Atomic Rivals · Features
The game, at a glance.
How Atomic Rivals actually plays: politics, economy, population, technology, the military, and diplomacy — what's live now, and what's still ahead.
Politics
Who holds power, how it changes hands, and the laws that set every national lever.
Politics & Law
ImplementedEvery country — democracy, one-party state, or military regime — runs on the same two numbers: how many people actually back a party, and how much power that party actually holds. What you get to do about it is a stack of real law choices, not a slider.
ExploreFactions
ImplementedParties, industrialists, unions, the army, churches, minority movements, separatists — every organized group that can push a country around runs on the same four numbers, and you can act on any of them directly, at home or abroad.
ExploreNational Focus
ImplementedA national focus is the one big thing your country is committed to right now. Each country has several focus trees to choose from, and the 1946 campaign tells specific historical stories rather than opening every possible path on day one.
ExploreEconomy
Province-by-province growth, the drag of obsolescence and war, and where the money goes.
Provincial Economy
ImplementedEvery province you own grows or shrinks on its own terms every month. There's no national economy pool to manage — your country's total output is just the sum of what every one of your provinces is doing.
ExploreEquipment & Modernization
ImplementedEvery province's machinery and infrastructure quietly ages every year. Whether you keep up with it — or fall behind — is a policy choice with consequences that don't show up for a decade.
ExploreMoney & the Budget
ImplementedYour tax rate, military spending, research spending, and social spending are never sliders — they're the sum of whichever laws you've chosen, capped by how much your state can actually administer, and eaten into by unrest, war, and devastation before a dollar reaches the treasury.
ExplorePopulation
The people in every province — how they multiply and where they move.
Demographics
ImplementedEvery province has real people living in it, and that population is what generates your output, fills your armies, and decides your political weight. It grows and shrinks every month based on how well that province is actually doing.
ExploreMigration
Design docA planned second population system that would actually move people between provinces every month — chasing opportunity within a country, or crossing borders entirely. Designed, not yet built: the relevant laws exist today, but nothing acts on them yet.
ExploreTechnology
Research centers, slots, and technology trees spanning half a century.
Research Centers
ImplementedUnlike a national focus, you can run several research projects at once — one for every research center you've built. Every center beyond your free one in the capital is a real, ongoing line in your budget.
ExploreTechnology Trees
ImplementedResearch covers everything from postwar infrastructure to the edge of what's possible by 2010, organized into trees by field. What any given project costs you, and how long it takes, depends on where your country actually stands — the same breakthrough is cheaper and faster for a country that's already positioned for it.
ExploreMilitary
Raising an army and fighting a war across the province map.
Warfare
ImplementedWars aren't won by headcount. They're decided by how strong your military actually is — equipment, readiness, doctrine — and by how much of it you're actually willing to commit to the fight.
ExploreBrigades
ImplementedYour armies are made of brigades — real formations you move province to province, fight with, and keep supplied. They hold ground, suppress unrest where they're stationed, and occupy enemy territory in wartime.
ExploreDiplomacy
Influence, threat, institutions, agreements, and espionage between states.
Diplomacy
ImplementedA great power's reach is limited by its prestige and a handful of diplomatic moves it can make each month. Every relationship is one-directional and fully explained, and above it all sits a threat score that decides how nervous — and how armed — everyone around you gets.
ExploreInternational Organizations
In developmentNATO, the Warsaw Pact, the UN, and the World Bank aren't scripted alliances — they're standing institutions with real membership, benefits for belonging, and an agenda only their leader gets to steer. Joining an alliance organization makes every member an ally of every other member automatically.
ExploreTreaties
ImplementedA treaty would be a real, lasting agreement you negotiate clause by clause — non-aggression, mutual defense, free trade, a peace settlement, a ceded province — where every affected country actually has to come out ahead on the deal, or you make up the difference with money or arms.
ExploreEspionage
ImplementedThere's no agent roster or mission timers here — espionage is a budget you split between defending your own country and targeting specific others, and every country you spy on builds its own separate score over time as you invest in it.
Explore