Posted on 2018-03-10
She was with the Riga branch and in one lapse moment she looked at me, smiled and slipped that her mother was Latvian just like mine. I know very well that she poisoned me in Vienna yet it was not personal. I will never forget her heroism. A wise man once said that well-behaved women seldom make history. She would receive the Order of Lenin that year.
Information is power and your potent terminal is the most realistic outlet of Cold War information in the world. Your armed forces and allies may supply some of that data but none more valuable than that provided by your intelligence services. You give them the order and they will execute the mission.
The intelligence menu in the Command Reserve is where you draft your clandestine operations. Selecting the Intelligence menu displays the possible missions your agents are capable of carrying out within the theater.
Generally speaking, the more influence you possess in a region, the easier it is for your agents to accomplish their objectives there. Reviewing a mission will display potential information it could provide along with the percentage chance of it being successful. Your enemy’s spies operate under similar conditions and thus keeping strong friendly influence insures vigilance. This is at your discretion to decide, as intelligence missions are not limited to your current focus. Your devoted operatives are ready to face your foes wherever they needed worldwide.
Launching an Op
Sending your agents on a mission usually involves a domestic cost to the interests of the Elites. Being the establishment, they tend to prefer the status quo and utilizing agents in the exercise of state powers that do not further their privileges and an apparatus that one day might be turned against them is not something they will ignore. This interest cost is therefore a price you pay regardless of success or failure. With each success, you reap the rewards but the risk of detection also grows diminishing your agents’ chances to repeat their success this timeline without detection for the same particular mission.
Infiltration is available only in regions where enemy has presence or more.
Each mission that fails has a chance to result in a myriad of outcomes ranging from no incident to as serious as potential Doomsday Clock shifting. One thing to keep in mind is that failure is only truly a loss if you do not learn anything. Adapt your strategy and keep the odds on your side to prevail.
Security Acts in Decisions
Some missions are not available at game start but nothing that will put a dent into an ambitious political mind keen on advancing and reforming the intelligence service. The United States starts off without Infiltrate, False Flag or Assassinate in 1946. To gain these missions, requires the reforming of the CIA in your home theater of North America (starting with Olympus Rising). The Soviet Union has an advantage in this field, though False Flag and Assassinate still requires reform and the KGB (starting with The Ascending Titan), yet be ware. Ignoring the intelligence services, or blindly trusting them, is nothing short of a mistake in waiting because it would not be called intelligence if it were fact.
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Terminal Conflict - "Breaking The Fog of War" Development Diary 17
Posted on 2018-02-27
We all practically clamber out of the turret because of the low visibility advancing into position towards the West German border. I did volunteer work last night and managed to get hold of fresh bread before receiving the move order but our stomachs are too nervous for it. Perhaps it is true. War is so complex it is beyond the ability of the human mind to comprehend all its implications and consequences.
Though you might possess the most potent military in history, any honest commander will admit that there are limits and uncertainty in any military engagement. Your terminal is a potent command and control system that enables you to make strategic judgments for this very reason. Your fullest understanding of the knowns and the unknowns will carry the day.
Friendly Unit Visibility
Single unit markers bearing our color and their unit names in any region on the map are friendly units. If you deploy multiple units in a region, they will form larger US Commands (COM) or USSR Fronts (FRN), while fleets form Navies (NAV).
Enemy Unit Visibility
Enemy units have three states of visibility:
Friendly Army Commands are good at setting up perimeters and detect the presence of enemy Land or Air Commands in directly adjacent regions to their command. If an enemy army maneuver or troop movement takes place in these regions, they will usually be able to identify the direction the enemy came from.
Army Commands are thus powerful but have no capacity to identify enemy navies. Short of engaging, they lack the ability to identify with precision enemy unit compositions.
Air units have a potent passive ability: Air Patrol. When combat ready, air commands can identify with precision any enemy non-submarine naval unit in the same region. Deployed with an Army Command as protection they offer a strong ability for operational awareness.
Bomber Command: Ordering a bombing mission in a region, if an enemy unit is present it becomes visible for two turns, unless intercepted and defeated by a combat ready enemy Fighter Command or Carrier Fleet conducting Air Superiority. However, bombing missions are offensive actions and carried out in enemy controlled areas will result in a Warzone being declared.
