Über 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 with
their own borders, populations and strategic assets. You start with one home country and a
single farm. You finish holding the world.
THE LOOP
Build industries to earn cash. Spend cash on units to generate Army Power. Spend Army Power
to take the country next door. Every country you capture adds its population and its land to
your empire's permanent output multipliers, and a fresh conquest pays a 60-second cash surge
on 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 map
starts telling you it is time to cash out.
THE MAP IS A DECISION, NOT A BACKDROP
Most countries carry a strategic asset. Breadbaskets and oil fields boost the industry that
matches 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 your
territory, or one within 600 km of your coastline — Florida to Cuba qualifies, Hawaii does
not. Naval Operations is a 25% discount on island targets, not a lock. And sparse, vast
nations 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.
DOCTRINES
Every 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 your
route are one decision instead of two. Taking no doctrine at all is a genuine option, not a
penalty.
TWO WAYS TO TAKE A COUNTRY
Pay Army Power for its territory — or pay cash for its allegiance. Vassals pay tribute, share
half of their strategic assets, and extend your reach when the army for a hard neighbour
simply isn't there yet. They never count toward the 195. Annex one later at full price if you
want the land.
RIVAL GENERALS
Three AI commanders — GENGHIS, DOUGLAS and BUBBA — play the same game on the same map, with
the 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 while
the parallel war churns on.
They will besiege your border countries and slow your whole war effort if you ignore it. They
will never take your territory while you are away. An absence can cost you tempo. It can
never cost you progress.
DEPLOY NUCLEAR
When a cycle has given you everything it is going to, hit DEPLOY NUCLEAR. Territory, cash and
army all wipe, and the cycle converts into a single lump of medals — the only source of them
in the game.
Medals fund both boards. 36 permanent research nodes across Economy, Military, Intelligence
and Infrastructure. Ten permanent requisitions, five tiers each. Everything you buy carries
into every cycle that follows. YOU decide when to cash in, and when to push for one more
country.
AND THEN THERE IS AN ENDING
Take all 195 in a single cycle and the campaign records the clear. That earns the right to
declare a NEW WORLD ORDER — a second prestige layer that resets even your research and your
medals, and pays Influence instead. Influence buys World Order Directives, the only
progression 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 open
afterwards if you want it.
IDLE WHILE YOU'RE AWAY
Industries run while you sleep, and offline earnings are waiting on the command table when
you return. Queue standing orders before you go and your generals will execute the invasions
you already authorised. Extend your offline cap in the requisitions board to collect more.
A CRT WAR ROOM
Gunmetal panels and three-tier amber typography on a dark command display, with phosphor
scanlines over the whole frame — toggleable, if you would rather they weren't. A boot sequence
at launch. A live events ticker. Three map views: Military, Political and Satellite. A War
Declaration Dossier before every invasion, and a fullscreen War Room (press Tab) for the
strategic overview. It reads like a Cold War situation table running in a bunker.
Full controller and handheld support, with an adjustable UI scale.
KEY FEATURES
- 195 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.