r/NationBuilderGame • • 17d ago

Dev Update #21. Final 0.4.3 testing. Design updates, and I’m loving what we are building so far.

5 Upvotes

Sup, all. Robert here. Big week. Everything below is still a work in progress.

Testing 0.4.3: what we learned

The population system works. People arrive for reasons, leave for reasons, and the generations behave the way Dev Update #16 said they would. That's the good news.

The problem is scale. Growth, arrivals, and emigration all feel accurate, but the numbers are too small. A test nation in Scandinavia at turn 25, two years in, sits at about 1,900 people. But the point of a 75-year game is that a player should be able to build toward something that feels like Nigeria, Canada, or Indonesia, and at the current rate nobody gets anywhere near it. So we're working on how to open the taps without breaking the logic that makes the arrivals feel real.

The second finding is bigger. Trade is blocking deep testing. Past turn 25, the current trade system can't carry the game; it's the old prototype version, and the economy needs the revamp from Dev Update #6 to keep going. So trade moves up the development schedule.

The look is finally landing

I'm getting more and more settled on where the map and menus are headed. There's still a lot to do, but for the first time, it looks like the game we've been describing. That's a good feeling after six months. If you haven't noticed, I've been tweaking the design every week, lol.

A pile of menus, icons, and pages

This was most of the week. We shifted to designing interactive components in isolation, one window at a time, polished as a standalone shell, then handed to Alyssa with notes for production. It's faster, and it's producing better screens.

Here's what I worked on this week:

The Settlement Overview flat card surfaces, direction marks instead of colored numbers so you can read trends without decoding, custom icons for population groups, worker types, and essentials, and a new Commute card that scores how well your settlement's workers can reach their jobs.

The Industry Overview now shows a development path (Basic, Developed, Industrial Complex), where your workers come from and which skill tiers are going unused, your trade capacity, and an operator card for whatever company runs the place, including foreign companies with their own logos and a link straight to their profile.

The Placements Menu, from Dev Update #20, got a few more changes, like chain corrections and style polish.

The Economy tab in National Statistics is where the debt idea from last update became real. There's now a Public Finance card: national debt, debt-to-GDP, a loan ledger with a pay-off button on every loan, and an interest rate you can adjust, but only if you've built a Central Bank. Without one, you can still borrow, just in large fixed increments scaled to your GDP, with no control over the rate. Build the bank, and you get the levers.

Alyssa

Working on the last population bug and transitioning into industry/economy to help with deeper testing.

Please let us know what y'all are thinking, if you can.

— Robert, Circa Games


r/NationBuilderGame • • 24d ago

Dev Update #20. Bugs, Better Menus, and the Cost of Borrowing.

3 Upvotes

Sup, all. Robert here. Two weeks since the last one. Less to show than usual, more happening underneath.

Alyssa's side

Bug week. 0.4.2 came back from testing with 16 bugs: 5 critical, 10 major, 1 minor. We're down to 7. All the criticals are closed. What's left is the kind of thing that only shows up when the population system has been running for eighty turns and a number that used to be fine isn't anymore.

She's moving through them.

My side

Testing 0.4.2 and writing up what breaks, which is most of what produced that list above.

The placement menu is getting smarter

This is the window you open when you want to put an industry or settlement on a hex, and I've been rebuilding it to bring the real decision data forward instead of making you find it. Every industry card now shows its input and output as a linked pair. Pick a different input and the output re-links, so a farm shows you grain versus cash crops, a manufacturing plant shows you vehicles versus EVs versus medical equipment. Under that, a decision block: which settlement your workers come from and whether you actually have the skill mix, what the industry consumes against what's in your stockpile, and a row of requirement tags road, rail, power, era tier each one lit green if you meet it and grey if you don't. The goal is that you never place something and find out three turns later it can't run.

The Infrastructure Builder

This is the landmark composer from Dev Update #14, where you name a monument, pick its use and size, and watch the cost and effects project live. It's tighter now and closer to the design system.

Debt, interest rates, and loans

This is the one I've been brainstorming most. Right now, if your treasury hits zero, you're in crisis. That's a fine stress signal, but it isn't how nations actually work. Real governments borrow, and the question is always what it costs them. So I'm designing lending: who will lend to you, at what rate, and what that rate says about how the world reads your nation. A stable Established nation borrows cheaply. A Fragile one with sliding stability borrows expensively or not at all. Interest becomes a line item you feel every turn, and the decision to take on debt becomes a real one instead of a wall you hit. Still on paper. More when it's designed.

*If you have any ideas, recommendations, or thoughts, feel free.

Settlement and military assets

I've been thinking through what we actually need for the on-map art settlement tiers, military units, and the things that sit on hexes, and we may bring in a designer to build them, deciding whether that's the right spend.

Survey Discovery continues from Dev Update #18.

That's the two weeks. Next one should have more to look at.

— Robert, Circa Games


r/NationBuilderGame • • Sep 16 '26

Dev Update #19. Testing 0.4.2, Playthrough, and having some fun with sound.

3 Upvotes

Sup, all. Robert here. Short one last week. We will still post this week  

Testing 0.4.2

This build is the population system Alyssa pushed in dev update #18. I spent the week testing, playing, taking notes, and sending Alyssa full playthroughs. Fourteen bugs so far, plus a handful of mechanics we needed to adjust once we saw them run against real population data instead of placeholder numbers.

Here's a sample from one of those playthroughs.

Manami, Northeast Asia, turn 84

Seven years in. Constitutional Democracy, two settlements, NDS tier 2 (Established) climbed from Fragile tier 4. Life expectancy is up from the high 50s to nearly 65. $1.4 Bn in the treasury. Five active trade contracts = $35.71M/t with a trade balance of +$27.67M/t. Gold, copper, natural gas, and rare earths confirmed underground. *With a fix in population arrival increase and tax policies working better, the treasury would be higher.

On paper, it's going well. In the news, it isn't.

People are arriving for reasons the game can name: traders from China who see a growing market, civil servants filling government positions, entrepreneurs from Taiwan drawn by the business climate, subsistence families from Mongolia who heard conditions were stable. Forty came in this turn.

Seventy-one left. Every one of them logged the same reason: fleeing instability- South Korean labor migrants, Mongolian labor migrants, walking out of Manami City and Suzu. Same turn, construction materials ran out, and every building project froze. Also, I couldn't fulfill a natural gas contract with Japan because the stock wasn't getting there due to staffing.

Net population that month: minus 25. In a nation that had been growing for seven years.

That's the population system working. Not "population goes up or down randomly." People come for specific reasons, leave for specific reasons, and the game tells you which. Stability had been sliding for a while, and I'd been ignoring it because the treasury looked fine. The people noticed before I did.

*One of many notes: increasing the rate of population per turn because we want players to build countries with populations from Tuvalu to Nigeria depending on governing and ambition.

Map polish and sound

The one non-testing thing I did last week. Some map polish/coloring, and a first pass at sound. The video is attached at the top; let us know what you think.

The sounds are not final; they're marks. Placeholders to feel out where cues should land and what a turn's rhythm sounds like, but they might not be, either, lol.

Alyssa's side

Working through the 0.4.2 bugs. She also added and wired the Construction panel, which seems to have been for fun. Next up is factions.

My side

More icons, polishing pages, and finishing out warfare/survey discovery mechanics.

Enjoy.

— Robert, Circa Games


r/NationBuilderGame • • Sep 08 '26

Thank you for the recent significant uptick in views. Dev #18 has 1.9k views in less than 19 hours.

3 Upvotes

Wow, NationBuilder ‘27 is getting a lot of views on our posts lately. Thank you, and we sincerely appreciate it, but we’d like to hear from you. We are grateful regardless.

What are you excited about?
What do you want from NB27?
What do you dislike?
What’s missing?

Anything you’d like to say, if you can. We are building this game because we’re nerdy about games centered around economics, infrastructure, vexillology, geopolitics, and grand strategy. So, let us know if you can.


r/NationBuilderGame • • Sep 08 '26

Dev Update #18. Build 0.4.1 is done; a new feature was approved from my design pile, and some warfare testing

4 Upvotes

Sup, all. Robert here.

Build 0.4.1 is done

Alyssa finished it yesterday. This is the population system: population groups, immigration and emigration wired into the production build and routing into pretty much everything. It's dense. Now, I'm looking at population groups rolling into my settlements from other nations, with dynamic rather than static skills and needs.

Funny early moment: I had four turns of emigration because my stability was declining and civil servants were leaving, which were my professionals. Also, my NDS score dropped 5 points because of all of this.

Another thing in the build: you now start the game with a native born population; citizens from your nation at turn 1.

Below: Real screens from the 0.4.1 tests (We need to do a lot of pop tuning, but it's working):

Next, I've uploaded my notes and bugs from 0.4.0, and I'm testing 0.4.1 now.

Something new: Survey Discovery

I've been working through a series of designs, and one of my main focuses has been the player experience across the opening, middle, and late game. All three matter, but the opening and middle are critical; if we don't nail those, a player may never reach the late game. So I've been throwing ideas at how to make the opening better, and one of them came out of the pile and passed my standup pitch to Alyssa.

That's Survey Discovery.

Quick primer for anyone newer here. Surveying is one of NB27's core actions. When you want to know anything about a hex terrain, resources and deposits, environmental detail, you survey it, and that shapes what you build and how. Surveying takes labor, and your labor pool determines the depth. Send unskilled workers, and you get depth 1 of 3, which is little to no data. A diverse labor pool gets you to depth 3 fast.

Survey Discovery builds on that. It takes inspiration from scouting in Civ and other strategy games, where exploring can turn something up, except instead of just loot, you find things that are nation-oriented, like a warlord/armed group, a self-governing community, a stateless camp, a historic ruin, a land dispute, abandoned infrastructure, an illicit economy. And a few more, like a preserve proposal spanning several hexes, a toxic legacy site that spreads if ignored, or a natural wonder.

Every one is a question addressed to your nation, waiting for an answer. Find a self-governing community, and you can recognize it; it becomes its own independent nation on your border. Or assert authority, force adoption, and live with unhappy citizens who may break away within the year. Find a warlord/armed group, and it's already placed its own camp on the hex with a personality leading them. Military answers hand off to the Theater of War. Law enforcement and civil answers stay on the hex.

Alyssa has approved this, and I won't add any more feature creep. I will start developing this further for production.

Warfare testing continues

First, a structural change. Warfare is now Theater of War mode, sitting next to Nation and Region in the primary view toggle. After talking it through with Alyssa, the Theater of War operates separately from the nation view, like an overlay that houses your defense and intel operations. Your Military's recruiting, intel, battles and operations, and training all happen in the Theater. We think this will not only help separate spaces mentally but also allow the player to plan without noise. When you are at war or dealing with national security, you can see what you need. We hope this works.