Fighter Command: Useful for conducting Air Superiority missions of your own, they are very advantageous for identifying enemy units as they are on par in the sky with enemy Fighter Commands. Yet, violating enemy controlled air space will much like with Bomber Commands result in a Warzone declaration.
All sea units that enter a region controlled or dominated by the opponent will be shown as Unknown to them as long as they continue to reside in that region despite having no unit deployed there.
If an enemy Fleet maneuver or movement takes place in the region, you will be able to identify where it came from. Unlike with air units, friendly naval units may traverse enemy regions as part of their Freedom of navigation as long as they do not meet with a counter force. However, if conducting combat or other offensive actions, such as Carrier Operations, sea units are visible for a minimum of two turns.
Powerful as they may be, military means without wisdom opens up for misunderstandings and miscalculations and a reality where potential mutual annihilation will commence. Wise men have said that where the scope of the military ends the domain of the intelligence services begin, but that is for another development diary!
Terminal Conflict - "Mastering Logistics and Military Deployments" Development Diary 16
Posted on 2018-02-21
A frigid gust almost spitefully whipping against the hull on the barren ice. “It’s cold this morning, Captain”. “Yes, Vitali”. A determined pause. “Cold” came the reply. He looked up, grabbed his papers and stoned faced he said, “The fleet is being deployed. Tell the men we are leaving”. “Aye aye, Captain” said Vitali smiling back, then quickly leaned over the railing and with a sharp whistle signaled to the three men below. We were to become the extension of Soviet foreign policy in the Atlantic.
Your military units are the most potent physical force on the planet, hard power when you need it. In order to leverage that military might, you need to position your forces and manage your resources skillfully. Our brightest days are surely ahead with a tactful use of means.
Focus Points (FP) are the most important resource in Terminal Conflict as it determines how many turns you will get to play in each timeline. When selecting a decision it is therefore vital that you plan ahead. Selecting a focus that grants many focus points might be strategically important if you are working towards military expansion as even deploying close to home, each deployment will cost you at least one FP.
The further you deploy from your main logistic HQ the more resources intensive your deployments are, yet they carry potentially higher rewards. The hub can function via land and via the sea and costs depend on the regions distance from your logistical capital.
This carries different implications for the USA and USSR and did so historically throughout the Cold War. The Soviets, unlike the US border more nations via land than sea. Make smart choices and be sure to avoid disarming in faraway theaters, as sending armed forces back later to reestablishing logistics will strain your precious resources. When possible seek to control straits, as that limits and cuts off your opponent’s ability for logistics and deployment. Especially vital if you aim to keep it costly for the USSR to engage in Latin America or perhaps disrupt the USA in the Middle East or South Asia.
To Region from Command Reserve
In Terminal Conflict, all procured units that are not currently deployed, are in the Command Reserve. You can direct deploy armed forces easily to friendly regions where you have a continuous logistical path as long as you can afford the cost. Intelligence plays a vital role for any successful deployment especially in regions where you or your opponent does not exercise control.
Maneuver your opponent into deploying from the Command Reserve without sufficient intelligence and have your units ambush them. Ambushed units are immediately defeated and forced to withdraw, disarm or be destroyed but not all units have to form up in uncertainty.
To Units from Command Reserve
Army Commands possess the ability for direct deployment onto Surface Fleets. Picking up men and equipment from home ports does have it's benefits. Though all previous rules for regional deployment must apply, this preparation also guarantees that you can quickly ferry your armies into unfriendly territory where you are not be able to deploy.
Embark to Units from Region
Army Commands may also embark Surface Fleets in a region by you giving the Embark order.
Embarking a unit from a region counts as a defensive action and does not end your turn, which comes especially handy for evacuations as once you are loaded up, you can command your Fleet to safer waters.
Disembark to Region from Unit
The procedure of Disembarking is somewhat reverse to embarking as an Army Command can deploy from a Surface Fleet (with an AC marking on the map) to a friendly region, counting as a friendly movement action. Disembarking into a neutral or hostile region on the other hand is a hostile act and will end your turn and potentially establish or escalate conflicts into a warzone.
