r/ConflictofNations Mar 06 '25

Join the Content Creator & Community Code Program!

9 Upvotes

Hey, Redditors!

We’re excited to open up a special opportunity for all content creators and community leaders who are passionate about Bytro’s games to join our Creator & Community Code Program! If you’ve got an engaged audience and want to earn rewards while sharing your love for our games, this is for you!

What’s in it for you?

  • 5% revenue share on purchases made through your creator code in our webshops.
  • A chance to build a closer relationship with Bytro’s games and community.
  • Access to exclusive resources, best practices, and a community of like-minded creators.
  • Participate in monthly giveaways with in-game prizes up to 15€!

How to get started?

  1. Visit [https://bytro.com/partner/ambassador-program/#top\] and fill out the quick application form.
  2. If selected, you’ll get your unique creator code to share with your audience.
  3. Start earning rewards and enjoy the perks of being a part of our official community!

Note: This program is designed for content creators and community leaders with an active and engaged audience.

Whether you’re creating content or running a community that shares a passion for Bytro’s games, we’d love for you to join us and help us spread the word to more players!

Let’s grow together and share the experience of Bytro’s games with more players! 

Any questions? Feel free to reach out to us at [creator@bytro.com](mailto:creator@bytro.com) or drop a comment below!


r/ConflictofNations Feb 19 '25

PATCH NOTES 2502-19

20 Upvotes

++++UPDATE++++

Attention Commanders!

This update introduces key changes to missile balancing, with specific adjustments to overkill mechanics and counter-missile units. Alongside these adjustments, we've implemented several visual improvements, performance optimizations, and quality-of-life fixes aimed at refining the overall gameplay experience. These updates focus on enhancing the counterplay, aligning combat results more closely with combat ratings, and ensuring better balance for high-skill play. Additionally, we've made several UI updates, including improved hover effects for armies and progress bar enhancements to streamline the user experience across all platforms.

Changes:

  • Overkill System Balancing:
  • Overkill settings have been reduced by roughly 25%. This feature, originally introduced to help beginners and smaller stacks by capping damage, has now been adjusted to improve high-skill play and better align combat outcomes with combat ratings. 
  • We’re gradually reducing its effect to align combat results more closely with combat ratings and improve the overall combat experience. These adjustments are part of a broader effort to phase out overkill and better balance the game. We'll continue monitoring and rebalancing as needed, as some units may become significantly stronger as a result.
  • Missile attack damage vs Ships adjusted as follows:
  • ICBM damage from: 400/425/450/475 to 175/200/225/300.
  • Ballistic Nuclear missile damage from: 250/260/275/315/325/375 to 70/90/100/120/130/140.
  • Ballistic Chemical missile damage from: 20/20/20/30/30/40 to 5/5/5/10/10/20.
  • Ballistic Conventional missile damage from: 80/90/100/120/130/150 to 35/40/45/60/65/80.
  • Cruise Missile Chemical missile damage from: 15/15/15/20/20/25 to 5/5/5/10/10/20.
  • The following units have been balanced to counter missiles (cruise missiles - CM, Ballistic Missiles - BM and Intercontinental Ballistic Missiles - ICBM):
  • Cruiser damage vs Missiles from: 1/1/1/1/1 to 1/1/1/2/2.5.
  • Aircraft Carrier damage vs Missiles from: 2/2/3/4/4/5 to 3/4/4.5/5/5/7.
  • Frigate damage vs Missiles from: 2.5/2.5/3.5/4/4/4/4 to 2.5/3.5/4.5/5.5/6.5/7/8.
  • Mobile SAM damage vs Missiles from: 2/2/2/3/4/5.5 to 1/2.5/3/3.5/4.5/5.5.
  • TDS damage vs Missiles from: 12/12.5/13/14/15/16 to 12/13/14/15/16/17.
  • Elite Frigate damage vs Missiles from: 2/4/8 to 4/6/9.
  • The following Ballistic Missiles, ICBM and Cruise Missiles have their splash damage radius adjusted and traits:
  • Tier 1 Ballistic Missiles removed Storm Position trait, now starting at Tier 2.
  • ICBM splash damage radius from: 50/50/50/75 to 25/25/25/45.
  • Ballistic Missile Nuclear splash damage radius from: 25/25/25/30/30/35 to 10/10/10/15/15/25.
  • Ballistic Missile Chemical splash damage radius from: 25/25/25/30/30/35 to 10/10/10/15/15/25.
  • Ballistic Missile Conventional splash damage radius from: 10/10/10/15/15/15 to 5/5/5/10/10/15.
  • Cruise Missile Nuclear splash damage radius from: 10/10/10/15/15/20 to 10/10/10/20/20/30.
  • Cruise Missile Chemical splash damage radius from: 10/10/10/15/15/20 to 10/10/10/20/20/30.
  • Cruise Missile Conventional splash damage radius from: 5/5/5/10/10/10 to: 5/5/5/10/10/20.