A few things that I've tested in the Warfare shell this week:

Civil defense. A city can be told to bunker or evacuate. Bunkering reduces the civilian toll, and the town operates at half capacity while the sirens run. Evacuating nearly empties it of risk, takes two turns, and the settlement stops working entirely. This went well in testing and might be added.

Resistance under occupation. The people of an occupied city may fight in support of their national government. Quiet resistance is sabotage and ambush; armed resistance is a rising. Both bleed the occupier, and both kill civilians; and the state decides whether to call its people to arms or let it be. *This worked well also and will most likely be added. In my tests, it helped because I couldn't just focus on what was ahead; I had to think about what I captured and how it would work going forward from a security and governance perspective. This might help deter map painting.

Allies that show up. Pact forces actually stand up when you're attacked. Military base garrisons join the fight. Allied formations go to where the war is. During my test, both test nations showed up and provided support, which worked out well.

Naval Warfare. I added some units I forgot to include last week that reflect what is available today, such as USVs, destroyers, and autonomous subs. This was interesting because it delves into the economics of war, as testing became expensive. In one of my tests, I was spending $240m per turn on the military budget during a war, with my general security posture at $43m per turn.

Future idea from Alyssa: intel units like spies you can send to other countries or station in your own nation to extend operations and gather information through the Theater of War.

Embassies

I'd like to bring up a small thing in the game that's been there since the prototype that I love and wanted to give a shoutout to. Embassies: when you agree to an embassy with another nation, that isn't the end of it; the embassy must be built as a settlement building in one of your cities, which establishes continuous per-turn good relations with that nation. That's it; I've always wanted to do that in a game, and now you can in NB27.

Alyssa's side

Next up: National Statistics and the faction system. Also, working on bugs and improvements from 0.4.0.

Let us know what you think.

— Robert, Circa Games


r/NationBuilderGame • • Aug 31 '26

Dev Update #17, Part 1. Disasters, 263 Icons, and a Production Testing Session That Sold Me on our Game.

5 Upvotes

Sup, all. Robert here. Two weeks since the last one, but it's been a heavy stretch on both sides. This is a two-parter. Part 2 is warfare and will go up separately.

*Remember, everything below is still a work in progress.

Disasters and the environment

This builds directly on the climate, pollution, and hex health systems from Dev Update #16. There are now eight disaster types: flooding, coastal storms, drought, wildfire, cold snap, earthquake, hurricane and tsunami, and heatwave.

They don't just fire as a headline. Monthly risk is base chance times season times era, and each event lands on an epicenter chosen by real hex exposure terrain, coast, latitude, and whatever hazards your surveys turned up. From there, it grows outward in rings sized by severity, with each hex joining based on its own exposure roll. Wetlands and floodplains flood. Coasts take storms. Plains dry out. Forests burn. The north freezes. A hurricane is coastal-only and never minor.

Getting hit has real consequences on the ground. Works pause on frozen or flooded hexes. Drought stops regrowth. Wildfire takes health and timber and adds pollution. And degraded land makes everything worse; stressed and collapsed hexes increase your exposure, so ignoring your environment compounds into more severe disasters later.

You can respond, but it will cost money. While an event is live, you can evacuate, send search and rescue, or do nothing; doing nothing risks it becoming catastrophic, but hey, sometimes a nation doesn't have the money. Once it passes, you can fund cleanup or direct recovery money at it, or again, do nothing and live with the damage. Every choice draws from your treasury, and it all arrives as correspondence in your one news feed or straight on the hex panel.

Small thing I'm happy with in design testing: the navbar now shows the season Winter, Spring, Summer, Autumn instead of the temperature. The seasonal cycle drives all of this, and I'd rather you feel it without having to do math on degrees.

https://reddit.com/link/1w2y5hd/video/lmb8dh55slmh1/player

Tutorial map in the Summer

A flood hit and you can address it with options or nothing.

263 icons

That's the answer to the question I asked back in Dev Update #15 about whether icons go in-house or freelance. Turns out: in-house, and there are a lot of them. UI and resources are all done, but there's more to do. We will hit 1000 icons, just playing.

A testing session that made me love this game

I'm going to be honest; I'm in love with this game right now, even in the raw state without all of the systems firing. Several core loops keep it engaging, and it alternates between narrative, depth, strategy, and management in a way I didn't fully feel until I sat down and just played it without pressure to make it great. Right now it reminds me of a present-day Victoria 3 meets the GPSim series meets the overviews of a classic RTS like Rise of Nations.

The production build is still being integrated, so not everything works as intended in our design docs yet. But here's something that actually happened in one of my testing sessions.

I found crude oil in my country. Good news, except my fuel supply was running low, and I was buying energy from the UK and Germany. I needed to diversify my energy mix, so I decided to build a hydroelectric plant. My only city, Haft, is inland, and hydro needs a river or coast, so the plant had to go about 7+ hexes north.

That wasn't simple. I was short on construction materials, so I was importing them from China because I'd never built my own construction materials industry yet, as I'm still in the early stages. My relationship with China was strained, so they wouldn't enter into long-term contracts, leaving me at the mercy of spot trades. They did send me a request for a superpower story arc to partner up and improve relations, but I was cautious about what they actually wanted from it.

Then the labor problem hit. At the same time I was building the plant, I was laying the roads to reach it, building a public school system in Haft, and standing up an oil refinery. Each of those needs a different blend of workers. I had unskilled labor and some skilled workers, but I needed professionals, not just to run the plant, refinery, and school, but to build them. Professionals are the architects and engineers in your construction pool. You don't need many, but you absolutely need them, and I didn't have enough.

I completed it by planning it out and not going overboard beyond what I already had. But for a couple of turns, my production stalled, and fuel went into deficit, which stalled people driving and commerce; I was capped by however many construction materials I could buy on the open market that turn, and I had to keep making money to fund it all.

Maybe that sounds like a nightmare. For me, it was a fascinating blend of problems that needed fixing. Every one of those constraints came from a different system, and none of it was scripted. It just happened because of where I built, what I hadn't built, who I hadn't befriended, and who I hadn't trained.

The design worry that comes with that

Here's the flip side, and it's what I'm actively working on. Depth like that can drown a player. I'm trying hard to toe the line; that's where the great version of this game lives, but I think it only works with intuitive UI and clear end-to-end loops where you can see cause and effect. Otherwise, you end up with a game that's deep but shallow at communicating its depth, which might be worse than being simple on purpose. I don't have all the answers, so let's move forward together.

Alyssa's side

Finishing the new population system.

Implementing the new faction system, using the design from last update.

Wiring Workforce, Healthcare, and Education into the National Statistics panel. That work is doing more than it sounds: wiring National Statistics knocks out the underlying connections that half the game's systems depend on, rather than doing them one panel at a time elsewhere.

Up next for her: the Construction panel, utilities and health in the settlement overview working against the population system, and an industry JSON update pass.

Words from Alyssa: "I don't have anything interesting to say."

Part 2 on warfare goes up next.

— Robert, Circa Games


r/NationBuilderGame • • Aug 31 '26

Dev Update #17, Part 2. Warfare Testing. Making the war mechanics feel real, expensive, and a reflection of modern warfare.

2 Upvotes

Sup, all. Robert here. Part 2, as promised. Part 1 was disasters, icons, and a production testing session. This one is warfare.

This has been a big focus of mine because warfare is part of modern-day life and nation-building. So, how do we make a game that respects war and understands its role in today's society without glorifying it or turning it into a machine for conquest? I dont know for sure, but what I think are the ingredients for such are: make it expensive (governance and economy), deep so you can't just paint the map (tactics, strategy, and skill), and model it on present-day tactics and intent (manpower, unit types, and the battlefield).

So this is where I started with money. Your nation doesn't deal in an adjusted or abstract currency for buying, developing, training, or deploying. If you want your nation to have it, you'll need to develop the industry or purchase the hardware from someone else for real sums. The economy of war isn't easy and involves statecraft, development, or both.

Next, tactics and strategy. I stopped at my knowledge and went to the Royal United Services Institute, the Center for Strategic and International Studies, and The Modern War Institute to learn about Modern Warfare and today's tactics. This helped because warfare is undergoing a drastic change, and in NB27 I hope we can reflect that change. For example, asymmetry is coming up a lot because of drones, technology, and finances. A smaller nation can fend off a superpower or what seems to be a superior force by leveraging drones, opinion, and pace, or, for battlefield tactics, having the most soldiers in an attack along with limited supply lines doesn't mean that you will automatically win. Terrain, morale, readiness, and logistics all play a role in your effort, but again, I dont have all the answers. I'm working on making the mechanics that reflect what we see in the world today.

So, here's a list of things I'm testing along with the units:

The unit roster: Infantry, special forces, tanks, artillery, air defense, light and heavy drones, EW batteries, jets, bombers, transports, destroyers, submarines, and carriers. Each with its own cost, movement, and role.

Missile-launching system strikes: Range rings, target selection, and a launch-trajectory animation from the launcher to the impact hex.

https://reddit.com/link/1w30a03/video/fzdnc67cbmmh1/player

Armies you build and name: Units group into named armies with a visible composition breakdown, a grade from Recruit to Elite, and live readiness: fuel, charge, stamina, per component.

Drone swarms: Batch launches against a target hex, with hardware burning down on both sides as interceptors and EW batteries chew through the swarm.

Air wings: Fuel-based operation with no supply line, air superiority contests, base repair, and strikes against ground targets.

Naval operations: Blockades on coastal settlements, carrier groups as mobile supply sources, and amphibious landings onto shore hexes.

Supply lines: Every army traces a visible hex path back to its nearest source. Cut the line, and the army starts starving, with combat power bleeding each turn.

Supply points: Attacking nations drop a supply point under their lead formation when they outrun their network. It shows on the map, and killing it starves the push.

Fog of war: Recon-only vision: you see what your units can actually see. Everything else shows as a last-seen ghost marker at its old position. You need to put drones, a scout, or a jet in the air.

Terrain effects: Forests hide forces from anyone not adjacent to them. Mountains are foot-only and block missiles and air strikes. Fortification levels build up as armies dig in.

Battle resolution: Round-based battles in a modal, with terrain, fortification, readiness, and grade all feeding the math, and every adjacent friendly force joining on round one.

Posture reporting: Each hostile nation's current posture shape-attack, hold, consolidate, fall back, negotiate surfaces in war reporting when it shifts.

