⚠️ Update will happen tomorrow (26/10) around 14:00, UTC and will require downtime from 30min to ~1h.
All infos about it will be available in Discord
The job market is gone. Your companies now run on employees you hire, each with their own stats and personality.
Why the change
Workers for everyone: 70% of players had no workers. Now everyone can have employees.
Hiring actually pays: most players who hired workers lost money.
Room for fun mechanics: with players as workers, every new bonus risked breaking the market and concentrating companies in fewer hands even more.
Less routine, more reward: less of the same daily work, and more reward for the time you spend playing.
How it works
Hiring: each company gets 3 new candidates every day at 00:00 UTC. Each card shows one hint about the candidate. Hiring costs 10 energy. A new set of candidates costs 10 energy the first time, then doubles each time.
New upgrade: Break Room sets how many employees a company can have. Every company starts at level 1 with 1 employee, level 2 allows 2 (20 steel), level 3 allows 3 (80 steel).
Wages are automatic and paid every hour. If you can't pay the full hour, nobody works that hour.
Self-work still works in your own companies, for 10 energy.
Every employee is unique: a name, an age, stats and traits that change how they work.
3 stats: Production (how much they make), Luck (what they find) and Responsibility (how well they handle bad news).
Starting rolls: each stat is 1 to 4, all equally likely. 50% chance of 1 trait, otherwise none. Training Potential is 3 to 10, and starting age is 18 to 45.
Hidden until hired: a candidate shows only one thing, either one stat, one trait or their Training Potential. You see everything once you hire them.
Wages are set by the employee, not you. We now give 1 production point a money value, based on raw material trades on the market over the last 7 days. A wage is one hour of the employee's base output (Production ÷ 4) at that value, times their own expectation (70% to 130%). Training Production raises it, Greedy asks 20% more, Modest 15% less.
Traits: 53 in total, for example Loner (+100% when working alone) or Sociable (+25% per coworker).
They age 1 year per day.
Retirement: every employee asks to retire at 65, then again every 10 days if you keep them. Each year past 65 makes keeping them 5% harder.
Move them between your companies. With premium you can also rename them.
Employees produce on their own every hour. A happy employee produces more.
Each hour an employee makes Production ÷ 4. Your Management, their happiness, their tool, time spent on the same good (+1% per day, up to +20%) and a company in one of your country's core regions (+5%) all boost that.
Happiness starts at 50. Each point above or below 50 changes output by 1%. Full storage, missed pay, taxes, moves and battles lower it.
Firing someone gives their coworkers -5 happiness for 24h. A moved employee gets -10 for 7 days and can't be fired for 24h. A battle in their region costs -5.
Quitting: below 30 happiness, an employee may walk out each hour. The unhappier they are, the likelier it is. Flight risk employees start looking at 50, an Anchor never leaves.
Battles in their region carry a 1% risk of death.
Training is how employees improve: you draw cards and pick the upgrade you want.
One draw per day per employee, for 10 energy. Each draw uses 1 of the employee's Potential.
Pick 1 of 3 cards: a stat boost, a lower wage, a new or removed trait, or more Potential.
Leadership (new skill) and Luck make rare cards more likely.
Your employees now have small stories: a stray cat, an office romance, a rival's job offer. You decide how they react.
78 events to discover, some with follow-ups.
About 1 per day with 3 employees, never more than 3 per day.
Pick an option and see your odds before you choose. Leadership, happiness and Luck improve them.
Ignore an event for 36h and the default option is chosen for you.
Who gets them: employees hired at least 48h ago, at most one event each per day, and only while you log in at least every 3 days.
Results include happiness, bonuses, stats, traits, toolboxes, or the employee leaving.
A manager is a player hired to run another player's company. Managing is now the only way to work for another player.
Job market: one manager job per company. The owner sets the pay per Management point. Applying hires you at once.
Effect: +2% employee production per Management point, up to +22%. It stacks with the owner's own Management, up to +44% together.
Daily care: once a day the manager picks one employee and gives them +5 happiness for 48h.
Paid every hour: the manager clicks Collect and the country takes its manager tax. Pay stays within 80% to 120% of the average manager pay.
24h lock after hiring: neither side can end the contract.
Tools are equipment for your employees: give one to an employee to boost their production.
6 tool types, each for its own set of goods. They boost production by +3% (Common) up to +65% (Mythic).
Found in toolboxes: each worked hour, an employee has a 0.1% chance per Luck point to find one (max 2%). Some events give them too.
