Kaelmoor field manual

What every system actually does, with the numbers it actually uses. Written from the game's own constants — if a figure here disagrees with the game, the game is right and this page is stale.

The one-paragraph version. You start with an army and a keep. Clicking enemy or empty land sends a percentage of your troops to take it, tile by tile. Your people are your army — one number — and villages are what raise its ceiling. Buildings, not territory, carry your economy. A team wins by holding 90 % of the settled world.

Starting a match

A world moves through four phases:

PhaseLengthWhat happens
Lobby60 s Players gather. The clock runs whether anybody is in the room or not, because only one lobby is open at a time and it is taking its turn. A full room starts at once. If the minute runs out with nobody in it, no war begins — the lobby simply becomes the next mode.
Choose your homeland20 s Click any land tile at least 20 tiles from another kingdom. The camera goes there immediately. Do not choose and one is chosen for you.
Warno clock It lasts as long as it lasts. The timer counts up.
Standingsuntil you leave The map stays. Nothing restarts on its own — see Victory.

You spawn with a Keep, a small circle of land and 450 troops — an army, not a garrison. That is roughly 60 % of a fresh kingdom's ceiling, which is exactly the peak of the recruitment curve: the opening is also the fastest you will ever grow. 60 seconds of spawn protection doubles your tile defence and stops anyone declaring war on you before you have a border — by land or by sea.

Nothing is settled until the war starts. Click again and your kingdom moves — the old circle goes back to the wilderness, the Keep is packed up, and you keep every soldier. Try a river mouth, look at who has settled next door, change your mind and take the mountains instead. The choosing phase is twenty seconds of shopping around.

Everyone can see everyone. Each kingdom's current pick is painted on the map in its own colour with a pulsing ring around it, so the phase is really a silent negotiation: settle beside a giant and you have made a decision, and so have they.

Where you click is where you mean, not where you must land. A spawn click is aimed: if the exact tile will not take a kingdom — it is water, somebody already lives there — the nearest ground that will is used instead, out to 18 tiles. You will never be told "no" and left hunting for the one pixel that works.

The only hard floor is 10 tiles between two capitals — exactly two starting circles edge to edge, so the tightest legal choice takes no ground from anybody. Founding your kingdom in a rival's armpit is a strategy, and the game does not argue with it.

Monster camps ask for nothing but their own palisade. You may settle directly against one: a dangerous first ten minutes in exchange for a hoard worth taking.

The map opens pulled back to the whole continent, and does not move on its own while you choose — a camera that swooped in on every click would hide the very thing you are shopping for. It travels to your homeland once, as the war opens, and then hands the camera straight back to you.

The three worlds, one at a time

One world is open at a time, and it takes turns — a minute of free-for-all, then a minute of teams, then a minute of VS AI, and round again. The row in the menu tells you which is up next. Three lobbies open at once would split everybody three ways and none of them would fill; one lobby with a clock on it puts everybody who arrives in that minute into the same war. Every turn re-rolls the world's shape, so it is never the same match twice. The Light edition takes its own turn of the same rotation, separately.

WorldSlotsShape
Free-for-all32–128 Every kingdom is its own one-person nation, and there is nobody to negotiate with — see War & trade.
Teams32–128 2–6 colour teams, balanced automatically.
VS AI20–60 Everyone who joins is on one side, against a single allied nation of AI kingdoms — always the human count plus one to three. The enemy grows with the lobby, so a busy room is a bigger war, not an easier one.

Outside VS AI, AI kingdoms are teamless neutrals in slate grey — roughly 10 % of the room's cap, each out for itself.

They are not scenery. They used to be: slower to recruit, taxed on every tile, and reluctant to start anything, which meant you could ignore a neighbour for twenty minutes and find it exactly where you left it. They now recruit slightly better than a player and pay the same price for ground as anyone else.

They are also less stupid. A bot garrisons its frontier with the same one-click spread you have, keeps its masons working when it is rich, fortifies the border it is actually being attacked on, sends its army at walls rather than past them, and keeps men at home when somebody is already coming for it instead of obligingly emptying itself. What it still will not do is pick a war it is plainly losing, or hunt you across the map.

The map

Terrain is generated from a single 32-bit seed. The server sends only the seed and the world's dimensions; your browser regenerates a byte-identical map locally. The whole world costs six bytes on the wire.

