Finest Hour: 1910-2020 Guide: Starting out with the tutorial
About
OverviewFinest Hour: 1910-2020 is a real-time strategy game set across history from World War One to the present day, where up to 30 players lead factions through wars, diplomacy, and historic missions. Each session ends 30 years after the chosen start date, and the player with the highest score at that point wins.
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[CUSTOM MAPS 🎨] Finest Hour: 1910-2020
Starting out with the tutorial
StepWhen you join for the first time, the game walks you through its basics automatically. Completing it earns the Tutorial badge, and the game checks for that badge before deciding whether to show the tutorial on future sessions.
- Earn the badge finish the tutorial so the Tutorial badge registers to your account.
- Pick a start date choose from World War One, World War Two, the Cold War, or Modern Day.
Three ways to win
TableThe game ends 30 years after the start date you chose.
| Score victory | hold the highest score when the 30-year timer runs out to claim Final Victory. |
| War victory | win a war at any point during the session to earn the Today the Guns are Silent badge. |
| World conquest | occupy every territory and form the United Nations to earn the United Nations badge. |
Missions, formables, and badge rewards
TipsHistoric events appear during a session and come with missions tied to them. Formable nations are special states you can create once you meet the right conditions during play.
- Launch a mission linked to a historic event to earn the Their Finest Hour badge.
- Meet the in-game conditions for a formable nation and create it to earn the New Order badge.
- Form every single formable nation available to earn the Go Take a Shower badge.
Mechanics added or fixed in update 1.5
CheckSeveral fixes also affect how peace conferences and colonial territories behave at the end of a war.
- All US states are now releaseable as independent nations during a session.
- Puppets are automatically placed into your faction rather than sitting outside it.
- You can now cancel a war goal justification partway through if you change your mind.
- Custom factions, custom formables, and custom population values are available to set up.
- Strategic bombers no longer deal damage to territory your side already occupies.
- Peace conferences have been cleaned up to cut down on extreme border fragmentation after a conquest.
Glossary
Glossary- Formable nation
- A special country you can create mid-session once you satisfy specific in-game conditions.
- Puppet
- A dependent state that falls under your faction's control rather than acting independently.
- Peace conference
- The negotiation phase after a war ends, where players decide what happens to occupied territory.
- Start date
- The historical period you choose at the beginning of a session — World War One, World War Two, Cold War, or Modern Day — which also sets when the 30-year timer expires.
- Releaseable
- A nation that can be granted independence from occupied territory during or after a war.
Common questions
FAQWhen does a session actually end?
Every session ends exactly 30 years after the start date you selected at the beginning. At that point, the player with the highest score earns Final Victory.
Do I have to sit through the tutorial every time I play?
No. Once you finish the tutorial and the Tutorial badge lands on your account, the game will not show it to you again on future sessions.
What is the difference between winning a war and winning the game?
Winning a war earns the Today the Guns are Silent badge, but it does not end the session on its own. Winning the game means having the top score when the full 30-year timer runs out, which is a separate condition.
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