In the West, not much is popularly known of the struggle that brought Communism to power in China. Some would say, it is a matter of general disinterest, while others point to the decades of deliberate obfuscation being Beijing government policy. Today, this part of this history comes alive at your fingertips as we aim to shed some light on the tale of the Chinese Civil War. With its many battles and heroes, it is among the most consequential and dramatic of our modern era.
The Man Behind the Legend
One of those colorful characters that participated in this struggle, is a man called Zhu De. A person of some military skill, well educated and a regional Warlord, he was initially inclined toward the Nationalists rather than the Communists. Yet, Zhu De eventually embraced Communism under the sponsorship of Zhou Enlai - abandoning his previous ambitions in favor of a life dedicated to self-sacrifice. It is this change of heart that eventually led him down the path towards founding and becoming the Commander-in-Chief of the People's Liberation Army and the architect of its victory over the Nationalist Kuomintang.
If you select Zhu De, he will serve as a voice illustrating the military symphony of the Chinese Civil War. His strategy heavily emphasized proper logistics, long-term results, and above all - loyalty. It was his tactics of grand feints, deferred results, and asymmetric engagements that historically tipped the scales in towards the Red camp. Depending on the distribution of influence and force across the map, the general presents you with numerous challenges and opportunities for furthering the interests of the Soviets and putting your own mark on history.
Multiple paths to final victory
It all starts with the arrival of Zhu De, a chain of narrative and decisions that perfect exemplify what we are aiming to achieve in Terminal Conflict: a detailed Cold War simulation with historically plausible outcomes with a large amount of variation. Below you can see how the Zhu De chain of events is designed.
When Zhu De is selected as an active character the game instantly checks for the historical conditions that can trigger decisions related to him. Most of them are connected to the control of certain regions, and most of them trigger a decision that has a larger scale narrative and gameplay consequence. Let's play one example of how this could unfold.
A good Commander acts
Being in a proxy war, with Zhu De sent by Mao as your liaison officer to the Chinese Liberation Army, you will have to makes some thoughtful choices when the conditions are as favorable as you can make them.
Being a warlord, Zhu De can attract quite the company. Speaking in his favor is one thing but it is ultimately you that decides.
After a long series of battles, an opportunity to savor victory may present itself. While it may seem a mere philosophical matter, the effects are quite real.
Your strategic play on the short term and the long term will matter as there may also come a time when the mainland is all but secure - save for an island bastion of the Nationalists. Leaving Taiwan for last maybe a low-risk strategy but potentially with the long term effect of keeping the enemy out of reach. Consolidate your position or perhaps the moment has come to remove the enemy once and for all?
Now, is your opportunity to follow Zhu De's path and see if the life and works of a legend can be improved upon. The triumph of the Chinese Communist and that of the Soviet Union is yours to forge.
Mighty Cheers, Leif 'Greatexperiment' Miler and Alfred 'Zeress' Frendo-Cumbo
Upcoming Development I) NEW tutorials are in productions and the official MANUAL is soon going into print! Halls are busy in Washington and Moscow!
II) People's interests decision chain is in the works for the USA faction and is in full production.
III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power?
CHANGELOG
AI
AI has now gotten a new ability and will correctly score all used effects
Fixed an issue where the leaders would not be correctly recruited
AI now properly checks if a particular region can be targeted by Leader abilities
AI leader recruitment now values focus needs
Fixed an issue where the AI wrongly looks at focus prioritizations targets
Fixed an issue where the AI did not use correctly 0 cost Leader abilities
Tweaked Juche ability for AI use
Added a new balancing where we slightly increased the favor for interest and increased leader power score
Various other smaller AI tweaks
GAME
Fixed an issue where the Sea Unit Movement in non-focus theaters is now correctly allowed if you already have a friendly sea unit in your enemy-controlled region
Fixed a memory leak issue caused by texture allocation
Failed maneuver attacks into focus theaters no longer incorrectly charge
People interest
Unable to DISEMBARK into non-focus theaters where the opponent has a presence in the target region
Fixed Tito's Ability Samoupravljanje wrongly having an EndTurn value of 2, instead of 1 and Samoupravljanje now correctly grants 1 influence instead of 2
Fixed an issue where you were awarded twice the amount of decisions in case of one-sided disarmament
FOCUS
NEW RED DRAGON RISING: Enabled the ability to select and play the Chinese Civil War where the USSR can use Peng Dehuai or Zhu De
Selection of 'Hollywood Investigation' now activates 'Red Scare' & 'Joseph McCarthy' policies and now requires selection of both Red Scare & McCarthy for completion
Completion or Failure of 'Hollywood Investigation' now activates 'Olympus Rising'
Politics of Poverty now requires that the Marshall Plan NOT be enacted
POLICIES
NEW MERCHANTS OF LIBERTY (USA Sub-Saharan Africa): Spend 3 MILITARY to place 1 INFLUENCE for each of your opponent's MILITARY interests.
NEW RED DAWN RISING (USSR North America): Set MILITARY to 3 to add 1 USSR ARMY COMMAND to COMMAND RESERVES.
