Today’s Dev Corner is a bit different from the previous ones in that it is not about presenting new ideas, thoughts or concepts. Instead it ties together the East Asia arc we are currently building, and how the features we have already discussed fit that arc.
If you have been following along these corners, you’ve noticed that the countries we have revealed so far are; Japan, the Philippines, the People’s Republic of China, and Nationalist China. The pillars we have shown are changes to the naval gameplay, faction dynamics, and coal and energy.
As we have said numerous times - what we have talked about is very much work in progress, and numbers and UI are subject to change. And as always, your feedback shapes what stays and what goes. But back to the arc:
The Regional Narrative: Japan invades China, the Pacific reacts
We start from a concrete situation. Japan pushes into China, which stresses industry and supply on the mainland, pulls the Pacific into a contest over island chains and shipping lanes, and forces factions to define who they are and what they will tolerate. From that narrative, a few design aims follow.
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Why this matters for East Asia
Mainland tempo and energy choices
On the mainland, the pace of operations in China is tied to Energy. A country that secures coal and manages law driven consumption hits production targets earlier, but risks overextension elsewhere.
A country that delays can stay flexible, but pays with slower force build up. Because output scales with the Energy ratio between base and fully powered, you see results quickly enough to learn and adjust mid campaign.
Japan will need to go hunting for resources and coal in order to power its war machine. This can be done in different ways, partly through trade, but mainly through conquest. Other countries can try to stop Japan, by either trade blockades, or by contesting their aggression by force of arms.
Sea lanes and Islands
The Pacific is a logistics puzzle first and a battle map second. Naval Dominance makes that visible. Patrols build it up, escorts protect it, raiders cut it down, and strike forces amplify the whole plan. Establishing control across a shipping route reduces convoy needs, so a well prepared island hopping chain becomes an economic advantage, not just a staging line. Pair that with Home Base range and supply, and you get clear incentives to develop a few key harbors, then pivot them forward as your front advances.
Carriers also pull their weight more consistently. Carrier air groups can defend against incoming naval strikes and execute air missions while the task force is on assignment, which keeps pressure on contested seas without the carrier sitting idle.
Strategic Locations give a small set of islands extra capacity where history and geography justify it, reinforcing the idea that not every atoll is equal.
Factions that encourage you to act
Faction work turns the political layer from flavor into direction. Manifestos and Goals encourage behavior that fits the theater. In our earlier notes we contrasted Axis conquest goals with a Japanese led sphere that prioritizes resource security, coastal control, and puppet management. That framing helps explain why East Asia asks for different actions than Europe, and why naval goals like coastal security sit beside resource and puppet aims in early setups for the Greater East Asia Co-Prosperity Sphere.
Mechanically, Goals award Initiatives that leaders use to change Rules or add upgrades such as research sharing or doctrine cooperation. Influence comes from contribution and participation, and higher influence means more say in how the faction evolves. All of this matters in East Asia where coalition composition and obligations can decide whether a risky push is feasible or folly.
Improved military planning
As faction leader you have more tools for directing your allies. Guiding them towards what is important for you and the faction as a whole. And individual countries will have new ways of interacting with, and customizing, their armed forces - which, if streamlined within the faction, can make the faction goals even more achievable.
How the pieces work together
Put simply, the regional arc can be summed up as:
- Secure energy and pick your tempo. Energy choices in the economy define how fast you can arm and build. Overreach can stall you at the worst time. Establish naval dominance to secure supply, trade, and potential future naval invasions.
- Use your faction to align action. Manifestos and Goals push your coalition toward coherent aims, while Initiatives, Rules and Influence determine how flexible that coalition can be. Faction upgrades direct the nature of Faction cooperation, whether it is research, more direct military cooperation, or building a strong intelligence network.
That is the strategic narrative in one line. Japan’s opening moves pull the Pacific into a logistics competition. China’s response turns on energy, cohesion, and timing. Factions then decide who can stomach what, and who will pay to keep a sea route open.
What comes next?
With this, we are basically rounding off this set of dev corners. They have been valuable for us in getting early feedback, and we have already applied several of your suggestions across factions, naval dominance, and coal and energy. And we hope you have appreciated the glimpses into what we are working on.
If you keep watching this space, you should be able to see more details of what we have been building and how feedback and iteration has shaped the work we do when Dev Diaries proper return in a not too distant future.
We do have a few surprises still as well - so do stay tuned!
Thanks for reading, and please keep the feedback coming.