Toolbox odds: Common 35%, Uncommon 37%, Rare 20%, Epic 6.5%, Legendary 1.3%, Mythic 0.2%.
They last about 500 worked hours. A worn-out tool gives no bonus until you replace it.
Tools can be dismantled for scrap, but tools and toolboxes can't be traded or sold directly.
Skills follow the new company system: Entrepreneurship is gone and Leadership arrives.
1 free skill reset for everyone, with no cooldown, to rebuild for the new system.
Entrepreneurship removed: its points are refunded.
Energy: 30 → 100 + 10 per level. It pays for self-work, hiring and training.
Production: self-work gives 10 → 30 + 3 per level.
Management no longer caps how many people you hire. It gives +2% employee production per point.
Leadership: new skill, unlocks at level 10.
Party ethics are gone. Each country now picks a type of government instead, which shapes how the country fights and earns.
Every country starts as Provisional. After the first pick, changing it by law has a 30-day cooldown. A new type's limits apply right away: the country leaves its alliance, drops pacts or its sworn enemy, or fires its ministers if the type requires it.
Republic: x2 development income from your own regions, none from conquered ones. Orders cost 25% more.
Nationalist State: patriotic bonus 20% → 30%, sworn enemy bonus starts at 1% → 5% and grows 1% → 5% a day, up to 10% → 15%. Orders 25% cheaper. Development income x0.7, no alliance.
Homeland Front: +5% bunker, free orders to defend or retake your own regions, x2 resistance in your occupied regions. Attack orders outside your regions cost x2, no military bases.
Federation: half alliance and pact upkeep, half-price orders on allies' battles, +5% when fighting for an ally, pact bonus grows 1% → 2% a day. Patriotic bonus 20% → 15%, no sworn enemy.
Plutocracy: x1.4 payroll and manager taxes (the extra comes from the game, not from players), x1.5 strategic resource income. Patriotic bonus 20% → 10%, can't send money to another country.
Autocracy: no congress and no ministers, so the president and VP vote laws. x1.25 development income, unrest builds x2 as fast.
Mercenary State: x2 order damage (normal while your capital is occupied), x2 order cost, no alliance, pacts or sworn enemy. An occupied capital at full resistance revolts on its own.
Parties lose two of their roles in this update.
Ethics removed: party ethics are replaced by the country's government type.
No more resistance from parties: a party can no longer start a resistance. Motions to do it that are still pending fail, at no cost.
We know this leaves parties with little to do for now. They will be reworked in the next patches.
The goal is to end the "move your company to the best region" meta. Your company now does best at home, where it supports your own country.
Country specialization removed.
Deposits are turned off.
Strategic resources no longer boost production or development. Each one pays whoever holds it a daily income equal to the development of the country it originally belonged to. A resource from a big country pays far more than one from a tiny country.
Two taxes: the income tax is taken on employee wages, and a new manager tax on manager pay. Congress votes both, and the manager tax starts at your country's current income tax. The self-work tax is gone.
Taxes cost happiness: each 1% of income tax costs employees 1 happiness.
Conquered regions: the original owner gets 10% of the income tax.
Unlinked regions now pay their full development income, no more -50% when cut off from the capital.
Daily income estimate for every region, plus a new Daily revenue map mode.
1 free company move for everyone, to bring your companies home and support your country's finances.
Employee wages are a new, large money sink: the money they are paid leaves the game.
It grows over time: it only becomes a big drain once employees are trained and companies are fully staffed.
We are watching: we will follow the market closely and adjust how much new money enters the game over the next weeks, to avoid deflation.
A shorter tutorial, a fuller starting bag, and menus that show up only once you need them.
Getting started
6 guides: Economy, Gear, Military, Social, Progression and Map, each worth 50 XP and a Case. Skip, resume or replay them from the Guides tab in Progression, and already done steps count.
Economy guide now teaches employees: hire, upgrade your break room, staff a second company, train. Your first company is always Iron, your second Steel by default.
Starting bag: money 5 → 25, Concrete 50 → 100, Oil 20 → 150.
Unlocks by level
Menus appear as you level: market and military units at 5 (trading opens at 5, was 7), premium Produce all, Open all cases and bulk dismantle at 7, crafting, the manager job market and military skills at 10, parties and the workforce chart at 15. If you're already in a military unit, a party or a job, you keep access.
Chat from level 1: chatting and commenting no longer need level 8. Instead, a slow mode limits how often you can post until level 15, and it loosens at levels 5 and 10.
