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Fourth-Generation Warfare simulates warfare in
the 21st century, which, in addition to the direct opposition of
military forces, now includes espionage, international politics,
cyberwarfare, media manipulation, and trade wars.
As the leader of a nation, dispatch and control your team of
characters all around the world to destabilize your enemies and
establish your supremacy. All methods are fair game: hacking,
sabotage, political interference, military strikes, corruption,
treachery, assassinations, energy domination, data theft… 4GW
turn-based game combines a strategy game with a role playing
game.
Gameplay
On each turn, the player, as the head of a nation, can carry out
a limited number of actions with the characters that he or she
controls. Each character performs actions specific to their
position or function (examples: contract negotiations for a
diplomat, sabotage for a spy, cyberattacks for a hacker, inquiries
for an investigator…). You can also opt to move military units, or
for actions called “leverage” (examples: invitation to a
restaurant, offering a bribe, threatening with blackmail…)
performed by non-playable characters, allowing you to later compel
them to commit acts of betrayal. More than 100 different actions
are possible. The psychological profile, experience and abilities
of the characters, possession of weapons and particular objects
factor into their odds of success.
During your turn, other nations controlled by human players or
by the AI can also perform actions. All throughout the game, a news
website and characters’ smartphones inform the player of action
results and other game events.
The score of each country is based on 4 criteria (international
diplomacy, military conquest, economic performance, popularity) and
establishes a ranking.
The last country standing or the first-ranked country after the
last turn wins the game. Optional secret objectives can also tip
the balance towards victory.
The Real 21st Century
The game is played on a current map of the world, viewable in 2D
and in 3D. The map shows all national borders, cities and important
strategic locations (military bases, power plants, factories…).
The player can access city maps with its various buildings (palace
of the Head of State, headquarters of the army, secret services or
the police, restaurants, embassies, characters’ residences, secret
hideouts…) and interact with the characters in those locations.
Certain buildings have a computer server for their operations and
contain databases of sensitive information; they can be targets for
cyberattacks aimed at blocking or stealing this data.
Maps of the major capitals are consistent with the real-world
cities.
There are various map display modes: diplomatic, military,
electoral, etc; there is also a minimap.
The world map changes according to players’ building projects,
damage from war or sabotage, military strategies and territorial
conquests. Moreover, all major events are displayed on the affected
areas (demonstrations, attacks, crimes…)
Multiple Characters with a Wide Range of Skills and
Psychologies
There are more than 30 types of characters. Characters
controlled by the player (spies, police inspectors, cabinet
members, military leaders…) are distinct from non-playable
characters who can only be influenced (spouses, journalists,
traffickers, hitmen, informants, religious dignitaries, artists,
psychoanalysts …).
Each character has a particular psychological profile, helping
or hindering the success of their actions. Around fifteen different
profiles are represented: sociable, loyal, charismatic, paranoid,
introverted… Moreover, variables of stress and fear, calculated
according to events (threats, corruption…), can influence their
autonomic behavior (surrender, betrayal, coup d’état…)
Characters also have a smartphone with which they can manage
their contacts, talk to them, negotiate with them, arrange a
meeting or store their files (stolen data, photo or video
evidence…). These telephones can be GPS-tracked or hacked and
their contents pilfered.
About thirty special objects can be found or constructed and add
bonus or additional skills to characters like: bulletproof vests,
fake IDs, compound cameras, explosives, exoskeletons…
Actions common to all characters (moving, going to a restaurant,
taking/placing/giving/stealing objects, seducing, threatening,
marrying/divorcing, interacting, bribing…) are distinguished from
actions specific to their profession.
Examples of specific actions by type of character:
A Reactive but Still Influenced Population
The happiness level of the population is calculated on each
turn. It can vary according to the policies of the state (social
spending, level of taxation), unemployment rate, purchasing power
that changes according to product costs, potential shortages,
anxiety levels in the country or the corruption of the leaders.
Angry people can start demonstrations or riots, call for a strike
and ultimately cause the player to lose the game.
The people can also be influenced by the manipulation of
information in the media or by natural leaders such as union or
party leaders, by religious dignitaries who themselves can be in
service of a foreign power.
A Multitude of Strategies
The multitude of action plans (limited in each turn and must be
carefully considered) combined with different ways to calculate
scores offers players a multitude of strategies.
The different levels of underlying gameplay such as wargames,
featuring around fifty different types of military units, trade
wars via economic contracts, management of the national budget to
influence popularity via your investment capacity, management of
resources, the role of the UN who can sanction a country or
authorize military interventions all add even more to the
possibilities and the excitement of the game, with fortunes
changing at any moment.
Numerous Gameplay Modes and Options
Various configurations are available allowing you to vary the
enjoyment of the game: