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Game Update: 2026.10
Posted

Fixed

  • Fixed NPCs in manufacturing jobs sometimes producing several times their normal output (and being paid for it) when they were processed after NPCs from regions with an Industrial Complex. Each NPC now only gets the Industrial Complex bonus from their own region.
  • Fixed NPCs sometimes not buying a single unit of their company's first raw material when its full restock couldn't be bought, which could make the shift fail.
  • Fixed NPCs being unable to start an uprising for the rest of an update once any other NPC's attempt had failed. Each NPC in a conquered region now gets their own chance.
  • Fixed extreme heat (above 35°C) destroying far more of a region's grain than intended, often more than regrows each day. Grain now loses one unit per hour for each degree above 35°C.
     
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Game Update: 2026.10
Posted

Some additional fixes/changes that were in progress have been pushed live as part of this update, due to the severity of some bugs.

 

Changed

  • Electronics now lose 4 durability each time you relax in your house, as intended. Previously they never wore out.
  • You now need at least 5% health to fight. If your wounds take you below 5% partway through an attack, the attack stops there, and you only spend AP, ammunition and fuel for the hits you made. This applies to NPCs too.

Fixed

  • Fixed being able to use, give away or store the same items twice by doing two things with them at the same time (for example from two tabs). Eating, drinking, reading, unpacking, trashing, storing and collecting items, travelling, commuting, fighting, opening gifts, using a DNA Scrambler, firing missiles, studying and seeing a doctor now all check that you still have the item at the moment it's used.
  • Fixed military base supplies, organisation storage and doctors' painkillers being shared out more times than they were held.
  • Fixed NPCs who moved by train or boat using a ticket from every ticket stack they held.
  • Fixed action points being lost (or a spend being undone) when the 12-minute AP tick landed while a page was loading. Only the AP a page actually spends or gains is now saved.
  • Fixed resource regeneration overwriting resources extracted from a region while the update ran.
  • Fixed deleting a company leaving its stock, raw materials, NPC staff, alerts and purchase orders behind, and a state company being refunded twice if two officials deleted it at once.
  • Fixed bulldozing a house leaving the items stored in it behind, and items stored in a house by another occupant being lost when it was packed up.
  • Fixed a nation merge losing stockpile or treasury changes made while it ran.
  • Fixed the Battle History page never showing how many battles each side won, or the nations' flags.
  • Fixed the battle deployment page not pre-selecting the side your nation's military orders say to fight for, or showing who set the orders.
  • Fixed the Launch Missile list never offering the battle in the region you're standing in.
  • Fixed organisation logos never being saved when creating or editing an organisation.
  • Fixed organisation access changes and kicks not being limited to your own organisation's leader and managers.
  • Fixed the party member count never being corrected after members left.
  • Fixed the Create Company form showing a blank heading and cost.
  • Fixed company production being lost when two workers (players or NPCs) finished a shift at the same company at the same time.
  • Fixed infantry fighting without a weapon or ammunition ignoring your health, so it could out-damage tanks and jets when badly wounded.
  • Fixed tank and jet attacks at very low health dealing negative damage, taking it away from your own side.
  • Fixed anti-air fire while wearing armour adding to your side's healing pool. Anti-air now costs health from enemy fire like other attacks.
  • Fixed the healing left in a battle's medic pool at the end of a battle never being given out. It now restores the health of that side's wounded soldiers, the least hurt first.
  • Fixed NPC damage not being reduced by their health the way players' damage is. NPCs now deal less damage when wounded, the same as players.
     

 

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The road to Virtual Nations V2
Posted

 

The road to Virtual Nations V2

For a while now I've been working behind the scenes on something big, and it's time to share where things are heading.

Virtual Nations has grown over many years, one feature at a time. That's given us a game with a lot of depth, but also one where some systems don't quite fit together the way they should, and where the code underneath makes new features harder to build than they ought to be. V2 is a rebuild of the game on modern foundations, with a new interface and a chance to fix long-standing problems properly rather than patching around them.

Your progress is safe
This is not a reset. When V2 launches, your account moves across with it, including:

  • Your character and level
  • Your skills (converted fairly into the new skill system; more on that below)
  • Your cash and VBX
  • Your inventory, property, and companies
  • Your nation, its regions and its government

Where something changes shape in V2 (for example an industry being folded into a new business type), it will be converted to its new equivalent or compensated. Nothing simply disappears.

What's changing
The details are still being designed, so treat these as directions rather than promises:

Economy: A full sweep so that every industry and product has a real purpose in everyday play, along with more flexible businesses that can produce a range of goods instead of a single one.

Skills: Today's work skills and physical/military skills run on different scales and grew up separately. V2 brings them into one consistent system, and existing skill progress will be carried across fairly.

Military: Clearer roles for military structures, some long-planned additions, and improvements to how battles play out.

World map: Fixes to long-standing region and map issues, building on the new interactive world map.

Interface: A completely new, modern look that works properly on mobile.

First up: a new way to log in
The first change you'll see comes before V2 itself: a new login system, shared by the game and the forum, with the option to sign in using an existing social account. Your current username and password will keep working, and you'll be guided through linking your account the first time you sign in. I'll post full details before it goes live.

