- Full Release - 11 April 2023
Hello, Today, Minds of Nations, has successfully completed it's Early Access phase. We have entered Early Access on February 20, 2020 and today, 3 years later we exit that phase. I would like to thank everyone who has helped us develop the game. Every bug report and feedback helped improve the game. THANK YOU. Everyone who has downloaded the game on steam during Early Access will keep it. Based off of your reviews and feedback we switched the game from online-only to a focus on single-player and added multiple features. In this time we have added numerous updates including: single-player, resources & industry, economy & trade, vassalage, win conditions, souls, influence, centralization, unforseen consequences effect pack, chat, rankings, stories, maps, music, help videos, thousands of bugs fixed and numerous other small updates. So what's next ? Currently, I'm hoping to translate the ga…
- More Bug Fixes, MMO's Blitz = SOON, Full Release - 10 April 2023
Bug Fixes - "Population from other sources" would not affect total pop - Population growth beyond 5M would yield lower growth per turn than it should have. - Fixed 12 bugs with ideology effect presentation. Missing % etc. - Loading heraldries was bugged on steam. - Heraldries would lose color on some pages after the first war was declared - Casus Bellis effects were hidden - Trading with vassals was not possible - Discord link was broken - When starting a single-player game, choosing a manual spawn twice would hide the map the second time. - Maunal spawn map was not showing for Quakia and another 2 maps . - There was a rare instance when you could get 2 stories instead of the 2nd chapter of a story. - There was an island on Alangakara that was incorrectly labelled as archipelago. - There were three other provinces on Alangkara with a bad tag. - There was an issue embarking on an MMO con…
- New MMO Sim System, Single-Player Bug Fixes, Blitz, Full Release - 7 April 2023
Hello, FULL RELEASE The game will be fully released in the coming days. Everyone that got the game on steam during early access will keep the steam game. SINGLE-PLAYER BUGS - Quality of life improvements with 4k displays at 100% scaling. - Forum links when not logged in. - UI display unpleasantness on treaty pages. - New Stories broke some bonus expiration. It is now fixed. - You were unable to select capitals on the omnemia magna by estris map. - A few ideological effects were not working properly. - Texts and other minor fixes. NEW SYSTEM FOR MMO - AUTOMATIC NEW SIMS New MMO sims will start every 3 days and end after 2 weeks . When the year is 0 to 300, we usually retain more players. Thus we should maximize this period. First day will always last for 24 hours, after which you can join and start playing instantly within a 3 day window. After those 3 days, games that are not completely…
- Music. Help Videos. Stories. Full Release IMMINENT. - 20 February 2023
Hello, 1. Full Release Coming SOON ! Probably late next month or in April. As mentioned in the previous 4 months, the game will switch from free early access to one time payment. 2. Music. We've added about 1 hour and 20 minutes of music. You can switch music on/off when you start the game or by pressing ESC/Music/OFF. https://i.imgur.com/dlXovny.png Songs are grouped in two catalogs. One is white, representing celestial life and the other catalog is black, representing the vicisitudes of living a human life. Songs alternate from white to black simulating reincarnation. You can change this to "shuffle" or you can have the system play only one of the catalogs. https://i.imgur.com/w4xC9sn.png 3. Help Videos. We've added about 50 minutes of help videos that are likely to help new users understand the game. Selective Breeding: https://youtu.be/Csuh7Q-XuJ0 Earn Gold via Trade: https://youtu.…
- Microtransactions removed. +150 Souls Added. +3 Maps. +Graphics. - 25 November 2022
MICROTRANSACTIONS REMOVED I have removed in-app purchases. The game will switch to a one-time payment upon full release. Thank you all who have supported development. Either through your presence or financially. 3 LARGE MAPS HAVE BEEN ADDED - Alangakara of 49 nations. - Quakia of 77 nations. - Omnemia Magna by Estris of 80 nations. This latter map has been created by Kaiser Estris. One of our valued community members. Thank you ! 152 GREAT TALENTS We've added about 152 Souls . Each has it's own backstory, effects and... portrait ! Courtesy of Midjourney for all the graphic updates in this release. Their portrait features their last incarnation: - "Former Copper Smelter" - "Former Ottoman Admiral" - "Former Pyramid Engineer" - "Former Phoenician Trader" etc I've written a little backstory for each. I'm hoping that will add a little bit of flavour. WONDER GRAPHICS All wonders now have the…
- Single Player: "A.I. is thinking", "Can't save game", "Conquest Customizations" - 25 October 2022
Single Player: "A.I. is thinking", "Can't save game" & New Customizations Version: 1.3.9. Changes: 1. There was a gigantic bug when your windows username had accents. The game was unable to save. It is fixed now. 2. Now, you can also change your save-game folder. 3. You can now change how much environment degradation nations get every 144 years. 4. Changing game speed would not always translate in faster sieges. 5. The 0 provinces for allies conquest customization would be game breaking for peace deals. 6. Conquest Customization +1 every X years would add more often than that. 7. On game creation, the map would sometime be reshuffled after your initial choice. Usually, a manual spawn choice. 8. Declaring war on a nation that had no interest in any of your provinces would lead to an inifnite war. The A.I. would siege all your provinces and just stall. It would not sue for peace because i…
