its land from a shrunken conqueror could leave that conqueror with no people at all, now it cannot; a treasury below zero at the end of a month becomes debt. Thirty years of the world now grow about three percent a year, as in the real world.
- 62 more nations, 123 in all: Austria, Switzerland, Belgium, Denmark, Finland, Ireland, Czechia, Hungary, Serbia, Belarus, Bulgaria, Croatia, Slovakia, the Baltic states, Moldova, Albania, Bosnia and Herzegovina, North Macedonia, Slovenia, Cyprus, Iceland, Luxembourg, Lebanon, Kuwait, Oman, Yemen, Bahrain, Kyrgyzstan, Tajikistan, Turkmenistan, Mongolia, Sri Lanka, Nepal, Myanmar, Cambodia, Laos, Singapore, Tunisia, Sudan, Ghana, Ivory Coast, Senegal, Angola, DR Congo, Tanzania, Uganda, Cameroon, Mozambique, Zimbabwe, Somalia, Mali, Cuba, Ecuador, Bolivia, Paraguay, Uruguay, Panama, Guatemala, the Dominican Republic and Papua New Guinea. Each has its real borders, resources and minerals, its own weapons, ten cities and its coasts; the European members of NATO are in NATO at the start.
- Faster with twice as many nations: the month is worked out about twice as fast, the online server sends the whole world at most a few times a second and the nation of each player less often on the fastest speed, and skipping a month online no longer sends every single day.
- A nation with no coast and no fleet of its own starts without warships and cannot build any (it builds tanks instead); money spent after the end of a month can no longer leave a treasury below zero.
- New manuals: OKU_TR.txt, README_EN.txt and README_RU.txt are written anew, with every system in one place.

Version 1.9.0
Prospecting and alliances of nations.
- Prospecting (the command menu, the K key, and the Prospecting tab of the web version, K key): geologists search for oil, natural gas, metals and gold in our own land and in every land we hold, conquered or annexed; oil and gas also at sea, with naval research and a coast. A survey takes three months, and what it finds lies near a real city of that land: oil near Diyarbakir, gas off Izmir, oil near Kirkuk in a conquered Iraq. Every nation of the game has its cities, and its coastal cities for the fields at sea.
- A field is developed for some months and then produces every month: sold at the world price, or put into the stocks of the commodity market (gold into the gold reserve). Fields run dry over the years. The output quota: a high quota brings 40 percent more, empties the fields sooner and lowers the world price a little; a low one the other way round. An ally can pay half of a survey and share the field. Some fields lie under old villages and a forest: develop anyway, pay the villagers to move, or give the field up. Land that is given back or lost takes its fields with it. The computer finds fields too.
- Alliances of nations, like NATO (the command menu, and the Diplomacy tab of the web version): found an alliance and name it, invite other nations, or ask to join another alliance. The computer decides by its relations with the members, common enemies and its kind of government; a player answers the invitation in the agenda. Every member has a defence pact with every other, so an attack on one calls the others; members grow closer every month. Members may leave, and the leader may expel a member. Nations of the computer ask to join now and then.

Version 1.8.0
Power and purpose: a goal for every game, a leader, a parliament, scenarios and a market.
- Five ways to win (the command menu, the Z key, and the Leader tab of the web version): an economic victory (twice the economy of the second nation for two years), victory by domination (thirty percent of the provinces of the world), a diplomatic victory (elected Secretary-General of the United Nations, with good relations to most of the world), a victory of science (a colony on Mars) and a victory of culture (1000 points of influence from wonders, treasures, monuments, Nobel prizes and more). The progress of each is told at any time. The game goes on after a victory; the computer can win too, and the first nation of the world to win each way is remembered.
- Scenarios: a new game, and a new online room, starts in one of seven worlds: the world of today, the great depression, on the brink of a world war (two blocs, wars at the start), a golden age of peace, the scramble for resources, the climate emergency, the space age.
- The leader (the L key): choose the character at the start, a diplomat, a general, an economist, a reformer or a strongman, each with its own strengths. The leader grows older, may fall ill (rest, the best doctors, or hide it), and when the leader dies a successor is chosen. A leader can also step down after a year.
- The parliament: a democracy has seats won at the elections. Without a majority there are coalition talks with the liberals, the nationalists or the greens, each with its own effects and views on war. A declaration of war, or an attack that starts a war, and new laws need the vote of the parliament. Early elections can be called, and the coalition partner changed once a year.
- The commodity market: buy and sell oil, natural gas, food and metals at the prices of the world. A stock of oil or food holds inflation down when the price jumps, and selling dear brings a profit. Metals move with the world economy, nations with mines earn with their price.