The world is sized to the war — but not proportionally

world(kingdoms) = clamp(384×240 … 672×420, grid × √((kingdoms/128)^0.6))

A world scaled in proportion to its population would be the same game every time. At count^0.6 the density changes instead, and density is what decides how a match feels: a small match is genuinely cramped — neighbours in the first minute, nowhere quiet to develop — while a full house gets a continent.

KingdomsWorldTiles each
20384 × 2404 608
60536 × 3363 002
128672 × 4202 205

There is always a continent

The sea level is a quantile, not a number. The generator measures the whole elevation field first and then floods it to a fixed share, so 52 % of every world is dry land no matter which seed rolled it. The shape still varies wildly: bays, isthmuses, inland seas, a long spine of mountains. Only the amount is guaranteed, and land always outnumbers water.

It used to be a fixed elevation cut, which meant the amount of land was whatever that seed's noise happened to produce. Most maps were fine; some came out as an archipelago with nowhere for a hundred kingdoms to stand.

Rivers

Water runs through a continent as well as around it. Every world is cut by rivers: each one springs high in the hills and walks downhill to the sea, so they fork around ridges, pool in highland lakes and widen into estuaries the way real ones do.

A river belongs to nobody. No kingdom can ever paint one — not a wide one, not a single-tile stream. Coastal shelf is claimable from the beach beside it, and without this rule a narrow river would simply be swallowed by whoever owned both banks, which is not a river; it is a puddle in somebody's province.

The result is that a river is a natural frontier you did not have to pay for: an army wading one is slow, exposed and cannot be reinforced by conquest on the way. A wall drawn along the near bank turns it into the strongest border in the game — but a neighbour with a river port can put a boatload of men behind that wall, so a frontier is not the same thing as a moat.

Terrain

TerrainDefenceMarching speed YieldsBuildings that belong here
Plains1.00×100 % Mostly foodFarm, Village
Forest1.35×75 % Mostly woodLumber Camp, Bowyer Glade
Mountains2.10×55 % Mostly stoneQuarry, Forge Hall, Foundry, Dragon Roost
Ley fields1.15×90 % Half of everything mundane. No mana Ley Shrine, Mage Tower, Rune Hall, Moon Grove, Phoenix Aerie
Shallows1.70×50 % Half rate
Deep oceanimpassable

Every land tile produces a little of everything75 % of the full rate for the resources it is not made of. Geography is an advantage to press, not a sentence to serve; a forest kingdom will not starve. Buildings prefer their ground rather than demand it: a Farm in the mountains still yields 60 %. Where you build is worth real money — a Quarry in the mountains is worth nearly two anywhere else — but a bad map roll is a disadvantage to work around, not a match you were never allowed to play.

The three production halls carry the economy. A Farm, a Lumber Camp and a Quarry each produce far more than the ground under them, and every level compounds it. Holding more land gives you a floor; building on it is how you get a ceiling.

Mana is different. No terrain ever produces mana — not even ley fields. The only source in the game is a Ley Shrine, and it can only stand on a ley field. Everything magical runs on those tiles, which is what makes them worth a war.

Shallow water can be claimed, but only where it touches your land — you cannot paint the open sea.

Taking ground

Click enemy or empty land. A percentage of your reserve — the slider, 19, 0 for everything — leaves your reserve and lives inside the attack until it resolves. A single left click does not attack; double-click does, or use the centre of the right-click wheel.

Every war you have open is listed under the slider — how many of your people are pushing which border, wilderness included. Each row has an that calls that attack off: the men are back in your reserve the same instant, at no loss.

The ground already taken stays taken, so cancelling costs you nothing but the ground you did not go on to take. Over-committing is a mistake you can undo — which is the whole reason the list is there, since three attacks running at once used to drain a reserve with no way to see which one was doing it.

The attack takes the entire shared border at once, advancing in even shells rather than pushing at one point. Terrain only orders tiles within the same shell: hard ground is taken later than easy ground beside it, but never skipped. Point an army at a mountain and it takes the mountain.

What a tile costs, in men

cost = 1.8                                    // base troops per tile
     × terrainDefence                         // 1.00 plains … 2.10 mountain
     × structureAuras                         // Keep, Watchtower, Rune Hall…
     × (1 + min(1.6, 0.8 × defenderDensity))  // density = reserve / tiles
     × allyAdjacency                          // +15 % beside the defender's ally
     × (1 + attackerTiles / 36000)            // overreach: supply lines
     × unitControl                            // see Combat

Two of these are deliberately anti-snowball. Because the population ceiling is sub-linear in land, a small dense kingdom has a far higher troop density than an empire, so its tiles cost much more to take. And overreach makes the map leader pay progressively more per tile the more they own.

