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GENERAL IDLER
Only a madman would dream of conquering the entire world… Are you that madman?GENERAL IDLER is an idle conquest game set on a parallel Earth — 195 stylised nations withtheir own borders, populations and strategic assets. You start with one home country and asingle farm. You finish holding the world.THE LOOPBuild industries to earn cash. Spend cash on units to generate Army Power. Spend Army Powerto take the country next door. Every country you capture adds its population and its land toyour empire's permanent output multipliers, and a fresh conquest pays a 60-second cash surgeon top — so a conquest never resets your economy, it compounds it.But every conquest also stiffens the defence of the next one. The drag builds until the mapstarts telling you it is time to cash out.THE MAP IS A DECISION, NOT A BACKDROPMost countries carry a strategic asset. Breadbaskets and oil fields boost the industry thatmatches them. A Fortress weakens its neighbours. Strait Control opens island chains.Crossroads makes every invasion in your empire cheaper.Geography is your first weapon. You can invade a country that shares a land border with yourterritory, or one within 600 km of your coastline — Florida to Cuba qualifies, Hawaii doesnot. Naval Operations is a 25% discount on island targets, not a lock. And sparse, vastnations like Russia, Canada and Mongolia defend far harder than their populations suggest.Where you go next is a real question, and the answer changes with the doctrine you are running.DOCTRINESEvery cycle opens with a posture: ECONOMIC MOBILIZATION, BLITZKRIEG, or WAR OF ATTRITION.Each one doubles what a whole family of strategic assets is worth, so your doctrine and yourroute are one decision instead of two. Taking no doctrine at all is a genuine option, not apenalty.TWO WAYS TO TAKE A COUNTRYPay Army Power for its territory — or pay cash for its allegiance. Vassals pay tribute, sharehalf of their strategic assets, and extend your reach when the army for a hard neighboursimply isn't there yet. They never count toward the 195. Annex one later at full price if youwant the land.RIVAL GENERALSThree AI commanders — GENGHIS, DOUGLAS and BUBBA — play the same game on the same map, withthe same formulas and no advantages whatsoever. They build economies. They invade neutrals.They invade EACH OTHER, and the ticker lights up with GENGHIS SEIZES MOROCCO FROM BUBBA whilethe parallel war churns on.They will besiege your border countries and slow your whole war effort if you ignore it. Theywill never take your territory while you are away. An absence can cost you tempo. It cannever cost you progress.DEPLOY NUCLEARWhen a cycle has given you everything it is going to, hit DEPLOY NUCLEAR. Territory, cash andarmy all wipe, and the cycle converts into a single lump of medals — the only source of themin the game.Medals fund both boards. 36 permanent research nodes across Economy, Military, Intelligenceand Infrastructure. Ten permanent requisitions, five tiers each. Everything you buy carriesinto every cycle that follows. YOU decide when to cash in, and when to push for one morecountry.AND THEN THERE IS AN ENDINGTake all 195 in a single cycle and the campaign records the clear. That earns the right todeclare a NEW WORLD ORDER — a second prestige layer that resets even your research and yourmedals, and pays Influence instead. Influence buys World Order Directives, the onlyprogression nothing can ever take back, and each new world order runs faster than the last.Do it enough times and the campaign closes with an authored ending. The game stays openafterwards if you want it.IDLE WHILE YOU'RE AWAYIndustries run while you sleep, and offline earnings are waiting on the command table whenyou return. Queue standing orders before you go and your generals will execute the invasionsyou already authorised. Extend your offline cap in the requisitions board to collect more.A CRT WAR ROOMGunmetal panels and three-tier amber typography on a dark command display, with phosphorscanlines over the whole frame — toggleable, if you would rather they weren't. A boot sequenceat launch. A live events ticker. Three map views: Military, Political and Satellite. A WarDeclaration Dossier before every invasion, and a fullscreen War Room (press Tab) for thestrategic overview. It reads like a Cold War situation table running in a bunker.Full controller and handheld support, with an adjustable UI scale.KEY FEATURES195 NATIONS on a parallel Earth — real geography, strategic assets, and defencethat scales with each country's area-to-population ratio.SNOWBALL CYCLES — no per-conquest reset. Your empire compounds into one longcampaign until you choose to end it.NUCLEAR DEPLOYMENT — player-triggered prestige. One button, one payout, one freshcycle at higher speed.TWO PRESTIGE LAYERS and an authored ending, with endless play after it.DOCTRINES — a posture each cycle that changes what your whole empire is worth.COUNTRY TRAITS — 14 strategic assets that make route planning a real decision.THREE RIVAL GENERALS — persistent AI empires playing by your exact rules, fightingyou and each other. Eliminating all three is an emergent late-game feat.CONQUEST OR DIPLOMACY — take a country with Army Power, or buy it with cash.UNIFIED MEDAL ECONOMY — one currency funds research and requisitions. No secondresource to juggle.36 TECH NODES across four branches, plus 10 requisitions at 5 tiers each.8 INDUSTRIES — Agriculture, Mining, Manufacturing, Oil & Gas, Technology, Banking,Logistics, Energy.8 UNIT TIERS — Infantry through Strategic, each opened by a Military node.COMMANDER RANK — an 11-tier ladder from RECRUIT to SUPREME COMMANDER.INTEL EVENTS — news flashes every 4–10 minutes. Most are windfalls; some are adecision with two ways to answer.FIELD DISPATCH — a rotating 24-hour objective that pays a real buff, never acurrency.OFFLINE EARNINGS and a queued conquest list that runs while you don't.The world is waiting, General.Command. Conquer. Snowball. Nuke. Repeat.
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Проверено 03.10.2026 09:24 UTC.
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Дата выхода в Steam: 2026-10-02.
Steam · 03.10.2026 08:58 UTC
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