Version 1.7.0
Together and new horizons: a hundred new things.
Playing together online (Players in this world in the command menu, the O key, Together with the player in the menu of a nation led by a player, and the Players tab of the web version, O key):
- Alliances, trade agreements, non-aggression pacts, peace and ceasefires with another player are offers now: they come to the agenda of the other player, who accepts or refuses. Before, an alliance with a player was signed at once without asking. Offers arrive at once, even when time stands still, and wait in line when the agenda is busy.
- Send money to a player (they are told who sent it), ask a player for money, lend money that is paid back over a year with five percent, ask for a loan, and pay a monthly support until you stop it.
- Send tanks, aircraft, ships, drones, missiles and soldiers to an allied player. Nuclear weapons are never handed over.
- Call an allied player to arms against a nation: if they accept, both go to war together. Allied armies at war with the same enemy push the front 20 percent further.
- Research pacts (both research 10 percent faster), military access (our troops reach the land of the partner and its neighbours), joint exercises (both armies fight 5 percent better for three months), and help for the world wonder of a partner (it is ready sooner).
- Messages to a player, the intelligence of allies and partners (their army, money and wars), the list of the players with their ties, and the coalitions of allied players with their strength together. The names of the players are shown with their nations.
New horizons (the menu Horizons, the H key, and the Horizons tab of the web version, H key):
- The world: climate change (the world warms with its economy; pledges and green laws slow it, and heat hurts farms), climate summits every five years, the price of food, rare world pandemics, financial crises and internet outages, the age of artificial intelligence from 2033, the arms race, the World Cup every four years (how far your team came, the champions), the World Expo every five years, the Nobel prizes every October, the summit of the twenty largest economies every September, and world records.
- Thirty-four new actions. The economy: a national lottery, tourism advertising, a digital currency, universal basic income, a four-day week, strategic oil and food reserves, an investment summit, start-up visas, a luxury tax. Society: vaccination, coding schools, a war on drugs, clean cities, national service, a diversity law, women at work, the countryside, a world television channel, sports academies. The army and space: spy, communication, navigation and weather satellites, a nuclear test, special forces, drone swarms, a coast guard, military hospitals. The legacy: national monuments, a time capsule that opens after ten years, national heroes, a national holiday, the bid for the World Expo.
- Nine new diplomatic actions in the menu of a nation: sister cities, joint research, travel without visas, extradition treaties, an arms embargo voted by the world, peacekeepers, forgiving debt, arms control treaties and a rival. With a spy satellite we see the army of any nation.
- Twelve new events: a heat wave, locusts, a bridge collapse, a run on the banks, diaspora investors, a film that wins abroad, a factory explosion, a data leak, a gold rush, a song that goes around the world, smugglers, a hunger strike.
- Eight honours, and how history will remember you.
- The computer uses the new actions too.
- Online rooms each keep their own world now: the oil price, the world economy, the wonders and the climate of one room no longer leak into another.

Version 1.6.0
Discoveries: a world full of secrets. Everything is in the new menu Discoveries of the command menu, the X key, and the Discoveries tab of the web version (X key).
- Ten world wonders: the Space Elevator, the Global Data Library, the Fusion Reactor, the World Stadium, the Cathedral of Peace, the Floating Ocean City, the Supercollider, the Desert Greening Project, the Continental Shield and the Hyperloop Network. Only one nation in the world can have each; the computer races for them too. Whoever finishes first wins it, the others get half of their money back. Each one has a strong lasting effect (the Continental Shield stops a quarter of enemy air, drone and missile strikes, for example).
- Twelve secret breakthroughs that come by themselves when two research fields both reach a level. The scientists whisper hints about the three closest ones.
- Six expeditions: Antarctica, the deep ocean, the Amazon, the Sahara, the Moon and Mars. One at a time; they come home with treasures, research data, new deposits, sometimes empty-handed, sometimes in tragedy.
- The national museum: 28 treasures in 7 collections. Workers building roads find the treasures of our own history too. Every treasure brings a little tax from tourists; a complete collection opens a new hall.
- Eight legendary events, each only once a game: a meteor, a signal from space, a young genius, a treasure ship, a solar storm, a miracle cure, a defector, a waking volcano.
- Four mysteries in several chapters: the ancient map, the signals from deep space, the vanished submarine, the virus in the ice. Your choices decide how they end.
- Ten secret achievements, hidden until you reach them, and a title your people give you (the Explorer, the Builder of Wonders and more).
- The journal of discoveries remembers everything you found.