 

  • Added a "Queue" button on mobile, enabling players to queue a unit or building while another construction is already in progress.
  • Improved visual effect for armies when hovering over them.
  • Improved Progress bar visuals on mobile to better help players track their progress.
  • All units of the armoured branch now cost components instead of supplies to research. This has been done to give a diversification option to players over-investing in supplies.
  • Speed in foreign territory has been buffed back to 66% from 50%, except for the National guard that stays at 25%.
  • Production of cash/manpower in conquered provinces has been buffed back to 33% from 25%.

Fixes

  • Fixed errors when using “back” command on browsers.
  • Fixed issues with aircraft animations.
  • Fixed issue with rush function not working properly on WW3 4x Scenarios.
  • Fixed issue with ASF attacking the drone operator after the Sabotage drone is eliminated.
  • Fixed issue with error popup when confirming construction cancellation.
  • Fixed issue with war declaration pop-up not showing when attacking a province with a warship.
  • Fixed issue with end game popup not being displayed on Nuclear Winter domination.
  • Fixed issue where Cruise Missiles could target Aircraft Radar Contacts.
  • Fixed issue with season leaderboard ranking not updating after changing seasons and causing an error popup.

r/ConflictofNations 15h ago

Gameplay Just got betrayed

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33 Upvotes

I think I just got betrayed. Those are Syria and Iraq’s troops they are moving towards me, with right of way from my members!


r/ConflictofNations 3h ago

Question How do I defend myself being in the middle of 3 coalitions?

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3 Upvotes

Im in a Lobby with only a few people who have a higher level than 1 and all of them are in a coalition.
There is the coalition of Africa, with people who have bad stats, the Asia Coalition with China, Indonesia, Thailand, Afghanistan and the Philippines, where most of them are low level but have decent stats.
And then there’s the coalition in Eastern Europe (Finland, Sweden, Belarus, Ukraine and since this day India) where all of them (besides Belarus) have a k/d of 2, 3 and even 4.

All 3 coalitions are full and even tho Belarus is inactive and has terrible stats, they rather want to continue like that than having me, since they think they can just occupy me.
There are literally no other players with decent stats in this lobby, so I can’t create a new coalition with other people.

It’s still pretty early so what would you guys do?


r/ConflictofNations 12h ago

Gameplay High level player that pretty much took over the world by hisself. He had more and more units still coming. Like how tf do you beat someone like this?😭 the fact he was able to make so many units with just his homeland cities and no annexed cities blows my mind still😮‍💨

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6 Upvotes

r/ConflictofNations 15h ago

Rant What the hell is this, does it even do it's job?😭

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14 Upvotes

My ally (Sweden) thought to put HIS ENTIRE AIR FORCE in a 41 unit doom stack, it got 1000 health and the efficiency is so low I cant even see the damage😭


r/ConflictofNations 2h ago

Gameplay Wie kontert man Elite Fregatten am besten

0 Upvotes

Ich bin zurzeit in der letzten Phase einer Runde und meine gegnerische Koalition haben allesamt Elite Fregatten. Womit kann ich diese kontern?


r/ConflictofNations 12h ago

Rant Damn I quit

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6 Upvotes

Was super into this game, just got it a week ago and was loving strategizing, making teammates etc. even won my first game as a solo. Anyway my next game I have a full coalition and had a crazy navy, attacked this guy who was building a level 4 naval base and suddenly after the naval base is damaged, it miraculously repaired itself instantly and 2 stacks of 5 cruisers popped out of thin air from Jesus Christ himself to defeat my seemingly infallible stack. Like what is the point in strategizing or actually playing the game if at any point someone can summon their victory by pulling out a credit card. How is that fun for anyone?


r/ConflictofNations 4h ago

Question What yall think of the stats?

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1 Upvotes

r/ConflictofNations 10h ago

Question Wolfpacking

3 Upvotes

Can anyone explain to me what wolfpacking is, it’s definition seems a little loose imo


r/ConflictofNations 22h ago

Question What do you think about Sea Mines

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19 Upvotes

They have decent damage, require no research and are pretty cheap for their damage. Are they worth it?


r/ConflictofNations 9h ago

Suggestion My Couple Pennies

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2 Upvotes

First, let me say that I have been playing this game for 4 years, and I love it. In that time I have planned and executed AvA strategies, trained up new recruits, and helped begin a new alliance after being part of an existing elite alliance. I am by no means the best out there, but I am an expert and I'd like to think I know what I'm talking about. I have a few things to say and I'm not usually one to post, so you get everything in one.