Only the men at home defend it. The density term counts your reserve, not your total. An army you have committed to an assault somewhere else is not defending your borders — so attacking is a genuine risk, and a kingdom that has thrown everything forward is soft behind. This is also why the number under a kingdom's name on the map reads 10k / 40k while 30 000 of its people are over the border.

How fast a front moves

Price and pace are separate dials. The cost above says what a tile takes in men; a second, independent budget says how many tiles may change hands per tick (a tick is 100 ms).

tiles/tick = clamp(2, 48, (1 + attackTroops / 400) × speed)

speed = 1                                                  // into empty wilderness
      = clamp(0.4, 2.5, √(attackTroops / defenderReserve))  // against a kingdom

Against a kingdom the pace is a contest of armies: bring three times their strength and the border caves in; attack a stronger neighbour with a token force and you grind. Against a realm whose army is away, you roll.

SituationSpeed
4 000 attacking a 2 000-strong garrison×1.41
Evenly matched×1.00
4 000 against a realm with 200 left at home×2.50 (capped)
Badly outnumbered×0.40 (floor)

Two-way wars

When A is attacking B and B is attacking A, the two hosts meet in the field first. The smaller is destroyed outright and the larger keeps only its surplus. The men that cancel are dead, not returned.

Send 4 000 at a neighbour who sends 1 600 at you, and 1 600 die on each side instantly; your 2 400 survivors carry on. This is what stops two kingdoms trading the same strip of ground for minutes, and it makes committing to an attack a real decision rather than a free option.

Defending

Defence is passive and automatic. It comes from several places, all multiplying the tile cost:

SourceEffectNotes
A unit standing there×2 to ×5 The biggest single term, and the only free one. See Tile control
Troop densityup to +160 % Reserve ÷ tiles. Capped, so a rump state is not indigestible
Terrainup to ×2.10A mountain border is a wall
Watchtower+30 %, +60 % at level 5radius 6 — and it shoots
Keep+25 %radius 8
Rune Hall (dwarf)+25 %radius 5
Allied adjacency+15 %Both of you, for sharing a border. Stand next to your team
Spawn protection×2First 60 seconds only
A wallabsolute Not a multiplier at all — no army takes ground through one, at any size. See Walls & gates

Buildings do not stack with each other. Where two or more auras cover the same tile, only the strongest one applies — four Watchtowers in a heap are worth exactly one. A second tower earns its keep only where it covers ground the first does not, which is what a chain of forts is for.

And a tower and a soldier add, they do not compound. A level-5 Watchtower is +60 % and a Shieldbearer standing under it is +660 %, so the tile costs ×8.2 of bare ground — not the ×12.2 the two used to multiply out to. Piling your best defender onto your best fort is no longer worth more than putting them on two different tiles, which is exactly what a border wants.

They are still worth having together — max tower + Shieldbearer is the hardest ground on the map — but the pair is now a sum, so the second one is worth the same wherever you put it. See Ground control for the full table.

Levels matter on defensive buildings. Each level adds +25 % to the bonus and +18 % to the radius, and to the range of anything that shoots. A level-5 Watchtower gives +60 % defence over a radius of 10.3 and fires 45 damage a second out to 12.4 tiles.

Walls & gates

Territory cannot be taken through a standing wall. Every other defence in the game makes ground dearer. A wall makes it impossible, and no size of army changes that — only trained units can pull one down.

Sorcery is what really opens a fortress. Every unit with mana in its price — Wizard, Runesmith, Druid, Dragon, Battle Golem, Phoenix — hits stonework three times as hard as it hits a man. A Runesmith does 36 to a rampart against his 12 in a duel; a Crossbowman does 24 to both.

Mana has exactly one source: a Ley Shrine, and only on a ley field. So the answer to a walled empire is ground you have to go and hold — and the answer to that is to take his ley fields off him. The Shieldbearer is the other siege answer: it cannot harm a living thing, but it will lean on a rampart until the rampart gives.

Select soldiers and right-click a wall to break it — even one belonging to a kingdom you are not at war with. That order is the declaration, exactly as right-clicking a caravan is: it opens the war permanently and shuts the trade road between you for good.

It has to work that way. Population cannot touch stonework and soldiers only fight a realm you have already fought — so without this a neighbour could wall a frontier you had never crossed, and you would have no move at all: no way through, and no way to start the war that would let you through. Your soldiers still never pick that fight on their own. You do.

