1.6: Play offline
The full game now runs on your own machine. The launcher packages the engine, the world and the client together, and turns advance when you press End turn instead of on the clock. Government approval now reaches the party holding office, and corporate numbers agree with each other.
Singleplayer is the same game. Not a demo, not a cut-down mode: the same engine, the same seeds and the same client, pointed at a database in your home folder with one account that belongs to you. The launcher fetches what it needs on first run, a start screen picks the era, and the turn advances when you press End turn rather than on the half hour. Art is mirrored locally as you see it, so a world you have played keeps rendering with no connection at all.
The rest of the release is the accountability pass that came with it. Low government approval now costs the party actually holding executive office. Inflation breakdowns add up to the rate that was settled. A corporation's margin, income statement and public API all report the same profit.
Also in 1.6
Small allies stop dying out of all proportion
What changed
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Fighting alongside allies no longer costs you extra. Casualties carry a term meant to make an army's largest formations absorb the worst of a battle. It was measured against your own country's force, which meant a small contingent in a large coalition was treated as an entire army in its own right and took the full penalty. The same divisions bled harder for being filed under a different flag.
A small ally could lose more than twice as many men per division as a large partner, of the same type, in the same role, on the same ground. That gap is now within a percent or two. Battles with one nation on each side are unchanged.