- Single-Player "LIVE PORT" error, Heraldry Error - 16 October 2022
Please make sure you have version 1.3.7 at the bottom of your front page, on the steam game. - The notorious live-port error for Single-Player SHOULD be fixed. There was an artefact from the online version that was affecting some computers. - I've updated the entire heraldry library for the A.I.'s and I've decreased the sizes of those files by half. - This should have a moderate effect on performance on large, crowded maps. - A second error with heraldry has been fixed too. Thanks @Jackal for reporting. - Privacy policy has been updated to reflect this change: Heraldries will be instantly processed via mindsofnations.com's system. - This way I don't have to install about 100 megs worth of aditional software on everyone's machine. There's too much software and 3rd party libraries. - We will also log anonymously the map, colors, effect type and some customizations people create their sing…
- Single-Player is BACK, MMO is also BACK - 15 October 2022
Hello, Single-player is now back and playable. After the launch yesterday, there were many reports that the game wouldn't run correctly. There was a nasty configuration issue which basically made the game unplayable. If the folder where the game was installed had a white space " ", one of the backend tools was not working. The bug took many hours to find and recompilations ad nauseam, but the game is now back. It also seems that the MMO failed for a few hours, well that's back too. Thank you for your patience ! Appreciate all the support.
- One hotfix for single-player and one for multiplayer - 14 October 2022
Single-player: Multiplayer:
- Single-Player - 14 October 2022
Hello, After quite a bit of time.. single-player is finally here ! Most of the update has been completed by June if I remember correctly. Since then however, I spent quite a lot of time debugging and tweaking settings. There have been 1,210 bugs and tweaks to the A.I., game-play, UI, backend etc. Many of the bugs crossover with the MMO too. So that's a plus. This is why development has taken soooo long. There are many settings you can adjust. From karmic years / siege, unlimited conquests, spawn province, multiple levels of difficulties, game lengths, win-conditions, etc, etc. All these had to be tested properly. Default settings for multiplayer were not fun enough, so they had to be adjusted for single-player. Win conditions were affected by those customizations so I had to continously tweak them a bit with gameplay.. The A.I. had lots of questionable decisions for a while. A.I.'s move…
- DEVLOG: SINGLE-PLAYER - 14 October 2021
Hello, As you may know, work on single-player has begun in earnest after the province-editor update last month. Most of the prerequisites have been done and I am now working on the first games, settings, and A.I. I have been discussing with players in the in-game forum customizations and win conditions: https://bit.ly/3lFBK7C Here's a list of win conditions we have come up with so far: Do you feel we should add any other win conditions? Anything else you'd like to experiment with? This can also be a very moddable option. There is also room for custom options in the single-player game. For example, the choice to start with one effects pack or the other. Have everyone start with a single colonist or more. Increase the karmic penalty for sieges. Lower food availability. etc. Here's the current list we have: I would like to know what you'd like to see in terms of winning conditions or custo…
- Fixed Effects Are Back !!! - 7 September 2021
Hello, After the trade update, some weeks ago, the fixed effects pack had been disabled. We needed to remove obsolete effects in light of the new variables employed by the algos of the trade update. Today, the fixed effects pack is back ! We will alternate effect packs from now on. Some continents will have fixed and other random effects. Most of the continents in this first week will feature fixed effects. We've added or modified a few hundred effects. We've added 7 governance questions. How do we avoid clientelism in state institutions ? And at the same time create a competent civil service. How do we break up powerful familial clans and kinship groups ? How do we deal with with the fact that plots of land will become smaller and smaller as families split their plots in order to pass the inheritance to their children ? How do we guarantee state loans ? How do we raise capital in case…
- Fixed Effects are back ! And other updates.. - 6 September 2021
Hello, After the trade update, some weeks ago, the fixed effects pack had been disabled. We needed to remove obsolete effects in light of the new variables employed by the algos of the trade update. Today, the fixed effects pack is back! We will alternate effect packs from now on. Some continents will have fixed and other random effects. Most of the continents in this first week will feature fixed effects. We've added or modified a few hundred effects. We've added 7 governance questions. And 6 societal questions and 1 new collection : We've added hundreds of new answers too. We've fixed textual and coloring problems with some of the effects. We've added some cosmetic descriptions. We've changed the Insight Meditation's stages to a more detailed list. We've improved the bibliography of the game. Thank you !