How you can help

  • Beta testing: Before launch there will be a closed beta where you can try V2 with a copy of your own account. More details will be posted about this in the lead up to the closed beta commencing.
  • Translation: V2 will come with a new, easier way for players to help translate the game. If you've translated for vNations before, or would like to, let me know.
  • Feedback: If there's a system you've always felt was missing, broken, or pointless, now is the best time to say so: either in the existing Feature Requests section, or a forum post. If you have multiple suggestions, it would be preferable to have a separate thread/suggestion for each.

There's no launch date yet. I'd rather announce one once I'm confident in it than give a date and miss it. I'll keep posting updates as each piece comes together.

Thank you, especially to those of you who've been here for years. V2 is being built for you.

- Darkmyre

 

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Game Update: 2026.10
Posted

 

Added

  • Governor elections are now live! On the 1st of each month, every region still held by its original nation elects a Governor. Citizens with a house and patriotism in the region can stand by making a pledge to improve roads, pollution, employment or poverty, and citizen NPCs vote for the candidate their demographics favour most. Results are announced the following day, with an alert for each candidate and a regional event naming the new Governor.
  • Governors can propose and vote on policies, and approve citizenship requests. At the end of each term, a Governor's pledge is judged against how the region actually changed, and voters will remember whether it was kept.
  • Sitting Governors can stand for re-election without affecting their current term.
  • Past Governor election results can be viewed from the new Governors tab in the Election Booth.
  • NPCs who own a motorcycle or car now drive to work when their region has roads, using 1 fuel per trip. Like players, driving NPCs get the road bonus (+5% production and pay per road level). Regular drivers join the new Motorist demographic, which grows each day they drive (up to 100) and counts in Governor elections.
  • NPCs living abroad who are happy, well-fed, and employed in their nation of residence now have a weekly chance to adopt that nation's citizenship. Patriotism towards each nation influences the odds.
  • Hospitals are back! Players and NPCs can now visit the hospital in their region to restore their health in a single treatment, using medicine from the nation's stockpile. Each tier of medicine heals 25 health. Treatment is charged at the per-tier medicine prices and treatment fee set by the nation's Industry Minister, and is paid to the nation. If you can't afford a full treatment, the hospital treats you as far as your funds allow. Working as a doctor remains disabled for now.
  • Players can now build their own infrastructure, starting with the Warehouse. Start a project in any region from the new My Infrastructure page (under your name in the menu) for $25 VBX, buy its construction materials from the local market with your own cash, and build it yourself or offer a wage for each contribution. Other players can find paid work under Private Construction on the Infrastructure page. NPCs will also take construction work if you pay at least the nation's minimum wage, but only when there's no national infrastructure for them to build or repair.
  • Your companies in the same region as your Warehouse can be linked to it under Edit Company: they can use raw materials from the Warehouse when they run out, and store their finished goods in it. You can move goods from your Warehouse to your companies in that region, or take finished goods into your inventory. Your Warehouses count towards your Networth: their 25 VBX build cost, plus the value of everything stored in them.

Changed

  • Passed laws that cost money (printing, shredding, or selling currency, roads, national projects, buying a company, treaties, and war) now fail, with an alert to the leader, if the treasury can't cover them when they take effect, instead of taking the treasury negative.
  • Treaties are now cancelled if either nation can't pay its upkeep, as wars already were.
  • Welfare is no longer paid out when the nation can't afford it.
  • Congress has been replaced by elected Governors. Policy votes, citizenship approvals and party pages now refer to Governors instead of Congress.
  • Hospitals no longer give NPCs in their region +1 health each day. NPCs now visit the hospital for treatment instead, always keeping $5 back for food.
  • The Deposit popup for state companies now shows the funds available to deposit (the lower of the Industry budget and the national treasury) instead of your personal cash.
  • State companies can now only be funded in their nation's currency or VBX.
  • The Edit Company page now shows whether a state company is already linked to the National Stockpile. Previously the boxes always appeared unticked, so saving the form would unlink it.

