Solar Nations 2

Experimental 0.19.1: Army Control + UX Improvements

Flomgus Games

Hello everyone. 0.19.1 is probably the largest "minor update" I've ever done, and in hindsight I should've just called it 0.20. I intend to put this out on the default branch in about a week, but these are some pretty big enhancements especially those who previously found interplanetary conflict a bit of a hassle.

Army Control

Please save me Donald Trump! As you can see, this army is assigned to the US, West Atlantic Ocean, and all of Luna.

The new army control system replaces the previous army automation scheme. You can now create Armies and assign them to commanders, whose stats affect all of the units instead of needing to be assigned manually.

Every army has territories assigned to it, and based on the disposition, you can set your army to try to capture or defend such territories.

Disposition

Aggressive

Defensive

Land/Air Support

Try to capture enemy controlled regions within these areas.

Defend friendly territory within these areas.

Water/Space

Push enemy forces out of these areas

Protect friendly units (escort) within these areas

Strategic/Ranged Units

Offensively strike enemy assets within these areas.

Retaliate against enemy strikes targeting these areas.

This is the intuition behind how the system was designed. The idea is that you can easily create an army group and assign the whole world to it and it will work more or less as the previous system did, though a bit smarter, or you can fine tune it to whatever parameters you desire.

You can also Ctrl+Click to add countries to the "area control" which means that any region controlled by that country is automatically considered. For example, if you wanted to create a self-defense garrison order you can simply Ctrl+Click yourself and any time you gain territory it will automatically add itself to the garrison order.

In addition, you can add planets and star systems to the order by clicking on their representations. Zooming all the way out allows you to paint entire star systems for capture.

Naval/Space Invasion Behavior

Since some people may want to know how this aspect works, in order for the system to desire to create a naval/space invasion, it needs proper escort to the destination so the land units don't get killed. If you give it escorts, it will follow them and try to land armies inside the capture area.

Subviews/UX

They can also be resized if you need them bigger or smaller

You can make these cool little windows now by dragging a planet's representation in the minimap or system map. This will give you a mini-view of that planet, which can be bound via the Ctrl+[num] functionality to quickly switch between them through your main view. This is especially useful for multi-planet campaigns where you have concurrent battles on other planets.

The "1/2" allows you to scroll outward to see the outer solar system

This is the new Planetary hierarchy view, opened by Right-Clicking a planet's representation like before, instead, it is just organized a little better. You can still right-click again to see the regions and units inside, and you can also drag the representation to create a subview like previously articulated.

Changelog

  • Army automation system completely overhauled
  • New subview system for planets, you can now see multiple planets at once
  • Planetary hierarchy explorer formatting changes
  • (Ideally) fixed MP duplicate lobby bug
  • (Ideally) fixed MP lobby join star flashbang bug
  • MP stability improvements
  • Fixed research queue exploits
  • Military balance changes: Morale depletes much faster from damage sources
  • AI Military behavior enhancements (they use the new army automation too)
  • Opinion maluses for oppressing other people's populations
  • Scenario error: Space nations in 2092 have corrected literacy values
  • New Antarctic regions on Earth
  • Control Groups now save

This announcement was originally published by Flomgus Games on Steam on Oct 31, 2026.

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Solar Nations 2

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