Charles 'Lucky' Luciano renamed to C. 'Lucky' Luciano to better fit condition and effect notification boundaries
'Olympus has Risen' now fires as soon as the flag CIAActive has been set to 1
Fixed an issue where characters would disappear after a selection
DECISIONS
The Promised Land: Fixed second options to better reflect the bonuses and the text AND adjusted its effect order to meet standards
America's Playground: now triggered by Enforce Monroe Doctrine as well as America's Playground Focus
Havana Conference: now triggered by Enforce Monroe Doctrine, America's Playground Focus, LITEMPO, Spy Network, and Havana Crime Conference Focuses
Disabled Charles 'Lucky' Luciano from the start, instead he is activated by Havana Conference
Money Trail: Fixed an issue in the that was causing an error when Option 1 or Option 2 was selected and Option 1 can no longer be selected if the CIA has already been created
'Olympus has Risen' no longer activates 'Joseph McCarthy' Policy
Fixed an issue where you were able to remove the SUPPORT ability twice from David Ben-Gurion
Fixed an issue where some triggers were incorrectly set up in the Chinese Civil War and where one of the change interests was causing an error
Updated the independence decision for Ürümqi
Updated text wording for The Long Telegram
Fixed Idi Amin making a comeback tour with the USA despite being official with the USSR
Major overhaul of the Weapons Program's decision effects and Research Breakthrough renamed to Future Generation Progress as well as Scientific Advancement & Triumph of Soviet Industry now require at least 10% progress to trigger
Updated Weapons Program with randomized values setup and so that they become a lot more dynamic and balanced its bonuses further
Weapons Program advancement decision framework added
Random chance of progress assigned to all options in production-related decisions, and Opt. 1 in experimental X for WeaponsProgram
Updated Weapons Program definition of Enemy Blueprints
Weapons Program sabotage cost set to -1 Elites, sabotage amount to 5%
Egg Fried Rice: Updated triggers to better match the correct conditions for Mao's son decision
EDITOR
Standardized the use of editor terms for ease of usage, like De/Select, etc
Matched terminology as it is used outside the editor, like war -> war zone
Clarified the special field to be more succinct
OTHER
Fixed an issue where theaters rendering in focus management could potentially cause game instability or crash
The French are glad to die for love, They delight in fighting duels. But I prefer a general who lives to field these armored jewels. Fighters or bombers are quite continental, But tanks are a military man's best friend!
A deeper modernization is beginning as the Ministry of Defense initiates the design of a new tank as we implement a new set of decisions. A warm welcome to this week's development diary about the brand new decision chain for the tank weapons program with the equivalent on the US side!
Research and Development
Unlike unconventional research and development (the Space Race and Nuclear Technology) that is at your direct control in the State Affairs menu, conventional weapons development is under the control of the Defense establishments. They will recommend when needed, an overhaul of the tank models, represented by focuses in your terminal. The objective with all weapons program focuses is simple, with the stated goal to have the program reach 100% completion for the tank model to successfully enter service at the end of the timeline, granting you Victory Points.
The Military will love for nothing else then you picking these, providing one military interest to you each turn for your domestic politics and potentially fuelling research in unconventional tech.
Research Breakthroughs
Naturally, along the development cycle of anything new, there is always the chance that you discover something magnificent, like an experimental powertrain, turret and many more.
These can, of course, be used to upgrade your current design but will cause 10% of your progress being devoted to retrofitting them, potentially risking delays and the completion of the program before the focus ends. That said, if you know that this model is not going to be completed, you might as well just invest it all into the next coming model, instead of upgrading the one you already know is a failure.
Trouble down the barrel
These kinds of projects, with a lot of eyes and ears, and potentially loose lips, will have your opponent trying to benefit from or sabotage your development. Preventing you from reaching 100% completion on your weapons program will render your progress on anything but research breakthroughs valiant but ultimately wasted.
As the enemy's agents are at work, your opponent is given three crucial choices for all their discoveries:
Continue monitoring the developments - low risk, slowly increasing their knowledge of the program
Attempt to urgently acquire the blueprint - a 10% chance to gain the blueprints but yields no other knowledge otherwise
Attempt to sabotage your development - yields nothing in terms of advances towards a blueprint, but knocks off 10% of your progress
Should your enemy succeed in getting hold of your blueprint, they will get up to 25% ahead of the competition at the end of the focus as they get to keep a quarter of all their Research Breakthrough progress for THEIR next focus model.
Keep safe and make sure to TANK your scientists for their great work!
Mighty Cheers, Leif 'Greatexperiment' Miler, Alfred 'Zeress' Frendo-Cumbo and Gellert 'GFK' Keresztes,
Upcoming Development I) ZHU DE: Marshal Zhu De, the founder of Communist China's mighty People's Liberation Army is making his entrance into the terminal. The red carpet has been prepared and his story-line has advanced into beta testing, undergoing final balancing.
II) People's interests decision chain is in the works for the USA faction and is in full production.
III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power?
CHANGELOG
AI NEW major update to the way the AI handles Leaders AI now uses calculates and uses Leader abilities
GAME
Garrisoning of forces after disarmament is now once more working properly
Full review and rebalancing of The China Card scenario
Fixed an issue where selecting Peng as a Policy for China would cause an error
Fixed an issue where the first Maneuver with an Army Command of a two-step move would incorrectly not cost any PEOPLE
Fixed an issue that would cause Press + Hold for 2 seconds to sometimes not function properly
Fixed an issue where selecting the last focus in FOCUS MGMT would cause an exception
FOCUS
NEW! Focuses can now yield specific effects outside just VP
Expriging focuses will now be shown properly even for your own focuses, not just the enemies
Fixed Focus checks being part of an ALL trigger, and thus unable to allow for two triggers to pass at the same time
POLICIES
USA NEW! (Available if Mao's power grows to 15 or more) INEVITABLE SCHISM: ---CHINA, EAST ASIA. Set all USSR CONTROLLED regions to 2 USSR INFLUENCE.
Removed the military cost for recruiting the Chinese liaison officers (Peng, Zhu, Lin)
DECISIONS
Fully rebalanced the bonuses for the Chinese Civil War
The China Card will now need to be completed in 9 turns, up from 5
Setup completed in anticipation of the implementation of Zhu De
Updated the Strident horse Decision chain regarding Mongolia
Chinese Civil War decisions will now take into consideration the posture you've selected before firing giving you much more variation in outcomes (Arm/Disarm)
Divided up the Chinese mainland battle into 4 zones (North,West, East, Taiwan)
Added Decision for Rallying forces by Peng in the North
Added Decision for Communist Tactical Victory added for Peng in Lanzhou and Ürümqi in western Muslim regions of China
Red Dragon Rising narrative and narrative for the Chinese Civil War can now be triggered by focusing on The Death of John Birch, Taiwan Strait Crisis, Red Dragon Dance or The Great Leap Forward
The Arrival of Generals will correctly take focuses into consideration
Standardized the description text for Korean Character Cho Man-sik
EDITOR
Fixed an issue where copying a decision in certain circumstances would cause an exception to be given by the game
Updated the FocusTargetTheater creation to set the standard focus as North America (being the first theater)
Decision with Display set to NONE will no longer show in-game Message log allowing for hidden decisions to work in the background
The nuclear deterrent is a key element of the Cold War. Fair to say, when playing multiplayer, we've noticed that humans tend to be more careful with nuclear tensions. As such we've been working hard on improving the AI response in this field and from now on, if you start pushing the AI into a corner a new system is getting into play - The AI-driven Apocalypse. The great equalizer of mutually assured destruction.