Running in elections now needs level 20 (was 15), the same level as voting.
Polls in articles: add a question with 2 to 10 answers, open from 1h to 7 days. You can limit voting by level or country. Who voted for what is public.
Employee milestones: 5 new lifetime ladders for production banked by your employees, trainings, events answered, toolboxes found and employees cared for (managers).
Skill presets: save 3 builds (10 with premium) and load one when you want it.
Save articles and find them in a new Saved tab.
Pumpkin Head helmet, until Nov 1.
Equip a whole skin pack in one click.
New missions: train an employee, resolve an event, and care for an employee (managers). Self-work counts for the work mission, "Find a job" means taking a manager job, and the move company mission is gone.
Daily rewards: day 7 gives 35 → 50 money.
Premium: open 10 → 50 cases at once.
Pinned articles at the top of News, and a live viewer count on battles.
Battles: the ground bar is now a landscape, and shots fly across it as damage rises.
Map: region upgrades show with their level, links across the sea are drawn as lines, and one click collects every wooden case in a region.
Wooden cases: rarer cases now hold more. Every case was worth 20-80 production points, now Common 20-40, Uncommon 40-70, Rare 80-130, Epic 160-260. Odds: Common 65% → 60%, Uncommon 20% → 25%, Rare 13% → 12%, Epic 2% → 3%.
MU help also gives the helper +1 health.
Item offers: each item you list gets its own price, and similar offers on the market are shown to help you price it.
Changing what a company produces no longer needs an empty storage.
Loading screen shows game tips. Inventory is split into sections.
Eating works again when you're only 1 hunger point away from full.
Battle orders: drag and drop reordering works reliably and feels smoother, on mobile too.
Case opening: the totals of what you opened no longer count twice or go out of date when you reopen the window.
Chat on mobile: scrolling no longer jumps when older messages load, and a chat you reopen stays where you left it.
Mercenary contracts that reach their target near the end of a round now pay out.
Elections with no candidates keep the current president.
Mozambique's flag displays correctly.
The map grows to 742 regions (726 → 742), with a new country, new borders and clearer region names. Regions that are only renamed keep their owner, development and companies.
More detailed borders for several countries in South America and Africa.
A big thanks to the map team for all this work.
New country
Maldives
New regions (16)
Argentina: Córdoba, Catamarca.
Brazil: Tocantins.
Chile: Magallanes y Antártica Chilena, Rapa Nui.
Cyprus: Southern Cyprus, the new capital. The old Cyprus region becomes Northern Cyprus.
India: Karnataka, Andhra Pradesh and Telangana.
Libya: Benghazi.
Maldives: Maldives.
Peru: Loreto.
South Korea: Gangwon.
Sudan: Khartoum (the new capital, split from Northern Sudan), Port Sudan, South-Eastern Sudan.
United States: US Pacific Islands.
Renamed regions
Argentina: Resistencia → Chaco, Ushuaia → Comahue.
Brazil: Manaus → Upper Amazon Basin, Belém → Atlantic Amazon, Campo Grande → Pantanal, Fortaleza → Paranaíba River Basin, Recife → Borborema Plateau, Salvador → Bahia, Rio de Janeiro → Doce River Basin, São Paulo → Rio-São Paulo Axis, Porto Alegre → Brazilian South, Brasília → Central Brazil.
Cyprus: Cyprus → Northern Cyprus.
India: Utkala → East India, Dravida → Tamil Nadu and Kerala, Maratha → Maharashtra, Northeastern India → North East, Madhya Pradesh → Rajasthan, Haryana → Madhya Pradesh.
Libya: Northwestern Libya → Tripoli, Southwestern Libya → Fezzan, Northeastern Libya → Jabal al Akhdar, Southeastern Libya → Kufra.
South Korea: Northern → Seoul, Southern → Jeolla and Jeju Island, Eastern → Gyeongsang, Western → Chungcheong.
Sudan: Nuba Mountains → Kordofan.
United States: Northern USA → Midwest, American Atlantic Coast → New England, American Pacific Coast → Virginia.
Capitals moved
Cyprus: Northern Cyprus → Southern Cyprus.
Ghana: Northern Ghana → Eastern Ghana.
Sudan: Northern Sudan → Khartoum.
United States: New England → Virginia.