Fixed

  • Fixed the daily diplomacy update stopping after the first war, so later wars and treaties weren't charged or updated.
  • Fixed NPC shifts paying wages after the company had already spent that money on power and raw materials, which could leave companies with negative cash.
  • Fixed being able to spend the same money twice by making two purchases or payments at the same time (for example from two tabs, or two officials using the same budget), which could leave citizens, companies, and nations with negative cash or budgets. Every purchase and payment now checks the balance at the moment the money is taken, and if the goods are gone by then, you get your money back.
  • Fixed name changes only checking for 1 VBX, although they cost 10 VBX.
  • Fixed shredding currency using up the Finance budget without removing the currency from the treasury.
  • Fixed state companies being paid for from the treasury of the nation they were created in, instead of from their own nation's treasury.
  • Fixed moving with transport tickets, declaring war and accepting treaties failing when the cost was 1,000 or more.
  • Fixed the Edit Organisation page saying the organisation had been created.
  • Fixed a bug preventing Plastic and Steel companies from being created.
  • Fixed several bugs that could allow region resources to become negative.
  • Fixed median sale prices not considering the tier of goods sold.
  • Fixed company networth not being accurate for tiered goods.
  • Heavily optimised main NPC loop.
  • Fixed significant lag when loading the Company Management page.
  • Fixed a bug affecting Average Production Cost for Tier 5 goods. This also fixes recommended prices not being calculated for T5 goods when being sold.
  • Various other code/database optimisations.
  • Fixed NPCs ignoring their nation's battle orders, so setting orders to Abstain now keeps NPCs out of that battle.
  • Fixed a bug where an NPC too wounded to fight could stop all remaining NPCs from taking their turn.
  • Fixed NPCs building and repairing infrastructure without using up the nation's construction materials. Repairs now also require the materials to be available.
  • Fixed the Hard Worker trait doubling an NPC's pay instead of their production. Hard Workers now produce twice as much, and are paid for it.
  • Fixed infrastructure projects completing one contribution early, whether built by players or NPCs.
  • Fixed Nuclear Reactors not generating any power. Each active reactor now converts up to 10 uranium a day into 100 power.
  • Fixed state companies linked to the National Stockpile not using it for their second and third raw materials.
  • Fixed Industrial Complexes not giving their +15% production bonus to manufacturing workers. The bonus now applies to complexes owned by the nation controlling the company's region.
  • Fixed some infrastructure applying the wrong daily effects to the region. Industrial Complexes were repeating the NPC bonus of other structures, and pollution from Industrial Complexes could spill over onto unrelated structures.
  • Fixed structures that can't be built alongside each other (such as Industrial Complexes and Tree Plantations) being allowed in the same region.
  • Removed the outdated "once per day" text from the Build Infrastructure page. Contributing to infrastructure is limited only by AP.
  • Fixed national stockpiles going negative when several players or NPCs drew on them at the same moment (state company shifts, infrastructure work and repairs, military base supplies and stockpile sales). Any national stockpiles that had already gone negative have been reset to zero.
  • Fixed being able to propose selling a negative amount of the national stockpile, or to supply soldiers with a negative amount from a Military Base.
  • Fixed nation merges deleting the merged nation's stockpile and foreign currency instead of passing them on to the nation it merged into.
  • Fixed players being able to work on or repair infrastructure belonging to another nation, paid for with the materials of the nation they live in.
  • Fixed company power sometimes dropping below zero when two workers used a company's last unit of power at the same moment. Any company resources that had gone negative have been reset to zero.
  • Fixed player shifts at a company with no power buying 11 units from the market instead of 10.
  • Fixed the daily update saving a company's average power cost over the average cost of one of its raw materials.
  • Fixed two buyers being able to buy the same last units of a market offer at the same moment, which could give both buyers the goods and pay the seller twice. This affected buying from the market (goods, raw materials, and company and house power), transport tickets bought when moving, companies automatically buying power or raw materials, and NPC purchases.
  • Fixed the same problem on the currency exchange, where two players could buy the last of an offer at once, or an offer could be refunded to its seller while it was being bought (or refunded twice when it expired).
  • Fixed two companies being able to fill the same purchase order at the same moment, which paid both sellers and charged the buyer twice.
  • Fixed filling a company's purchase order from the CEO page failing partway through, after the buyer had already been charged.
  • Fixed export tax being paid to the seller's nation on purchase orders that couldn't be completed.
  • Fixed company goods being duplicated when listed for sale or removed from the market at the same moment as another sale or listing, which could also leave a company with negative stock.
  • Fixed being able to list part of a unit of stock for sale (e.g. 1.5), which put more goods on the market than were taken from stock.
  • Fixed newly listed goods showing a gross price of 0 to automatic buyers until the market page was next viewed.
  • Fixed goods from a work shift sometimes disappearing when the company's market offer sold out at the same moment, instead of going into the company's stock.
  • Fixed accepting a citizen trade giving the full amount of an item even when the other citizen no longer had it all, which created items from nothing.
  • Fixed accepting a citizen trade being able to take a citizen's money below zero.
  • Fixed a citizen trade being able to be accepted twice, or before it had been offered.
  • Fixed being able to add part of an item (e.g. 1.5) to a citizen trade.
  • Fixed citizens being able to add to a trade offer after sending it, which could make the other citizen pay for items or money they were never shown. Changing a sent offer now withdraws it until it's sent again, and a trade can only be accepted with exactly the contents shown when it was viewed.
  • Fixed national purchase orders skipping the Industry budget and treasury checks. Purchase orders larger than the Industry budget or the treasury now go to a vote, and orders placed directly are charged to the Industry budget.
  • Fixed export tax on market purchases of foreign goods never being paid to the exporting nation, and import tax being recorded as sales tax.
  • Fixed NPC purchases of food, drinks, and medicine paying the wrong import and export tax to nations, and some NPCs being overcharged for domestic goods after another NPC had bought foreign goods.
  • Fixed companies paying the wrong tax when they automatically buy power or raw materials from the market (including during work shifts). Taxes now use the correct rates for the item being bought, import and export tax no longer stack on top of each other, and import tax is no longer paid to the nation twice.
  • Fixed NPCs only paying for one item when buying several at once (such as fuel, ammunition, weapons, and armour). They now pay the full price and tax for everything they buy.
  • Fixed companies paying the wrong tax when buying raw materials or power from the market. Import and export tax no longer stack on top of each other or on sales tax, import and export tax are now charged on every unit bought instead of just one, and import tax is no longer paid to the nation twice. Market prices shown to companies now match the price actually charged.
     

