Games

Terminal Conflict - "Mastering Logistics and Military Deployments" Development Diary 16

Posted on 2018-02-21

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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.

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Military Deployment

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

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.

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Military Logistics

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.

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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.

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Ambushing Deployments

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.

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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.

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Re-basing/Redeploying Air Units

Unlike Army Commands or sea going Fleets, Bomber and Fighter Commands are stationary and move only by re-basing.

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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!".

 

Would you like to know more or do you want to share your thoughts with our hard working developers? Contact the team on Twitter , Facebook , or write us a comment on Reddit.

 

Want to have news delivered about our game straight to you? Sign up at terminalconflict.com

 

Terminal Conflict - "All About (The) Decisions" Development Diary 15

Posted on 2018-02-13

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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.

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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.

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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.

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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.

 

Choice Conditions

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.

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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.

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... besides. This is not the end, it's just the epic beginning in America's Playground!

 

Would you like to know more or do you want to share your thoughts with our hard working developers? Contact the team on Twitter , Facebook , or write us a comment on Reddit.

 

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

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Terminal Conflict - "Focus and Timing" Development Diary 14

Posted on 2018-02-06

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“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.

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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:

  1. Empire management in Challenge or Practice Mode - against a chosen friend or an AI, where you can fully explore the Cold War in all its details as you take your time and build your modern empire.
  2. Play Mode matchmaking, where you harness each turns limited time to your advantage while masterfully selecting your timing. These games will last between 30 minutes and 1.5 hours and are the foundation for matchmaking ranking.
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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.

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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.

 

Would you like to know more or do you want to share your thoughts with our hard working developers? Contact the team on Twitter , Facebook , or write us a comment on Reddit.

 

Thank you and best regards!

Terminal Conflict - "Dominate the Seas" Development Diary 13

Posted on 2018-01-30

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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.

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Submarine Fleet (SUBF)

Containing a large number of submarine vessels of all types, stealthy and devastating against Carrier fleets but vulnerable against Surface fleets.

 

Active Abilities

  • Nuclear launch (can be equipped with nukes if enabled by technology - Nuclear)

 

Passive Abilities:

  • Visible for only 2 turn when committing offensive actions or when defending from an opponent attack
  • Immune to infiltration by CIA/KGB
  • Can operate in the Arctic
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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.

 

Active Abilities:

 

  • Disembark (The fleet can serve as a deployment and transport platform for an Army Command)

 

Passive Abilities:

 

  • If the Surface fleet is destroyed while transporting a unit so is the transported unit. If the Surface fleet is withdrawn to Global resource pool so is the transported unit.
  • Can be infiltrated by CIA/KGB when at friendly coastal regions
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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.

 

Active Abilities:

 

  • Carrier Operation (Can stage Carrier Strike operations in the fleets region that Forces engagement of one Army Command in the region it attacks)
  • Nuclear launch (can be equipped with nukes if enabled by technology - Nuclear)

 

Passive Abilities:

 

  • Defeats all Surface Fleets in combat as long as it has remaining combat actions
  • Loses against Submarine Fleets in combat as long as the Submarine Fleet has remaining combat actions
  • Onboard Fighter wing provide Air Superiority against Bomber attacks in the same region as long as the fleet has remaining combat actions.
  • Can be infiltrated by CIA/KGB when at friendly coastal regions
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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.

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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.

 

Would you like to get more information, share your thoughts or just drop our hard working developers a kind word on Twitter , Facebook , or write us a comment on Reddit.

 

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!

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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.

 

Active Abilities:

  • Fortify (The only military unit capable of capturing and fortifying regions by increasing its factions Influence by one – 1 Turn)
  • Embark (Embark onto a Surface ship in the same region - For free)

 

Passive Abilities:

  • Can be transported and disembarked from Surface Fleets
  • Cannot attack sea units
  • Maneuvers - Can be ordered to cross theater borders between adjacent theaters during Arms Race focus
  • When defeated in a region that is not a Warzone, ACs can be withdrawn to a friendly region instead of the Command Reserve
  • All Bomber Commands it attacks directly are instantly defeated
  • Can be infiltrated by CIA/KGB
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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

 

Active Abilities:

  • Rebase (Move Bomber Command to another region with friendly presence)
  • Nuclear launch (can be equipped with nukes if enabled by technology - Nuclear)

 

Passive Abilities:

  • Capable of long-range air operations within its deployed theater
  • Bombing Mission - Forces reorganization of all enemy ground units in the region it attacks
  • Loses against Fighters and Carrier Fleets in combat as long as the defending unit has remaining combat actions
  • Cannot Withdraw if defeated and is immediately sent Command Reserve/Destroyed
  • Can be infiltrated by CIA/KGB
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Fighter Command (FC)

Contains several fighter/interceptor air wing/groups and their support. Weak when attacked by enemy Army Commands

 

Active Abilities:

  • Redeploy (Move Fighter Command to another region with friendly presence)
  • Nuclear launch (can be equipped with nukes if enabled by technology - Nuclear)

 

Passive Abilities:

  • Provides Air Superiority against Bomber, Carrier Fleet and enemy Fighter Command attacks as long as defending Fighter Command has remaining combat actions
  • Air Mission – Forces engagement of one Army Command in the region it attacks
  • Cannot Withdraw if defeated and is immediately sent Command Reserve/Destroyed
  • Can be infiltrated by CIA/KGB

 

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!

