Autumn 1985. The Cold War goes hot over Central Europe — build your base, strip the supply dumps, hold the river towns, and watch the sky when the Sunhammer clock starts ticking.
Every strength is paid for by a weakness. Pick the war machine that fits your hand.
A random theater rolled fresh at deployment, under a mutator stack you set. One enemy commander with full access to the Exchange and the Bureau — expect to be hired against, sabotaged and blackmailed. Watch the Intel Feed: their deals are logged there as they happen.
Earned by playing — and only by playing. All four coalitions, all five base theaters, the Mercenary Exchange and the full base game are open to a first-time commander from minute one; the tree only adds.
Every unit and structure in the game on one frame, painted by the single painter that draws them all, at build-menu scale. One register, start to finish — anything that sat oddly against its neighbours would show here first.
The shadow war. Influence operations against the enemy command and the neutral towns — every operation priced, timed and odds-shown before you commit. Blown operations cost diplomatic standing, harden the target, and can bring a retaliation wave down on you. The enemy runs the same bureau against you — and their work is telegraphed here before it lands. Nothing invisible, nothing unfair.
Neutral companies, hired by the contract — any coalition, either side. Terms are public: when the enemy signs, you hear about it on the alert line and in the Intel Feed. Retainers bill every minute; miss one and the company gives you 30 seconds of grace before it voids the contract — or, one time in four, defects to whoever will pay.
Save at any moment — mid-battle included — and pick the fight back up from any slot. Slots live in this session; export a save file to keep it beyond that.
No campaign in progress. Start one from coalition setup — the record holds your mission, veteran roster and unlock progress.