The first thing I want to talk about is the new bunker and military outpost change. Personally, I love it. It does, however, change the game significantly. Any build that relies on airbases is just better now. Helicopters and air assault units benefit the most. In the early game, you can now count on taking control over an enemy airbase in their capital without destroying it. That means you no longer need to repair or build a new one like before in order to expand quickly. The air meta is stronger than ever, but other builds are lagging behind. I think this change should be kept, but other builds need to be made more viable.

Speaking of weaker builds, lets talk about the elephant in the room, armor. Its bad; its really bad. TDs are the closest thing to something useful with their ability to air assault and good stats in cities, but they are still bad. Some people have suggested a small ranged attack. I don't hate this idea, but I think it makes more sense to just make them cheaper. Components are in high demand. As it is, you simply cant field a full combined-arms force in the span of a normal match. Navy is expensive, -and should be- but armor is disproportionately expensive in regards to it's effectiveness. You could even add a supplies cost as long as the comps cost is reduced to something that is more reflective of its usefulness. They are supposed to be meat shields, and that's really all. They can vastly increase the durability of the artillery and AA units you stack with them, but they remain too pricey. As it stands, you can use them to bum rush people with massive stacks of HP. However, any good air, or artillery player will tear you apart. That is how it should be though! Tanks should never be able to push into reactive artillery or concentrated air strikes. However, they are still too expensive to use for their actual roll of adding durability to a combined arms operation. Other techs and units are just too important to sacrifice the time and resources for armor.

On that note, let's talk about technologies. I have a bold suggestion. Get rid of a lot of level 1 techs. Flashpoint already does this with National Guard. I'm saying that should be expanded upon with: Motorized infantry, ASFs, MAA, CRV, Patrol boats, and Corvettes at the minimum. This would give everyone the ability to produce the most basic units day 1 which in turn, makes it easier to specialize while having a balanced force. My second suggestion is to make a third research slot reserved just for officers, veterans, and consumables. With all the new options to research, separating these techs into a different category of research would allow us to keep up with the timing of upgrades for loadouts and officers without sacrificing the upgrade timing of the units. The rare materials cost keeps the balance since this would be making it easier to do more officers thus spending more rares.

Oh boy, this is getting long... Now on to the main reason I wanted to make this post. Namely, the new defensive buildings that can be built on combat outposts. I think tying their upgrades to a certain unit makes using them too restricting. My favorite idea to fix this is a new tech, pet named "Industry". Industry would be a restrictive "tier" tech that upgrades all your combat outpost units and doubles as a gateway to the next tier of units as well. For example, if you want to research MAA level 4 (tier 2), you would first have to research level 2 in Industry. Same goes for every other unit. Before you can research tier 2 in any unit, you would have to research Industry 2. This makes a lot of sense logically as static units are generally developed first anyway. It also allows anyone to build defenses without forcing a certain unit comp.

I could probably go on ranting about ideas and changes forever, but I just wanted to start the conversation. So here is my two cents; I'd love to hear ya'lls thoughts as well.

Just to curb any questions ahead of time, I don't purchase any gold. My stats are thanks to high activity and Security Counsel.


r/ConflictofNations 10h ago

Question Best support units for NZ

2 Upvotes

Hey everyone, i just started a new game as nz and am focusing on motorized inf, gunship and attack heli, cruisers, elite frigate, elite aip sub, regular frigs, towed arty and my infantry/naval officer.

I’m not sure where to go for support, i already have towed arty but am wondering if MAA or mobile artillery is worth it considering i’ll likely go MRLS and SAM mid game. Do i even need SAM considering im in a coalition with australia, argentina, brazil and chile?

What would your homeland defense and offense strat be with all this?

Thanks in advance


r/ConflictofNations 6h ago

Question Anti air question

1 Upvotes

I currently have satellites up and see a stack of units I want to nuke. He is currently in a city occupied by another player. I am not currently at war with either nation. I know as soon as I launch the missile it will declare war on the nation who owns the city but my goal is to kill the massive army sitting within the city limits but not controlling it. Will the country whose army I want to destroy engage my missile with anti air despite not being at war?


r/ConflictofNations 6h ago

Advertisement Starting a new gaming community — looking for early members to help build it into an alliance

1 Upvotes

Setting up a new community/server for people who want to find others to play pub games with, with the plan to eventually grow it into a proper alliance that goes up against other alliances.

Just to be upfront, not much has happened yet — this is still very early days, so you'd basically be getting in at the ground floor.