 

Drop us a message and tell us what braveries you have in store for your conventional armed forces in Terminal Conflict on Twitter , Facebook , or write us a comment on Reddit.

 

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!

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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?

 

 

Nuclear Technology

There are seven different nuclear technologies to research in the game, each tied to a specific timeline:

  • Nuclear Research: Enables Nuclear Arsenal production and Bomber Command gains Nuclear Strike capability (base range roughly three regions). Strikes can be intercepted by fighters from enemy Fighter Commands or Carrier Fleets and requires complete air superiority in the target region to guarantee success.

 

  • Intercontinental Bomber: Enhances Bomber Commands to deliver nuclear strikes within their increased strike range (base range being roughly four regions).

 

  • Strategic Fighter-Bomber: Enables Fighters and Carrier Fleets to deliver nuclear strikes within their strike range (base range roughly three regions).

 

  • Ballistic Missile Attachment: Bomber Commands gain the ability to launch also a Ballistic strike (base range roughly two regions).

 

  • Intercontinental Ballistic Missile Attachment: Upgrades range for Missile attachment for Bomber Commands by increasing their range (base range roughly six regions).

 

  • Ballistic Missile Submarine: Enables Submarine Fleets to deliver nuclear strikes within their strike range (base range roughly four regions).

 

  • Multiple Independently Target able Reentry Vehicle: Enables Missile strikes to split into three partials. Striking three neighboring regions, each one launch is able to split up and deliver three times as many strikes as a regular missile strike.
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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.

 

 

Nuclear Arsenal

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.

 

Drop us a message about what decisions you would like to do in Terminal Conflict and share on Twitter , Facebook , or write us a comment on Reddit.

 

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!

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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.

 

Competing Interests

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.

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You maneuver five key domestic spheres:

 

  • Finance - the interest of “Wealth Creators” and their suggested economic policies. The resource for military procurement, the United States starts with more in this field, while the Soviet Union requires heavy investment. Finance interests strongly oppose People and Elite dominance in the domestic political arena.

 

  • The People - the voice and political capital provided by your ordinary citizens. Increased by backing domestic popular agendas, it’s a supply that can be spent to dismiss unwanted decisions. The People strongly oppose heavy Elite and Military dominance.

 

  • The Elites - the favor and the service of the political class. Loyal to the establishment, they can be used to provide public or covert operatives but favor policies that guarantee their continuity and privileges. The Elites strongly oppose heavy Military and Government dominance.

 

  • The Military - the interests and the support of your armed forces. Championing military spending and military solutions, their expertise can be utilized to advance military technology, your nuclear arsenal and for the exploration of space. The Military strongly opposes heavy Finance and Government dominance.

 

  • Government - the political pursuits and activity of your administration. Impacts your turn timer but can be spent to recruit and bolster international political allies. Government strongly opposes heavy Finance and People dominance as both tie the hands of your administration in delivering extraordinary leadership.
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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.

 

Drop us a message about what decisions you would like to do in Terminal Conflict and share on Twitter , Facebook , or write us a comment on Reddit.

 

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.

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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.

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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.

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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.

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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.

 

Drop us a message about what you would like to do if it is your turn in Terminal Conflict and share on Twitter , Facebook , or write us a comment on Reddit.

 

Thank you and best regards!

 

Visit the offical game site! Epic screenshots, artwork and more. Geopolitics as it was ment to be, in our Cold War title.

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.

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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.

 

The Timeline

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.

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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.

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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.

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Disarmament Focus

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.

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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.

 

Did you experience the Cold War or anyone you know? Tell us all about it on Twitter , Facebook , or write us a comment on Reddit.

 

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?

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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.

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Theaters

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.

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Political Influence

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:

 

  • Neutral (0 Influence): Grants passage for friendly and hostile Armies and Fleets
  • Presence (1-2 Influence): Allows deployment of Fleets for a higher cost.
  • Control (3-4 Influence): Allows deployment of all military units at regular cost. Enemy maneuvering into this region result in a War Zone being established there and will affect the Doomsday Clock
  • Domination (5 Influence): Same as Regional Control but will shift the Doomsday Clock heavily towards midnight.
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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!

 

Drop us a message and share on our Twitter , Facebook , or write us a comment on Reddit.

 

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?

Doomsday Clock

 

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.

Launch Order Authorization

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.

Nuclear Apocalypse

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.

 

Take the leap and share with a 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.

 

 

The Cold War is officially back and brandishing Kalashnikovs.

HQ|Red Dash Alpha. Countdown commencing

Posted on 2017-03-28

Incoming transmission:

TERMINAL CONFLICT HQ: Red Dash Alpha. Countdown commencing.

 

Stay tuned for more!

 

To get in touch with our team, share and comment on Twitter, Facebook or Reddit!

We bring back the Cold War

Posted on 2016-09-01

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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!

 

 

 

 

Contact Us / E-mail: info@strategy-mill.com

 

 

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