Re-basing/Redeploying Air Units
Unlike Army Commands or sea going Fleets, Bomber and Fighter Commands are stationary and move only by re-basing.
This means that your Command will remain in a region even if your influence has deteriorated, yet once the command has been sent back home by disarming or re-basing, the Command might not be secure for reestablishment in the previous region until conditions have become friendly again.
The Nuclear Aspect
What about the nukes I hear you say? Yes, without units to deliver them, there are no nuclear strikes and no deterrent and your stockpiles will sit in your arsenal unable to rain fire and hard fury. This is where our Submarine Fleets comes in. Although the Arctic holds no friendly port for either faction and cannot host direct deployment it is also the only place where disarmament negotiations cannot reach or properly verify, and so we play our games as generations before us. "Start a plot, Vitali!".
Terminal Conflict - "All About (The) Decisions" Development Diary 15
Posted on 2018-02-13
Picked up upon arriving in Havana, gangster boss ‘Lucky’ Luciano enters the Hotel National where a lavishly luxurious room has been reserved for him by Lansky. Astonishingly, he registers under his real name at the check in – Salvatore Lucania. What happened next? Tag along in Terminal Conflict, as we take you on one possible set of circumstances in this development diary of decisions that shaped our existence and the trajectory of the Cold War.
What are decisions?
If units and combat are the brains, then decisions are the heart of the game play. Pumping rich historically plausible context, they introduce the stories of the individuals involved. Each turn your selected focus will generate at least one decision suiting your supported interest.
Triggered by its dynamic triggers or triggered by other decisions and game mechanics, you do not share decision with your opponent though your choices will affect your adversary. Some decision provide narrative (I. Narrative Decisions) while others require an immediate choice before the end of your turn (II. Auto Triggered Decisions) or are achievable over an entire timeline (III. Player Triggered Decisions). Decision chains also interlink and here is how this particular chain looks when isolated, where some decisions enable game mechanics (marked by colored rings) or enable historical allies.
Due to the dynamic nature of Terminal Conflicts design, you will gain different decisions in a variety of sequences for the same theater making each game unique and offering endless replay-ability.
Much like fulfilling triggers to activate decisions, each option in a decision lets you accomplish a set of conditions to unlock selection and grant you a rewarding bonus. The rewards follow a risk/high reward model and as such may carry a malus or might even end your turn without you being able to take other actions in order to secure a superior bonus.
You chose your path and your strategy! The start of a chapter or the end of another. We are not victims of the world but rather the masters of our own destinies. Our choices and actions determine and define who we are and will become.
... besides. This is not the end, it's just the epic beginning in America's Playground!
Thank you and best regards!
PS: This weeks newsletter contains an exclusive Soviet bonus screenshot. Would you like to receive development diaries sent to you with exclusive materials? Sign up at terminalconflict.com
Terminal Conflict - "Focus and Timing" Development Diary 14
Posted on 2018-02-06
“You don’t have to swing hard to hit a home run. If you got the timing, it’ll go” – said Yogi Berra. Boom! Welcome to a brand new development diary on this Terminal Tuesday!
Much of the success of a good Cold War strategy game is about the proper balance between paranoia and excitement. True for the sport and true for politics! Exemplified in no small part by Fidel Castro and his Barbudos (the Bearded Ones), the term that became synonymous with the formidable, unshaven revolutionaries that captivated and terrified a world.
Rich and fascinating history brought alive and the freedom to make meaningful choices even at the edge of oblivion. Finally we're officially revealing the much anticipated and asked about game modes for this definitive strategy game of the era.
Terminal Conflict brings two game styles to enjoy:
Focus and your Timing
Let the games begin, as you set the ball in motion!
Regulating your domestic interests are vital so you can rally attention against your opponent. Decision-making in Terminal Conflict works by realistic principles. Support the interests of your government in domestic politics and you will have an impact bringing higher efficiency and an increase to your turn timer. Yet the opposite is also true should you chose to sacrifice their interests for the benefit of other stakeholders.