A wall is not a building. It lives on the tile itself, there can be hundreds of them, and it is drawn rather than placed — pick up the tool and drag the mouse across your own land. The line you trace is laid in one order and paid for tile by tile, so a drag that outruns your treasury stops where the money ran out.

The two kinds

KindHPCostWhat it does
Wall V620 26 wood · 52 stone · 12 gold Blocks conquest. Blocks everything on foot — your own soldiers included
Gate N440 55 wood · 70 stone · 40 gold Blocks conquest the same way, but you and your allies walk through it

A rampart bars its builder as much as its enemy, which is the entire reason gates exist: deciding where your army can get out is the interesting half of drawing a border. A gate is also the weaker stonework — the doors of a fortress are its soft spots.

Where one may stand

  • Your own land, and only your own.
  • Dry ground — never the shallows or the sea.
  • A bare tile, or one carrying a Watchtower. Nothing else may share a wall tile, and no other building can be raised on one afterwards.

A finished wall can be rebuilt. Draw the gate tool across a rampart you already own and those segments become gates; draw the wall tool back over a gate and it closes up again. It is the same segment, so it does not count twice against your total — and it keeps its damage, so knocking a wall to a sliver and "rebuilding" it is not a cheap repair.

A wall carries nothing

No building may stand on a wall, and no wall may be drawn under a building — the Watchtower included, from either direction. There are no bastions: a rampart is 620 HP and a gate is 440 wherever they stand, and a tower next to a wall is a tower next to a wall.

Nor may a wall be laid over somebody standing there, anybody's unit, yours included. A rampart raised over a man's head used to brick him in: the tile became impassable and he ground against your own stonework until something killed him. The mason simply refuses the tile — one step to the side is no hardship on a line dozens of tiles long.

A tower built into the stonework used to make the strongest defensive tile in the game strictly stronger for nothing, and it let the one building that shoots hide inside the one thing an army cannot touch. Put your towers behind the line instead — they shoot straight over it.

Bringing one down

An army cannot touch a wall. Not slowly, not expensively — not at all. The men in your troop bar are a number that converts ground, and stonework is not ground: an assault that runs into a rampart has reached the end of its map and marches home. Thirty thousand men can stand in front of one for a minute and a half and leave it at full health.

What breaks itSpeedNotes
Soldiers×2.2 their damage Four knights breach a rampart in about 4 seconds. This is the answer
Fliers3 razing passes A dragon or phoenix burns it from above — fastest, and by far the dearest
An attacknothing Attack orders do not damage walls and never will

This is what a wall actually sells you: it converts an enemy's money into an enemy's time. To get past it they must train units, walk them to your border, and spend them on masonry instead of on your army — all of it in the open, in range of everything you have. A standing order to spare buildings does not spare walls: a wall is not a province you are about to inherit, it is a door.

Once the stonework is gone the tile is ordinary ground again, and the assault you were holding back walks straight through the gap. A breach is worth widening.

Archers shoot straight over it. A wall stops feet, not arrows: Longbows, Crossbowmen and Watchtowers all fire across their own rampart without penalty. A wall backed by bowmen is the strongest defensive position in the game.

What a wall costs by the mile

The price does not climb per segment — a wall that got dearer every tile would punish drawing a line at all, and a wall is supposed to be long. It climbs per block of twenty: segments 1–20 cost what the table says, 21–40 cost +35 %, 41–60 another 35 %, and so on. Fortifying a border is affordable; fortifying a continent is not.

A wall needs a kingdom behind it

Stonework does not defend itself — somebody has to stand on it. A realm mans one segment for every 6 tiles it holds, and anything beyond that is abandoned: it crumbles at 45 HP a second until the line matches the country. Your starting circle supports about thirteen segments; a province supports a border; an empire supports a frontier.

This is why losing ground loses you walls. A kingdom beaten back to a handful of tiles cannot hide behind masonry it no longer has the people to hold — the same principle as the cap on troop density: a small dense kingdom should be a fortress, not an immovable object.

A wall does not outlive its kingdom. There is no separate owner: the wall belongs to whoever holds the ground. Lose the realm and every segment falls with it. A tile razed to neutral by a flier loses its wall the same way — which is why a razing pass has to break the stonework first, and only then the ground.

What the AI does with them

Bot kingdoms fortify too, but only the side of their border that faces somebody hostile, in short runs with a gate in the middle, paid for out of whatever is left after their buildings and their army. They are capped at 8 % of their own border ring — a bot cannot judge how much of its frontier it can afford to close, so the rule judges for it, and three quarters of every AI border always stays open. A human has no such limit.