The theater news: War-reporting chips written in theater voice, separate from the regular news feed, so that battlefield events read differently from world events.

Cyber operations: A posture and attack panel for hitting energy grids, military communications, and telecom, with attribution risk on every op.

War goals: A modal for stating what you're fighting for, and consequences in world or home opinion if you leave it unstated.

The World Assembly: A live escalation ladder: watching, censure, sanctions, intervention driven by world opinion and civilian casualties.

Manpower pools: A finite population-of-service number per nation that drains as people die, visible per nation, gating what anyone can still muster.

Peace terms: Enemy offers that scale with falling resolve; reparations, concessions, settlements, and ceasefires that freeze the current line.

Patron bases. Superpower bases you place on your own soil, with a deterrence radius and a tripwire that pulls your patron into the war.

Below are some images from the test: These are rough and meant for testing.

That's where it stands. This is the shell, not the production build; mechanics get proven here first before they go anywhere near the real game. But this is the closest warfare has felt to something real, and closer to the world we're actually living in.

— Robert, Circa Games


r/NationBuilderGame • • Aug 11 '26

Dev Update #16. Population, Factions, Military Assets, and Land You Can Ruin

1 Upvotes

Sup, all. Robert here. Good week on both sides. Everything you see below is still a work in progress.

Alyssa's side

Map and interactions are done. That's the whole map integration thread: roads, rail, hex interactions, the works landed in the production build. It's been the backbone of the last stretch, and it's finished.

She's moved on to National Statistics and the population system. Population has been the missing foundation under a lot of things for a while: factions draw from it, your workforce comes from it, and half the economy depends on it. And yes, the Gini index is in there. If you're going to model inequality in a nation-building game, model it properly so GDP isn't the only indicator telling some of the story.

Words from Alyssa: "Excited to be done with the map, I'm mapped out."

We also finalized the faction system design and implementation approach. That one's next after population, and it's going to be really cool.

Quick explainer below on the new factions system:

Factions aren't preset parties you pick from; they emerge from your population. Population groups band together into coalitions based on what they share and what they need, and each coalition pulls a matching entry from a hand-authored library, then gets a regionally appropriate generated name. The engine never invents a faction; it matches your people to authored content. You can have up to six at once and never fewer than one, and if you ever get down to one, your government type shifts to match whoever's left standing. Membership is weighted rather than exclusive, because people have overlapping identities: a group of migrant laborers with a minority religion feeds both a labor faction and a cultural one, and which way it leans depends on which of its needs is going unmet. Factions rise, split, revolt, sabotage, and die based on conditions, and great powers can even sponsor vulnerable factions in your country when their own interests are at stake. The point is that after 75 years, your faction landscape is a record of how you governed, not a menu you optimized once and forgot.

My side

Tutorial work continued, building out the separate tutorial map and nation from last update.

I reworked how the event system actually appears to you. The Inbox is gone; news and logs are now one thing, which is how it should have been from the start. Fewer places to check, one clear feed. I also spent real time on how the first 14 turns are going to feel, since those are the real-world 2026/27 headlines that open every game and affect you differently based on your region. Below is a look at that: news chips sliding in with real events; the US tariff ruling, the Strait of Hormuz, a World Cup invitation for your nation, each one showing the outcome and how it lands on you specifically. If you have no trade contracts with the US, the tariff collapse says exactly that. No direct effect, but if you start trading with the US, you might not get the consumer demand you once would've, or the contract disappears. The world moves whether or not it touches you. Also, player echoing in the news like a built settlement or the opening of a stock market; your nation reacting.

I roughed out some defense and military assets to figure out whether military assets are just icons or flat illustrations. The hex icons attached are early passes: very rough tanks, light military drones, a large military drone, and an infantry formation.

And the big one: I did advanced work connecting surveying to labor and skill, and built out the climate, pollution, and hex health systems along with the policy design that governs them.

Land you can actually ruin

This is the part I want to talk about.

Every hex you work has health and pollution, tracked live. Survey a hex, and you learn what's under it: terrain, resource, stock, and depth, but you also start seeing its condition. Work it hard with no rules, and it degrades. Reserves draw down. Pollution climbs. Land health falls.

There's a new Environment Policy tab in Governance with three controls: Extraction Regulation, Emissions Standards, and Environmental Enforcement. And here's the design I'm proudest of: the first two do almost nothing without the third. You can pass the strictest quotas and emissions standards in your country, but if you haven't funded inspectors and monitoring crews, they're paper rules. Regulation only bites in proportion to enforcement staffing. Real regulation costs real money, every turn, and skipping that step means your rules don't work.

All of it surfaces in a Climate tab under National Statistics: forest cover, worked hexes, land health, pollution, your clean-versus-fossil energy mix, and a climate event outlook telling you your live exposure to flooding, drought, and heat, which routes to news for disasters and acts of god/weather. Ungoverned industry defaults to maximum-intensity extraction. If you never look at this screen, the game will quietly make that choice for you.

More soon.

— Robert, Circa Games


r/NationBuilderGame • • Aug 03 '26

Dev Update #15. Tutorial, Map Integration, and Art Kicking Off.

2 Upvotes

Sup, all. Robert here. Bit of a behind-the-scenes week; a lot of what we did doesn't screenshot well, but it's the stuff everything else sits on.

We're building the tutorial as a separate thing

This was the biggest decision of the week. The tutorial gets its own map and its own nation, completely separate from a real playthrough.

The reason: NB27 opens with 14 turns of real-world headlines and events anchored chronologically through 2026/27. That opening is supposed to hit you cold, so your first real game should be real, but we want you to have some skills going in. So instead of layering hand-holding over the real start and diluting it, we built a dedicated tutorial mode on a dedicated map. Learn the basics there. Then start your actual nation with the opening intact.

A screenshot of the early tutorial map and mode are below.

Alyssa's side

She's finishing the map integration in the production build: roads, rail, and the new map systems wired into the real game rather than a demo harness, and implementing our design component library. Alongside that, she's testing the code across the systems that touch the map, making sure everything holds together before we move.

Next up for her is the faction system rebuild, redesigned and reimplemented against the new codebase. Factions sit underneath governance, population, and half the narrative engine, so that one gets done carefully.

Production video from last week incase you missed it.

My side

Key art and capsule art for NationBuilder 27 starts this month with our designer. That's for the game store pages like Steam and in-game illustrations. Excited to show you when ready.

Next, still prototyping military and defense, refining what I covered back in Dev Update #12.

Then outlining the actual event content that runs on our event system and engine. The engine exists; now it needs a real library of events to fire. This will be fun because our 14 turns of real-world events set up the projection for the engine, so I'm very excited to rewrite it.

Last, reviewing the icons and settlement assets we actually need, and whether that goes freelance, in-house, or some mix of both.

More soon.

— Robert, Circa Games


r/NationBuilderGame • • Jul 30 '26

Dev Update #14. Map Editor v5, a Production Map, and the Infrastructure Builder.

2 Upvotes

Sup, all. Robert here. This one's late again; I'll still be posting this weekend, but here's what happened last week. Again, all that is shown is work in progress, still prototyping.

NB27 Map Editor v5

We rebuilt our own tool. The map editor is the internal application we use to turn real-world geography into playable NB27 maps, laying the hex grid over real coastlines and terrain, then painting in terrain type, climate, and elevation cell by cell. Everything else in a map gets populated by code at runtime, but the geography and terrain data come from here.

The Caribbean images in this post show just the Caribbean, then the Caribbean with a player nation added, specifically an archipelago.

This is the tool that makes the map direction from Dev Update #8 actually scalable. We're not hand-building one-off maps anymore. We're producing them at scale, taking this from hours of illustration design to 30 minutes of map design.

A production map, running

https://reddit.com/link/1vb1rtq/video/eez6kbs46ugh1/player

Alyssa has been building away on a test sample map in the North Sea, implementing interactions, scale, and feel of the live game. The screenshots and video show the current state of the game running in production.

This is the design system from Dev Update #13 applied to the actual game, on an actual production map, with actual systems behind the buttons.

The Infrastructure Builder

This one's a new idea that I prototyped on the settlement page that I'm very excited about. Infrastructure Builder.

Players can commission landmarks in settlements, and compose them themselves. You start with an architectural style like Classical, Modernist, Gothic, Brutalist, Vernacular, Futurist. You pick what it's for: a civic monument, a cultural center, a place of worship, a tourist landmark, a sports venue, a concert hall, a memorial. You pick a size, from a 15-meter plaza statue up to a 95-meter colossal monument that adapts to each use. And then you name it.

Every choice moves the numbers. The projection panel updates live as you compose: cost, build time, settlement mood, national prestige, tourism revenue, stability, upkeep, and how many workers it'll take to build. The idea is that a player can now build their Wembley Stadium, San Siro, Tokyo Tower, Times Square, London Eye, or any landmark they want to improve their cities and nation.

Let me know what you think.

More this weekend.

— Robert, Circa Games


r/NationBuilderGame • • Jul 20 '26

Dev Update #12, Part 2. Governance: You Don't Rule. You Persuade, Pressure, and Live With It.

3 Upvotes

Sup, all. Robert here. Part 2, as promised but much later; apologies.

Last Sunday, Part 1 was military. Today is the system almost everything else in the game connects to: Governance. *Still a work in progress and actively prototyping.

If Part 1's thesis was "military is expensive and has consequences," Part 2's is this: you are the government, not a god. You don't command a law into existence without consequence. You propose, you persuade, you pressure, and sometimes you force it through and pay for it. Here's how that actually works.

The banner: what your nation is, and what it's becoming

At the top sits your government banner. It names your gov type: Constitutional Democracy, Federal Republic, Authoritarian State, and so on, and shows two national meters that govern everything below: Freedom and Corruption.

Underneath the Government type and executive faction card is the Dynamic Governance Spectrum, and this is the part I want people to understand. It's not a label. It's a live marker that drifts based on how you actually govern. Strong-arm your factions, force legislation through, lean on the levers of power, or encourage the more authoritarian factions, and the marker slides toward authority and force. Build consensus, respect the process, and it drifts the other way. Cross a threshold and a transformation arc fires; your nation can become something else over time, not because you picked it from a menu, but because of how you've ruled. You can start a Constitutional Democracy and govern your way into an Authoritarian State without ever once choosing to.

Factions: the pop groups formed into voices and actions. F" actions" get it, lol.

Below the banner and to the left are your factions. These aren't abstract voting blocs. Each one has a leader with a name and a temperament: idealist, pragmatist, populist, hardliner, a mood, an influence weight, and a set of needs and wants tied to real policy. Factions are the combined voices of your population groups, not a random occurrence or statistic.