 


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Game Update: 2026.5
Posted

Fixed

  • Fixed a critical bug introduced in 2026.4 that caused all NPC work shifts to fail.
  • Fixed a bug that allowed resources to be consumed from a region even when the work shift failed.
  • Fixed a bug with productivity calculations for building infrastructure.
  • Fixed citizen trading using outdated inventory limits.
  • Battle Events widget now explicitly states the limit of 100 events per side displayed.
  • Fixed state companies still generating Resource Shortage alerts when linked to National Stockpile.
  • Fixed Buy Resources popup displaying wrong currency for prices.
  • Fixed a bug affecting tank/jet consumption.
  • Fixed job offers using incorrect wage formula, causing estimated wages to be much lower than actual wages.
  • Fixed several UI bugs on the Political Party page.

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Added

  • NPCs will now gain experience points (XP) and level up similarly to players. NPCs receive $2 of their national currency and a happiness boost when levelling up.
  • Industry Ministers can now set a fee for each tier of medicine, as well as hospital treatment, to be charged when citizens (including NPCs) use the hospital.
  • Industry Ministers can now set a maximum power cost, defining the most the nation will pay per unit of power purchased from the market.
  • New building art generated using AI assistance (Nano Banana 2), as the first step in a plan to modernise the game throughout this year. Note that new images may not show immediately for all players, due to server/browser caching.

Changed

  • Increased the level cap from 50 to 100.
  • Maximum health now scales with level for all characters. A character's maximum health is equal to 100 times their current level.
  • NPCs will now only purchase Beverages, Food and Medicine from market listings with more than 100 stock available.
  • Weightlifting now requires 5 AP per attempt, and no longer reduces health.
  • Consuming medicine now heals 5 Health per medicine tier.
  • Medicine production costs have increased slightly.
  • NPCs now generate battlefield threat and take injuries on the battlefield like players.
  • Armour now provides 25 points of protection per tier.

Fixed

  • Fixed a bug that could prevent Military Alliances from being correctly triggered.
  • Fixed a bug preventing battlefield threat from being updated correctly.
  • Fixed a critical bug causing only an NPC's first attack to be counted.
  • Fixed a bug preventing NPC avatars from being displayed on the battlefield.
  • Fixed NPC profile links on Battle Summary page.
  • Improved NPC purchasing logic, so that NPCs will consider lower tier food they can afford, instead of starving because higher tier food is too expensive.
  • Miscellaneous other bug fixes and code cleanup.
  • Fixed law proposals being blocked on the old Congress election date, until the new Governor system is completed.

 


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Game Update: Version 2024.12
Posted

 

Added

  • CEOs can now set a target stock and maximum price for all resources the company uses. When set, your company Secretary will attempt to maintain the target stock levels as NPCs work. (This feature may be extended to player shifts in the future).

Changed

  • The War Room will now show battles where the attacking force is retreating.
  • CEOs can now set a vacancy limit for NPCs directly when placing/updating a vacancy. The Add Vacancy popup has also been updated slightly.

Fixed

  • Fixed a bug preventing NPC worker conditions (tier/salary) from being changed.
  • Fixed a bug allowing multiple raffle tickets to be purchased.
  • Fixed a bug allowing NPCs to fight when a battle has ended, but results are still being processed.
  • Fixed several bugs blocking players from battles that have been extended due to downtime or server issues.
  • Fixed a critical bug allowing attackers to retreat from a battle while winning, in order to win the battle early.
  • Fixed a bug preventing the Organization page from functioning correctly.
  • Manually purchasing power for a company will now be correctly logged as a Power Purchase (previously this was labelled RM Purchase).
  • Resource purchases will now be logged based on the resource being purchased, instead of all being grouped under "RM Purchase".

 


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Game Update: Version 2024
Posted

 

Added

  • Add option for CEOs to have workers restock existing market offers. Offers are only restocked when there has been no change to the average production cost.
  • NPCs will now gain/lose Loyalty to the nation they are in based on various factors. Loyalty will be used in the future to allow NPCs to change citizenship, and possibly more.
  • NPCs will now train their military skills. NPCs in regions with a Military Base may receive Jet/Tank training. NPCs training without access to a Military Base suffer a 25% penalty for Infantry training, 50% for Medic training. NPCs require appropriate citizenship to gain the benefits of a Military Base.

Changed

  • NPCs with more than 10 hunger will now convert 10 hunger to -5 health.
  • Reduced the rate that NPC discontent increases for hungry/thirsty NPC's from 5/day to 1/day for each condition.
  • NPCs will now look for a new job, if they are unable to work their current job for 3 consecutive days.
  • Players taking/leaving jobs will no longer generate alerts for the company owner.
  • Citizenship requests for nations with less than 5 active players are currently approved automatically. It is not currently possible to change citizenship to a nation with 5 or more active players. This is a temporary restriction due to issues with the Governor system.
  • Increased the cooldown on changing citizenship to 90 days (from 30).
  • NPCs will now stop receiving Welfare payments while their balance is equal to one week of welfare payments. For example, if your welfare rate is set to $1, only NPCs with less than $7 will receive welfare. This prevents NPCs pooling cash when there are no jobs and no basic goods to purchase.
  • NPCs now generate and consume Action Points (AP).
  • NPCs with the Gym Junkie trait can now work out once per hour, instead of once daily (provided they have sufficient AP).
  • Overhauled the Citizen Profile.
  • It is no longer required to be in the same region as another player in order to trade with them.

