Hello everyone — I’m Zwirbaum. I want to share an update about the coal mechanic we introduced to the base game alongside the release of No Compromise, No Surrender.
We’ve read the community feedback on coal and the varied perspectives players have shared. Our goal with this system was to curb unchecked growth of military factories and introduce meaningful late‑game tradeoffs. While the mechanic has succeeded in adding a limiting factor, we recognize it hasn’t reached the balance and depth we were aiming for.
Some reactions have been mixed but useful. Coal does impose constraints on expansion and gives militarized nations a clear incentive to push outward. However, it currently lacks enough strategic depth and compelling decisions; its pacing and balance require further refinement.
There have also been concerns about global coal scarcity. This is intentional: coal is designed as a finite resource, and the possibility of depletion is an acceptable outcome within the intended game loop.
Planned Changes
Below is an outline of changes we plan to introduce in upcoming patches.
Energy Consumption Cap
In the live build, energy consumption per factory scales without bound, which lets demand escalate rapidly. To control that escalation, we will add an Energy Consumption Cap per Factory. Once a certain number of factories is reached, the per‑factory energy draw will stop increasing and remain fixed. This value will be moddable through a define.
Civilian Nuclear Reactor — Buff
We will strengthen the Civilian Nuclear Reactor state modifier. It currently reduces local factory energy consumption by 25%; we intend to increase that to a 50% reduction so that late‑game specialization feels more meaningful. We plan to keep this effect as a local modifier to factories rather than a flat energy bonus — converting energy into a long‑term, free resource would undermine the gameplay intent of coal as a driver for expansion.
Industrial Technology Adjustments

We will also tweak a number of industrial technologies. The Equipment Conversion Speed bonuses from the Improved and Advanced Equipment Conversion techs will be moved into the first four Machine Tool technologies. The two conversion technologies will be replaced by a new coal‑and‑energy effect: Energy Gain per Coal (similar to Fuel Gain per Oil). This will increase the efficiency of coal — whether mined or traded — in fueling industry.

Industrial and Electronics Concerns
We’re exploring changes to the Industrial and Electronics Concerns to make them more interesting and to have clearer interactions with the new energy system. One concern may grant improved coal yield or efficiency, while the other could provide a global reduction to factory energy consumption. These adjustments should make each choice more situationally powerful and strategically distinct across different stages of a campaign.


Trading and “Double Dipping”
Players have reported that trading factories can create a form of “double dipping” in energy costs: both the trading sender and the receiver can end up paying the energy tax, increasing overall energy demand. We are leaning toward exempting factories obtained via trade from that tax, but we welcome additional community input on the best approach.
Other Energy Sources
There’s been substantial discussion about alternative energy sources, particularly oil. For now, we intend to preserve the current separation between coal and oil roles: oil will continue to perform its existing functions in the game.
Closing
That covers the planned adjustments to the coal system. I’m eager to read your questions, suggestions, and feedback — we’ll respond where we can and continue iterating. Until the next update, take care.
/Zwirbaum