A faction that needs Press Freedom at 60 or greater shows you whether it's met or unmet against your actual policy values, live. Change the policy and the condition flips in front of you.

Your Labor Union faction exists because of who's in your country and how they live. That connection runs both ways: govern badly and the groups feeding a faction sour, the faction's mood drops, and you feel it in the queue. This design is a combination of trickle and transference. Population groups live in your towns and cities; treat them poorly, and your factions play that out.

Faction Health Graph

Each faction also carries a faction health graph, a small contribution graph inspired by GitHub's contribution graph tracking its mood turn over turn for the last 14 turns, so you can see at a glance and hover whether a faction has been climbing or collapsing under you, and why. Hover any square, and it tells you the turn, the swing, and the reason like "Lost: Border Security vote."

The queue: how anything actually becomes law

Nothing happens instantly. Every policy change, yours or a faction's, enters the Legislative Queue. Move a slider, submit it, and it becomes a real item with a debate timer and an auto-computed tally of which factions support and oppose it based on their ideology versus the policy's direction.

Factions propose too. A faction with enough weight generates its own legislation and drops it into the queue, and now you're reacting to their agenda instead of pushing yours. You watch the debate clock tick down over turns. When it hits zero, the item resolves by a vote weighted by faction influence, and every resolution moves faction moods depending on who won and who lost.

Talk: the heart of your nation's politics (If it's democratic)

This is where governance stops being just what it is and becomes who. Next to every queued item is a Talk button. It opens a conversation with a faction leader, and it's how you put your thumb on the scale.

Say the New Dawn Coalition, a progressive faction, opposes a corporate tax cut. You open Talk with Mara Oduya, and she tells you, in character, that it betrays everything her faction stands for. Now you choose. Support the proposal and lend it your weight. Compromise and suggest a change. Stay neutral and let the factions decide. Or block it outright and kill it. Every option shows its cost before you commit: Freedom down, Corruption up, or both, and the costs scale with the force of the act. Forcing something through costs more than negotiating, which costs more than simply backing it. Staying hands-off costs nothing at all. Also, remember that they have mood, and that can change whether they even want to talk or not.

And the leader's temperament shapes what actually works. An idealist is offended by bribes and responds to principled argument. A hardliner resents being strong-armed and won't take half measures. When you sway a leader, their influence physically moves to the side you backed; you can watch the FOR and AGAINST tallies shift as a faction crosses the aisle. You're not clicking a +15 button. You're moving a person, and everyone can see they moved. But be careful: in this example, Mara Oduya is not only the faction leader but your nation's leader because the New Dawn Coalition is the executive faction; so losing her is a layered decision.

The policy tabs: the levers themselves

Underneath it all are the policy tabs: National Funding, Economic Policy, Social Policy, Security Policy, and Private Sector Controls. Healthcare, defense, and education funding. Corporate and income tax, trade openness, tariffs. Immigration, labor rights, press freedom. This is where you reach for a lever, move it, and send it into the queue to fight for it. Not every tab is open from the start; some unlock as your nation develops, which ties governance straight back to the Era and Development system from Dev Update #1.

That's governance. You persuade, you pressure, you spend freedom and Corruption like currency, and you live with a nation that remembers how you treated it. It's the room every other system reports to.

That's the two-parter. Thanks for reading both. Questions or pushback are always welcome.

— Robert, Circa Games


r/NationBuilderGame • • Jul 20 '26

Dev Update #13. We have updated the design with our new component library.

2 Upvotes

Sup, all. Robert here. This one's about how NB27 actually looks and feels. We updated the UI and buttons of our game; getting closer to final polish.

*Still a work in progress, still polishing.

This one is short, and basically we want to show you a video of our new look and how our component library is streamlining our designs.

The component library

Everything you see in NB27 now draws from a single component library. One canonical file that defines every button, card, tab, pill, panel, header, and chip in the game, with one source of truth for color, type, and spacing sitting underneath all of it.

That means when we build a new window, we're not reinventing a button or guessing at a color. We reach into the library and pull the real thing: governance, trade, military, construction, relations, the map, national statistics, companies.

Back in Dev Update #11, I talked about how we build. This is the concrete version of that answer. A single source of truth with a validation pipeline that checks every screen against the canon before it ships.

So check out the video and the new updates, like the chip-style placements on the hex, the new hex info panel, the updated card style, new pills and tags, gradient chip buttons, gradient tab bar, or the new placement window chip tabs.

That's all I have. Thanks for following.

— Robert, Circa Games


r/NationBuilderGame • • Jul 13 '26

Dev Update #12, Part 1. Military: Real, Consequential, and Grounded in Economics.

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4 Upvotes

Sup, all. Robert here. This one's a two-parter deep-dive. Part 1 is military, Part 2 is governance. Let's get building. *This is a work in progress, and we're still prototyping.

A while back, someone in the comments asked whether NB27 would have a real military layer or just numbers on a screen. Here's the answer. The military in NB27 is built on modern warfare in 2026/27. You can't conquer the world, but you can shape your region, send troops to conflicts for statecraft, and that's hard enough. That's the only forced constraint. The rest comes down to the intent of your nation, your neighbors, the events moving around the world, and you.

The budget arms your defense.

There's no abstract manpower pool in NB27. The size and strength of your military is capped by one thing: what your defense budget can actually pay for. That budget is a slice of national funding, set by the Defense slider in Governance, which means every dollar you commit to soldiers is a dollar taken from healthcare, schools, and roads. Militarize hard, and you'll field a serious army on top of a hollow economy, exactly like real life. Let the economy slip, and you can't make payroll, units desert and disband on their own. The "Active Military: 2,500 of 50,000" status on the info banner is information, not a limit. The limit is money, turn after turn.

One decision we made that doesn't mirror real life is upkeep. You pay to recruit and train your units, but they don't cost you per turn until you actually deploy them. We went this way on purpose; charging upkeep on every idle unit sitting in reserve would be too much micromanagement for the kind of game this is. An army in the barracks is cheap to hold. An army in the field is a running bill.

People and equipment come from different places.

Here's a split that matters: your forces don't all come from the same well. Infantry and special forces are people, recruited from your population, which means every soldier is someone who isn't working in your economy. Everything else is equipment: tanks, jets, ships, submarines, carriers, bombers, drones, cyber; built or bought, drawing on your production and treasury. So when you militarize hard, you feel it twice: once in your workforce, once in your budget. The military doesn't float free of the rest of the nation. It pulls directly from the same people and the same resources that everything else depends on.

Real units, real costs, real command.

You recruit across the full spectrum of modern capabilities, and every cost is grounded in real 2026 military economics. An F-35 runs around $80M. An Abrams about $10M. A submarine over a billion. A carrier north of ten billion. FPV drones cost a couple of thousand each. Those numbers aren't flavor; they're what makes fielding a credible force against real neighbors in your region actually mean something. But money alone doesn't unlock anything. You need a Military HQ before you can recruit at all, and an Intelligence HQ before special forces. Your military capability is downstream of your nation-building, not a separate track beside it.

Battles, armies, and movement.

You group units into armies you name yourself, and deploy them on the hex map, left-click to select, right-click to move or engage. Terrain is real: ships hold to the water, aircraft refuel from your carriers, bases, or landed points, and ground forces project a security radius over the land they stand on. Battles resolve through a decision modal rather than a real-time animation, but there's genuine movement, positioning, and theater underneath it, and recon decides whether you can even see an enemy's true strength before you commit, using drones or planes to scout.

Units improve in two ways, and never both at once. Sitting in your inventory, they train, climbing from Recruit to Regular, Seasoned, Veteran, and Elite. In the field, they earn combat experience the hard way, through actual fighting. So every unit is a choice: pull it back to sharpen it, or keep it deployed and let it earn its grade under fire.

The economics and production of war

Arms don't come from nowhere. Build the industry at home and stay independent, or import and hang your security on a supplier who can cut you off the moment it's useful leverage. The US offers training and equipment. Russia offers cheap arms with strings attached. Turkey offers drones. China offers naval hardware. Every deal carries diplomatic weight and threads into the story arcs. Peacekeeping is real, too. Regional bodies ask, or you can offer to contribute troops to live theaters, with real income, real training, and real casualty risk, your factions will argue over before you ever decide.

That's the military. Expensive, consequential, grounded in the real world, and woven straight through governance rather than bolted on beside it.

Part 2, governance, is tomorrow. I hope you enjoy.

— Robert, Circa Games


r/NationBuilderGame • • Jul 06 '26

Dev Update #11. How we actually build NationBuilder '27 + Governance extra.

4 Upvotes

Sup, all. Robert here.

A couple of people have asked whether this is "vibe-coded," a fair question given where the tools are right now. So this week, I want to pull back the curtain on how we actually build NationBuilder, because the process is the answer.

The Process

Every system starts as a written design document. I've written 19+ pages of design documents covering everything in the game. Nothing gets built until the design is clear on paper.

From there, I send it to Alyssa to understand the technical reality, limits, feedback, and how we want to build it. Then I move into visual design: low-fidelity layouts first, followed by high-fidelity designs in Figma and Illustrator. This is where the frame and layout get worked out.

Then I prototype. I use Claude for this because it's the fastest way to communicate motion, direction, and visual components, turning a static Figma frame into something that moves and responds, so we can feel whether an interaction actually works. These prototypes are feel-tests, not the game, and I show them because they are, at times, further ahead than my frames, as I've improved them through insights I gain from prototyping.

Then Alyssa builds it for real with a new design doc paired with the prototype. This is the part people underestimate. You cannot vibe-code your way past a single-file prototype into a real game. The moment you need a multi-file architecture, a state that holds together across a dozen interconnected systems, and code that doesn't collapse under its own weight, you need actual engineering knowledge and standards. That's Alyssa's job, and it's the hard part.

So where does AI fit?

It's a tool for us, used deliberately. We use it for prototyping, testing, and small tasks, freeing us to focus on what actually matters: integration, writing the core systems, and keeping the whole thing efficient and stable. It speeds up the engineering; it doesn't replace it.

What we're working on right now

Alyssa is deep in the real-world mapping system, wiring the new map interactions into the production build.

On my end:

  • I'm building out the Steam page. We've hired an amazing artist to create our Steam capsule and key art.
  • Working on defense and military systems early, translating our military design docs into the game's visual design language. Again, this is early, but I want to have a prototype ready so that we can start on the right track.
  • Working on visual improvements, layout, and features for the governance page. Next weekend, I will post two breakdowns of the updated prototypes for Military and Governance to provide more insight because they're shaping up. *I'm going to include a video of the current Governance, and below are some of my notes.