You can provide support to government interest by selecting either Arms Race or Disarmament focuses that provide 3-5 Focus Points. In return for your backing, they will grant you at least one decision per turn. Usually these decisions involve a cause they champion, a policy that they propose or simply an increase of their interests. These fastballs, or curve balls bring challenges yet channeled skillfully, it will grant you immense power.
Will you pivot at the right time with your policies and knock it out of the park? Remember that time and timing in politics are great asset and some of your finest resources.
Thank you and best regards!
Terminal Conflict - "Dominate the Seas" Development Diary 13
Posted on 2018-01-30
Completing the 60-degree turn, the bells rang out in close sequence. Passing through to the second level at the aft, I braced, as expected. On the third bell, the 16-inch guns opened up like thunder on a pitch-black sky. If not anchored down securely, the recoil alone rearranged equipment knocking it on to the deck. I shall never forget the awesome display of fire, smoke and noise. Naval guns, fired in anger as our fleet engaged.
Fetch your sailors cap, and take a sturdy breath as today we are heading out to sea in this development diary. Terminal Conflict brings the combat of the Cold War into your very own handy terminal and this includes the domination of the seas. Making decisions as either the leader of the USA or USSR, your leadership is vital to command the oceans. Dominating and controlling sea routs via straits can mean the difference between your enemies gaining a logistical reach to deploy or you keeping them at bay.
Play on a grand strategic level with your fleets, to secure a wider area by keeping them dispersed or combine up to five of your fleets in one region to constitute powerful navies.
Submarine Fleet (SUBF)
Containing a large number of submarine vessels of all types, stealthy and devastating against Carrier fleets but vulnerable against Surface fleets.
Surface Fleet (SURF)
Consists of a large number of capital ships (not including carriers) and surface vessels of all types these fleets are devastating against Submarine fleets but vulnerable against Carrier fleets.
Carrier Fleet (CARF)
Constituted by a Carrier battle group and its grouping of surface vessels of all types, Carrier fleets are devastating against Surface fleets but vulnerable against submarine fleets.
Order of Battle
Do you wonder what it takes to command the waves? We have aimed for authenticity deploying your fleets in a historically plausible order of battle.
Soviet Union fleets, deployed initially in a defensive posture close to home consist of 6 Surface fleets and 6 Submarine fleets. Their lack of Carrier fleets partially compensated by the concentration of Soviet forces in strategic positions. Close proximity and clever use of the Arctic, as well as cunning use of disarmament can be a potent way to make the most of these deployments.
In contrast, the power projection of United States naval forces has witnessed a different kind of evolution and focus. Fielding no less than 6 Carrier Fleets, 6 Surface Fleets and 7 Submarine fleets at the start, American naval strength is leveraged globally. Dispersed over many theaters of operations they are more than able to create the circumstances for US security. Take charge, maintain and expand your influence across the globe as you launch your terminal and pioneer your nation’s geopolitical nuclear insurance beneath the polar ice.
Thank you and best regards!
Terminal Conflict - "Command the Battlefield" Development Diary 12
Posted on 2018-01-24
Hello and welcome to Terminal Tuesday and a brand new development diary!
By dusk, my hand shook out of the cold and the fear. “Damned spotters!” – a voice mumbled in a neighboring foxhole, soon confirmed by the incoming whistles of 60mm mortar fire passing overhead. One round hit 15ft in front of our machine gunner, the second hit the ridgeline. Pressing our heads down, the ground started shaking like as if the mountain itself had awaken. The mighty roar of nations rushing tanks into battle. That is how we knew; diplomacy had entered a new phase.
In Terminal Conflict, you command your armed forces on a grand strategy level. Proxy wars, rebellions and revolutions will allow you to show off your skills in leadership. Exploring land and air forces, we honor the brave men and women serving your armed forces. Land/Air units can be procured, deployed and send into battle singularly or combined in any combination of up to five in a group. Combining these three unit types in a region forms strategically an Army Group or Front.
Army Command (AC)
In military terms, this unit constitutes a field army and consists of 100,000 – 200,000 soldiers. This unit is weak when attacked by enemy Bomber Commands.