Fixed

  • Fixed a bug preventing icons from being properly rendered in random events.
  • Fixed a bug preventing citizens from donating to the treasury.
  • Fixed a bug on the Companies For Sale page breaking the navbar/menu.
  • Fixed a bug preventing NPC health from being updated when NPCs take actions.
  • Fixed a bug preventing NPC sales from being correctly logged.
  • Fixed a bug preventing NPCs from receiving welfare when unable to work.
  • NPC list on region page now allows clicking through to the NPC's profile.
  • Only show Repair button on Infrastructure page for structures in the current region.
  • Fixed a bug causing issues when a region was successfully conquered.
  • Fixed a bug allowing Cruise Missiles to be launched before a battle has officially started.
  • Party Leader election reminders will now only be shown if there is at least one person seeking election.
  • Fixed Tank/Jet training programs being available without access to a Military Base via the dashboard.
  • Fixed a bug allowing citizens to perform Espionage against their own Military Bases.
  • Fixed a bug that could show an inaccurate new DM alert, where a user has left or deleted a DM thread.

Removed

  • Removed the old Battle API as it was causing issues, poorly coded, and likely unused.
  • Removed buggy tooltips for NPCs on CEO Current Staff widget.
  • Removed outdated Congress Election Day alert.
     

 


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Game Update: Version 2023.1
Posted

Whoops..... and here's a great example of the pitfalls of using a script to generate changelog from commit notes. That shouldn't actually be there, it needs a bit more work and should roll out in the February update.

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Game Update: Version 2023.1
Posted

 

Added

  • Add link to purchase resources by clicking images in the Raw Materials widget in CEO Manager
  • Add option for CEOs to have workers restock existing market offers  (not yet ready, will be in next update)
  • Add Governor election voting
  • Add Welfare Rate law proposal
  • Add link to buy resources when clicking resource alerts on CEO Manager
  • NPCs can now work for State Companies.
  • Temporary announcements posted on the forum are now also displayed in-game for greater visibility.
  • Governments can now set a Welfare Rate (via law proposal) to support impoverished NPCs. This rate will be paid from the treasury once per day to any NPC with citizenship that has been unable to work for 24 hours, allowing the NPC to purchase food/drinks and maintain their vitals.
  • CEOs can now customize the minimum health and happiness required to work for their company. This is applied equally to other players and NPCs.
  • CEO Manager now shows any alerts for the current company.

Changed

  • NPCs will not attempt to move on Governor election day
  • Change law proposal access restriction to Governor
  • NPCs will only attempt to purchase military goods if they're about to fight in a battle.
  • Oil companies no longer require power, to prevent inflation loops in the power industry.
  • Companies with automatic purchasing for power enabled will now attempt to buy 10 units of power per automatic transaction, falling back to a single unit if unable to purchase 10.

Fixed

  • Only update available stock counter if stock stays in the company storage
  • Currency exchange offers with 0 quantity are now automatically removed
  • Use backup data when unable to find company resource purchases in log to prevent divide by zero errors
  • Fixed a critical bug preventing NPCs from buying food, and thus maintaining their vitals.
  • Fixed a bug preventing Industrial Complexes from being correctly applied to work shifts.
  • Major improvements to Average Production Cost calculations shown in the CEO page.
  • NPCs will only attempt to purchase fuel if they already own a vehicle.
  • State Companies with the Stockpile option enabled will now use the Stockpile as a backup for raw materials.
  • Fixed a server issue preventing Party President elections from resolving.
  • Fixed a database issue causing the CEO Manager to lag.

Removed

  • Remove 5K limit on resources when using the market
  • Remove Secede law proposal
  • Remove old Congress page from menu

 


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15 hours ago, darki said:
it says to me ''Feature Disabled''
760698084__2022-11-20_14-18-51.thumb.png.d764a1fe4af8ba21458c284c0a0d966d.png

edit: maybe it doesn't work for me because I'm the president?

I guess it helps if I actually upload the file 🤦‍♂️

Should work now. President can currently run for Governor also, this may (probably will) change once the President system is overhauled.

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Game Update: Version 2022.10.0
Posted

 