*Governance notes, I'm testing in this video. First, Governance is the center of most of the game. It shows how the money flows to funding and how your country runs, inspired by real life and games like Victoria 3. Here are some of the things we are trying.

  • Faction Branding, as you can see in NDC or New Dawn Coalition, or the yellow faction. Logo made by me.
  • A new feature we will use everywhere in the game: the turn health graph, inspired by GitHub's contribution graph, but in this case, it's called Faction Health. Basically, we want the player to be able to map out how without having to search endlessly. If a faction is having a hard time, you won't come out of nowhere by being able to see the past 14 turns.
  • Legislative History, so a player can look back at the log of bills that passed or failed, along with the aftermath.
  • Needs and Wants: factions now have issues tied to funding and thresholds. A player will know how to make a faction happier or what upsets them.

That's what we have for now; thanks for following.

— Robert, Circa Games


r/NationBuilderGame • • Jun 29 '26

Dev Update #10. Meet Alyssa, the Other Half of Circa Games.

6 Upvotes

Sup, all. Robert here. Tenth dev update, and a special one.

For nine updates, you've heard me say "my partner" and "we." It's time you actually met her. Alyssa is my partner and the engineer building NationBuilder' 27; the person turning all the designs we talk about here into a game that actually runs. She builds with care and frankly does the hard part. I design and talk; she makes it real.

So for the first time, I'm handing the update over to her. Below is Alyssa, in her own words, on where the build actually stands. I also posted a video of the new onboarding flow, along with a look at the current flags in the game, gettin’ my vexillology on, dont worry, the flags inventory will grow.

Take it away, Alyssa.

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Hi everyone, Alyssa here.

A lot of this stretch went into behind-the-scenes work that sets up everything coming next. The short version: the game’s foundation is in much better shape, so new features now go in faster and break less.
Here’s what’s new or progressing:

  • Onboarding is in. I’m starting to implement our new design system in the game, one step at a time. Players coming into the game drop into a warm welcome that now includes selecting your own flag.
  • Era and Development is in. Nations now grow through development eras, and your options expand as you progress. The further along you are, the more buildings, industries, and (soon) policy choices open up. No more flat playing field from turn one.
  • Governance, phase one, is built and testing. The early framework for factions, policy decisions, and the proposal queue is coming together. Almost every other system connects to this one, so I’m taking my time with it. I want to make sure this system is calculating the data correctly and works seamlessly.
  • Real-world map, in progress. We have finalized the map system! I’m now using a test map created by Rob to implement the new map interactions and design system.

Right now, I’m adding game content feature by feature and tuning as I go, rather than dumping it all in at once. That keeps me from getting overwhelmed and makes bugs easier to track down.

*On a personal note: I’m learning a huge amount building something this big on my own. Playing both project manager and engineer can be challenging, deciding what to build and in what order, while also being the one building it. But as I’ve gone, I’ve gotten better at tightening up the feature work and being deliberate about where things get built, which has made my time go a lot further.
More soon.

Alyssa, Circa Games

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That's the update. The onboarding video is up top, and a look at the current flags is in the comments. As always, let us know your thoughts.

— Robert, Circa Games


r/NationBuilderGame • • Jun 22 '26

Dev Update #9. What we’ve been up to, and a lot to show.

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14 Upvotes

Sup, all. Robert here. We missed the last two weekends, and I want to be upfront about why before getting into it: we've been heads-down on the new map integration and a big push on the frontend. It was worth it. This is the most we've ever had to show in one update. These screens are closer to polish, but we are still integrating.

Breaking this one up by what we're actually working on.

Development

We've finished the governance system and are now integrating it into the new map. This is the connective work I talked about back in Dev Update #8: getting the systems to actually talk to each other on the real-world hex map instead of living in isolation.

Next up after map integration: the map creation system (the internal tooling that lets us build playable maps from real-world geography) and the rebuild of the new faction system. Those two unlock a lot of what comes after, so they're the priority heading toward Playtest 1.

UX, Frontend, and Art

This is where the last two weeks went, and it's why there's been quiet. We built out coverage across most of the core windows, and they've gone from prototype green-on-black to something that actually looks like the game we've been describing.

A few of the screens are attached:

Governance. The full national governance window: your government type; the Dynamic Governance Spectrum showing where your nation sits and drifts; freedom and corruption readouts; your factions with leaders and moods; the legislative queue with live for/against tallies; and the policy tabs with funding and economic sliders. This is everything from Dev Update #2 and #6, now visible.

The Talk system. When a policy is in the queue, you can talk to individual faction leaders to nudge the outcome. Each leader has a personality (Idealist, Pragmatist, Populist, Hardliner) that shapes how they respond, and every nudge carries a visible cost in terms of freedom or corruption. The screen where Mara Oduya of the Progressive Bloc tells you, "This betrays everything we stand for," is the nudge system from Dev Update #2 in action.

Elections. Power transfers happen through the ballot. The election results screen shows vote share across factions and who holds power, and the player persists through the transition as administrations change, a core design feature since the beginning.

Trade and Inventory. The market with live commodity prices and trends, your inventory with surplus and deficit flags, active contracts, and the Trade Capacity bar that tracks how much your infrastructure can actually move. This is Dev Update #6, and the trade design has been made real.

Construction. One shared national construction pool — unskilled, skilled, and professionals that every project draws from. You fund the pool and set priorities; your crews go where they're needed most. You don't place workers by hand; you decide what matters first.

Relations and Organizations. Foreign relations with your real neighbors, diplomatic actions with costs and cooldowns, plus tabs for the World Assembly, EU accession, NGOs, IGOs, and armed groups. The EU accession tracker checks your freedom rating, corruption index, and relations against real membership criteria. The World Assembly, our UN, will use the same membership requirements screen.

Sneak peek: Companies and Corporations

This one I'm excited about. Companies and Corporations is the system we have written up for after Playtest 1, and we built an early look at the interface.

The Company Index shows the global corporate landscape: World-tier and Regional-tier companies operating across the game world, each with a sector, home nation, global ranking, and a CEO archetype: Empire Builder, Old Money, Disruptor, Extractive Outsider, Reformer, or Nationalist Champion. Companies already operating in your nation carry an "In Nation" badge and grow from your hand.

Click into one, and you get the full picture: financials, market share with a monopoly warning if they get too dominant, the settlements and industries they operate, their leadership, politics, and tenure, relationship to you, faction lean, influence, and a log of recent interactions like lobbying to lower corporate tax or requesting infrastructure. You can request a meeting, investigate, regulate, or nationalize, though some tools require a courthouse or a national courthouse; without one, nationalization is your only blunt instrument.

This is what we teased in Dev Update #6: what do you do when an American billionaire wants to build in your country, or a domestic corporation starts cornering your emerging energy sector? This is the system that answers that. It's post-playtest work, but the bones are coming together.

One more thing

I posted a video in the comments of the regional-to-nation transition, jumping from the regional view down into your nation view. It's one of the things that came out of the map work, and it's the clearest look yet at how the two layers connect.

That's the update. Sorry for the silence, and feel free to let us know what we did right or wrong. Thanks

— Robert, Circa Games


r/NationBuilderGame • • Jun 08 '26

Dev Update #8. We Went Back to Hexes. Here's Why.

7 Upvotes

Sup, all. Robert here. Eighth dev update, and a big one. This is the post we’ve been working on as we worked through the map.

Here's the headline: we pivoted back to a hex map - we are sorry, but we promise it makes sense; we hope.

The new map is real-world geography rendered in hexes. I'll explain what that means, why we made the call, and what came out of it: new interactions, a new road system, urban sprawl, and the art direction.

Why we went back to hexes

For a while, we explored the discovery map and its interactions. It had real strengths, but the more we built on it, the more we kept running into the same tension: it felt disconnected and empty. We felt that the placement of ultra-realistic maps and freeform road placement led to inconsistent technical results, and the UX felt off while playing. So, I went back to testing hexes, and it was just consistent and easy to plan, but some of the disconnect was still there. Then my partner said, "Why don't we make it the real world but in hexes?" So we tried it, and it instantly got better, and we haven’t looked back. The world is real and so are the hexes.

Real-world geography, in hex form

The new map isn't an abstract grid or a procedurally generated landmass. It's actual real-world geography quantized into hexes. Real coastlines, real mountain ranges, real rivers, real terrain. When you play in the Scandinavia sub-region, you're playing in the regional view to see your neighbors, and you can jump to nation view to see your fictional landmass.

Your fictional nation sits amongst the real geography. The land, the coast, the terrain are all true to the real world. That's the balance we were chasing the whole time: the grounding of real-world data and terrain, with the freedom to build your own nation on it.

The new interactions and feel

The interaction loop got a major pass, and it feels better than anything we've built before. Surveying, placing settlements, building industries, drawing roads and rail, watching towns grow. It all reads cleanly on the hex map because it's honest about adjacency and connections.

Survey is a timed action connected to your construction workforce availability, displayed with a progress ring. Terrain type stays hidden until you survey it, so the map starts as unknown territory you reveal through investment. Placement is clear because hexes are clear: you know exactly which hex you're building on and exactly what's next to it. Everything you do has a precise location and a precise relationship to everything else.

The new road system

Roads were one of the biggest wins of this pass. The new system uses node-anchoring: you drop anchor points, and the road draws between them, following the hexes, with support for multi-anchor chains so you can lay out a whole route in one motion. Roads and rail render in parallel when they run together. Now connections are explicit. A road goes exactly where you drew it and connects exactly what you intended.

Bridges came out of this too. When a road crosses water, the system handles the crossing with bridge towers rather than just stopping at the water's edge. Your road network can span the real geography rather than be constrained by it, but you also have a build cap if your bridge-building length is too ambitious.

And there's a train. An actual rough SVG train asset that runs along your rail lines. Small thing, but watching a train move across terrain you shaped is the kind of detail that makes a map feel alive instead of static.

Urban sprawl

This is one of my favorite additions. Settlements don't just sit on a single hex as a static icon. As they grow, they spread.

The settlement growth ladder is settlement, village, town, city, metropolis. Smaller settlements stay contained on their core hex. But once a settlement reaches the city stage, it begins spreading into surrounding hexes through urban development. A city spreads one ring out. A metropolis spreads two rings, with the development thinning as it reaches the edges, so the dense core reads differently from the outskirts.

I tuned this by looking at Tokyo over Japan's landmass: how a true metropolis dominates the geography around it without swallowing the entire country. A metropolis in NB27 should feel like that, a sprawling urban center that visibly shapes the land around it, while a small settlement is just a dot on the map waiting to grow. The sprawl makes your nation's development legible at a glance. You can look at the map to see where your population is concentrated, where your urban centers are, and where there's still open land to develop.