Bomber Command (BC)
Contains several bomber air wings/groups and their support elements. Weak against Fighters and Carrier fleets and very weak against direct attacks from enemy Army Commands
Fighter Command (FC)
Contains several fighter/interceptor air wing/groups and their support. Weak when attacked by enemy Army Commands
Order of Battle
Worth noting is that we invested considerable research and effort to set up a historically plausible order of battles giving both factions their deserved attention and to bring you the best and most authentic experience. It includes researching archive materials for Soviet Guard Armies and Tank Armies to calculate each ones relative size, strength and composition.
The Soviet Union is a powerhouse in conventional ground warfare. Fielding no less than 35 Army Commands deployed or in reserves, Soviet formations are geographically focused and very commanding compared to the 10 globally fielded by the Americans. What the USA lacks in ground forces, they make up in air power. The United States fielding 5 Bomber Commands and 13 Fighter Commands compared to the USSR’s 2 BCs and 5 FCs.
This also comprises calculations our research team made for relative firepower and scope of responsibility, which is how we were able to construct comparable on map units on a grand strategy scale. The power is yours! Discover your strategic Cold War muscles on the battlefield and lead your nation to victory!
Thank you and best regards!
Terminal Conflict - "Give Peace a Chance" Development Diary 11
Posted on 2017-12-05
Hello everyone and welcome to a brand new development diary on Terminal Tuesday!
A big flurry of activity in the conference room. A messenger runs across the room, tripping on the carpet, hurriedly relaying notes to diplomats. Translators weigh each word as tense negotiations unfold with resources, empires and destinies shaped at the table. Humanity has an endless capacity to turn the darkest corner of evil into good. Mute whispers in the background.
In the end, this was not to be the prelude to another World War. Mankind was the wiser and leaders remained on the brink and didn't go to all out war. It might not have resolved the conflict but it had secured the peace, brought change and filled our hearts with hope, at least for now. What better then to attempt to normalize life and unite people previously torn by adversaries?
In Terminal Conflict it falls to you to be in charge. A wise man once said, "one day, you will understand" as you carry the burden and the awesome power of an arsenal at your orders. The idea of deterrent for some individuals rests upon the altar of mutual assured destruction. Will it for you as you invest in researching it's destructive forces in order to keep the balance of power?
There are seven different nuclear technologies to research in the game, each tied to a specific timeline:
The nuclear technology research can be found in STATE AFFAIRS. As historically, the United States starts in 1946-1950 with a slight advantage, having researched nuclear weapons during the Second World War. This can form the basis for possible nuclear gaps where adversaries will have to catch up.
Worth noting, is that the end of the research tree displays the current nuclear production rate. Each of your turns generates nukes depending on that rate. Raised by your technologies, the top menu showcases how close you are to expand your Arsenal with a thin bar next to your Doomsday Clock Arsenal button. The number on the button displays your current arsenal size and the button will light up when your nation is ready to commence Launch Order Authorization starting the Apocalypse.
Though remembering that there is something beyond one's self, you might heroically make the fear of our destruction a faded memory in the chapters of humankind.
Thank you and best regards!
Terminal Conflict - "Masterin the Balance" Development Diary 10
Posted on 2017-11-21
Hello everyone and welcome to a brand new development diary on Terminal Tuesday!
The microphone was mounted at the right height, you briefly noticed as you gazed out over the crowd. The excitement and tension was so high that you could cut the air with a knife. This was the beginning of your young administration. Everyone expecting your support in making the right decisions.
Decisions are a part of life, regardless if you see your options guided by a moral scope or by Realpolitik. Ultimately decisions need to be taken. “Policy is the art of the possible, the science of the relative” Henry Kissinger once famously said. In Terminal Conflict, just like in real life, dismissing a decision also has an impact. At times, it might even challenge your moral convictions.
You maneuver five key domestic spheres:
Running any interest too high or too low will increase the likelihood over time of stake holders taking more drastic actions. One way to almost certainly guarantee change domestically is to combine spending against a groups interests while heavily investing in one that they are opposing. This could be a powerful but daring way for you to shift domestic power if you manage it carefully.