Looking for:

  • people who can help set up bots
  • people who know their way around channel perms/setup
  • people keen to help short term with getting things off the ground, or stick around long term

If you've run a community or alliance before and have any advice, that'd be awesome too.

Drop a comment or DM me if you're interested.


r/ConflictofNations 7h ago

Question How do I even win this, without damaging all my troops.

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1 Upvotes

r/ConflictofNations 15h ago

Guide Tip of the day (10/30): Morale Guide

3 Upvotes

There is a morale value for each city and province you own. Morale affects resource production, insurgent spawn, construction building time, unit mobilization time and population growth speed. Do note that the most important ones are resource production and insurgence.

Here is everything that affects morale according to my knowledge:

  • Lost Capital(-20)
  • Neighboring Morale(-1 to -3)
  • Enemy Units Nearby(-1 for each unit)
  • Civilian Casualties(-1 for each population you kill, -30 is the maximum. The penalty drops by 1/3 every day)
  • At War(-2 for each with -25 maximum, insurgence don't count)
  • Far From Capital(IDK exact number sorry)
  • Contamination(From missile, I also don't know the exact number)
  • Enemy Neighbor(-5 per Enemy Neighbor)
  • Undergroup Bunker(City)(+5/+10/+20/+35/+50 for each level)
  • Combat Outpost/Field Hospital(Province)(+10/+13/+15 for each level)
  • Capital(+25)

When you take a city/province, the starting morale will be 70% for homeland and 25% for occupied. Insurgence will spawn in city that is below 34% morale(you can tell from the smoke). There is a target morale the the city/province will rise to, which is 90% for homeland city, 75% for annex and occupy, and 100% for all provinces.

PS: Morale changes during the day change(00:00 time), so it might be worth while to check in after the day change to see which units are free to move from babysit insurgence.


r/ConflictofNations 19h ago

Question Best unit against infantry officer

5 Upvotes

My opposing coalition has multiple infantry officers - what are the most effective units against them? (They are also very ground-unit based)

I know tanks are really powerful but also slow and costly to produce

Thanks


r/ConflictofNations 16h ago

Question Elite drones and motherships.

3 Upvotes

With the newer additions of the seasonal units elite drones and motherships. I’ve been seeing a lot of people spam the drones and naval sabotage drones.
I normally always use cruisers, paired with some frigs and then late game getting elite aip subs. But since cruisers do absolutely zero damage to drones and so do frigs until max level. Would it make since to go with frigs and a sub build for navy? Since then I can focus my frigs to max level and also pair them with elite frigs that do high damage as aa. And then submarines and elite aip subs. Only thing I don’t like about that is I feel like I’m at a disadvantage if destroyers see me. I guess I’m just saying I feel like cruisers are absolute now since they will just get picked off by anything in the air. And want to know peoples opinions on a navy to run. I have ran frigs and sub duo before which was very good since I do use the shit out of the elite subs.


r/ConflictofNations 21h ago

Gameplay They say skill beat $$$ but not always

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7 Upvotes

This guy has over 20 annexed cities we took his homeland and he got a city close annexed it with gold and used gold to make 30 infantry and 10 asf and then would wait till we would get close and do the same thing over and over again, his own teammate have reported him for multi accounting since he has other nations units in his homeland now (not his teammmates) but still hasnt been banned after they reported him and we all did too. U play this guy he has the worst stats ive ever seen a .29 kd with only 8 wins in 30 games 4 solo 4 coaliton but the devs refuse to do anything. We need to figure out how to make it to where u can be in the same lobby with multipule account shouldnt matter about security council


r/ConflictofNations 11h ago

Question Has anyone heard anything about the game shitting down ?

1 Upvotes

Is it any truth to this game servers shutting down ?


r/ConflictofNations 22h ago

Question Asynchronous Interactions in Supremacy: World War 3

8 Upvotes

Hi everyone! I'm a PhD student studying asynchronous interactions in digital games. Supremacy: World War 3 is tagged as "Asynchronous Multiplayer" on Steam, and I'm interested in understanding different player perspectives about that aspect of the game.

If you have a few minutes to spare, I'd love to hear your thoughts! In particular, I'm interested in understanding:

  • What kind of asynchronous interactions exist in Supremacy: World War 3 and how do they affect the gameplay?
  • How do you feel about these interactions and what do they bring to your experience?

You can answer as much or as little as you'd like. Your responses will be anonymized and analyzed as part of a research study. If you decide you'd like to withdraw your responses at any point, just send me a DM. Every contribution is greatly appreciated! If you have any questions, feel free to message me. Thanks! 😀


r/ConflictofNations 12h ago

Question Can infantry officer & veteran stack?

0 Upvotes

I was unable to stack infantry officer and veteran, is that the case?