The art direction

The map is top-down. Terrain, settlements, roads, industries, all rendered from directly above. The aesthetic will be tuned per sub-region, so a map in Scandinavia will look and feel different from one in West Africa or Southeast Asia. The terrain, the palette, the settlement styles will carry the character of the region you're building in. We're committed to real-world grounding that extends to how each part of the world actually looks, not just a single generic art style.

The attached examples show a deep ocean, shallows, and land in the green-on-dark scheme we landed on, with a depth gradient that fades from coast to deep water. The region-specific art is the next layer. But the systems underneath are real and running.

Where this leaves us

This pivot cost us some time, which is why the last week was quiet. But it was the right call. The map is the surface on which every other system sits, and we now have a surface we're confident in. This post includes examples and our dev roadmap.

If you have questions about the map, the pivot, or any of the systems, drop a comment. This was a big set of decisions, and I'm happy to go deeper on any of it. Again, thank you for following, and we hope you like it.

— Robert, Circa Games


r/NationBuilderGame • • Jun 03 '26

We didn't post last week's dev update. We've been working on the map.

7 Upvotes

Sup, all. Robert here. Sorry there wasn't a dev update last Sunday, and I want to be straight about why.

We've been working through the map direction, content, and interactions for NB27, figuring out what actually makes sense for this game. This is one of the most important places in the game and hosts the bulk of the action. We will post about our findings and a roadmap this upcoming weekend.

Thanks for your patience. See you then.

— Robert, Circa Games


r/NationBuilderGame • • May 25 '26

Dev Update #7. Economies in NB27 comprise governance, industry, and trade.

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3 Upvotes

Sup, all. Robert here. Seventh dev update.

This one is about the economy, and it starts with a design principle that might sound counterintuitive: you don't build an economy. You build and manage everything else, and then the economy is what emerges.

There is no economy slider. No GDP dial you turn. No "boost economy" button. The economy in NationBuilder is the result of every other decision you've made and your government’s posture: what your nation builds, where it builds, who it taxes, how much it invests, who it lets in, what it produces, and whether your nation creates a place where people have reasons to stay. If those things are working, the economy works. If they're not, no amount of economic policy can save it.

That's the philosophy. Let me walk through how it actually works.

Where the money comes from

Your nation has a treasury. Every turn, money flows in from a few sources:

Corporate tax is revenue from the private sector. The private sector grows organically in each settlement based on your governance policies, infrastructure, workforce, and whether you've created conditions worth investing in. You set the corporate tax rate. Higher rates mean more government revenue per turn. Lower rates mean the private sector grows faster, creates more jobs, and generates more tax revenue over time. The tension between short-term extraction and long-term growth is the entire game in miniature.

Income tax works the same way, but on your workforce. Every employed worker generates income tax revenue at whatever rate you've set. More jobs, more workers, more revenue. But set income tax too high, and you affect mood, which in turn affects productivity, which in turn affects everything downstream.

Industry revenue comes from government-owned industries. When you build an industry with government money (the government-built model from Dev Update #4), you own it outright and keep the income. It's reliable revenue, but it costs you upfront and signals nationalization, which might not go over well with your people, other nations, or factions.

Beyond those, you collect road tolls from your road network, building provisions from tourism and public events, and eventually trade contract revenue once you're connected to the world economy. We'll cover trade in its own post.

Where the money goes

Expenses are per turn, and they scale with your nation.

Building maintenance is the big one. Every public building you've constructed costs money to maintain every turn. A health clinic, a school, a power grid, and a government office all have upkeep. More settlements with more buildings mean higher maintenance costs. This is why growth without revenue is a death spiral: you build the buildings your people need, but if your economy can't sustain them, you're bleeding money every turn.

Government salaries pay for the workers in your public institutions. Infrastructure upkeep keeps your roads and rail operational. Industry maintenance keeps your government-owned industries running. The private sector has its own overhead, which it handles without your input, but your policies determine whether that overhead is sustainable or crushing.

Every turn, revenue minus expenses equals your surplus or deficit. Surplus goes into the treasury. Deficit comes out of it. When the treasury hits zero, you're in crisis territory and have to think about debt, or that’s it.

The budget and funding

The governance panel (from Dev Update #2) is where you allocate government spending. National funding sliders let you distribute your budget across categories: healthcare, education, defense, infrastructure, law enforcement, social welfare, culture, and counter-intelligence.

Here's the thing: that budget doesn't just disappear into an abstract effectiveness score. It is distributed equally across all settlements with the relevant infrastructure. If your education slider is set to 20% of the budget and you have three settlements with schools, each school gets roughly 6.7% of your budget. Add a fourth settlement with a school, and each school's share drops to 5%. Same budget, thinner spread.

This means growth creates funding pressure. Every new settlement you build needs public buildings, and every public building dilutes the funding pool unless you increase overall spending or let the private sector take over or supplement. A player who expands aggressively without raising revenue will see service quality decline across all settlements simultaneously. Your people will notice. Their mood drops. Skilled workers start leaving. The spiral begins.

Three ways to build an industry

In Dev Update #4, I introduced the three ownership models for placing an industry. They matter to the economy because each one creates a fundamentally different revenue flow.

Government-built

Government-built means you fund it, you own it, and you keep the income. The upside is direct revenue every turn. The downside is that it costs real treasury upfront, you pay maintenance, and government-run industries are less efficient. This is the planned-economy model.

Private Sector

The private sector means your citizens build and own it. You don't pay anything up front. The industry grows organically based on conditions in the settlement, workforce availability, infrastructure quality, and your policies. You collect corporate tax on the revenue. The upside is zero upfront cost, and the private sector handles its own operations. The downside is less direct control, and the revenue depends on your tax rate and the business environment you've created.

Foreign Bid

A foreign bid is when generated companies from real nations offer to build in your country. They bring capital, expertise, technology, and expectations. A foreign mining company might offer to build a $50M operation that you couldn't afford yourself, but they'll want favorable terms, low taxes, and they'll send profits home. The upside is access to capital and expertise you don't have. The downside is dependency, profit extraction, and the political consequences of foreign corporations operating on your soil. Your factions will have opinions about this.

Each model creates a different economic texture. A nation running mostly government-run industries feels different from one with a thriving private sector, which in turn feels different from one funded by foreign investment. Most real economies are a mix. The player decides the mix.

The private sector grows on its own

This is the part that surprises people. The private sector in NationBuilder isn't something you build. It emerges.

Each settlement has a private-sector panel featuring organic businesses formed under specific conditions: small retail shops, food stalls, workshops, and services. These aren't placed by the player. They appear because the conditions are right: enough population, enough infrastructure, enough demand, and policies that don't crush small businesses.

The private sector creates jobs, generates tax revenue, and grows the local economy without you spending a dollar. But it's fragile. High corporate taxes suppress it. Poor infrastructure limits it. Corruption erodes it. A settlement with a power grid, good roads, and reasonable taxes will naturally foster a private sector. A settlement without those things won't.

This is what I mean by "the economy is what emerges." You don't click a button that says "grow private sector." You build a power grid, connect a road, set a reasonable tax rate, fund education to produce skilled workers, and then the private sector appears because you created the conditions for it. Or it doesn't appear, because you didn't, but you can also help determine its growth via governance sliders.

*We also have another feature, written up and set for after playtest one, called Companies and Corporations, that will allow for deeper private-sector and foreign-company behavior, including NPC CEOs with a trait system, market-share dynamics, agendas, and unique events that mirror real life. What does one do when one has to deal with an American billionaire trying to build in one’s country or a local corporation gaining influence and market share over one's emerging sector? We may do a dev update about it.

Wages and benchmarks

Your nation has an average wage. Your region has a benchmark wage. The gap between them tells you where you stand.

If your average wage is below the regional benchmark, skilled workers are more likely to emigrate to your neighbors. Professionals won't immigrate to a nation that pays below the regional average. Your population stagnates or declines, which shrinks your tax base, which reduces revenue, which makes it harder to invest in the things that would raise wages. This is the developing-nation trap, and it's real in the game because the population system from Dev Update #3 is tracking mood, aspiration, and emigration reasons at the group level.

If your average wage is above the benchmark, you attract talent. Professionals relocate because your economy signals opportunity. Your tax base grows. Revenue grows. Investment grows. This is the virtuous cycle, and breaking into it is one of the most satisfying arcs in the game.

Everything connects

The economy isn't a standalone system. It's the crossroads of every other system we've talked about.

Governance sets the policy environment: tax rates, funding allocation, trade openness, and immigration. Infrastructure creates the physical foundation: roads, power, buildings, and trade capacity. The population system provides the workforce and the demand. The development tiers determine what you can access and how the world treats you. And trade, which we'll cover next week, is how your economy connects to the 162 nations around you.

Get those right, and the economy takes care of itself. Get them wrong, and no amount of direct intervention will fix it. You don't build an economy. You build and manage everything else, and then the economy is what emerges.

If you have questions about how any of this works, or if something sounds overcomplicated or underdeveloped, drop a comment. Oh, we will publish a public roadmap soon so you can see what’s planned.

— Robert, Circa Games


r/NationBuilderGame • • May 18 '26

Dev Update #6. Map Art, Tools, and What We're Working On

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10 Upvotes

Sup, all. Robert here. Quick one this week. No deep dive, just a few things we're working on across the board.

We got our first sample map from the artist. Thanks, Slava.

This one is the headline. We commissioned a sample territory map: a custom peninsula off the northwest coast of Germany. Mountains, rivers, fjords, farmland, coastal islands, all handmade and geographically anchored.

This is the direction we are thinking of going for every playable map in the game. Each nation gets a custom terrain map like this, and the plan is for players to switch between their nation's view and a regional view that includes the surrounding area. For this placement zone, the regional view would show northwest Germany, the northeast Netherlands, the UK, Denmark, Sweden, and the North Sea. You govern your nation up close. You see your neighborhood from above.

*We're planning to limit the number of landmass types per sub-region to keep scope and quality manageable. What we ship will still be robust. Also, we should have the regional sample view in about two weeks.

Internal tools: map editor

My partner is building an internal map editor application that overlays the cell grid onto the terrain art and lets us store terrain and climate data for each cell. The rest of the cell data (resources, placements, survey results) gets populated by code at runtime based on real-world sub-region data. She is also wiring up the governance system from Dev Update #2 into the build. Systems are connecting.