AI aggressivity
To start with, the AI isn't overly aggressive on launching nukes - no one would be, yet it's a lot more aware especially when cornered. The first step is that it will start to figure out and compare the size of the arsenals between itself and you, the so-called "missile gap". It also compares possible launch vehicles available for both you and for itself, along with regions most likely to be targetted. So think twice about what units you field, or not field.
Another thing the AI now keeps in mind is how the population will react (Interests Backlash) at the onset of launching a first-strike. After all, a good leader plans carefully for victory. Ultimately imagine how the world would look once nuclear winter sets in, as the AI sure will. Once the dust settles, a victory; even if it is a pyrrhic one is worth preparing for if provoked.
AI Apocalypse Triggers
In each focus, where the Doomsday Clock is increasing and tension is in the air, MIRVIN will now consider carefully about pushing the big enticing red button. - "Alea iacta est" - the die has been cast. Also remember, if you push the AI too far and its future becomes increasingly bleak, it will and can, just as it's real life counterpart, prefer mutually assured destruction to a guaranteed total loss.
Updated Focus Reports
To remind you and give you a better overview of current standings, our engineers have equipped your terminal with an updated report at the end of each focus. Displaying all relevant progress towards victory make good use of it!
Where does that leave humanity? Is there a more peaceful future? It's up to you to find out as we hope you enjoy this MIRVIN update.
Upcoming Development I) WEAPONS PROGRAM: Looking to makes tanks? Have you always wanted a sweet T-72 or what about an M60 Patton? The tank weapons program has advanced into beta testing, undergoing final balancing.
II) ZHU DE: Marshal Zhu De, the founder of Communist China's mighty People's Liberation Army is making his entrance into the terminal. The red carpet has been prepared and his story-line is in full production.
III) People's interests decision chain is in the works for the USA faction.
CHANGELOG
AI
NEW Major update to calculations for Nuclear Apocalypse in terms of scope and calculation
AI now considers possible launching vehicles - nuclear triad
AI more susceptible to tension and pressure for launching a nuclear war
AI more likely now to conduct first-strike
GAME
Updated the formatting of Save Games to better reflect it's content
Added a warning system when you are about to deplete a domestic interest to more easily avoid Mismanagement
Fixed an issue where Press and Hold 2 secs was not working as intended
Fixed an issue where unit deployment (DEP) marker would not clear in certain situations
Fixed an issue where Press and Hold 2 secs on the theater map in FOCUS MGMT would incorrectly not produce it's assigned notification
Adjusted a People interest cost that would incorrectly be ignored when maneuvering an Army Command outside of your focus theater
Adjusting wrongful sorting of units for procurement in State Affairs
Fixed an issue where the Options between Warning and the logistics where not correctly separated
Updated the Transit unit ability for Army Commands to correctly state that the ability is Passive
FOCUS
During Focus selection and Arm/Disarm Posture selection the reions that are part of the selected focus' conditions now blink for easy identification
Updated the Kalashnikov Comrades focus where it no longer requires Soviet presence in Yugoslavia
Added Calderon's character power to Calderon's Return Focus
Fixed an issue where selecting FOCUS MGMT when the last focus ends would cause an error
POLICIES
Added the current value to the notification for easy overview of your characters
Ferrer and Guardia Charac imagery has been added
Condensed some character names with initials
Updated Batista's, LeMay's and Molotov's characters
Chiang Kai-shek is now a character
Cho Man-sik , is now a character
All character image names have been updated and standardized
Changed Olympus has Risen from 131400 to 131401
Harry Anslinger changed from 29041 to 130100
Charles 'Lucky' Luciano changed from 29143 to 130200
Sherman Fowler changed from 29040 to 130300
Bill Summers changed from 29039 to 130400
Larry Franks changed from 29038 to 130500
Sergey Zakharin changed from 29488 to 230350
Nikolai Avilov changed from 29487 tp 230450
Veronika Avilova changed from 29472 to 230550
Liliya changed from 29473 to 230650
Vadim changed from 29474 to 230750
Alan Gareau changed from 29032 to 130600
Helen "Holly Rochs” Rochester changed from 29026 to 130700
General Lester Dunford changed from 29027 to 130800
James "Whizzy" changed from 29028 to 130900
Kolya Ilyich Kuznetsov changed from 29475 to 230850
Dima Orlov changed from 29486 to 230950
Joseph Toll changed from 29476 to 231050
Rodion Malinovsky changed from 29484 to 231250
Robert McNamara changed from 29037 to 131000
Yitzhak Rabin changed from 29544 to 131200
Yasser Arafat changed from 29594 to 231350
Ariel Sharon changed from 29543 to 131300
Allen Dulles changed from 29035 to 131400
John Foster Dulles changed from 29031 to 131700
Patrice Lumumba changed from 29694 to 231550
Arseny Zverev changed from 29483 to 231650
Vasily Garbuzov changed from 29482 to 231750
Alexei Kosygin changed from 29481 to 231850
George C. Marshall changed from 29034 to 131500
Joseph McCarthy changed from 29033 to 131600
Zhou Enlai changed from 29893 to 231950
Ivan Alexandrovich Serov changed from 29480 to 232050
George F. Kennan changed from 29030 to 131800
Panteleimon K. Ponomarenko changed from 29479 to 232150
Yekaterina A. Furtseva changed from 29478 to 232250
Pyotr N. Demichev changed from 29477 to 232350
Rafael A. Calderón Guardia changed from 29194 to 232450
José Figueres Ferrer changed from 29142 to 131900
Anastasio Somoza Garcia changed from 29141 to 132000
Clark Clifford changed from 29029 to 132100
George Schultz changed from 29025 to 132300
Henry Kissinger changed from 29024 to 132400
DECISIONS
Corrected an issue where the weapons program would not fire correctly
Renamed Zhu De decision chain content
Peng Dehuai, Lin Biao and Zhu De assigned their new policy IDs
Idi Amin decision chain has been updated
EDITOR
Decisions with Display set to NONE will no longer be shown in the notification message log (but can still be found in the game log file)
OTHER
Fixed an issue that was causing the faction text to be colored incorrectly
Ideologies, leaders and momentous decisions in a battle where Communism and Capitalism can transform the world, the Cold War is a politically incredibly rich and interesting period. It is a strategic chessboard that continuously evolves from one theater to another but with the added benefit that both players can, at any moment, wipe the board clean with a devastating nuclear apocalypse. This is both the challenge of the historical era and the beauty of playing a good historically plausible game.
