// TRANSMISSION STATUS
RELAY: LIVE OPERATIONAL FEED
ENCRYPTION: STANDARD
DATA INTEGRITY: 88% RECOVERED
— FIELD REPORT — PRIORITY: ELEVATED —
The last report confirmed a command node doesn’t need a second one to function. This one is about what happens when a second one shows up.
We tested co-op two ways. Direct IP — the traditional route, the one that needs an address and an open port. And over Steam, using its own relay network.
Both worked. Same loop, same result, no difference in what happened once you were in.
The difference is what it takes to get there. Direct IP means someone finds an address, forwards a port, and hopes their router cooperates. Over Steam, a friend clicks Join Game. That’s the whole process.
Sovereign held under every one of those conditions. Two research tasks running at once stayed two separate results, not one shared pool. Two warehouses filling up at once stayed two separate warehouses. Trade and cooperation between bases is planned. It isn’t built yet, and nothing about this test pretended otherwise.
Most players are never going to forward a port for a game. That’s not a knock on them — it’s just true, and it’s the actual barrier between "co-op sounds fun" and "co-op happens."
Sovereign bases were always the design. Each commander runs their own base, nobody’s waiting on anybody. But the model only matters if getting a second commander in the door is actually easy. Now it is.
Two connection paths, one confirmed result. The one that matters for most players needs nothing from them but a click.
Development continues. Next transmission when there is something worth transmitting.