People & recruitment

Your people are your army. There is no separate population number. The men in your troop bar are the same men who live in your villages, pay your taxes and eat your grain.

land     = 200 + 12 × tiles^0.62
housing  = Σ(popCap × level) / 300        ← no ceiling on this
ceiling  = land × (1 + housing) + Σ(troopCap × level)

Land is where people can live; villages are why they do. The territory term is small and heavily sub-linear — bare ground gives you somewhere to put people and very little more. What fills a country is housing, and housing has no ceiling at all.

One Village level = +30 % of your whole ceiling, and a level-5 village two and a half times it. Conquering without building leaves you with an empty map and no army to hold it; a compact realm of well-levelled villages can field more soldiers than an empire twice its size.

A village only keeps standing for its own people. Take a province from somebody of your race and its villages are annexed intact — the houses are the kind your people build, on the ground your people live on. Take one from another race and every village in it comes down: an elf grove is not somewhere a dwarf will live.

Pulling them down hands you 25 % of their price per level, in timber, stone, grain and mana — never gold. Coin is minted by trade and taxed out of people; nobody finds it in the rubble of a house.

Villages only. A farm, a market, a quarry all change hands to anybody — those are things, and a mine is a mine whoever holds the pick. This is a rule about who lives somewhere. It also gives conquest two different flavours: taking your own kind is annexation and the province keeps working, taking strangers is conquest and you inherit ground to rebuild on.

Build as many houses as you can pay for. There is no cap on how many villages you may raise and no cap on what housing adds — the price is the limit, and it is a steep one: every extra building of a kind costs 60 % more than the last, compounding. Your fourth village costs about four times your first; your tenth costs sixty-eight times it.

That is deliberate. A hard ceiling is a rule you cannot see, and it makes "should I build another?" a lookup instead of a decision. A rising price is a question you can actually answer, with numbers on the screen — and it is why levelling what you already own is usually the better buy long before you run out of room.

The recruitment curve

A realm does not recruit fastest when it is empty. Few people make few people; a full country makes none because there is nowhere to put them. The rate follows a skewed curve that peaks at 65 % of capacity.

troops/s = ceiling × 0.036 × curve(filled) × foodFactor × (1 + villageBonus) × race
OccupancyRate
10 % full16 % of peak
50 % full88 %
65 % full100 % — the peak
90 % full52 %
Completely full0

Villages buy the rate as well as the ceiling: +10 % recruitment speed per village level, up to +150 % from all of them together. They are the single strongest building in the game.

Being invaded cannot empty you. Every tile somebody takes off you costs you men — 0.55 of them per point of tile cost — but that bleeding stops at 22 % of your ceiling. Below the floor the attacker still pays full price for every tile; you simply stop paying.

It matters more than it sounds. Without a floor a losing kingdom sat on zero for the whole war: the invasion drained faster than the realm could recruit, so there was never anything left to strike back with and the first setback was the last one. Now the reserve settles just above the floor and keeps growing — so however badly it is going, you are always accumulating the army for a counterattack.

Food

Every soldier eats. Upkeep is 0.004 food per person per second — 40 000 people eat 160 food a second, which is why a large army needs farms and not just land.

Food does more than prevent disaster: how deep the granary is sets how fast people arrive. A kingdom sitting on 80 seconds of eating grows fastest; one living hand-to-mouth crawls even though it is technically fed.

GranaryRecruitment
Empty — starving×0.15, and you lose people every second
Thin×0.40
80 seconds of upkeep or more×1.35

Burning an enemy's food is a real strategic blow, not an inconvenience.

Economy

Five resources. Four come out of the ground or out of buildings; gold comes from people and trade.

ResourceWhere it comes from
FoodPlains, every tile a little, Farms. Eaten by your people
WoodForest, Lumber Camps
StoneMountains, Quarries
ManaLey Shrines only. Never from land
GoldMarkets and Harbours, plus caravans and a small head tax. Never from land

Gold is a joker. One gold stands in for one food, wood or stone, and is spent automatically whenever a stockpile falls short. It cannot buy mana — magic has to be mined out of the ley fields.

Markets tax your people; they do not print money

Most of what a Market is worth arrives as a rise in the head tax — what every subject in your realm pays you, every second. A Market in an empty province earns almost nothing; the same Market in a full one is the best building you own. That is the shape a trade building should have, and it is why a big population is worth having twice over.

