Master of Command v1.5.5

Master of Command is a real-time tactical strategy game set in the Seven Years’ War, where you lead an army through a harsh and unpredictable campaign. You are responsible not only for winning battles, but also for keeping your soldiers supplied, organized, and alive. Every decision matters, because losses, equipment, and even small mistakes can affect the outcome of the entire campaign.
The game focuses on intense battlefield strategy where morale, stamina, terrain, and timing can decide who wins. Units can break under pressure, recover when supported, and turn the tide with the right maneuver at the right moment. Instead of relying only on bigger numbers, success depends on careful leadership and smart use of your troops.
A major part of the game is unit customization. You can equip regiments with historically inspired weapons and gear that change how they perform in combat. You can also personalize flags and uniforms, making each army feel distinct and shaped by your own choices. Because resources are limited, every army develops differently over time.
Master of Command also features a campaign map that changes each time you play. Regions are generated procedurally, hidden by fog of war, and filled with different events, enemies, villages, and dangers. You may need to recruit new soldiers, trade for supplies, or decide whether to raid settlements to keep your army moving. Terrain, enemy movement, and your own pace all influence how the campaign unfolds.
The game offers a large roster of historical European units, each with unique strengths, roles, and appearance. You can build a small elite force or a larger army built on numbers and momentum, while officers grow stronger and influence how your divisions fight. In the end, Master of Command is about surviving a demanding war, managing an army through constant pressure, and leading your forces to victory.
[spoiler=Steam Update Info 15.06.2026] Patch 1.5.5 Battle Changes- Grapeshot and canister shot now consume about -20% less ammunition- Artillery now takes slightly higher morale damage from all sources of gunfire- Artillery damage radius against enemy artillery crews increased by ~15%. Near misses are now slightly more likely to clip nearby crew members, meaning shots that land just beside a gun position have a better chance of dealing some damage.- Artillery now deals double damage to other artillery. Recent reductions to fire damage have improved musket combat balance, but made counter-battery fire too ineffective. This change should make it more viable to damage enemy guns before advancing, especially when facing artillery-heavy armies. It should also reduce the effectiveness of the exploit in which players used a forward artillery battery to absorb enemy counter-battery fire while taking practically no damage.- Charge resistance when fully braced has been increased by about +20%. This doesn’t impact melee, just the initial impact. Braced units weren’t able to hold their ground well enough, which made it very hard when the AI is using a charge-based personality against you. For clarity, charge resistance does not affect the morale damage sustained by units that are charged; it affects the morale damage dealt to the charging unit. So this won’t reduce the impact of charges; it’ll just make the morale loss a little higher on the unit that is charging a braced unit.- To compensate for slightly greater brace effectiveness, I’ve made rear and side charges deal +10% more morale to reward flanking.- Cavalry bracing has been red... [leech=https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835236783568641]Read more in Steam[/leech][/spoiler]
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