In order to capture this unique blend of geopolitical brinkmanship, Terminal Conflict offers two mechanics under one name, Policies. One is for handling close advisors that bring with them a set of decisions, the so called Characs (short for off-map characters) and the other is for handling Ideas that improve certain aspects of your faction.
Policies in theaters
Selecting your focus is important as it plays out in a specific part of the world, a theater. Each theater in turn houses a maximum of three selected policies that have a role to play and you can easily see, strategize and substitute them as you see fit during your turn.
To find them, make your way to the FOCUS MGMT or THEATER COM and look in the bottom left corner, next to the interests gauges. Like here with Molotov, Orlov and Serov:
Characters
Notice that Characs, just like their on-map counterparts, Leaders, have a POWER value but are distinctly different. While leaders are always leading a foreign nation, are recruited into a designated region and possess powerful abilities that can be activated (such as Chinese Chairman Mao Zedong); Characters on the other hand are usually 'behind the curtains' domestic personalities or lower ranked officials. Without active abilities they only need to be selected to passively provide their assistance and be used (and depleted) to alter narratives and the course of chains of events (such as Chinese General Peng). Selecting him will trigger his Chinese Civil War chain of decisions and events, a chain playable in the China Card single player scenario.
Despite being lower in the hierarchy, remember that a nation is never better than its worst civil servant, so pick yours carefully. It also means Characs will react to your choices and will not like being replaced with other Characs or Ideas costing 3 of their power.
Ideas
Ideas are part of the same Policy system but they work in a different way. Often, they are very powerful affairs, but once used, they are usually depleted as they provide a precise benefit that most of the time involves a cost and require players to weight different elements in play. As such, substituting an idea with another, or with a Charac, will permanently cause it to be lost.
Here is an example, again in the Eastern China theater:
The Rapprochement idea allows the American player to place a maximum of a whopping 6 influence, equal to the USSR/USA VP ratio. It is clear that this policy, mimicking Nixon move in 1972, has to be timed correctly for maximum effect, possibly considering how the rest of the confrontation is going on in the entire world.
Design note
For designing the Ideas we want to capture important moments, ideologies and turning-points that had a deep impact on the history of the 20th century. With Characs and their personalities, here too we aim for a historical plausibility and meaningful impact. Having them at your disposal as another tool in your strategic toolbox imbues the whole gameplay with a strong historical flavor and allows you to experience what it means to lead a superpower of the era.
I) WEAPONS PROGRAM: Looking to makes tanks? Have you always wanted a sweet T-72 or what about an M60 Patton? The tank weapons program is on it's way to be finalized and balanced.
II) ZHU DE: Marshal Zhu De, the founder of Communist China's mighty People's Liberation Army is making his entrance into the terminal. The red carpet has been prepared and his story-line is in full production.
CHANGELOG
AI
AI Invasion tweaks making the AI more competitive
Fixed an issue where the AI would repeatedly withdraw units causing a crash in single player
Fixed an issue where the AI would wrongfully try to do False Flag operations in Sea only regions
GAME
New Charac system added, making them appear similar as policies in theaters. This replaces the old flag system that Characs used to used.
When an enemy unit is detected in Theater Com a notification is given as well as a warning sound
Fixed an issue causing withdraw to not remove units properly in certain situations
Updated various notifications for Active and Selected policies
Updated Unit movement notification for units blocked by Leaders and of Leader occupied notification
FOCUS
Added Strategic Air Command for USA
Added The International Bank for USA
Updated Western Reconstruction to require People instead of Finance
Updated the objectives of Sarawak Insurgency to requiring US regional control
Fixed an issue where the Treaty of Sand Francisco incorrectly required a US Land/Air unit in two Japanese regions
All focus conditions have been standardized
Updated two Focus definitions
POLICIES
New policy system added. Now you can only have up to 3 policies (Characs and/or Ideas) per theater selected. They can be swapped out for available ones at a cost; in the case of Characs they lose 3 power while cycled out ideas becomes lost.
Idi Amin is now a US Charac that can evolve into a USSR Leader
Added effects for Curtis LeMay
Implement 20+ new Character images
Fixed an issue where using POLITICAL REALIGNMENT would cause an error message and fixed a conditions that should be OR instead of AND
Updated the Red Scare Policy to include McCarthy as selected Character
Kennan has now been converted into a Charac for Scenario 7
Added imagery for Yitzhak Rabin's Character
Fixed an issue where the Red Dragon Rising and Red Dragon Dance policies in China would incorrectly only be available for singular use
DECISIONS
Added KKE Operations decision to Greek Civil War
Updated decision chain for Tito regarding the Greek Civil War in particular Balkanic Ambitions
Added the possibility to spark Religious wars in Sub-Saharan African theater
Updated various decisions in Scenario 8: The China Card
Appointing Peng now also disable on Mao's death
Updated the Cuban Revolution decision chains
EDITOR
Fixed an issue that prevented Charac ID selection in the editor for Policy selected
OTHER
Fixed various typos
Fixed an issue where Southern UK had Unit icons and Influence incorrectly overlapping
Pruned various duplicated art
Fixed an issue where Selected Characs were darkened, instead of lit
As tension rose between the King's government and the Greek communist guerillas, civil war became inevitable. The echoes of gunfire reverberating in the hills and the olive groves, this could all have been so different.
The beginning
Signing the Percentage Agreement with the Soviets, guaranteeing the United Kingdom a "90 % influence in Greece", the British army tried to disarm the Greek communist resistance movements. Lacking the funds to take care of the situation themselves, the UK government told the United States that they would withdraw financial help within six weeks. From that moment, the Americans became responsible for the situation in Greece.
