Concert of Power
Em breve
About the game
Governe uma América do Norte fragmentada, onde cada reivindicação pode se transformar em uma crise, e cada crise testa o equilíbrio de poder. Desenvolva a indústria, comande o comércio, firme tratados, isole rivais e decida entre preservar a ordem frágil ou se tornar a potência que irá destruí-la.
Descrição original no Steam
A game of Crowns, Claims, and Balance of Power
Generations after the collapse, North America is a continent of crowns. Kingdoms, grand duchies, principalities and republics share a map none of them drew, and every one of them wants a better share of it.
- Press your claims and take land without a war.
- Bribe, forge, sponsor rebels and partition in secret.
- Expand too fast, and the Concert answers.
Take Land without War
- Every campaign seeds claims: your people under another crown, old frontier grievances, a nation split in two.
- Demand the region and open a dispute the whole continent watches.
- Win the Interested Powers to your side with backing and neutrality deals.
- Strangle the owner's trade and wear down its Resolve until it yields.
- Fail, and you walk away with a casus belli.
Machiavellian Tactics
- Stage a false flag and claim the moral high ground.
- Forge a dispatch and let a rival take the blame.
- Fund rebels who rise, then call on you to protect them.
- Plant settlers to tip a border region your way.
- Bribe a guarantor to walk away.
- Every scheme can leak, and everyone remembers.
Partition/Carve-up Deals
- Sit down with a partner at the Treaty Table and divide a rival's regions between you.
- Sign a pact nobody else may see, and owe each other a share of the work.
- Keep it quiet, and the map changes in one stroke. Let it leak, and the whole continent reads the terms.
The Concert
- Every gain alarms someone. Grab too much, too fast, on too thin a claim, and the warnings start.
- Warnings become a crisis. A crisis becomes a coalition, and nations that hate each other set their quarrels aside to contain you.
- Reassure the alarmed, justify your claims, or earn the rank that lets you get away with more.
Limited Wars, Lasting Consequences
- A casus belli is the only road to war, for you and for them.
- Raise your corps, hold the front, blockade the coast and force the peace.
- Being bogged down in a long war causes instability and deep economic pain.
Economy & Continental Trade
- Feed your people, build mills, mines and factories, and sell what your neighbors can't make.
- Trade is leverage: an embargo bites, a customs union binds, a dependent neighbor bends.
- Land you win must be integrated before it pays, and faster where your own people already live.
Rise in Rank
- Standing and prestige decide what you can get away with.
- Grow, keep your word, and win the Great Powers' recognition to raise your crown from Duchy to Kingdom.
- The Great Powers write the rules. Become one.
A New Continent Every Campaign
- Up to thirty nations, around 250 regions, never the same map twice.
- Every nation follows a doctrine of its own and plays to it.
- They offer, counter, call in favors, embargo, ally and betray.





Informações sobre a demo e o lançamento
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