SourceEffectNotes
Market+7 % head tax per level …plus 0.64 gold/s of its own, and it sends caravans
Harbour+7 % head tax per level …plus 0.40 gold/s in port dues, and it sends trade ships. Needs open water
Both togetherup to +180 % The cap. Roughly 26 levels of trade building
Caravansup to 367 a trip, ×2.1 at best Market to market, by road. Richer the further, the more foreign and the less like you — and raidable. Never to anyone you have fought. A smaller load than a ship's, but the wagon is quick, so the gold per minute is the same
Trade shipsup to 725 a trip, ×2.1 at best Harbour to harbour, by sea. Same rules, bigger hold, far longer reach — and only ever to a port on the same water
Head tax0.0014 per personBefore the trade bonus multiplies it
Village0.04 per levelRent. Villages are for people, not for money

Both trade buildings were also made much cheaper to raise — a realm with no money cannot buy its way out of having no money, and the old prices meant the buildings that fix poverty were the ones poverty stopped you building.

Buildings carry the economy, not territory

Land yields are deliberately thin and suffer diminishing returns with size; building output is 3.2× the table value and scales with level. Measured: 441 tiles of plains produce 4.2 food/s alone, and 64.2 food/s with four level-5 Farms on them. A compact, developed realm out-earns a sprawling empty one.

Storage caps at 3 000 of each resource, +3 000 per Warehouse level — so the first one doubles what your realm can keep, and everything past the ceiling is simply thrown away.

Buildings

Costs below are what you pay for your first one. Every further building of the same kind is +65 % dearer, and each level costs the base price again. There is no limit on how many you own — the escalating price is the brake.

Every building says what it is

Twenty-six buildings at sixteen pixels are not tellable apart by silhouette, so each one writes its own name under it on the map once you are zoomed in far enough to see them separately. Every name — on the map, in the build menu, in the wheel and in the tooltips — also carries a mark saying what the building is for:

MarkMeansWhich ones
○ ringEconomy Farm, Lumber Camp, Quarry, Ley Shrine, Market, Harbour, Warehouse — it produces, stores or taxes
△ spearheadMilitary Barracks, Watchtower, Mage Tower, every racial hall — it trains, garrisons or shoots
⌂ houseHousing The Village, alone. It is the only building whose product is people

Construction takes time

A new building spends (7 + totalCost × 0.007) × 1.25 seconds as scaffolding — about 10–20 seconds. Until the roof is on it produces nothing, houses nobody, garrisons nobody, trains nothing and projects no aura. It is a hole in the ground with a price tag. Levelling an existing building is instant.

Placing and upgrading

  • Clicking on or beside your own building of the same type levels it up rather than starting a second one next door. Maximum level 5.
  • A build order that lands on impossible ground is nudged to the nearest tile that works, up to 4 tiles — asking for a Harbour on a beach means "put a Harbour on this beach".
  • Buildings on conquered tiles change hands at half health and half their levels. The Keep, the Watchtower and every monster lair burn instead.

Shared by every people

BuildingFirst costBest onWhat it does, per level
Keepfree at spawnanywhere +200 flat capacity, housing, +25 % defence r8. Losing it scatters 30 % of your troops
Farm138 38Plains +3.0 food/s
Lumber Camp138 38Forest +2.6 wood/s
Quarry188 50Mountains +2.2 stone/s
Ley Shrine113 225 138 Ley only+1.2 mana/s. The only source in the game
Village150 225 75 113 your people's own
humans plains · dwarves mountains · elves forest
+30 % population ceiling per level, uncapped, +10 % recruitment speed, +0.4 food/s, +0.2 gold/s, +5 % defence r3. Build as many as you can pay for
Watchtower163 113 50anywhere Shoots for 9 damage/s out to 7, +30 % defence r6. Burns when its tile falls
Market163 200 150anywhere +0.6 gold/s, sends caravans, +4 % team income each (max +20 %), tax-free gifting, needed at both ends for relief convoys
Harbour238 138 138must touch water Launches troop transports and sends trade ships. +0.4 food/s, +0.2 gold/s, +10 % defence r3
Warehouse75 250 175 138anywhere +3 000 storage on every resource — the building that unlocks the endgame

Military halls — each people builds its own

PeopleLineCastersElite
HumansBarracks
Knight, Archer
Mage Tower
Wizard · zaps r6
Dragon Roost
Dragon
DwarvesForge Hall
Shieldbearer, Crossbowman
Rune Hall
Runesmith · +25 % defence r5
Golem Foundry
Battle Golem
ElvesBowyer Glade
Blademaster, Longbow
Moon Grove
Druid · zaps r6
Phoenix Aerie
Phoenix

Every hall also raises your army limit: +2 per hall, +1 per level on top of a base of 3, to a ceiling of 80. A second Barracks visibly raises it — that is the reason to build one.

