A civilization is more than its borders.
It’s the people at work, the roads between cities, and the decisions that turn a small settlement into an enduring empire. Discover the game we’re building.
Geography gives
you a beginning.
Settle a continent of rivers, forests, mountains, lakes, and coastlines. Landscape features cross hex boundaries and determine which districts you can establish.
Your capital begins a five-hex-radius reservation: 91 tiles, including the city center. Purchase tiles to grow your city. A purchase inside your active reservation renews its remaining exclusive rights for 30 days.
Purchased land remains yours. Once you acquire all your active exclusive tiles—or unused rights expire—you can expand through connected, eligible unowned land. You can also buy existing cities or individual tiles from other players.
Build an industry.
Become indispensable.
Assign villagers to mines, farms, hunting camps, workshops, kitchens, and medicine production. Full output requires enough workers, inputs, and functioning equipment.
Each district type has ten meaningful upgrades. Materials and a token fee fund development, while research unlocks new possibilities. Two mines of the same level share the same base capabilities and ore probabilities.
- Food supports growth and productivity. Shortages can increase sickness.
- Medicine treats villagers and troops when they are sick or injured.
- Tools wear out. Armies need equipment. Construction consumes materials.
- Production continues offline within the limits of supplies, staffing, and storage.
These recurring needs give useful goods a place in the player economy long after the first city is built.
Trade follows
the roads you make.
Place buy or sell orders and negotiate recurring supply contracts. Sellers are responsible for delivery, so a nearby reliable supplier can be worth more than a distant bargain.
Move goods by caravan, ship, and eventually rail and aircraft. Build roads and charge tolls on your own hexes. Protect shipments with your forces or hire temporary mercenary escorts.
Strong escorts and a safe route can eliminate NPC bandit risk. Player warfare remains a separate danger. Transported goods have actual travel times, capacity, and exposure.
Explore the economyPrepare for war.
Give peace a reason.
War should be a costly strategic choice. A declaration gives the defender 24 hours of preparation, followed by invasion travel time. Grouped forces follow standing orders and resolve battles in stages.
Attackers can occupy ordinary districts, take their output, damage buildings, and steal exposed materials. They must transport the spoils, and defenders can strike back at their caravans. Occupation does not transfer land title.
- Your capital cannot be attacked, damaged, raided, or occupied.
- New civilizations receive 90 days of protection. Declaring war ends it.
- Longer occupations build a capped combat advantage for forces dislodging the occupier.
- Ordinary soldiers may die permanently. Champions can be injured, but survive.
Join one formal alliance while maintaining other trade agreements, access treaties, and nonaggression pacts. The exact bully penalty, combat formulas, and treaty timings remain in design.
Every civilization
has its champions.
The tavern offers six champions each week, identical for all players. Recruit common, uncommon, and rare characters for combat or professions. Your entire civilization can own only one of each named champion.
A skilled blacksmith can replace several ordinary workers. Combat specialists lead forces, gain experience, and undertake excursions at actual map locations. Events are designed to coexist with land ownership and development.
Champions keep their equipment after defeat, but take injuries and durability loss. Broken gear can be restored for twice the normal repair materials. Individual and team tournaments use entry-funded prizes and brackets based on battle power.
Harness the world.
Adapt to its weather.
Industrial progress introduces oil extraction, refining, fuel, and electricity. Solar and wind are dedicated districts whose output follows coherent weather systems moving across each continent.
Storms shut down affected renewable generation. Trade electricity through connected road infrastructure after researching transmission, then upgrade capacity to support larger contracts. Fuels can cross oceans by ship; electricity cannot be transported that way.
A 24-hour day and night cycle and regional forecasts make energy planning part of the game. Exact generation rates, weather timing, and contract rules will be refined in testing.
Five eras. One enduring civilization.
Settlement
Lay the foundations
Medieval
Build your influence
Industrial
Power your ambitions
Modern
Connect continents
Futuristic
Shape a new age
Research starts with one slot. Later infrastructure adds capacity.
Months to industry · Approximately a year to futuristic technology