
Consistent Combat Timers Across All Maps
Planning correctly for battle means knowing when your armies will deal their next round of damage. To make that timing clearer, all maps now use the same base combat and patrol intervals:
- Melee combat: 30 minutes.
- Patrols: 15 minutes.
These intervals scale with the map’s speed factor. On a 4x speed map, for example, melee combat ticks occur every 7 minutes and 30 seconds, while patrol ticks occur every 3 minutes and 45 seconds.
This gives you consistent timing across maps with the same speed factor, making it easier to stay on top of ongoing battles - regardless of event or scenario.
What This Means for Your Maps
The timer changes apply only to new maps created after today’s update. Maps that were already running will keep their existing combat and patrol intervals.
We may revisit custom or modified combat timers in the future. If a scenario uses modified timers, we will let you know in the event announcements, so you can take those differences into account before sending your troops into a skirmish.
Fewer Clicks, Faster Commands
Following your feedback regarding the new UI, we have added a compact mode for the army command buttons.
When enabled, this mode only shows commands that are available to the selected unit. This reduces the number of clicks needed to reach functions such as patrol or additional waypoints, helping you give orders more quickly.
You can turn on compact army commands in the settings menu on mobile. Give it a try and let us know how it fits into your gameplay.
Mobile Newspaper Upgrades
Mobile players can now filter the Newspaper to show only statistics articles, bringing the same option already available on desktop to mobile devices.
Use the filter to quickly find information about the world’s mightiest nations without scrolling through other reports and cross country banter. Whether you are checking your own standing or keeping an eye on an enemy, the relevant articles are now easier to find.
Bug Fixes
We have also addressed two bugs that disrupted gameplay:
- Armies disengaging from melee combat: Fixed a critical issue that allowed armies to break away from battles when both players issued a stop command.
- Area-of-effect abilities blocking capture: Fixed an issue where armies attacked an area-of-effect (AOE) effect instead of the province center beneath it. This could delay or prevent the province from being captured.
For a complete look at this week's improvements, check out the detailed Release Notes - now hosted on the forums.
See you on the battlefield!