Taking advantage of your opponent’s domestic imbalance is a vital part of securing victory. Applying pressure at the right time can result in things spiraling out of control for your enemy, nationally and internationally. Unstable nuclear superpowers are inherently dangerous but getting your opponent deposed, sent off to retirement or otherwise indisposed, will yield you immediate victory.
Recognize that the key to decision making in life and in politics is about competing interests. The better you master balancing them the more successful you will become.
Thank you and best regards!
Terminal Conflict - "The Turning Point" Development Diary 9
Posted on 2017-11-14
Hello and welcome to a new development diary. This week we are using our turn to write about turn-based grand strategy games.
Plane engines roaring, as the American C-54 Skymaster pushes to land at Tempelhof Airport. Hungry eyes eagerly watching as the plane touches down on the tarmac. The lifeline is once again open in West Berlin. The blockade by the Soviet Union, a response to Western financial interests, culminated into a tit for tat. This pattern would be repeated even at the brink.
To best capture the conflicts of the Cold War, we developed Terminal Conflict as a turn-based grand strategy game. This is not a game about reaction time, but excellence in command and geopolitical strategy. Yes, you heard it from a German! The thrill of out-thinking your opponent as you tweak and hone your skills at spreading your influence across the world.
First Move Advantage
As in every turn-based game, the starting side is the one who decides the route the game will take. By holding the initiative, you will force your opponent to react and thus have a starting lead. This is called the First Move Advantage. If you are behind in Victory Points, or tied as the Soviet Union, the initiative will fall to you. History has shown time and time again to never underestimate someone who has nothing to lose and all to gain. Any honest leader will admit that in a nuclear world, it's not about who is behind today but who will be behind tomorrow. First Move Advantage is no guarantee for victory in Terminal Conflict, or in life.
Turn of Interests
I got carried away, so let me return to the topic by telling you more about the turn-based approach. As a leader, you will experience how domestic interests hold sway over your ability to make decisions each turn. Your Government Interest level, an indicator of how much pressure there is on your leadership, directly increases or decreases the amount of time you have available each turn. Though be careful, as a true strategical mastermind, your task is to never fully fill or empty the interest of any particular domestic group. Doing so will result in negative consequences and tie your hands in delivering extraordinary leadership.
If you like grand strategy, then you will love our turn-based Cold War gameplay, as you immerse yourself in the best strategy game of the era. Terminal Conflict is fun because it's a game of infinite possibility and replayability, as two turns will never be alike. You depend on your wits for survival and victory.
Thank you and best regards!
Terminal Conflict - "How to Focus Effectively" Development Diary 8
Posted on 2017-11-03
Hello and welcome to another development diary with me, Andreas! Today I'm looking into the use of Cold War focuses.
Being born a German just west of the Iron Curtain, I knew at a young age that having relatives on the eastern side meant that in case of war brother had to fight brother. As the sirens wailed across the countryside, I remember how everyone would abandon what they were doing and fearfully listen. The thought on everyone's mind, "Is it just a false alarm or has the unthinkable happened?" On Saturdays, the so called test days, we would feel a strange tranquility of the familiar high pitched howling. It was a constant reminder of the imminent danger of war.
There is an old saying that "it might be better to live and die on your own feet than to live without freedom on your knees". A life under an ideology, that viewed from the other side, seemed to be quite the opposite to your own. This was not only true for us Germans, but also for the Vietnamese, the Yemenites, and Koreans. A few mentioned among fractured proud nations, with each side bound to their factions ideology during more than half a century.
Terminal Conflict offers you that modern time frame to either win by escalating to a hot nuclear war, or by other more peaceful means. Extending from 1946 to 1991, the rich game-play is divided into 10 individual timelines. Except for the last one, each timeline spans five years and you will need to use that time wisely to defeat your opponent.
As your resources are limited, you will need to select one theater of war to focus on for each timeline. Focuses simulate historically plausible world conditions for an Arms Race or for Disarmament insuring that every single game of Terminal Conflict is unique and no single tactic will assure victory.
Arms Race Focus
Arms Races provide you with an opportunity to expand your influence through military means and dominate the Cold War arena with your might. However, this means that tensions will escalate and the chances for open conflict will increase.