Version 1.5.0
Fifty new things.
- Every nation has its own weapons: Turkey builds the Altay, the KAAN and the Bayraktar TB2, Russia the T-90M and the Su-57, the United States the Abrams and the F-35, and so on for all 61 nations. The army report, the production menu and the battles name them. A nation that builds none of its own uses the models it really buys.
- The economy: a stock market index, the value of the currency (a strong currency lowers inflation and slows exports), a credit rating from AAA to CCC that sets the interest on the debt, privatizing state companies, nationalizing the natural resources, free trade zones, corruption that eats the taxes, a tax amnesty, buying and selling gold, and a world economy that moves between recessions, normal times and booms.
- Society: education, health and crime indexes that follow the budget and the policies, national festivals, the census, brain drain when approval is low or taxes are high, waves of protest, and a pension reform.
- Diplomacy, in the diplomacy menu under More diplomatic actions: embassies, non-aggression pacts, denouncing a nation, monthly aid programs, cultural exchanges, secretly paying rebels in a rival, loans from allies, territorial claims (a war over a claim is not unprovoked), military aid to allies and ceasefires that hold for a year. The regional union and the world trade organization can be joined.
- The army: generals (attacking, defending or quartermaster), military academies, border fortifications that slow enemy fronts, sea mines against landings, the alert level, mercenaries for six months, war bonds and victory parades.
- The world: oil price shocks, Olympic Games every four years, the space race to the Moon, elections and revolutions in other nations, refugees from wars, and pirates on the sea lanes.
- The newspaper (W key) tells the news of the last month, the trends (Y key) how the economy, the money and approval moved over the last year.
- Settings choose the difficulty (easy, normal, hard) and the mood of the world (calm, normal, stormy) for new games.
- All of it is in the new menu More, in the command menu, and in the More tab of the web version (M key).

Version 1.4.0
- A new language: Indonesian (Bahasa Indonesia), in the game and in the web version. The game now speaks English, Turkish, Russian, German, Spanish, French and Indonesian.
- Text boxes can be read and edited: the up and down arrows read the whole text, left and right move letter by letter and read the letter, Control with the arrows moves by words, Home and End, Delete, Control V pastes, F2 repeats the question. In password boxes the arrows tell how many characters there are, never the letters.
- Accounts get an e-mail address: a new account asks for one, and an account without one is asked at login. The online menu can change it. It is only used to help when a password is forgotten.
- Statecraft, a new part of the command menu: the interest rate of the central bank (high rates bring inflation down, low rates help growth), repaying debt and borrowing, a wealth fund that earns about 5 percent a year, six laws (digital state, entrepreneurship, green transition, conscription, transparent procurement, independent courts), five strategic programs (artificial intelligence, space, nuclear power plants, a missile shield, a cyber command), the immigration policy and the speech to the nation.
- The advisor: the V key says what to do now, for example raise the interest rate when inflation is high, or build projects when the treasury is full.
- Achievements (fifteen), the history of the nation year by year, and the leaders of the world by score, in the statecraft menu.
- The world asks: friendly nations offer trade agreements and defence pacts, earthquakes abroad ask for help, and the United Nations vote on the worst aggressors. Each one comes to the agenda.
- State visits raise relations a lot, and a military base in an ally lets our troops reach that ally and its neighbours by land.
- A military exercise makes the army fight better for three months, and the army gains experience in its battles.
- Joining the war of an ally: when an ally is attacked, the agenda asks whether we join, send money or stay out; the diplomacy menu has Join the war too. Before, the game said so but the option did not exist.
- Declaring war on a nation we were on good terms with now really counts as an unprovoked attack.
- Four more developing stories: the Olympic bid, a new virus, a start-up boom and hackers in the banks.

Version 1.3.2
- Budget shares: raising an item when the shares already make 100 percent now works. The share it needs is taken from the other items, each in proportion to its size, and the game says how much each one lost. Before, the game refused and the item stayed as it was. Lowering an item still leaves the other items alone: the money that is not given to any item stays in the treasury.

Version 1.3.1
- Why the economy grows or shrinks: the G key, and a new item of the economy menu, tell every part of growth: research, spending, taxes, trade, sanctions, wars, debt, stability and the rest.
- Sanctions slow growth by at most 3.5 points together (before, every sanctioning nation took 0.35 points with no limit, so a big conqueror shrank for years), and lower stability by at most 12.
- Sanctions are lifted by themselves sooner: once our aggression is under 35, a little more every month, and the game tells which nation lifted them.
- Ask a nation to lift its sanctions: a new diplomacy action, also in the economy menu under Nations that sanction us. It costs some money and works better with good relations and low aggression.