Placement system redesign

On my end, I'm redesigning the placement zone system that routes landmass size, regional placement, and landmass count to sub-regions. This is the backend work that determines which landmass types are filtered at setup and what map you'll see at the start of your game. It's not glamorous, but it's the kind of structural work that makes everything else feel coherent when you're actually playing.

Map interactions and road UX

I'm also working on designing how roads connect, how they communicate direction and movement on the map, and how the UI will work with the cell data. Roads in the prototype are functional but visually flat. The goal is for roads to feel like they belong on the map and for the player to understand at a glance where things are connected and where they aren't.

I'm also working on the main screen's UX and livability with our new map direction. We want players to be able to build, survey, determine, and analyze without getting bogged down.

Next week

Back to the regular format. I'll break down a system in depth, along with anything new we complete and can show. See you then.

— Robert, Circa Games


r/NationBuilderGame • • May 11 '26

Dev Update #5: You Picked the Discovery Map, and we listened. Here's How It Works.

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8 Upvotes

So we meet again. Sup, y’all! It’s Robert.

A few days ago, we posted a question to StrategyGames and NationBuilderGame: hex tile map or discovery map? We showed both options and asked which one you'd rather play.

The answer was clear. Almost every response preferred the discovery map (Map B). The reasons were consistent, too: hexes feel like a board game, the discovery approach feels like a place, and the chance to explore and uncover your own territory was more exciting.

We agreed. So we've committed to it and started designing the system. Here's where it’s landing.

The map is terrain, not tiles.

When you start a game, your nation is assigned a landmass based on your setup decisions. You will start the game not looking at hexagons. You'll be presented with coastlines, mountain ranges, forests, deserts, plains, or other terrain that the region has to offer. The shape is geographic, not geometric.

Underneath, a cell grid tracks everything: terrain type, resources, what you've built, and what you've surveyed. But the grid is invisible unless you toggle it on. When you're just governing, you see your nation. When you're building, the survey grid is an essential tool for navigating your nation’s landscape.

Surveying is the core loop.

Your landmass starts mostly unknown. You can see the terrain, but you don't know what's under it. Surveying a cell reveals what's there: a mineral deposit, fertile ground, an archaeological site, an aquifer, contaminated soil, an insurgent presence, or nothing at all.

The catch: surveying isn't free. It draws from the same construction pool that builds your roads, buildings, and industries. Every survey you run is a road you may not be building that turn, or a clinic you delayed. With approximately 800 to 1,100 usable cells on a typical landmass, you can't survey everything. You have to prioritize. Survey where you plan to develop, where geography hints at resources, and where threats might be hiding.

This was one of the things the community feedback reinforced. Several of you said the appeal of the discovery map was the strategic choice of where to look. That's exactly what we are looking at building.

Roads are drawn, not placed.

This is one of the changes I’m most excited about. Roads are freehand. You select the road tool and draw a path across your landmass like a pen on paper. The path snaps to the underlying cell grid, but the interaction feels like you're literally carving infrastructure into your territory.

When your road crosses a river, a question mark appears. Mountain pass? Another question mark. You finish drawing the full route, then click each one to see what it'll cost to bridge or tunnel through it. You approve, reject, or reroute. The terrain pushes back on your plans, and you learn the map by trying to build through it.

Roads enter the construction queue and are built progressively, turn by turn, from the origin outward. You watch your network of infrastructure grow across the landmass over the course of a game. I’m looking forward to potentially adding more nerdiness to roads like transit cargo numbers, average workforce travel time, and data viz.

Settlements grow visually

When you found a settlement, it occupies one cell. As it grows from settlement to village to town to city to metropolis, it radiates your nation's color outward into surrounding cells, communicating sprawl. The color is visual only. It doesn't block placement. But it tells you at a glance where your developed territory is, and where the gaps are. Also, there will be a settlement-radius rule to prevent clustering of settlements.

Industries are represented by their own cells on the map. They need a road connection back to a settlement to operate. The network you draw is the economy.

What the community told us

A few things from the original thread directly shaped this design. u/AshenThroneDev warned us not to lose the readability that makes hex maps work. That's why we’re building the toggle system: grid visibility, road visibility, survey markers, settlement radii, all independently controllable. The map can be as clean or as detailed as the player needs it to be at any moment.

u/DrObosm liked that the discovery map lets you be strategic about direction. That's the survey grid system. u/Ourszor said hex tiles kill the fantasy. We took that seriously. I plan to take these points and let them inform our future designs.

We will keep you posted once we implement this. We are currently working on the governance system along with some NDS bugs. If you have questions about how any of this works, or if you see something we're getting wrong, drop a comment. *I’ve included two screenshots that are design concepts and are not final.

-- Robert, Circa Games


r/NationBuilderGame • • May 07 '26

Hex tiles map vs. Discovery map. Which one pulls you in?

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2 Upvotes

Working on the main screen, and we've got two directions on the table. Both are functional, both have trade-offs, and we want to hear which one lands better before we lock one in. *This isn't final graphics, just me adding a little bit of polish.

A: Hex Tile Map

This is what we've been building with. Abstract hex grid made up of tiles. Each hex is a terrain tile matching the player-selected subregion, like (grassland, forest, desert, mountain, etc.), and you place settlements, industries, and infrastructure directly on the tile. Roads and rail connect hex to hex. Surveying reveals what lies beneath each tile. It's clean, readable, and every hex has a clear purpose.

The tradeoff: it's abstract. Your nation doesn't look like a place. It looks more like a board game. I'm hesitant because I'm concerned it won't be as immersive or expressive.

B: Discovery Map

This is the new direction we're exploring. Your nation is a real landmass with coastlines, varied terrain, and a distinct geographic shape. Settlements are placed freely on the map by the player, not snapped to a hex tile. The player draws the roads like a pencil on paper, connecting their settlements and running through different terrain, construction time, and potential infrastructure needs, such as bridges and tunnels, to place. The land itself has character.

Surveying still works, but differently. When you survey an area, a grid overlays it with 24 x 24 px individual cells, and selecting a cell reveals resource data, terrain quality, and other information, cell by cell. So you're exploring a real landscape, not clicking abstract hexes.

The tradeoff: freeform placement is harder to balance; it might be too much freedom, or players can get overwhelmed. Hex grids impose natural constraints (adjacency, distance, and connectivity). A real map needs different rules to keep placement meaningful.

What we're asking:

Which direction makes you want to play? Not which is easier for us to build. Which one makes you look at the screen and think, "I want to build on that."

Both screenshots are early. Neither is final art. We're deciding on the foundation as we build systems.


r/NationBuilderGame • • May 03 '26

Dev Update #4. The first six minutes in NationBuilder (Extended Prototype Gameplay Video)

3 Upvotes

Sup, all. Robert here. Fourth dev update, and this one comes with something new: actual gameplay footage.

I recorded a short walkthrough of the first few minutes of a new game. Six minutes of me yapping and trying not to turn it into a deep dive. I wanted to show what it actually looks like to start a nation from nothing.

The video covers: starting a new game, picking Europe > Scandinavia > Peninsula as the region, choosing Constitutional Monarchy, naming the nation Newland, founding the first settlement, surveying land, and placing the first industry. That's it. The first session of a 75-year, 900-turn game.

Below, I'm going to walk through what you're seeing in the video and go deeper on the things I couldn't show on screen because it would have been 30+ minutes easy.

Choosing where and what you are

The setup sequence is the same flow we showed in the original screenshots: region, sub-region, landmass type, map size, government type, and country name. In this playthrough, I picked Europe > Scandinavia > Peninsula > Constitutional Monarchy > Newland.

That's not random. Scandinavia includes Norway, Sweden, Finland, and more. High HDI, stable institutions, strong economies. That sounds comfortable, but it also means the bar is high, you have the EU, NATO, Russia, and tensions over global immigration. Your trade partners are wealthy and demanding. Your citizens will compare their quality of life to that of their neighbors. And your economy has to compete with theirs from day one. Easy neighbors aren't the same as easy gameplay.

The founding modal

After setup, there's a modal that introduces your starting situation: your treasury (a World Bank development package), your initial military (a small UN peacekeeping detachment), and a briefing from a UN Resettlement Coordinator who tells you that the first families are ready and that the world is watching.

This modal is a placeholder. In the version we're building now, this gets replaced with a three-step landing sequence. Step one is the global landscape: 2026, your sub-region, your neighbors, and regional pressures. Step two is your specific geographic and economic position: terrain, climate, natural advantages, and vulnerabilities. Step three is your first policy decisions: corporate tax, income tax, trade openness, immigration policy, and what your national leader is called (President, Prime Minister, Chancellor, whatever fits your government type). Those three steps set the conditions your nation is born into, and your first generation will remember them.

The UN coordinator is also a placeholder. You will need to decide whether you want to be part of World Organizations, and building, governing, and policy will be handled by domestic characters and factions.

Founding Gerst

The first real action in the video is the placement of a town called Gerst. When you place your first settlement, three things happen automatically: a government office, a health clinic, and a power grid are established. These are the skeleton of a state: governance, healthcare, and electricity. You don't build them manually for the first settlement, but you will be responsible for building them from then on. They exist because a functioning settlement needs them at first.

The game also generates a narrative moment. In the video, you can see the founding text describe the surrounding terrain, whether you're coastal or inland, and the UN coordinator confirming the settlement. "First settlement confirmed. Send the families." That part will come from your citizens and government, not from the UN or other external sources.

One thing worth noting: this is a settlement placement, not a capital designation. You can designate any settlement as your capital at any time. Capital designation applies governance modifiers, and removing it later has consequences through population mood and faction reactions.

The Town Overview

After founding Gerst, the video shows the Town Overview panel. This is the zoomed-in tactical layer I talked about in Dev Update #2. Every town has one. It shows your population groups and workforce, the private sector (which grows organically in response to your policies, infrastructure, and workforce), and the public buildings you construct.

You'll notice that the public buildings are organized into the following categories: Utility, Safety, Health, Education, Governance, Transport, Trade, and Culture. Each one unlocks different capabilities for the settlement. The truck depot I built in the video, for example, is a Trade building. Without it, you can't trade. No truck depot means no logistics infrastructure, which means no imports or exports. It's the first step in connecting your nation to the world economy. Also, settlements grow or stall based on the economy and governance. Here's the settlement growth tree: settlement > village > town > city > metropolis.

Surveying

Before you can place an industry, you need to know what's on the land. Surveying a hex costs $500K and reveals what's there: maybe it's fertile farmland with a yield bonus, maybe there's an underground aquifer, maybe there are mineral deposits, or maybe there's contaminated soil that makes building more expensive. You don't know until you look.