Units

Units are not a second economy. They are tile control, a strike force, and the only way to reach a building. Each unit type is limited by the buildings that make it (2 at level 1, +1 per level), and every one already in the field makes the next +30 % dearer.

Soldiers are paid in food and gold. Never in timber or stone. Wood and stone are what you build with; food and gold are what you run a country on. The two halves of the economy have their own currencies, so an army order and a building order never bid against each other, and a realm on poor forest can still field infantry.

Mana is the exception, and deliberately: it comes from one building on one kind of ground, so needing ley fields before you can raise a Dragon is the whole point of it.

Humans

UnitHPDamageRangeSpeedCostWhat it is for
Knight Q14016 / 1.0 smelee2.6 72 53 Captures land by walking over it — 1 tile/s. The spearhead of a deep strike
Archer W8011 / 0.85 s62.4 60 40 Cheap ranged defence. Outranges knights, melts in melee
Wizard E7022 splash7.52.0 40 50 70 Anti-blob. Buffs nearby allies +15 % damage. Casts Meteor F
Dragon T52040 splash43.2 240 150 420 Flies over ocean and mountain, razes land back to neutral

Dwarves

UnitHPDamageRangeSpeedCostWhat it is for
Shieldbearer Q520none
14 vs walls
1.9 80 60 Draws no blood at all — not a man, not a building. It stands, soaks what was meant for your Crossbowmen, takes ground, holds it like a fort, and puts its shoulder to a rampart
Crossbowman W9524 / 1.6 s51.9 67 48 Fewer shots than a bow, each one lands like a hammer
Runesmith E12012 / 1.6 s42.0 60 45 85 3.4 holding power — the land he stands on is brutally expensive to take
Battle Golem T90052 splash1.61.5 280 120 460 Cannot fly, cannot hurry, and nothing on the ground stops it

Elves

UnitHPDamageRangeSpeedCostWhat it is for
Blademaster Q10519 / 0.8 smelee3.4 72 58 Takes ground faster than anything alive — 1.4 tiles/s — and dies as fast
Longbow W6513 / 0.9 s8.52.8 62 48 The longest reach on land. Kill it before it sees you
Druid E90heals62.6 45 50 75 Mends the most wounded ally in range instead of attacking
Phoenix T38034 splash3.54.2 200 170 360 Flies. Does not die the first time — rises again at half strength

Every people — the Warship

UnitHPDamageRangeSpeedCostWhat it is for
Warship
right-click the sea
42026 / 1.1 s103.4 115 255 The longest reach in the game — past the Longbow's 8.5, because a hull cannot step ashore and would otherwise be shot from a beach it can never answer. Sinks transports, merchantmen and other warships, and burns Harbours. Takes no ground at all. One per Harbour level. Every people sails the same ship under a different silhouette

Combat

Tile control — where you put your army is the strongest defence you have

A soldier standing on a tile roughly doubles what it costs an attacker. This is the biggest single defensive multiplier in the game, it costs no resources, and it is the one that rewards attention rather than spending.

Every unit within 3 tiles of a contested tile shifts what that tile costs. Only the strongest unit in range counts — it does not stack. Piling twenty soldiers on one tile is worth exactly one soldier; the same twenty spread along the border protect twenty times as much of it.

  • Defenders raise the price by 300 % per point of holding power, up to +700 % — which any unit of 2.34 holding or better already reaches.
  • Attackers lower it by 36 % per point of assault power, up to −78 %.
Holding the tileHolding powerTile costs
Nobody×1.0
Blademaster0.7×3.1
Knight / Archer1.0–1.1×4.0–4.3
Wizard / Longbow / Crossbowman / Druid1.2–1.4×4.6–5.2
Shieldbearer2.2×7.6
Phoenix / Dragon / Runesmith / Battle Golem 2.4–4.0×8.0 (the cap)

Read the top two rows together: the dwarves' cheapest soldier reaches 95 % of the ceiling, where humans and elves need a Dragon or a Phoenix to get there. That is what the Shieldbearer is paid for — and what it pays for by carrying no weapon.

