Of Crowns & Chains
About the Game
Of Crowns & Chains is a solo-developed grand-strategy sandbox where every nation, army, and populace is dynamically simulated on a seamless spherical Earth (albeit simplistic at the moment). Lead a nation of your choice in January 1910 and influence the course of your nation as time marches onwards.
IMPORTANT NOTE FROM THE DEVELOPER
Since the game is currently in early Alpha, you may encounter bugs, optimization issues, and limited content (navy system is a work-in-progress; currently lacks save/load system, deeper economy system, etc). If you're not prepared to encounter these challenges and wait for patches/updates, please hold off on purchasing until the game transitions from Early Access to Full Release.
CURRENT FEATURES
Sphere World & Accurate Landmass – No flat-map distortion. Landmasses are generated from real-world geospatial data; highly accurate coastlines and islands.

Resolution Modes – Procedurally generated tiles covers only Europe for now (including Ottoman Empire, excluding Russia east of the Urals). You can select a tile resolution mode upon starting a New Game (no restart required). Historical states and provinces are not yet implemented; only procedural tiles for now.
The Normal tile density mode has the default tile resolution:

The Quad resolution mode features a 4x increase in tile resolution, offering better visuals and more accurate borders (also 4x GPU VRAM usage):

Nation Selection – Choose any nation currently available, from the British Empire to the Ottoman Empire or the microstates of San Marino and Liechtenstein.

National Treasury & Debt System – Manage your nation's treasury by balancing hourly income from taxes and territory against the upkeep costs of your divisions.

Unit System – Each unit represents a division (≈20,000 soldiers), with many divisions fitting inside a single tile.

Combat System – Battles can last for days under certain conditions. There are three hidden phases of combat—Skirmish, Assault, and Breach (battle reports not yet implemented). Divisions get exhausted during combat and newly captured tiles must be consolidated.

Dynamic Population & Manpower – Populations grow, age, and decline over time. Casualties directly impact age distribution, while manpower pools adjust as soldiers retire or new recruits become eligible. Demographic change is simulated realistically in backend code (infant mortality, fertility rates, gender). These hidden variables are planned to be displayed to the player and integrated further as the game develops.

Wars, Ceasefires & Limited Alliances – Occupy tiles and declare wars; hostilities can end in ceasefire (peace conferences in-development). Cascading calls-to-arms can pull suzerains, vassals and allies into conflict; tiles can be occupied and liberated. Alliances cannot be negotiated yet (only historical alliances are active on game start).

Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release