Version 1.3.0
- Growing strong without a war, with ideas from the Country Simulator.
- Development projects (command menu): industrial zones, technology parks, tourism, modern farming, mines and refineries, ports, high-speed rail, renewable energy, the defence industry and hospitals. Each takes months to build, has three levels and raises the economy for good. Up to three are built at once.
- Army reserve (army menu): send part of the army home as a reserve. In reserve soldiers and weapons cost 70 percent less, but fight much less. Calling them back takes about a month, and a war calls them back by itself. The computer keeps a reserve too when money is short.
- Sell weapons abroad (army menu): nations that like us buy our tanks, aircraft, ships and the rest; nations at war pay more. The defence industry makes them cheaper to build and dearer to sell.
- The cabinet (command menu): five ministers, each of three kinds (a technocrat or a populist at the economy, a general or a reformer at defence...). Every new minister is weak, able or brilliant.
- Goals (command menu): three goals at a time, such as lower inflation, a year of peace or a growing economy. Each goal reached brings money, approval and research.
- Mediation (the world menu, and the wars tab of the web version): offer peace talks between two nations at war. Success makes peace and the whole world thinks better of you.

Version 1.2.0
- War fronts: every war now has a front. Battles, air strikes, missiles, drones, naval bombardment, artillery, special forces and hypersonic missiles all push it forward; when it breaks through, a province falls. The wars list and the military operations menu tell how far each front has come.
- Air strikes and missiles also break the enemy's air defence and fortifications, so every following attack gets through more easily. Every attack now tells exactly what the enemy lost: aircraft, tanks, soldiers, ships.
- Paratroopers and landings no longer take a province alone from a fresh army: they win airfields and beaches and push the front far forward, and take the province when the front is already near a breakthrough. Overseas they are how you get onto the land.
- Forces need time to rearm after an attack (aircraft 4 days, paratroopers 12 days...), so the same attack cannot be repeated endlessly.
- Developing stories: matters that come back months later and go on according to your choice. A separatist movement, a housing bubble, shots on the border with a neighbour, rumours of a coup, a great dam, an energy crisis, a captured spy and a new opposition leader.

Version 1.1.0
- Empire: a new part of the command menu (and a new tab in the web version) to rule what you conquered.
- Every occupied land gets its own rule: ordinary occupation, integration (after 18 months with resistance under 45 percent the land becomes yours for good, with no garrison and no resistance), martial law (resistance falls fast, but approval at home falls and the world is angered), local autonomy (calmer, but only half the resources) or exploiting the resources (50 percent more, but more resistance).
- Rebuild an occupied land: its economy grows and resistance falls. Or give the land back: the world thinks better of you.
- Puppets: choose low, normal or high tribute (high brings much more, but they resent it and break away more easily), call up a quarter of their forces every six months, annex them peacefully, or grant them full independence.

Version 1.0.0
- World Command can now be played in the browser too, at https://hosting-ttserver.com.tr:8445/ : menus you can see and click, on a computer, tablet or phone. It uses the same accounts and online rooms, so sighted friends and screen reader users play together. The link is on the World Command page of the website.

Version 0.9.0
- Before a war: declaring war or attacking tells which nations may come to the help of your target, with their strength and yours. "About" a nation lists its allies.
- A nation that is allied to both sides now stays out of the war (it is not pleased). Turkey and Greece, for example, can fight without the whole alliance joining in.
- Pull a nation out of an alliance: a new diplomacy action. It costs money, and works better when they like you more than their ally; if it fails, both sides are angry.
- Peace with terms: demand war reparations or two provinces when you are winning. A losing nation now asks you for peace and offers reparations.
- Election campaigns: three months before an election you choose your promises.
- Four new events: the national team wins the cup, a tourism boom, floods, and a world summit.

Version 0.8.0
- Domestic policies, a new part of the command menu: free healthcare, higher pensions, a higher minimum wage, affordable housing, free university, a transport and roads megaproject, festivals and sports, an anti-corruption agency, free press or censorship, more police, fuel subsidies, child benefits and tax relief for low incomes. Each has its own effect and costs money every month; taking a gift back angers people.
- What the people think: the 0 key, and the first item of the policies menu, tell what raises and what lowers approval right now, and where approval is heading.
- The computer's governments start with policies that fit them: democracies have a free press, autocracies censorship and more police.

Version 0.7.0
- Three new languages: German, Spanish and French, next to English, Turkish and Russian. Every text of the game is translated.
- Numbers are spoken the way each language writes them: 1,5 instead of 1.5 in Turkish, Russian, German, Spanish and French.