In the video, I surveyed two hexes: one wetland and one plains hex. Surveying isn't just about finding resources. You can also discover archaeological sites (tourism and cultural value), strategic high ground (military advantage), or, in some regions, insurgent camps that need to be dealt with before you can develop the land. What you find depends on terrain type, your sub-region, and some randomness. The same plains hex in Scandinavia and in Central Africa can reveal very different things. Also, future placements will be limited to 3 per hex tile, with a maximum of 1 settlement per hex tile.

Placing the Agricultural Complex

The last thing in the video is placing an Agricultural Complex on the surveyed plains hex. This is a large-scale farming operation that can be placed in three different ways. Government-built means the government funds and owns it outright, but it's real money upfront. Local business/private sector means the government doesn't pay upfront; citizens create and own it, but they pay corporate tax. Foreign bid means companies and corporations from real nations offer to build in your nation, bringing expertise, behaviors, and expectations. We'll expand on this more when we get to the companies and corporations system.

A few things are happening mechanically that aren't obvious from the video. The farm's yield is affected by terrain. Plains are solid farmland. Floodplains are better. The desert is terrible for crops. The game checks what terrain you're building on and adjusts output accordingly. The workers have to come from a connected settlement, so Gerst needs to be linked by road (which it is, since towns auto-road their immediate surroundings), but you can layer in better transport to improve your economy and citizens' mood, and to increase Trade Capacity. And the food the farm produces goes into your national stockpile, which your population consumes. If production exceeds consumption, you have a surplus to trade. If it doesn't, you're importing food, or your people are going hungry.

That's the loop. Survey, discover, build, connect, produce, consume, trade. And every choice feeds into the systems we talked about in the first three dev updates: your NDS tier, your governance stats, your population's mood, and your relationships with real neighbors.

What you're not seeing yet

The video shows the extended prototype. The green-on-black terminal aesthetic. Not the polished UI, logos, or art. But the systems are real. Everything in the video is running live: the hex map, the town overview, the survey engine, the industry placement, the resource tracking, and the road network. This is the game, not a mockup.

If you have questions about anything in the video or want me to go deeper on anything, drop a comment. And if you want to see a specific part of the game next, let us know.

— Robert, Circa Games


r/NationBuilderGame • • Apr 27 '26

Dev Update #3. The World is Real. The People Are Too.

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4 Upvotes

Sup, all. Robert here. Third dev update.

The first two updates covered how your nation develops over time and how you govern it. This one is about the world your nation lives in and the people who make it real.

162 nations, all behaving like themselves

I've said this line a few times now, so let me explain what it actually means under the hood.

Every nation in NationBuilder is built from a real-world profile using data from five sources: the UNDP Human Development Report, Freedom House, the Global Peace Index, the Corruption Perceptions Index, and the IMF. These aren't flavor stats. They determine how each nation behaves, who they trade with, how they respond to your diplomacy, the pressure they put on the region, and whether they're stable enough to be a reliable partner or volatile enough to be a problem. Respectfully, there were too many times in the past when I was trading or working with a nation in other games, and they didn't match the energy they have in real life, which broke the experience for me. I want to feel the pressure of trying to understand how to work with the US or France in 2026. Balance is a concern, but we'd rather have the reality and let the player navigate it. Let us know how you feel.

Japan in NB27 behaves like Japan: high HDI, strong institutions, low corruption, cautious diplomacy, and economic weight that shapes the region. Nigeria behaves like Nigeria: a fast-growing, young population, enormous potential, real corruption challenges, and regional influence in West Africa that every neighbor has to navigate. The US resembles the 2026 US, with unpredictable foreign and domestic policies, a high HDI, and high debt, yet it remains the world's largest economy. These aren't caricatures or nations that don't match your gameplay. They're data-driven profiles that create realistic behavior without us hand-scripting every interaction.

Starting in 2026 and projecting forward

The game begins anchored in the real world of 2026. For the first 12 to 14 turns, major global events are historically fixed; things that actually happened or are clearly happening. After that, a probability engine takes over. The world begins to diverge from reality as 162 nations (including yours) interact, compete, and evolve along or against the Eras.

This means the 2030s in your game might look very different from the 2030s in mine. A global recession might hit because, in your playthrough, two major economies went to war, whereas in mine, they signed a trade pact. Climate events, political upheavals, and technological shifts emerge from the simulation rather than from a script. Real-world data provides a realistic starting point, and the systems take it from there.

The people inside your nation

The other side of "real" is the people who actually live in your country.

Every person in your nation belongs to a population group. We did this because it would have been infeasible for us to track every individual. These Pop Groups are the atomic unit the game tracks; births, deaths, immigration, emigration, aging, and mood all happen at the group level. Each group carries a real identity: ethnicity, religion, language, skill tier, origin nation, and generation.

People don't just appear. They come for reasons. A labor migrant arrives because there are jobs and they heard about them. A skilled professional relocates because your university and research institute signal an opportunity. Refugees arrive because a neighboring nation collapsed. And people leave for reasons, too: unmet needs, no healthcare, corruption so bad that professionals take their skills elsewhere.

Over generations, identity evolves. Gen 1 immigrants carry their original culture and profession with them. Their Gen 2 children, born in your nation, might have different professions or want different things, such as more schooling or a pathway to private business. By Gen 3, families have deeper roots; they may expect even greater education, careers, and good governance because they've known nothing else. Disappoint them, and they don't emigrate; they get political.

The population engine creates a growth spectrum entirely driven by how you govern. The same game can produce population collapse, stagnation, slow growth, a demographic boom, or a talent magnet that pulls the best people from across the world. It depends on your healthcare, your economy, your freedom, your corruption, and your reputation. All of it traces back to you and your government's decisions.

What are you looking forward to?

Three updates in, and we've covered how your nation develops, how you govern, how the world works, and how your people grow. We're curious, what part of this is pulling you in so far? And which nation are you planning to build?

Me: All of it, including Trade, Diplomacy, and Economy, but we haven't talked about it yet.
Nation: Central Africa, Constitutional Democracy or Federal Republic. I would try to build a balanced economy based on renewable manufacturing, using natural resources as fuel and as investment, while investing heavily in social services to support the people.

— Robert, Circa Games


r/NationBuilderGame • • Apr 20 '26

Dev Update #2. Government Types and the Governance Panel

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10 Upvotes

Sup, all. Robert here. Second dev update.

When I posted the original thread on r/StrategyGames, someone asked a great question: why have preset government types at all? Why not just use sliders so the player can customize everything from the start?

It's a fair question, and honestly, the answer gets at the heart of how governance works in NationBuilder. So that's what this post is about.

The eight government types

When you start a new game, you pick one of eight government types: Constitutional Democracy, Federal Republic, Constitutional Monarchy, Authoritarian State, Socialist Republic, Theocratic State, Military Junta, and Council Republic. Each one comes with starting stats for Stability, Freedom, and Corruption.

But those starting stats aren't the point. The type of government shapes how your nation governs at the start, and it's up to you and your nation to maintain or lose it.

A Constitutional Democracy holds elections every four years, has an active opposition, and allows factions to propose policies independently. A Military Junta resolves issues quickly, but at an enormous cost in freedom, and power transfers happen through coups, not ballots. A Council Republic is a form of communal governance, but it can lead to slow decision-making and gridlock; consensus takes time. Each type creates a different governing experience, not just different numbers.

So we don't use sliders at setup because the government type isn't a stat block. It's the operating system your nation runs on. It determines how policies get proposed, how long they take to pass, how much it costs you to intervene, and what happens when power changes hands.

Your government type isn't permanent.

Here's where it gets interesting. The government type you pick at the start is a starting position, not a destiny.

There's a Dynamic Governance Spectrum on the governance screen, a horizontal bar showing where your nation sits relative to all eight types. As you play, that marker moves based on how you and the Executive Faction actually govern. Force too many policies through by strong-arming the factions? The marker drifts toward an Authoritarian State. Suppress contested election results? Further drift. Liberalize gradually over decades, expand press freedom, strengthen institutions? You drift toward democracy.

When the marker crosses a threshold, a story arc fires. It's not a menu pop-up; it's a narrative event. The game tells you what's happening: your parliament has been sidelined, international observers are calling it what it is, your nation is no longer what it claims to be. You get one last chance to reverse course or accept the transformation. If you accept, the government type changes, all the governance mechanics update, and your diplomatic relationships shift; nations that liked the old system may cool on you, and nations that prefer the new one may warm up.

This is how a player can start as a Constitutional Democracy and end up running an Authoritarian State. Not because they picked it from a menu, but because they governed their way into it, one nudge at a time.

What's in the Governance Panel?

The governance panel is where all of this lives. It's a single scrollable page with a few key sections:

At the top is the Government Banner, showing your government type, a plain-language explanation of how it works, and the Dynamic Governance Spectrum showing where you sit and where you're drifting.

Below that is the Factions Panel. Your leading executive faction sits at the top with the faction leader serving as the national leader, depending on your government type. Below them are the rest of your factions, which form from population groups as your nation grows. Each one has a leader with a name, a personality trait, demands, and a mood score. They propose policies on their own, support or oppose yours, and remember how you've treated them. They're not stat blocks; they're characters.

Then there's the Queue: the legislative pipeline. Every policy change, whether you proposed it or a faction did, goes through the queue. You can see what's pending, how long it will take to resolve, and which factions support or oppose it. You can intervene through a Talk system to nudge outcomes, but every nudge comes at the cost of freedom, corruption, or both. The core philosophy is: you can tap the glass, but tap too hard and you crack it. They might not want to hear from you if you bug or wrong them too much.

Below the queue are Policy Tabs with sliders for National Funding (healthcare, education, defense, infrastructure), Economic Policy (taxes, trade openness, tariffs), Social Policy (immigration, labor rights, press freedom, religious policy), Security Policy, and Private Sector Controls. Not all tabs are available from the start; they unlock as your NDS development tier rises, which ties directly back to the Era & Development system from Dev Update #1.

The design principle

The player can't control everything, but they can garden or raise an ant farm. The governance system runs organically through factions. They propose things, they vote on things, they react to what you've built and how you've governed. The player can intervene by choice, not by requirement. And every intervention has a cost that's visible and felt.

That's why we use government types instead of sliders. The sliders are there, they're inside the governance panel, and there are a lot of them. You can tell us later if it's too much, lol. But the form of government determines the rules of the game within which those sliders operate. The type is the frame; the sliders are the tools inside it.

Again, thanks for reading. I hope you enjoyed the breakdown. If you have any questions or comments, feel free to ask.

*All screens are still in development or work in progress. We added some polished WIP screens for fun.

— Robert, Circa Games