Updates

  • Removed Google Analytics and Facebook Pixel to reduce page bloat and better respect user privacy.
  • Added links to companies/regions/profiles in a number of places to make accessing information easier.
  • State Companies and companies managed by active players are now listed on their respective Region pages.
  • Companies with current issues will now be highlighted in red in the CEO Manager company selector drop-down.
  • The War Module now uses a new Threat system to calculate injuries in battle. Threat increases when opponents launch attacks, and decreases over time.
  • Implemented a new live chat feature allowing users to chat with other players in their nation. Group membership and other info is automatically synced from the game database. This new chat can be accessed at https://chat.vnations.net using your current game login info.
  • CEOs can now update the numerical settings of all their companies at once by selecting the 'Bulk Update' option when editing any company. This feature only applies to personal companies, and is not available to state companies.
  • Added a new Raw Materials widget to the CEO manager, that shows all the current RM held by the company, including the average cost per unit for those RM.
  • NPCs will now respect military orders issued by their citizenship nation. NPCs will join the attackers side if ordered, or if their citizenship nation is attacking. Otherwise, NPCs will join the defending side unless ordered not to fight.
  • Some infrastructure now provides a daily buff to NPCs within the region, as follows. Only infrastructure owned by the region owner is considered active, however all NPCs in the region are affected.
    • Bank: -1 discontent
    • Courthouse: -10 discontent
    • Hospital: -5 discontent, +5 health
    • Nightclub: -5 discontent, +5 happiness
    • Sports Arena: -2 discontent, +2 happiness
    • Temple: -5 discontent
  • Added health checks to all backend scripts to prevent script failures from going unnoticed for days at a time (no more "vRapture" when NPC AI fails).
  • Greatly improved performance of several backend scripts, causing server actions to be processed more rapidly.
  • New Governor election system! Players can vie for Governor of any “original” region. NPCs vote for their preferred candidate according to demographics, candidate approval and nomination pledges. This system is likely to remain a work in progress into the new year.

New Regional Stats

  • Pollution: Tracks the general rate of pollution per region, influenced by working 'dirty' industries or using cars/trains. Decays by 25 points each Day.
  • Unemployment: Tracks the percentage of NPCs without a current job.
  • Poverty: Tracks the percentage of NPCs unable to afford food each day.
  • Traffic: Tracks the overall road congestion per region. Increases each time a player/NPC uses a car to work or travel. Resets each Day.

  
Bug Fixes

  • Changed the way diplomatic treaties are tracked internally, to hopefully resolve the ongoing issues with the diplomatic module. All existing diplomatic treaties have been reset and will need to be declared again. We will be monitoring this system to ensure there are no further issues.
  • Fixed missing images for Narcotics industry above Tier 1.
  • Fixed a UI bug on the battlefield at maximum rank.
  • Job offers are no longer shown for companies that have outstanding alerts.
  • Fixed intermittent errors caused by broken random events.
  • Fixed a bug allowing hunger to be negative.
  • Achievements without a unique image will now show a default trophy image.
  • Company Resource warnings are now properly cleared when a purchase order is filled.
  • Active Battles counter now only counts active battles, instead of active + upcoming battles.
  • Fixed an issue preventing Sports Arena heats from being processed.
  • Fixed an issue preventing Infrastructure updates from being processed.
  • Fixed an issue preventing daily Diplomacy updates from being processed.

 
Known Issues

  • We are working on implementing a Single Sign-On solution to make logging into the various vNations components easier. There is not currently an ETA on this feature.
  • Users with a space in their vNations username will need to log in to the chat server without the space—for example “My Username” in vNations becomes “MyUsername” for the chat. Your display name within the chat will be correct, but usernames on the chat system do not support spaces.
     

 


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It is now possible for players to nominate themselves for the first round of Governor elections via the new Governor page, accessible from the Politics menu. The first Governor elections will likely be held on or around November 5th.

The new system is quite different from the previous Congress elections, as this introduces NPC voting for the very first time. When nominating yourself as Governor, you will be asked to select one of four Pledges to make to residents of the region (the available pledges will be expanded on over time). Each NPC is a member of several 'Demographics' groups, which simulates their overall values and beliefs. Each Pledge will be seen as either Positive or Negative by various Demographics. On voting day, NPCs will consider the candidates pledges and how they appeal to their specific Demographics, and vote for the candidate with the highest appeal to them. NPC's can also choose not to vote, should there be no candidate that appeals to them, and so an uncontested election is no longer a guaranteed win.

Each player now also has a Demographic Appeal score, that will initially be set by their first pledge. Moving forward, various in-game actions will affect these scores positively or negatively, and future elections will take the sum of a players actions (since the system's introduction) into account. While most of the actions that influence these scores will be Political (e.g., proposing or voting on laws), some other actions (e.g. military service) may impact scores for some demographics.

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As mentioned several months ago, big changes are coming to the political module. The first of these changes will be rolled out later this month, replacing the outdated Congress system. To prepare for these changes, this month's Congress elections have been suspended, and will be replaced with the new system later in the month. To ensure nations can continue to function in the interim, all existing members of Congress will retain their position until the new system goes live.

Under the new system, players will have the ability to nominate themselves for the title of Governor of their preferred region. Initially, Governor positions will only be available in 'original' regions, but will likely be extended to conquered regions in a future update. To nominate yourself as a potential Governor, you will need to have a positive Patriotism score for the nation, have held citizenship for at least 30 days, and have a home (any tier) within the desired region. More details will be posted about how the new system will work over the coming week.

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Game Update: Version 2022.2.0
Posted

2022.2.1:

Updates

  • Medicine now heals Tier*2 health.
  • Replaced the dated background image with high quality daily landscape images from Unsplash.
  • CEOs can now choose to ignore their current company alerts to clear the widget from the dashboard. Alerts will show again if the alert is re-triggered, for example if another worker tries to work.

Bug Fixes

  • Fixed a number of compatibility issues with PHP8.
  • Fixed Tiers 1 and 3 Medicine not being consumable without wounds.
  • Fixed numerous UI issues on the search results page.