Unique to Arms Race is the Maneuvers feature, that enables you to call in deployed units from adjacent Theaters. Miscalculate, and you might face overwhelming odds with enemy forces maneuvering across the border.
Disarmament on the other hand gives factions the ability to de-escalate tensions, end wars and reduce the chance of open conflict on the world stage. Use it to reset dangerous situation and force your opponent to potential concessions. At the start of a Disarmament Focus, all military units of the current theater are mutually sent back to their bases, each lowering the Doomsday Clock. Units that are not reactivated by the end of this focus will be placed in Reserves and require redeployment. Exclusively playing the role of a peacemaker, if the Focus was only chosen by you or your opponent, it will also grant bonus Influence that can be placed freely within the Theater.
Historically Disarmament was favored above Arms race but still the world teetered at points on the brink of incineration. Sirens howling, leaders in command ultimately prevented the Apocalypse. Humanity had chosen cooperation instead of conflict and now that decision is in your hands.
Thank you and best regards!
Terminal Conflict - "Ingenious Move" Development Diary 7
Posted on 2017-10-27
The smell of diesel and burning rubber breaks the morning air as the deafening silence is broken by tanks rolling four abreast. The first shot kissing the pavement, whistling as fire sprays across the square. It has begun. Maps becoming reality with the stroke of a pen, shaping the world in their own image. The "Iron Curtain" descends across the continent. Each side increasing not only influence but in some cases expanding measures of control. In a changing world it is said that "No plan survives contact with the enemy".
Like the great leaders of the Cold War, immerse yourself with access to your very own command terminal. Units move into position as ordered, politics and allegiances change as you see your plans come to life. Anticipate your opponent's intentions, work to counter their next move. What will be your focus?
Will you disarm to demonstrate the superiority of your ideals or arm to defend the righteousness of your ideology? Keep in mind that your opponent will choose a focus as well, which can put you on the defensive. Terminal Conflict‘s map gives you a good flow of information and keeps you informed about global events and decisions open for your consideration. Discover enemy troop movements or witness the dominoes falling as Influence shifts in a Theater. Take full advantage of your opportunities when they arise and push the enemy as far as you dare.
There are ten Theaters in Terminal Conflict along with a special Theater, the Arctic. All roughly the size of a continent, these strategic areas of the world are subdivided into Regions. Land Regions and Sea Regions are the smallest map entities in the game.
All Land Regions show the dominant Influence of an Ideology on a scale from zero to five. When you gain at least three, you will establish control and the region's color will shift to yours. Here is a more detailed look at regional influence:
Shape the world in your own image and write your very own story with your Cold War plans. Can your strategy remain hidden until the end of the game? We hope you will not forget to include next week's Development Diary into your plans!
Thank you and best regards!
Terminal Conflict - "The Mind Game" Development Diary 6
Posted on 2017-10-20
Hello everyone and welcome to this development diary. Today, we are turning up the heat!
Shadows of people cast into concrete, entire cities turned to dust and ashes. Cold War is always preferable to a Hot War. To this day, the conflict that decides whether we live or die continues to be fought across the world. A simple push of a button can bring about the end of life as we know it, leaving behind an empty husk ravaged by nuclear winter floating endlessly through space. Now imagine: a peaceful world without weapons or violence. The effort of billions going towards peace, love and happiness. A world where we judge ideas and concepts by their merit instead of their ability to be enforced by violence.
The Doomsday Clock
Just like in real life, things can take unexpected turns in Terminal Conflict. Keeping your own arsenal to deter the enemy and using other means is sometimes necessary for survival.
To represent the escalating and de-escalating tensions during the Cold War period, we have placed the Doomsday Clock into the core of the game. Critical decisions, military actions or failed intelligence operations have an impact on the Doomsday Clock. Through the actions of both you and your opponent, once it reaches the 10th and final step, both sides may unleash their nuclear arsenal. You can use peaceful means to achieve victory, to stop a nuclear war and win through conventional means. Cooperate with your adversary and lower the Doomsday Clock through disarmament but can you really trust what you see in your quest to make the world a better place?