It's at this point, the US starts to deal with the situation in various ways, including using the Mediterranean fleet to provide support to the Hellenic Army. Meanwhile, the reactions of Yugoslav Marshall Tito and of Moscow can dramatically change the situation.
A Soviet conundrum
The Yugoslav leader is eager to help the Greek Communist Party (KKE), dreaming of his own ambitions for the Balkans and turns to the USSR for support.
The Soviet Union must now chose between respecting the Percentage Agreement with the UK by keeping Tito occupied, sending the matter to the Cominform where it can be properly "debated"…or in better terms, delayed. The rise of Tito must not threaten the monopoly of the Soviet Party, represented in by the ELITES. They will be wary of Tito and support those opposing him.
Alternatively you can directly deploy Red Army troops in Greece in order to retake control of the situation, even if it can put your forces in Western Europe in an exposed forward position.
A two edged Sword
Letting Tito act, the situation can develop outside of Moscow's control, as in his quest for self reliance, Tito may agree to a Western peace plan and abandon the KKE. Then again, the Americans might choose to invade Yugoslavia in order to get rid of Tito altogether or perhaps, the good old fellow might slip in the shower assisted by some CIA concocted soap.
Achieving the latter option will all require strategic use of your on map troops or a lucky strike by using intelligence. As this process is a difficult one, accomplishing this objective within the focus turn limit will grant more victory points. Greece must not be forgotten however, otherwise that extra advantage would be entirely negated. Should Tito have been eliminated, however unlikely, Yugoslavia will still try to get involved but naturally from a Soviet point be much easier to control.
The end game
Once the Communists have secured Greece, the American will have to consider a tactical retreat. However they will also be offered the opportunity to make a come back and reconquer the country.
With the failure of the American counterattack, the Greek communists Yugoslav and Soviet forces can parade side by side in the streets of Athens.
This decision concludes the Communist side of the war. Should the Americans have deployed boots on the ground for the conflict, they will crush the forces of the KKE as the guerillas stand no chance without outside communist support.
Similarly, opposing the communists, the monarchist militias and Greek government will reconquer the country as long as the Americans are providing much needed support. At the end of the day the conflict will have to end and the region can finally be rebuilt. Fortunately for the Greek peasants, Missouri has a surplus of mules that can replace lost beasts of burden and kick-start the Greek economy.
For a full overview please see the following chart:
POLICY SYSTEM: The update will bring more details into the improved policies. Besides the main character of on-map Leaders in the game, historical characters (off-map) are going to be making a grand entrance. McCarthy, Molotov, Batista are among some of the many awaiting to sway your favor.
CHANGELOG
AI
Better management of disarmament INFLUENCE placement, turn estimate should be fixed for root ANY conditions
Fixed an issue where the AI would not properly take some INFLUENCE issues into consideration
Various AI selection improvements
GAME
Corrected various victory conditions not rendering #EnemyFaction in their own color
Added logic for policy replacement
Added enemy detected sound effect
Molotov related triggers updated in yEd
A CHINA CARD: Scenario 8 updated with new text
BALANCE OF POWER: Scenario 10 updated with new material
FOCUS
Updated Focus Treaty of Osimo triggers now require only Presence instead of Control
Updated the Free Territory of Trieste
Corrected Sarawak Insurgency Focus to the right Theater
POLICIES
Previously implemented policies have been updated
Preparatory implementation of various Policy Characs
DECISIONS
'THE HAWKS NEST' - Added Government interests chain for USA
Setup set for Chiang Kai-shek
Chinese Civil War reorganized for Main Game
Updated and standardized narrative decisions for Chinese Civil War
Updated Zhu De decisions
Updated decision chain for the Free Territory of Trieste
Improved dynamics of the Greek Civil War
Improved and shortened the narrative text for several decisions for the Greek Civil War
Tito Decisions bonuses reordered for better overview
Standardized effects not to grant more than 1 Turn / option as to not tilt the balance in favor of one faction to heavily
EDITOR
ImmediateEffects for Characs fire when a Charac becomes Selected
Barely have the guns fallen silent over Europe when a new conflict looms in the horizon. A very different one, one of proxy wars and infamous spheres of influences. A product of a way of thinking where might makes right and where the large powers decide the fate of the smaller ones.
Focus on the Fight
Introducing Focuses in the game, we wanted to make this core mechanic communicate more clearly what is to come in terms of possible decisions, policies, leaders and more. Leading a superpower, each faction selects a focus and completing its objectives within a set of turns will earn you prestige in the form of Victory Points. Preventing the enemy from completing their focus can also be equally be rewarding.
Let's look, for example, at the Greek Civil War, one of the randomized starting points you can seek to embark on during the first timeline (1946-1950).
The inner workings
It all begins with the focus choice, the leftmost arrow-like shape, both for the USSR (in red) and for the USA (in blue). For "the Return of the King", the colored circle inside the focus's arrow-like shape indicates the interest that is involved the most (green for government).
In turn, they connect a web of black arrows linking events and possible outcomes depending on the choices you make. For this Focus, with Greece in the balance, the US objective is either to gain 3 influence and peace in Greece OR to get the USSR influence lower than 1 while stationing an American Army Command in the country. The USSR is fighting in the short term to prevent that, though thwarting this possibly short term US effort might not be part of their strategy. Sometimes it can be more rewarding to play the long game and use a short term opportunity to align conditions for something better down the line like the focus ‘Balkanic Ambitions’, should it be available in that timeline.
Hexagonal shapes represent narrative events that set the scene and provide both historical context and hints on the course of actions to take.
Rectangular shapes, on the other hand, are those decisions where you get to select between alternative courses of action.
Disarmaments and Arms Races
Decisions alone are only a part of the picture. You will have to act on the field of battle, as to declare peace you need a mutual disarmament. Yet, arms races can be a quick option for making use of Army Commands, Fortify ability to increase your influence by one for the relatively cheap cost of 1 turn. Therefore, going for an Arms Race, declaring warzones, destroying enemy units and with Tito in the picture, the USSR gets another ace up its sleeve.
