Much like [your] previous games, this involves a conflict with CCG turn-by-turn and resource management elements, using a territory hex-map to display a strategic battlefield explained briefly in-game, focused on one primary goal with the only, major reward being 'Major Victory' and a good feeling of having strategically trumped the AI. This could be improved on...as 'strategic win' could equal 'been able to predict and bar the enemy from doing anything', enabling openness to repetition.
The art and background lore is minimal, with general assumption to real-world references, though focused on a brief and concise description of mechanics rather than aesthetics. Akin to the previous ones--there are 3 difficulties; 2 of which are only available on another site [Medium/Hard] with differences lying in mechanics and achieving the objective. There are 6 resources, branched out into 3 military resources--with one of them not being directly attainable and directly depends on the Money resource at 6th level in order to exchange for said resource [Regulars]--Intelligence (primarily used to counter enemy territorial advance, which is crucial to this game's objective win), 'foreign support' which acts as support to resource stability rather than military support, and Money--the lifeblood of fictionalUkraine in this game.
Personally, this was quite easier than the last one submitted (ISIS themed?) due to how the resources complement each other.
Key notes or differences include:
> Readily available objective point potential. The enemy relies on -specific- cards in order to shove control, and if one has resources to deny these cards, an easy win by Objective Capture [as all objective points are in your territory] is open.
> No direct way to achieve one particular and critical resource [requires Money at 6th level; easily attained by strategic Economic Reforms], which is a common element in your games (sans the first being a zombie-themed one).
> 2 'boost' cards--the staple 'military intelligence' card at the cost of one of the 3 army resources, which supports the Intelligence resource and helps act as a counter-'sponge' to enemy attacks in that field with enough patience in investment, and Economic Reforms: a boost to =money= gained, which is pivotal in securing the win by stabilizing resources.
> An indirect enemy attack. Given that this game is only restricted to 'easy' mode--the player is completely safe at the start, having only need to worry about resource sabotage and -two- enemy cards which utilize their agents to create enemy-controlled hexes. The game starts without any enemy controlled hexes in the player territory, merely 'agents' which are akin to seeds to start the enemy advance.
This is more freeform than the other games created by this developer, though the common element of worrying about resources crops up--once mastered, becomes a fairly and relatively easy road to victory.
This style of game-mechanics and how the game is structured has a LOT of potential to expand and build on, of note. Currently, its conciseness and structured pool of play gives few, but branching, options of playing strategy--with a common downfall being open to monotony or the randomness of the enemy AI selecting a card which would destroy your game in one, RNG-blessed blow.
As personal note: I was able to barricade up the Russian border, having already reached the objective potential by turn ~78. Spending the next 100 or so turns ensuring silly objectives [like that border which cuts off ANY chance of the enemy even touching my territory despite propaganda elements]. :P