The Nuclear Mind Game
Your opponent is not moving units around or taking aggressive actions. How do you know that their secret nuclear program is not ramping up to build a devastating arsenal that will be used to deliver a final blow to win the game? Remember to never let the Doomsday Clock slip out of your view: sanity is not a common trait shared by all leaders. There are those who would push the button just to watch the world burn and a good leader must be prepared for any scenario.
When things change quickly, you must adapt. If the doomsday clock is ticking close to midnight, do not lose all hope. A trigger happy opponent is a predictable opponent. Taking advantage of narrow-minded tunnel vision means that you can achieve victory through other means while they obsess over their nuclear arsenal. Just make sure to remember that that the stakes are high and pushing too hard can mean the difference between total destruction and endless reward.
Most importantly, keep in mind that the game goes on as you learn valuable lessons from your victories and defeats and utilize them to master the mind game.
At the end of the day, the biggest victory is survival and surviving means another Terminal Conflict development diary. Join us next week and make sure to stop by our Twitter , Facebook or drop us a message on Reddit.
Terminal Conflict - "Music and Audio" Development Diary 5
Posted on 2017-06-30
Ever imagined how your Cold War terminal would sound? Imagine no longer. Another splendid Development Diary coming straight into your inbox! Enjoy our latest alpha footage, and hear our maestro James Spence talk about his creations in Terminal Conflict.
Did you enjoy what you saw? Share with any friend, spouse or relative and you shall have our sincere and heart felt thanks. Want to get in touch with James for a chit chat? Make sure to stop by our Twitter , Facebook pages or drop us a message on Reddit.
Thank you and our best wishes!
Terminal Conflict - "Space Race" Development Diary 4
Posted on 2017-06-17
Space! The new frontier. Another splendid Cold War delivery straight to you! Enjoy our alpha Development Diary, the fourth in the series and discover the workings of the Space Race in Terminal Conflict.
Care to grasp victory by establishing your own SDI? Communication is always a key to any successful space exploration. Share with any friend, spouse or relative and you shall have our sincere gratitude. Care for a chit chat? Make sure to stop by our Twitter , Facebook pages or drop us a message on Reddit.
Terminal Conflict - "Political Power" Development Diary 3
Posted on 2017-05-25
Ahhh! What a glorious day! Can you feel that? A Cold War delivery straight to you! Enjoy our alpha Development Diary and discover the workings of political power, both foreign and domestic in Terminal Conflict.
Do you know of any power hungry demagogue that would enjoy almost unlimited authority? Share with any friend, spouse or relative and you shall have our sincere gratitude. In the mood for a chat? Make sure to stop by our Twitter , Facebook pages or drop us a message on Reddit.
Thank you and take care!
Terminal Conflict - "Leadership" Development Diary 2
Posted on 2017-05-03
Dreaming of one day outdoing even the famed Secretary General Brezhnev? Enjoy our alpha Development Diary where lead game designer and company founder Gellert Keresztes explains about your leadership role in Terminal Conflict.
Out of Soviet friends? No, matter! Share with any friend and you shall have our sincere gratitude. In the mood for a chit chat? Make sure to stop by our Twitter or , Facebook pages or drop us a message on Reddit.
Thank you and best regards
Terminal Conflict - "Overview" Development Diary 1
Posted on 2017-04-18
Sharpen your pencils and read up on communism because the USSR is back and makes a grand entrance. Enjoy our first alpha Development Diary where lead game designer and company founder Gellert Keresztes explains the Overview in Terminal Conflict.
The Cold War is officially back and brandishing Kalashnikovs.
HQ|Red Dash Alpha. Countdown commencing
Posted on 2017-03-28
We bring back the Cold War
Posted on 2016-09-01
Greetings! I'm thrilled to announce that the Terminal Conflict team is bringing the Cold War back!
Fascinated by the historical human narrative of living under the nuclear umbrella, we aim to recapture the excitement, the depth and the nostalgia of the Cold War. With Terminal Conflict, our aspiration is to put power into your hands and together we can bring back the struggle of minds in classic strategy games. Geopolitics as it was meant to be played…so join the frenzy and help us tell the world!