A seasoned general will tell you, focusing too much on a single zone means winning the conflict and losing the struggle. Remember that objectives are multiples as the different theaters still net you points for control at the end of each timeline. The Cold War is an exciting and interconnected affair and focuses are one of several excellent tools on your way to world domination; also remember there is always the option to make a feint and then move pieces for a mate on this nuclear chessboard
This has been our biggest accomplishment yet in the history of developing Terminal Conflict. We hope to see you as we settle in for a wild Cold War ride that would make Dr Strangelove giggle of excitement.
With all the main features being in we would love to get feedback on the balancing as well as on the content and the main focus for our team next is the 'Greek Civil War'. Keep an eye on the news and expect a full development diary from William Bois 'Thinking Waffle' d'Enghien soon!
CHANGELOG
AI
AI is now slightly less Assassination happy
Made the AI slightly more likely to conduct naval invasions
GAME
Victory/Defeat messages updated to a new format for easier reading
Fixed an issue that gave players of certain Windows-OS locales huge changes to influence by effects
Fixed an issue that caused 'End of Timeline' effects to perpetually stall the game in the timeline it was first fired in
Fixed an issue that caused 'End of Timeline' effects to incorrectly apply to both factions
Fixed the incorrect shortcut icon being used
Fixed an issue where nukes would draw out of Africa when being launched out of the Arctic
Fixed an issue where Algeria and Morocco had support from the incorrect faction
Increasing POL to a level where friendly POL makes a region CONTROLLED will automatically trigger a warzone if a hostile Land/Air unit is present
Fixed Interest values being only partially lit (needs verification)
Fixed Doomsday tracker incorrectly displaying as 0 despite being maxed when navigating from FOCUS MGMT to the world overview
Any focus that requires you have at least X of any interest now also require that you have Y or less of the counter-interest
Fixed the notification for dual disarmament mentioning the doubling of turns
Fixed an issue that caused the disarmament circles to draw in the new FOCUS MGMT screen
Fixed the max turn counter not updating immediately if increased
Fixed a rare issue where an exception would occur for specific flag notifications
Fixed NOT being incorrectly appended to triggers & effects that have a custom description
Save Games are now saved in LocalLow\StrategyMill\Terminal Conflict (or your OS equivalent)
Fixed an issue that caused surrendering to not always grant a loss or win to the respective players
Fixed an issue that causes the sound effect of all travelling nukes to play on top of each other if you skip the apocalypse
Fixed an issue that was causing Out of Focus movement to cost 2 PEOPLE if a double move was done
Added Click & Hold notification for focuses, stating the turn and interest gain for it
EDITOR
Fixed an issue where several triggers did not consider THIS
Adding a SetFlag trigger in the editor now presents of list of existing flags, instead of a field for typing
Fixed Interest notification condition displaying #INTERESTNAME with incorrect target faction color
Fixed Terminal Conflict configuration incorrectly called Arpanet2 Configuration. Please note that this will reset your resolution and window settings
Fix to buttons not showing up properly in the editor
FOCUS
Added new focus system, along with editor
Focuses with 3 turns will now disappear from selection after that selection round. These focuses are indicated by their titles flashing and cycling with EXPIRING
Focuses will decay at 3 per round of focus selection
The above 2 points can be edited in GameVariables for modding
Manually skipping a focus selection will reduce the amount of turns left on all of your faction's focuses by 3
Added base focuses for all theaters
Fixed Full Employment giving ELITE instead of the correct PEOPLE interest
Fixed Ba'ath Party theater being WEEU instead of the correct MIEA
Fixed Cultivate Relations mentioning CENTRAL AMERICA incorrectly
Fixed several issues with focus conditions
Updated PAIGC Rebellion Focus Image
Several focuses and their related decision chains have had their triggers adjusted
Fixed the incorrect interest being assigned to Building up the Party
Fixed FocusMGMT not remembering your Focus/Theater choice
Fixed an issue that caused 'Expiring' to flash too quickly for focuses
US Grain sales now has its conditions split into USA and USSR, instead of using target ALL to avoid confusion
Fixed Détente 501 missing a theater in its condition
Fixed various typos
DECISIONS
USSR PEOPLE interest crisis chain added
USSR ELITES crisis chain added
Plan of Partition chain now only triggers during a MIEA focus, instead of both MIEA and WEEU
(WIP) Added USSR GOVERNMENT crisis to MainGame
Made it so priority decisions now always display before other decisions on the same turn
Fixed an issue where priority decisions would not fire on turn 1 if a unilateral disarmament occurred
Fixed a typo in the Long Telegram (805) description
Fixed Free Territory of Trieste chain firing after it has been dissolved
Fixed an option in Political Favors 13354 that was extending past the decision box
Added Return of the King decision chain
Added Balkanic Ambitions decision chain
Made several decisions now require a specific focus is chosen to start
Fixed News portion of decisions being in the incorrect color in certain cases
Fate of Germany chain now only triggers if the Focus 'Soviet Reparations 456' or 'Building up the Party 451' is chosen
Many other decision chains that would fire immediately at the start of the game have now been attached to their relevant focus, similar to the one above
Fixed an issue in the Fate of Germany decision chain where multiple, different versions of duels of fate could fire at the same time
Fate of Germany 5358 now can also trigger from Treaty of Zgorzelec 454 and An Iron Curtain 458
Greek Civil War Implemented
Tito now properly set up and activated by Brotherhood of Unity
Softcoding code has been optimized
SINGLE PLAYER
Added missing decision flags in various scenarios
Fixed most issues with Wargames not working as intended after the new Focus System implementation
Added the Focus Image for Scen. 8
MULTIPLAYER
Fixed an issue that could cause the UI to display as the incorrect faction during matchmaking
Fixed the challenge mode connection counter incorrectly freezing when it runs out
Fixed an issue that caused the timeout notification to incorrectly appear as soon as you attempt to connect in MP
Fixed an issue that caused the winner of match to not get a victory screen when the defeated player quit out of the game during focus selection
LINUX
(Linux) Fixed an issue that caused sound to not play correctly
(Linux) Fixed an issue that caused the configuration to not display properly
(Linux) Fixed the incorrect architecture being used for builds
OTHER
Fixed a typo in MIRVIN's introduction
Fixed Interest values being only partially lit
Changed the shortcut to open the console from \ to ^
During a speech when all were expected to stand, a small group of PEOPLE failed to do so. Security forces immediately dealt with the threat and once more it turned out to be a number of desperate citizens. The organizers apparently fled the scene and are at large but authorities reassure the populace that the proper order will be restored and justice will prevail.