 

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Game Update: Version 2022.2.0
Posted
8 hours ago, darki said:

when I tried was exactly with t3 medicine I do not have other tiers

Ah... well T2 definitely works, I tested that but didn't have enough lost health to test T3, so assumed since T1 is Bandages it was only T1 that wasn't working. Will get the others fixed up hopefully later tonight.

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Game Update: Version 2022.2.0
Posted
On 2/17/2022 at 8:51 PM, darki said:

I tried and I see that: You do not have any wounds, you do not need to use a bandage!

T2 and T3 should work, I'll get T1 fixed up sometime over the weekend.

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Game Update: Version 2022.2.0
Posted

 

New Versioning Scheme and Update Schedule.


The first thing you've probably already noticed about this update, is that we're now using a new version numbering system. Previously, we used a software standard versioning scheme of (major).(minor).(revision), however there was no explicit reasoning between an update being a Minor or Revision release. This essentially made the version number meaningless.
From this update onwards, we will be adopting the more modern (year).(month).(revision) scheme, where the bulk of the version number directly references when the update took place. The first update of each month (as this one is), will have a version number of (year).(month).0, with the revision number increasing with each minor update released during the same month. Generally we will aim to introduce new features and significant updates mostly in .0 releases, with revision releases focusing on bug fixes and smaller tweaks/updates. Change notes for revision releases will be posted as a comment on the existing .0 release thread, to reduce forum clutter and make it clearer that these are generally smaller, related updates to the main monthly update.
To coincide with this, we will also from now on be typically releasing a larger .0 release towards the start of each month, with the goal of releasing on the first Sunday of the month by May's update.

Updates

  • A notification is now shown on the CEO page under Job Offers, when a company has alerts that are blocking its job offers from being shown to workers.
  • When a region is conquered, job offers in the incorrect currency are automatically removed.
  • Added a new Citizenship page to restore access to the Change Citizenship function. This page and the underlying systems will be overhauled in future updates.
  • NPC's who are unable to work at their current job for any reason may now proactively resign and look for other work.
  • NPC migration now affects the appeal of the departed region. This will make it less likely other NPCs will travel to this region, until conditions improve.
  • Several other updates and bugfixes to NPC AI.
  • Dashboard will now show at most one alert per company, regardless of how many alerts the company currently has.
  • While outside of your Citizenship nation, you will now see both your local currency and citizenship currency in the top-left user widget.
  • Added a new Hunger vital statistic for players and NPC's. Hunger increases by level/10 each day at Daychange, and is recovered by eating food at a rate of Tier*2 (fish and rice each recover a single point of hunger). As NPC's do not currently have levels, their hunger increases by 1 each day.
  • With the changes to food, health can now only be recovered with medicine. Further changes are planned for health/happiness in future updates, including replacing the Wounds system with direct combat damage to health. All player and NPC health was reset to 100 when this change was implemented.
  • Working no longer reduces health.
  • Gym workouts now increase hunger instead of reducing health.
  • Using your house no longer requires a full reload of the page.
  • CEO's can now set a maximum days between shifts for each company. Any worker (player or NPC) who has not worked for that many days will be automatically removed from the company roster. Setting this to 0 (the default) will disable this feature.
  • Removed the daily limit on drinking beverages.  

Bug Fixes

  • Fixed the Region page missing images for some newer Infrastructure projects, causing them to not appear when completed.
  • Fixed events for upcoming invasions not correctly linking to battle stats.
  • Fixed HTML error causing the CEO page to not render correctly on Firefox.
  • Fixed error message shown when trying to re-nominate for Party Leader elections.
  • Maximum Shifts Per Day now correctly resets at Day Change, rather than a rolling 24 hours.
  • Fixed several HTML errors that could cause UI issues across the site.
  • Fixed a UI issue when trying to read T3 books without any in your inventory.
  • Fixed a bug preventing unhappy NPCs from migrating in many situations.
  • Fixed a bug preventing company low cash alerts from being automatically cleared when goods were sold.
  • Fixed alignment of sports/military skills on profile page not matching the way sports/military skills are currently paired.

Known Issues

  • There are still issues with the processing of diplomatic treaties. This system will be overhauled as part of the next monthly update to address these issues. Part of the overhaul will require all existing treaties to be removed from the database. This is likely to occur at the end of the month, or during the first week of March.
  • There are significant issues with the elections systems. Presidential and Congress election systems are being redeveloped in the next update to continue integration of the NPCs. All active nations will undergo both Presidential and Congress elections shortly after the March update, regardless of when their last election was. The new election systems are the primary focus of the next update.

 


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Game Update: Version 1.4.6
Posted

FYI, the "max shifts per day" is currently incorrectly enforced on a rolling 24-hours (ie, if you've worked twice in 24 hours and a company has the max set to 2, you wont be able to work again until 24 hours and 1 second from the first shift). This will be corrected soon to reset at daychange in line with every other counter.