- 1.2.91 - 2 small Bugfixes - 24 July 2021
Hello, - The "Spheres of Influence" steam achievement bug should be fixed. - Specialist group spawn rate had an issue, it is now solved. Thank you.
- Bugfixes & Other Adjustments - 23 July 2021
Hello, This version brings only some tweaks and bugfixes: - New sim - Elephant Units will be more expensive - Rhino units will be more expensive - Specialist group spawn rate malus while at war was increased a bit - Removed technological conditions for patent laws - Several other bugfixes Upcoming update: - Fixed effects will come back next week. - Map editor will come next week as well. - Work on single-player will begin after the latter are shipped. Thank you.
- 1.2.81 - Some changes to the previous update based on community feedback - 2 July 2021
1. After a conquest the influence cost per 20 gold is 0.1. Which increases every 50 years by 5 gold after year 432 . 2. After a conquest the influence cost per 20,000 food is 0.1. This also updates every 50 years by 5,000 food after year 432 . 3. They are also upgradable effects: "Gold for 0.1 influence when suing for peace" "Food for 0.1 influence when suing for peace". 4. The person that offers food/gold has to pay the influence cost. This is done in this manner because @Not a new name 2 found an exploit. You could offer a lot of food and drain the other nation of influence. 5. Peace offer summary has been fixed. It had a few bugs.
- Idea cost. Influence cost. Trade limits on prestige products. Bug fixes. - 30 June 2021
Adjustments to metas, small tweaks and other bug fixes: 1. Conquering an unconnected capital now costs 20 Influence with 5 Centralization. The old strategy of conquering far away inactive as soon as the peaceful context ended was back. 2. Conquering a connected capital now costs 10 Influence with 3 Centralization. 3. Idea costs have been increased. Quite significantly for the late stages of a sim. We should not reach thousands of ideas added again. 4. You cannot sell someone else's prestige products. A number of users would move around a single prestige product. Middlemen would earn as much as the creator. This had to stop. 5. Clearing prestige products now requires only 1,000. 6. Clearing a prestige product now yields 1 influence. 7. Famous Products ranking is now based on most nations that have cleared your at least 1 of your prestige products. 8. Prestige products can now be cleared…
- Updates and Fixes. 1.2.73. Sim 16. - 13 June 2021
1. ONE NEW MAP! 2. You can now clear large stockpiles for SOME resources multiple times. 3. Threesold and effects have been adjusted here and there. 4. Cost to raise armies has been increased a hundredfold. 5. Agricultural specialists have been capped at 25,000 land worked. 6. Subsistence agriculture supported by 1 hectare of land has been lowered from 50 base to 10. 7. Food variety rating has been removed as a negative modifier to food consumption. 8. Medicinal variety rating has been added to population growth. 9. More control over unemployment . 10. More control over food-producing land. It can now be increased in . 11. Submission has been decreased by default. 12. Submission needed has been increased for Forts / Earthworks. 13. Cost of Forts and Earthworks has been increased significantly. 14. 3 New resources for building wonders: Limestone, Sandstone, Marble. 15. Distribution of st…
- 1.2.68 [ More Bugfixes to the Trade Update ] - 19 May 2021
Just a few more bugfixes: The lifestyle effect was listed as "average lifespan" Unemployment was wacky. In some nations, there was enough land for subsistence agriculture yet people went unemployed. New Prestige Products broke. Icons showed blank icons. Elite Cavalry Corps were not based on the strongest available cavalry unit. Paper stockpile clearance would yield 300% literacy increase instead of 3%. There are a few more bugs that will be fixed in the coming days after which we'll resume work on maps and updates.
- 1.2.67 [ more bugfixes to the trade update ] - 18 May 2021
- Population loss due to poor infrastructure has been adjusted to reflect small improvements at every infrastructure point. - When demanding provinces in a war, the province name was greyed out in the selection. - Revenues from vassals were not shown in the UI. - Coastal provinces used to cost 4 instead of 3 influence points. - Hero incarnation cost bonus would not be reflected in the UI. - Auto-peace would not work as intended. - Nations were able to build with Gold on credit. - Nations were able to invite non-allies into wars. - Armies had an erroneous message that said that they would disband without more food. - Splitting armies was not working correctly. - Colonizing islands would not cost the correct amount of influence. - Some effects were not working as intended.