General Info
- turn-based, web-based, multi-player
- medival/fantasy theme
- strategic level of gameplay
- nation building
- warfare
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Game Play
- You control your units on a map of terrain. Giving orders for them to follow each game turn.
- Your goal is to effectively command them in order to increase your population, defend yourself and expand your borders.
- Wise use of the natural resources, production capability, border expanding, and military might are essential to success.
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World Map and Terrain and Resources
- The world map is 100 x 100 spaces, non-wrapping.
- There are a handful of different types of terrain including grass, forest, hills, mountain and water.
- Each terrain type provides a different obstacle to movement and resources your cities may gather.
| Name | Image | Resources | Movement Cost |
| Grass |  | Food +5 | 1 |
| Forest |  | Wood +5 | 2 |
| Hills |  | Iron +5 | 2 |
| Mountain |  | Gold +1 Stone +4 | 3 |
| Water |  | Food +3 | 1 |
| Off Map |  | none | not allowed |
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Terrain Improvement
- Currently, only turning grass into forest or forest into grass is implemented.
- Coming soon is the ability to build farms, mines and sawmills in order to increase output of the terrain.
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Exploration and Visibility (not implemented yet)
- Unexplored areas show up black. As you explore the map, areas will reveal themselves.
- Your nation has a visibility. Each unit can see a certain radius. Areas that you can't see are grayed out.
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Units
- Currently, there are 3 types of units for you to control: Settlers, Armies, and Cities.
- Settlers are used for building new cities, transforming the terrain, and to move your people around.
- Armies are used to defend and expand your nation. They may contain a variety of types of troops, each type having different attributes. Armies may reside in cities for defense or may roam the map.
- Cities are your production centers. They hold your population, allow them to work for resources, produce units and other items, house armies, etc.
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Cities
- All cities can harvest the terrain squares immediately next to them. The 3x3 area with the city in the middle. Assuming no other city has claimed those spots else the resource gathering capacity of the city will be reduced.
- When a city is first built, the surrounding land is claimed as their own unless already claimed.
- You may assign workers to harvest any resource that has a max value greater than zero. It takes 100 workers one game turn to harvest 1 unit of any resource. So if the max for food is 10 then you can assign at most 1000 workers to gather 10 food per turn.
- All resources gathered are globally available to all your cities.
- Workers can also be assign to produce units. By adding an order to the city, like Build Swordmen, then ensuring workers are assigned, then the swordmen will be worked on until completed.
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Armies and Troop Types
- When troops are first made by cities, they are housed in the city in defense by default. You may click on Create Army in order to deploy them.
- When creating/deploying an army, you can determine what troops will compose it. Each troop type has a specific cost to build plus combat ratings.
- Soon to be implemented, armies will require gold to be paid on each turn. Something like 1 gold for every 1000 troops.
| Name | Attack | Defense | Cost | Work | Comments |
| Swordmen | 10 | 0 | Food-20 Iron-10 | 1000 |   |
| Pikemen | 5 | 10 | Food-20 Wood-10 | 500 |   |
| Archer | 10 | -5 | Food-20 Wood-20 | 1000 | volley attack 15% |
| Calvary | 15 | 0 | Food-40 Iron-20 Wood-10 | 2000 |   |
| Axemen | 10 | 0 | Food-20 Iron-10 Wood-10 | 2000 | volley attack 15% |
| Scout | 10 | 0 | Food-40 Iron-10 | 1500 | Increases visibility: 100 => +1, 1000 => +2, 10000 => +3 |
| Wizard | 20 | 0 | Food-20 Gold-5 Wood-10 | 4000 | volley attack 25% |
| Cleric | 5 | 0 | Food-20 Gold-5 Wood-10 | 4000 | heals troops, reduces causalties |
| Mage | 5 | 15 | Food-20 Gold-5 Wood-10 | 4000 | sheilds against volley attack |
| Enchanter | 5 | 0 | Food-20 Gold-5 Wood-10 | 4000 | 1 boosts 1 troop +20 |
| Crossbow | 20 | 20 | Food-20 Iron-30 Wood-30 | 4000 | seige machine |
| Catapult | 40 | -10 | Food-20 Iron-10 Wood-50 Stone-20 | 5000 | seige machine |
| Trimere | 30 | 0 | Food-20 Iron-20 Wood-100 Stone-10 | 10000 | |
| Frigate | 40 | 0 | Food-20 Iron-30 Wood-150 Stone-20 | 12000 | |
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Warfare
- Combat occurs when one unit moves onto another unit. The unit moving onto the other is the attacker and the stationary unit is the defender. Defenders get whatever bonus or penalty is in their defense setting. Therefore some units are better for attacking and others better for defending.
- An occurence of combat has 2 parts to resolution: volley and melee.
- The volley happens first when all the range attacking units fire their weapons. Only their attack rating is applied.
- Next is the melee stage where the non-range troops attack. Range troops also participate. Both an attack and defend rating is applied.
- The ratings are determined by each units attack and defend value multiplied by the number of that troop in the army unit. So 100 swordmen have an attack rating of 1000. 100 Pikemen would have an attack rating of 500 but a defend rating of 1500.
- For the melee stage, the cumulative attack and defend ratings of each army are compared and a result derived. An algorithm is applied that has some randomness to it to acheive this.
- Armies may not die off at first and therefore have oppurtunity to flee or call for reinforcements.
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Food Use and Population Growth
- 1 food gets used for every 1000 people (including troops) for each city for each game turn.
- A cities population will grow by about 1% per game turn provided they got fed.
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City Upgrades
| Name | Cost | Effect |
 | City Walls | 100 Stone | +5 defense |
 | Moat | 100 Stone | +5 defense |
 | City Towers | 200 Stone, 100 Wood | +5 defense, +1 sight range |
 | Castle | 500 Stone, 200 Wood | +5 defense, +1 sight range |
 | Roads | 300 Stone | Doubles output of all resources, earns tolls equal to People / 1000 each turn |
 | Saw Mill | 50 Iron, 50 Wood | doubles output of wood |
 | Farm | 100 Wood | doubles output of food |
 | Iron Mine | 50 Iron, 50 Wood | doubles output of iron |
 | Gold Mine | 50 Iron, 50 Wood | doubles output of gold |
 | Stone Quarry | 50 Iron, 50 Wood | doubles output of stone |
 | Fishery | 100 Food, 100 Wood | Increase surrounding water terrain from +3 to +6 food |
 | Aqueduct | 400 Stone | Allows double the MAX city population |
 | Marketplace | 100 Wood | Earns gold at 1 per 500 people |
 | Hospital | 100 Stone, 100 Wood | increases population growth rate, decreases combat causulties |
 | Blacksmith | 50 Stone, 50 Wood | allows the use of iron to make troops that require iron |
 | Barracks | 100 Wood | needed for the creation of all troops |
 | Archery Range | 100 Wood | needed for the creation of archers |
 | Stables | 50 Stone, 100 Wood | needed for the creation of calvary |
 | Seige Workshop | 50 Iron, 200 Wood | needed for the creation of seige machines |
 | Magic School | 50 Gold, 200 Stone, 200 Wood | needed for the creation of magic troops |
 | Shipyard | 100 Stone, 100 Wood | needed for the creation of water craft |
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