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Game Update: Version 1.4.6
Posted

 

Updates

  • You can now click anywhere on the 'Companies Needing Attention' alerts to be taken to the relevant company.
  • Many events in the 'Recent Events' widget are now clickable, taking you to more relevant info (eg battle events now link to battle stats, infra events now link to region page). This will only apply to newly generated events after this change was implemented.
  • Added a link to the Battle Statistics page from the Battlefield.
  • CEO Company Selector now indicates the number of stock available for sale, and sorts companies with stock to the top of the list.
  • Combat XP is now displayed on citizen profiles.
  • Added profiles for NPC's, exposing their stats and other details. This replaces the brief hovercard that was buggy and annoying.
  • An alert will now be displayed in-game when a player has unread messages on the forum. Note that due to the way the forum message system works, the in-game count will show the number of conversations with unread messages. A single unread conversation may have multiple unread messages - this will appear in-game as 1 unread message.

Bug Fixes

  • Events are no longer displayed past their expiry time (typically 1-7 days after the event is triggered, depending on event type).
  • Power companies can no longer set a Max Price for Power (pointless option since they never use power to make power).
  • Removed the option to set a company logo/avatar, as they're no longer used.
  • Fixed player avatars not loading on election pages.
  • Fixed a bug allowing players to work as much as they liked, regardless of a companies Max Shifts setting.
  • Fixed a typo in the 'Ignore Party Election' link.
  • Fixed several bugs preventing Diplomatic treaties from being correctly processed, causing treaties to last forever once active.
  • Fixed several backend scripts not having scheduled tasks to run, causing sports events, elections and some regular stats updates to never be processed.
  • Fixed a bug causing players to be synced to forum groups as they travelled, rather than based on citizenship.
  • Fixed a bug causing forum sync to add groups to players, rather than updating their current group.

 

 


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Game Update: Version 1.4.5
Posted

 

Updates

  • If a company has set a 'Max Price for Power', the company will attempt to automatically buy power from the market as players and NPCs work. Power is only purchased if the company has sufficient cash, no power, and there is an offer less than or equal to the 'Max Price for Power' setting. This feature will always purchase the cheapest power on the market, and will appear in cash logs as 'Power Purchase'.
  • Companies with active alerts are now re-checked every hour automatically to clear alerts that are no longer valid. For an alert to be cleared, the company must have at least 50 currency, 100 RM or 1 power (depending on the type of alert).
  • Improved the process of constructing and repairing infrastructure, requiring less page loads.
  • NPCs will now earn Combat XP when fighting, and proceed through the various military ranks.
  • Updated the Move Citizen UI with new images, nation info and active/upcoming battle indicators.
  • Update the image for T4 Helicopters.
  • NPCs can now construct and repair infrastructure projects. NPCs will only work on infrastructure controlled by their citizenship nation, and only when the nation controls the region. NPCs who work on infrastructure will not attempt to find a job or work a regular job.
  • Added new animated weather icons.

Bug Fixes

  • Fixed a bug preventing party members from voting in party leadership elections.
  • Friends option in game menu now correctly loads the forum Friends module.
  • Battles that haven't started yet are no longer listed in the 'Active Battles' widget.
  • Air damage values are now displayed on the battlefield.
  • Infrastructure should now correctly be destroyed when a battle reduces its integrity to 0%.
  • Fixed broken icons when repairing infrastructure.
  • NPCs can no longer attempt to move regions if they've recently fought (fixes NPCs missing end-of-battle morale boosts).
  • Fixed a bug allowing NPCs to fight once an hour instead of once per day.
  • 'My Companies' list now correctly links to the new CEO page.

 


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Game Update: Version 1.4.4
Posted

 

Updates

  • AP costs for Infrastructure repairs are now pro-rata, based on the amount of repair needed. For example, if you would normally repair 60 points of damage and the Infrastructure only needs 20 points of repair, you will only use 5 AP, not 15. Pro-rata AP costs are rounded up, and cannot be less than 1.
  • Defence System damage is now properly displayed on the Battle Info screen. Note that battles occuring prior to v1.4.1 did not have Defence System damage seperately counted, so these battles will still include this damage in the overall Ground Damage pool.
  • Repair Infrastructure now shows the most damaged infrastructure at the top to make urgent repairs more accessible.
  • Increased the maximum AP to 200.
  • Improved the way Uprisings are handled on the Battle Info screen, including a more contextually-relevant outcome description (Secured for defeated uprisings, Liberated for successful ones).
  • When searching for job vacancies, companies with active alerts for missing RM or insufficient currency will be automatically hidden. Job offers for these companies will become available again as soon as the CEO resolves the alerts.
  • Your available currency is now updated automatically along with other vital stats in the UI.

Bug Fixes

  • Fixed some outdated CSS causing some text to be unreadable.
  • Fixed organizations using outdated 50 item inventory limit when trying to withdraw items.
  • War Room no longer shows a deploy button for every battle after the first battle with a valid deploy button.
  • Fixed bugged entries appearing in citizen patriotism lists.
  • Removed outdated Presidential Address feature from the UI.
  • Wars in Foreign Affairs office are now correctly listed as 'declared on/by' rather than 'offered to/by'.
  • Fixed an ancient bug causing diplomatic treaties to never end.
  • NPC happiness is now correctly reset when an NPC moves.
  • Fixed several UI issues on the Battle Info screen relating to NPC damage.
  • Added missing Discord webhooks for regular (non-uprising) battles.

 


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