New links (36)
Buenos Aires ↔ Comahue
Comahue ↔ Mendoza
Comahue ↔ Santiago
Comahue ↔ Temuco
Posadas ↔ Montevideo
Pantanal ↔ Brazilian South
Brazilian South ↔ Eastern Paraguay
Western Costa Rica ↔ Ecuadorian Islands
Eastern Burkina Faso ↔ Northern Ghana
Zurich ↔ Bavaria
Faroe Islands ↔ Vestlandet
Hiiu & Saare ↔ Western Finland
Pomerania ↔ Skåne & Halland
Brittany ↔ Azores
Cayenne ↔ Azores
Souss-Massa ↔ Madeira
Eastern China ↔ Jeolla and Jeju Island
Kyushu ↔ Gyeongsang
Northern Cyprus ↔ North Lebanon
South Lebanon ↔ Damascus
Al Karak ↔ Tabuk
Al Hudud ash Shamaliyah ↔ Al Quassim
East India ↔ Madhya Pradesh
East India ↔ Maharashtra
East India ↔ Uttar Pradesh
Gujarat ↔ Madhya Pradesh
Madhya Pradesh ↔ Maharashtra
Kashmir ↔ Rajasthan
Toliara ↔ Sofala
Copperbelt ↔ Luapula
Arequipa ↔ Lima
Alaska ↔ Northwestern USA
Hawaii ↔ Southwestern USA
American Great Lakes ↔ Virginia
New England ↔ Virginia
Southeastern USA ↔ Virginia
Removed links (71)
These links stay open for 10 days after the update, then close.
Buenos Aires ↔ Chaco
Buenos Aires ↔ Patagonia
Buenos Aires ↔ Salta
Mendoza ↔ Patagonia
Mendoza ↔ Salta
Patagonia ↔ Santiago
Patagonia ↔ Temuco
Salta ↔ La Serena
Comahue ↔ Falkland Islands
Posadas ↔ Rio-São Paulo Axis
Rio-São Paulo Axis ↔ Eastern Paraguay
Atlantic Amazon ↔ Central Brazil
Central Brazil ↔ Paranaíba River Basin
Upper Amazon Basin ↔ Lima
Upper Amazon Basin ↔ Trujillo
Colombian Amazon ↔ Trujillo
New South Wales ↔ North Island
Temuco ↔ North Island
North Island ↔ Hawaii
Antofagasta ↔ Hawaii
Trujillo ↔ Hawaii
Papua ↔ Hawaii
Tohoku ↔ Hawaii
Hokkaido ↔ Alaska
Western Australia ↔ Toamasina
Toliara ↔ Maputo
Katanga ↔ Western Tanzania
Kivu ↔ Western Tanzania
Lakes Region ↔ Eastern Uganda
British Columbia ↔ Virginia
Baja California ↔ Virginia
Alaska ↔ Virginia
Hawaii ↔ Virginia
Northwestern USA ↔ Virginia
Southwestern USA ↔ Virginia
New England ↔ Southeastern USA
Northeastern China ↔ Jeolla and Jeju Island
Eastern China ↔ Northern Taiwan
Kyushu ↔ Jeolla and Jeju Island
Gyeongsang ↔ Seoul
Northern Cyprus ↔ Lower Egypt
Northern Cyprus ↔ Crete
Northern Cyprus ↔ Northern District
Northern Cyprus ↔ Beirut
Faroe Islands ↔ Svalbard
Hiiu & Saare ↔ Southern Finland
Brittany ↔ Cayenne
Central Atlantic Region ↔ Algarve
Central Atlantic Region ↔ Madeira
Red Sea Coast ↔ Northern Sudan
Sinai ↔ Al Jawf
Central Eritrea ↔ Northern Sudan
Red Sea Region ↔ Northern Sudan
Amhara ↔ Kordofan
Amhara ↔ Northern Sudan
Tigray and Afar ↔ Northern Sudan
Makkah ↔ Northern Sudan
Northern Sudan ↔ Upper Nile
East India ↔ Rajasthan
East India ↔ Tamil Nadu and Kerala
Jaladhi ↔ Tamil Nadu and Kerala
Madhya Pradesh ↔ Kashmir
Madhya Pradesh ↔ Punjab
Maharashtra ↔ Rajasthan
Maharashtra ↔ Tamil Nadu and Kerala
North East ↔ Rajasthan
Rajasthan ↔ Tamil Nadu and Kerala
Tamil Nadu and Kerala ↔ Socotra
Fezzan ↔ Jabal al Akhdar
Jabal al Akhdar ↔ Kufra
Jabal al Akhdar ↔ Tripoli