Version 0.6.2
- Budget shares stay where you put them: changing one item no longer moves the others. What no item gets is not spent and stays in the treasury. To give an item more when nothing is free, lower another first; the game says so.
- Taxes: above 35 percent more and more of the tax is evaded, and very high taxes drive firms away. 60 percent now brings less money than 40 percent. The 2 key tells how much is evaded.
- Research you can feel: industry and energy add real growth, energy also brings more tax and resources and lowers inflation, medicine and information make people clearly happier and the state more stable.
- Research is faster: early levels in 3 to 5 months, the highest levels in about a year and a half.
- Fixed: some nations started with budget shares that added up to more than 100 percent.

Version 0.6.1
- Nuclear warheads are a unit now: produce them in the army menu with the nuclear program at level 5. A nuclear strike uses a warhead and a ballistic missile to carry it. The nine nuclear powers start with their warheads.
- Production is much faster: soldiers 15 days, tanks 25, aircraft 45, warships 90, drones 10, missiles 15, warheads 120 (industry research makes it faster still).
- Skipping a month tells your production orders and when the next one is ready.

Version 0.6.0
- Eight new research fields: armored warfare, air force, naval warfare, air defence, space and satellites, energy, nuclear program, information and propaganda. Fourteen fields now, ten levels each.
- Seven new kinds of attack: airborne assault with paratroopers, amphibious landings, hypersonic missiles, sabotage of oil fields and power plants, electronic warfare, propaganda campaigns and nuclear strikes. Each has its own sound.
- Paratroopers and landings can take a province even far from home, with control of the sky or the sea.
- Nuclear weapons: the nine nuclear powers of 2027 start with them; others must research the nuclear program to level 5. Nobody attacks a nuclear power lightly; a nuclear strike brings the whole world against you, and a nuclear power answers in kind.
- Fixed: after a restart the online server did not read the accounts back.

Version 0.5.0
- Languages: English, Turkish and Russian. Choose at the first start or in Settings. Every menu, report, news and event is translated, also the messages of the online server.
- Online accounts: create an account with a name and a password, log in, let the game remember the login, change the password.
- Feedback tickets: report a bug or send an idea from the online menu or with F4 in the game; the team answers in My tickets and you hear it when they do.
- The admin panel for the team: server status, online players, notifications to everyone, a restart of the server with a countdown, tickets, rooms, the message of the day, bans and roles. The same commands work in the chat with a slash.
- A new sound for notifications of the server.
- English and Russian read-me files.

Version 0.4.0
- Choosing a nation: all nations A to Z, a search by name, or by region. Turkey is easy to find now.
- Natural resources: oil, gas, minerals, gold and farmland earn the state money every month. "About" a nation tells its resources, spies find its treasury and what its resources bring, R tells your own, and the world menu ranks the richest.
- Conquest is realistic: every province brings its people, economy and resources, but the occupied people resist. Too few soldiers there, and partisans attack, stability falls, the land can rise again.
- When a nation surrenders you decide its fate: annex it, install a puppet government that pays tribute and fights beside you, or liberate it.
- Conquering a nation with better technology brings research points.
- The world reacts: wars of conquest bring sanctions, and a great conqueror can face a coalition.
- War at sea: fleets fight battles; troops can only land overseas with 60 percent control of the sea. Nations without a coast have no navy.
- Military operations: air strikes, missiles, drones, naval bombardment, artillery, special forces raids, naval blockades and cyber attacks. The computer uses them too.
- New sounds for every kind of attack, sea battles, two new land battles, partisans, rebellions, sanctions, coalitions, puppets and liberation.

Version 0.3.0
- The game updates itself: it checks for a new version when it starts, and "Check for updates" in the main menu checks any time. Only the files that changed are downloaded and checked before they replace the old ones; then the game starts again.

Version 0.2.2
- Fixed: every order in the single-player game (taxes, budget, production, research, diplomacy) froze the game.

Version 0.2.1
- Space skips to the first day of the next month. Online only the host can do it, for the whole room. T tells the date and the speed.

Version 0.2
- Online rooms: create a room with an optional password, your friends join it, everybody picks a nation and the host starts the game. The host sets the speed. F2 talks to the room, F3 tells who leads which nation.
- Research tells how many months the next level needs at the current budget (research menu and the 6 key).
- B reads the briefing of the last month.
- Your name and the volumes are remembered.

Version 0.1
- The first version: 61 nations of 2027, economy, budget, army, research, diplomacy, wars, events, saves.