********************************************************* SUBJECT: The Joker
From: The Committee for State Security (KGB)
We previously noted these malcontents as a source of trouble. It seems we were too cautious after all. Once more, it might be worth bothering with them. General Secretary, we're ready to deal with the matter as you see fit.
Having a little fun here, but the point of the matter is that from this week forward you need to be as careful with your PEOPLE interests as the USSR. They will no longer be as forgiving regarding your tussle for domestic political dominance.
Speaking of interests, we've introduced a lot of fixes to help improve the game as well as a new standard for Decisions that make them easier to overview and understand.
Discover the flavor and the story-lines with a format and a setup that is easier to read, follow and act upon.
Domestic Policy chains have also been updated to new standards to match. We hope you will enjoy the hard work by Leif "Greatexperiment" Miller, Jonathan "Indyclone77" Bagley, William "Thinking_waffle" Bois d'Enghien and Alfred "Zeress" Frendo-Cumbo Jr. and the softcoding department.
Upcoming Development
As for a sneak peek towards what is in production next, you simply need to look back a development diary for a solid clue. Focus Management, I'm looking at you!
This is Early Access at it's finest and it is confirmed for those wondering, a New Minister of Culture being added in on the Soviet Side - Panteleimon Kondratyevich Ponomarenko, so keep an eye out for him and others in upcoming Development Diaries.
I hope you enjoy your Terminal Thursday today!
Signed, THE DONALD
CHANGELOG
(March 27th, 2019 - April 11th, 2019):
AI
Fixed AI being able to move reorganizing units
GAME
Saving a game no longer triggers a win/loss screen
Fixed winner not getting the game over screen
Fixed the length of the DLC enabling decisions to fit better
Uruguay's political affiliation is no longer a secret to the world and can be seen as normal in Theater Com
Fixed 'Consumer of Last Resort' not appearing for player's without DLC
Save games and profiles are now saved in the correct folder. This will cause both of these to reset (we apologize for any possible loss of previous save games).
Fixed an issue where retreating units were being able to attack
EDITOR
Fixed various issues in the editor to streamline the UI
Decision
Domestic Policy chains are much easier to follow with the ease of identification and on which domestic interests behalf
New standard to make it easier to overview and understand decisions implemented
Multiplayer
No longer able to accidentally start a scenario in a CM queue
Policy
Fixed 'Northern Neighbors' having the wrong icon
Fixed Icon for 'Purging the Apparatchiks
Various policy adjustments
Scenarios
Various updates and bug fixes for SCN 7, SCN 8 and SCN 10
Fixed an issue where the interface was blocked in SCN 8
Other
Fixed a bug that was causing errors when sending troops across theaters from Central European - Eastern Zone to Central European - Western Zone
Fixed an issue caused when Nehru is recruited
Fixed an issue where John F. Kennedy's ponies were on separate line in the archives.
Rumors intercepted by the Committee for State Security (KGB) mentions that generals participating in the coming May Day Parade are plotting to overthrow the government in order to restore the position of the army. The business of waving to the crowds can be risky, with so many armed men and the ambition of those of rank on visit to the capital. The power of celebrations, amusement or dread and fear? In our glorious Soviet Union, there can be a world of difference between the fine line of May Day night and that of the second day morning after.
The USSR Military has finally taken their prominent seat at the table of power. Strike a balance to avoid a military takeover and command the interests of the powerful Military to triumph.
Save the Day
Say what? Life getting in the way of Geopolitical mastery? No longer!
We're happy to bring out the second phase of the save game feature as save games are now available starting this build in Terminal Conflict. Play any single player game in Wargames Mode, take a break and the pick up at the turn where you left off.
Being an Ironman feature the game doesn't allow for manual saving, instead it will save at the end of each turn. Being in development, we hope to get as much feedback on it as possible, as to make the feature flawless. The plan is to roll out the save game in three phases and thus the tinkering at the toy-shop is already diligently working towards implementation for multiplayer games.
Policy Expansion
In addition, we've greatly expanded the availability of policies and polished them further and changed their role as all policies are from now on single use with no cool downs. In return more will be made available, to highlight one much sought for policy on the Soviet side:
PURGING THE APPARATCHIKS: Spend 3 GOVERNMENT to block your opponents next activated Policy.
Also, we're eagerly implementing certain key domestic US and Soviet political figures as policies. Expect more details in the coming weeks as the Design team finishes its review of Policies and FocusMGMT. Check out the latest screenshots and make your voice hear!
Now we are actively working on the coming major update of the Focus Management, which will introduce OBJECTIVES to the Focuses! For a taste of what that might look like take a sneak peak at these mock-ups and leave us a comment on what you would like to see on the Steam Forums!
A)
B)
C)
CHANGELOG
GAME
SAVE GAME FEATURE (implemented)
Linux: fixed an issue where the Linux version of the game could not be launched. This is due to the 32-bit support having phased out in order to accommodate the 64-bit.
Unity Version updated to 2018.3.9f1 for better stability and performance
Units
Fixed an issue where movement with Submarine Fleets could be exploited for having been to the ARCTIC
Fog of War
Fixed an issue where Submarines could potentially give away the position of otherwise hidden units.
Decisions
Flower Power decisions now added to the start up decisions
You can now add the ability to show unit sprites in decision/narrative decisions Example: #USAARMYCOMMANDNAME (shows USA: Army Command Icon + "ARMY COMMAND" text)
#USSRARMYCOMMANDNAME (shows USSR: Army Command Icon + "ARMY COMMAND" text)
Fixed an issue where the Master Menu did not properly activate it for DLCs.
Fixed various Bug fixes
Updated Typo Fixes
Notifications
Printing speed made faster throughout the game making the overview a lot quicker.
Updated how Army Commands are marked when being offloaded from
Hi there Terminal Conflict fans! My name is Simon J Donovan and I am one of two Music Composer's working with Strategy Mill. I joined the team to give life, musically, to some of the world leaders in the game.
