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Nov 4, 2026

Hackers, Asset Prices & Inflation

The players of Match #43 were enjoying the new Hacker unit type a little too much.

Round after round saw orders getting yanked out from under generals, disrupting troop build outs, attacks and missile launches. After some consideration we reached a consensus that they were too powerful. Consequently Hacker units are now consumed when they deliver a cyberattack. The payload is spent, the worm has been delivered, and the unit is burned. This makes them similar to assassins as they are on a similar power spectrum. They also cost 50% more than they did yesterday, seeking a balance of power & cost that scales with the other units.

Asset prices have also changed. Observing the utility of ships was diminished with the introduction of planes, the price of ships have been lowered, and the prices of planes have been raised. This should rebalance these assets and make ships more effective. Planes can cross two provinces to attack and require a Scientist to build them in the first place.

The new Inflation rules are in effect and they're working quite nicely. Multiple parameters are affected:

  • Asset costs. Everything costs gradually more every 7 turns.
  • Order limits. Raises the number of orders generals can issue every 7 turns.
  • Soldier limits. Raises the number of soldiers that can be built every 7 turns.

The overall effect is that the game becomes richer and more complex as it progresses. Everything is more, more, more.

We hope you'll enjoy these latest revisions. Come join us in the Conquest room and see for yourself. You can play alone vs Marco, or in a group. If you're short on friends just reach out to me on Mappit messaging and I'll join a game with you.

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