Yeah its a bug. Its logged in the Discord.
Ben
Creator of
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Smaller nations were in the game pre-0.3. The reason they were removed was because under the current game mechanics/rules, they get destroyed. This gave new players a negative impression so I removed them. Once the game mecahnics mature to the point at which a playthrough as Greece is viable without Britain or the Ottomans eating them, they will be reintroduced.
In regards to early surrender, that will work itself out once war goals are added. I.e. Germany declares war on Russia for Warsaw. Germany can capture the territory and then ticker them out, at wars end territories that are taken without a war goal are returned to respective countries, etc, etc.
Thanks I am working away in the background trying to get 0.3 out as soon as possible. It is taking longer than originally planned because army management and diplomacy are being simplified. The entire UI is being reworked as well.
I am trying to simplify things by reducing the amount of micromanagement/clicks required to do certain things. I don't want to hype 0.3 up too much but I am very optimistic it is going to iron out a lot of the wrinkles.
There are a couple of changes in the v0.3 build that will add depth to factories.
First they will no longer be built directly by you, instead each territory will automatically build their own factories. This will reduce input spam for the player.
Factories will no longer cost cash to build, instead they will build slowly over time based on your national construction speed.
With the introduction of commodities, if you have the factories but can't buy their inputs then they will sit idle. Industry will need to be developed in parallel with infrastructure.
Hopefully these changes will add a bit more depth than just insta spamming factories to get money.
I wanted to wait before replying because you hit some some good points, and they are priorities of mine as well. Economy and Navy overhaul is the next major update coming in June.
In terms of military and civilian factories, they will be in that build. You can decide what ratio is used to produce civilian goods (consumed by Pops to produce taxes or population growth) and military goods (consumed to replenish divisions after combat).
Not transport ships but the same class of vessel. They will be called merchants and they will be used to import and export commodities. Commodities are used by factories to produce civilian and military goods.
Morale is something I am considering as part of a future update around the foundations put down in 0.2.0. Not in scope for 2025 but this could change depending on priorities. I want to add it at some point for history purposs, i.e. the French mutinies of 1917 could stop your divisions from attacking.
Naval warfare will revolve around 4 classes of hulls. Battleship, submarine, destroyer and merchant. This game is based on history and as a result, naval combat is not a major part of WW1. Navies are an extension of the economy, your ability to import and export goods. As well as your ability to deny the enemy of commodities for their economy.
Battleships will still be used to initiate/prevent naval invasions. The other 3 classes revolve around economy and the ability to fuel nation's economy.
Capitals will be added but not in the economy update. They will come in September when diplomacy will be reworked. Capitals will be important when it comes to enforcing war goals.
You have a very good eye for the weaknesses in the game, and you communicate them better than most people people, which I appreciate.
Good news! This issue has already been fed back to me via the Discord community. I have made changes to the turn order and it will be in this Friday's build.
As you say the AI adjusts their troops after the turn ends, this results in unfair engagements and bias against the player. In the new build the AI will deploy their troops at the start of the turn. This gives you more information about where the AI is strong, weak, etc.
The AI will adjust their troops too when you declare war, so no more land grabs at the start of a war. The Spring update this Friday has a ton of changes and it will add depth and more choices for how you manage your land forces and fight battles.
I have committed to supporting BfE for the whole of 2025. Economy and Navy will get overhauled in the Summer. Diplomacy in the Autumn. Tech and skill trees will be added in the Winter.
A couple of people in the Discord community have made the same point so you are not alone.
The first major update is coming 28 March which will add mechanics to land combat. You will be glad to hear several changes are being made to address this problem.
New properties such as manpower strength, attack and defence modifiers as well as division reinforcement will increase the value of each individual addition.
You will no longer move around individual divisions. Instead you will create a Corps of up to 5 Divisions. Each territory can contain a single Corps so a lot less micro for a more realistic result!
If you are someone that enjoys playing the game, I would encourage you to join the Discord to stay in the loop with development. As well as contribute feedback to the direction of the game.
You're absolutely right—Greece, along with other minor nations, aren't in a playable state right now. My current focus is on refining the mechanics for the great and secondary powers, as they shape the overall flow of the game.
My development timeline is structured in phases: March is focused on refining land combat, June will bring updates to the economy, September will improve diplomacy, and December will introduce more nation customization. These systems need to be solid before smaller nations like Greece can be balanced properly.
If you're interested in the game, consider joining the Discord. I regularly discuss changes, share updates, and gather feedback from the community to help shape the game’s direction. You sound like a valueable member!