Make it your own
Thomas Edison has said that "Genius is 1% inspiration and 99% perspiration". I think this quote very much applies to music composing. I have started tons of pieces that I couldn't finish, but looking back at them I found that I was trying new ideas/orchestrations/devices that I hadn't tried yet. This is a really important and often very frustrating part of the whole process during your formative years, but stick with it. You're assimilating everything you have listened to, everything you have been influenced by and trying to make it your own.
My passion for music
I was born in Dublin, Ireland and currently reside in the Bay Area, California. My passion for music started when my Dad introduced me to the guitar at a young age and all the great movie & TV themes of the 80's, from Star Wars to Star Trek, from The A-Team to Knight Rider. Further musical exploration ensued when I started to listen to the great Classical Music composers. It revealed to me the power of the orchestra and it's living & breathing ability to express so many different emotions. Some of my favourites, were Tchaikovsky, Dvorak, Vaughan Williams & Aaron Copland. A few years later my exploration of the guitar continued when I started playing in friends' bands, steeping myself in Rock, Progressive Rock & Metal. I had the music of Guns n' Roses, Soundgarden, Nirvana, Metallica, Steve Vai & Joe Satriani on full blast!
I also have a background in Computer Science and I am fascinated by the interactive side of music in games and the different implementation techniques.There is a definite resemblance between the logical and iterative processes needed to code and to create an audio experience.
Work on Terminal Conflict
Being a part of the team at Strategy Mill has been a tremendous experience. It has given me some great insight into the extraordinarily talented individuals & dedication that goes into creating a video game and the exhaustive array of skills that are needed to make it all happen. This opportunity has not only given me the chance to recreate parts of some of the great national anthems that have been written throughout history, but also explore some world music, from the percussive drums & tribal chanting of Africa to the soulful red hot Latin beats of South America.
Let me give you some examples directly from the game: This was a fun challenge in transcribing from ear. I personally couldn't find any written score of the Yugoslavian anthem, but I did find a US Brass Band version of it on YouTube. I first got a general idea of what time signature it was in and then started transcribing the instruments (working from outer voice to inner) as best I could. I think it turned out great. It's a really strong, proud piece of music.
This piece was influenced by The Peronist March, "Hail Peron", but the goal was to go with a flamenco, gypsy style for this leader. So I went primarily with guitar to provide the Spanish flamenco flair for the harmony & melody and a bit of Palmas (flamenco hand clapping) to provide some rhythm.
This turned out to be my favourite track. I had never had a chance to write some Cuban Latin music. I went for a cha-cha-cha vibe with the percussion first and then proceeded to improvise over the percussion loop filling in the harmony first with the guitar and then a little melodic flair over that with the trumpets.
I look forward to hear what you, think of the audio of Terminal Conflict as I can confirm that each leaders' story-line (just like Mao and Tito currently) will start with their personal tune. It's all part of you getting to know their character and personality.
This is all part of a major updates under way of the FOCUS Management and the way Characters function in the game. (COMING SOON)
CHANGELOG
GAME
Enhanced Wargames Scenario 1 - Land Combat is now more informative
Fixed an issue that was preventing the game from launching properly in Linux
Added 'The Big Picture' Scenario - (COMING SOON)
SaveGame Feature rolled out for Beta testers (COMING SOON)
UNITS - ARMY COMMAND
Added ability MILITARY INTELLIGENCE(Passive): Detects enemy LAND/AIR in adjacent regions when not REORGANIZING
Added ability REDEPLOY: May move 1 extra time when moving through friendly CONTROLLED or DOMINATED region
DECISIONS
Fixed an issue where US historical Character Anslinger was not getting the correct bonuses
Fixed an issue where Israeli leader Ben-Gurion's abilities would not be properly removed by Soviet support
Implemented a new standard for Decisions. Important elements are now more easy to overview
Fixed an issue where victory would not trigger after achieving 50% control in Wargames Grand Campaign
Fixed several minor issues that could cause the player to be stuck in dialogue with MIRVIN
IN-GAME MANUAL
The Manual has improved navigation and can more easily be available to the player in the Grand Campaign
Population with imagery has started to clarify even further the game concepts described and more will be added
Expanded the manual with chapters covering all units
TOOLTIPS AND NOTIFICATIONS
Surrender Option changed to Quit to facilitate the UI for Save Game implementation
Updated notification for Bomber and Fighter Missions
Added tooltips for main menu
Adjusted printout speed of notifications
Fix for Challenge Mode notification
Theater Influence Percentage notification denotes #VALUE with a percentage symbol to better distinguish it from the Theater Influence
Fixed an issue where a capital being moved did not have its text properly colored
The report has been dropped discretely with an little known reporter of a local paper. Whatever happens next, it is clear that the wheels of justice are now in motion. This had to come from someone within close ties to the Administration. Sometimes two words can be the most powerful staying power in politics - "No comment".
That's right folks, we've unleashed the powers of the Elites Interests upon the US Administration, as a player you now have to be a little more careful in your dealings with the Elites. Having too much or too little Elite Interests will now rock the Administration and may leave you with an untimely exit from the world stage.
It is now up to you, to best strike the balance and steer the domestic interests of the United States to enable a foreign policy victory over your Soviet foes.
Redefinitions
Here at the Mill we've taken feedback in the way we present information to you the players and we think in regards to the Fog of War and Passive abilities we've made a few changes in hopes it will be clearer what we are trying to convey within the game.
The Army Command now has a passive ability called 'MILITARY INTELLIGENCE' which allows the Command to Passively detect LAND/AIR commands in adjacent regions so long as the unit isn't REORGANIZING or WITHDRAWING. So as long as the unit is READY and/or ENGAGED, it will be able to provide military reconnaissance of neighboring regions. Enemy units can be (a)UNDETECTED, (b)DETECTED or (c)IDENTIFIED and what that means for you:
(a)UNDETECTED : Not visible in your Terminal
(b)DETECTED : Represented by Diamond marker
(c)IDENTIFIED : Visible Enemy Unit Icons will be display in your Terminal
Signing off,
THE DONALD and the Terminal Conflict team
CHANGELOG
GAME:
Various Bug fixes
Updated Typo Fixes
Fixed an issue preventing Submarine Fleets from leaving the Arctic