
TunaWars
Command an Ancient nation.
About
What's New in TunaWars
2.7
August 19, 2026
TunaWars 2.7 — The Loyal and the Restless A conquered city has opinions. A distant province needs a man you cannot fully trust. And Rome has arrived. CITY POLITICS AND LOYALTY - Every city has a loyalty — devoted, content, restless or seething — and a citizenry leaning populist, balanced or elite. - How you take a city sets what you inherit: stormed cities start cowed and bitter, one taken by stratagem starts halfway loyal. - A captured city passes through Cowed, then Recovering, then settles — or does not. A restless city produces at 75%, a seething one at 50%. - A seething city defects to a sympathetic neighbour, or raises a rebel band on your own ground under its own banner. - Govern with Largesse, Festivals, a Purge of the council or a tax remission — each on a cooldown, none free. - A garrison at strength holds off the revolt — but a long occupation breeds the resentment it suppresses. - Declare your ruler For the Many or For the Few. Cities lean one way or the other; the declaration is reversible, at a price. - Foreign cities show only a loyalty band, dated by courier — or nothing until you scout them. - Politics can be switched off for a new world. The Aegean showcase seeds the Peloponnesian War: Athenai for the many, Sparta for the few, Kerkyra between. SATRAPS - Appoint a general as satrap over a distant province and he acts on his own initiative — recruiting, moving armies, answering raids — rather than waiting on orders that arrive too late. - A satrapy is not a region you draw: it is everything his seat can reach by courier before yours can. - His fealty drifts with distance, success and neglect. Recall a satrap grown comfortable and he may refuse — and take his province with him. - You see a candidate's renown before you appoint him. You never see his ambition. - AI rulers appoint satraps too, and the shipped opponents were trained in a world with them. ROME - Republican Rome joins as the thirteenth people. - The Maniple relieves its own line: it tires slowly and grows stronger the longer a battle runs. Rome loses the first round and wins the fourth. - Velites screen the legion. Rome fields no elephants or heavy horse, and builds no siege train: it must capture one. - Consuls are relieved on a fixed term. Rome never produces a legendary lifetime commander, and never charges impetuously. - The socii raise troops as Rome's own; Roman units recover at full rate at home. - Roman armies are numbered Legions under Legates; the fleet is the Classis. - Three new campaigns: the Second Punic War (218 BC), the Second Macedonian War (200 BC) and the Roman–Seleukid War (192 BC). SUPPLY BECOMES CONVOYS - Goods no longer move through an invisible ledger. Every shipment is a convoy on the map — routed, delayed, escorted, raided and seized. A captured convoy hauls for its new owner, and can be retaken. - Your treasury holds gold and nothing else. Grain and metal live in the depot network, so buying at the frontier drains it. - Territory the network cannot reach founds its own depot and feeds itself — and when the corridor reopens, sends home one fat, slow, tempting convoy. - Fleets eat. Escort and Raid Supply are new orders. A MAP MADE OF REAL GROUND - All four historical theatres rebuilt from real coastlines, elevation and rivers, with 131 cities at their true positions. - One uniform scale everywhere — a hex in Bactria is the same distance as a hex in Attica. - Corinth, Thermopylae, the Cilician Gates, the Hellespont and the Khyber are guaranteed chokepoints, not accidents of generation. ALSO - A siege train: a slow, costly engine park that makes a great wall assailable. - Armies out of command range can be merged and split, by courier. - New worlds start with larger armies; faster rendering on big maps. - Fixes: battle reports name both sides and lead with the order of battle; tactics and commander sheets scroll on iPhone; borders scale under pinch-zoom. - Enemy spies are now hidden from you, as yours are from them.
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