A tower and a soldier add, they do not compound. A max-level Watchtower is +60 %, so tower plus Shieldbearer is ×8.2 of open field, not the ×12.2 the two would multiply out to. It is still the hardest ground on the map — but spreading the pair over two tiles now protects twice as much border, which is the shape a defence is supposed to have. Your own and allied units draw a faint disc showing exactly what they cover.

Nothing on the map is hidden

There is no stealth and no detection. There were thieves once — three of them, one per people, with three halls to train them, invisibility, detection radii on half the buildings and a whole set of rules about being seen. They came out of the game, and every unit is now simply visible to anyone who can see that patch of ground. One fewer thing to learn, and one fewer thing to balance against everything else.

Reach is measured body to body

Not centre to centre. Units keep each other about 0.8 tiles apart, so a melee unit whose raw range was under that could never satisfy its own reach check. This is why a Blademaster can hit a Knight and a Knight can hit a Golem.

Being shoved

Units push each other apart, and the push is split by mass: heavy units barely move. Six goblins shift a Shieldbearer 0.31 tiles; six Battle Golems shift it 1.37.

Attrition

Units standing in enemy territory lose 0.5 HP per second. Deep strikes have a clock.

Orders

OrderHowWhat it does
Moveright-click with units selected The squad marches as a formation — each unit gets its own standing place on a spaced disc, nearest unit to nearest place, and parks where it stands on arrival
Spare buildingsX or the bar under the troop slider These units will not attack any building except a Watchtower — that one shoots back. A captured province is worth far more than a razed one
Disband / ScrapDelete or the bar under the troop slider Removes the selection — caravans and merchantmen included, so a trader that has gone somewhere useless is never permanently in the way. A transport still at sea gives half its passengers back
MeteorF with a Wizard selected 90 damage in radius 3 at the cursor. Costs 35 20, 12 s cooldown, range 10.5

Units under explicit orders only stop for buildings they walk past — they will not wander off to besiege something two screens away.

Two standing orders for the whole realm

These are the buttons under the troop bar, and they apply to everything you own.

OrderWhat it doesWhat it costs
Defend A standing garrison: posts every soldier you have evenly along the contested border, and re-posts them every two seconds so the line follows the frontier as it moves. Moving the army by hand stands it down Nothing
Repair A standing order: masons mend damaged buildings and walls until you switch it off. The button turns and keeps turning while they work Gold only
Your people's power One devastating ability, aimed at a point on the map. See below 12 000, and rising

The race power — and what a late-game fortune is for

By the second half of a big match a developed realm earns faster than it can possibly spend: every plot worth a farm has one, every hall is at level five, and the stockpiles sit pinned at their ceiling wasting income. So each people has one devastating thing to burn a treasury on.

PeoplePowerLastsStrikes Each oneCharacter
HumansMeteor Storm16 s 100105 dmg, r3.0 The sky opens over a province. The longest-lived of the three, and the one that keeps coming
DwarvesRunic Colossus24 s 120165 dmg, r5.2 It walks. Lands where you point, then marches at 4.5 tiles a second hunting whatever is hostile, smashing 5.2 tiles flat at every one of its steps. The only one of the three that comes to them
ElvesSylvan Wrath9 s 10085 dmg, r2.6 The forest answers, once. Enormous, furious, over almost before it began
first use   12 000 wood + 12 000 stone + 12 000 gold  =  36 000
every use after that                                 =  +80 %
  • Wood, stone and gold only. Never food, never mana — those are what a realm is already short of, and this is meant to drain a surplus, not compete with feeding your army.
  • It only hits what is hostile to you. Aiming it at your own province does nothing at all, so there is no way to misfire into your own farms.
  • Strikes aim themselves. Each one falls on something of theirs inside the ring when there is something, and at random inside it when there is not.
  • It reaches anywhere on the map. There is no distance limit — what you are paying is thirty-six thousand of three resources, and that is the whole price. A realm squeezed into a corner needs this more than anybody, not less.
  • The ground it takes goes back to the wilderness — walls and all. Nothing else in the game removes standing stonework at range, which makes this the answer to a neighbour who has fortified a border you cannot push.

Sizing the blast

Arm the power and a ring appears at the cursor. Scroll to grow or shrink it, from 16 tiles to 150 — and 150 is a circle of seventy thousand squares, over half the land in the world. The wheel moves it by a share of its current size, so fourteen turns take you from one end to the other.

The number of shots never changes. A calling always throws 100–120 strikes, whatever ring you set — only how far apart they land is up to you. Wind it in and a hundred rocks fall inside sixteen tiles and nothing is left standing; wind it out and the same hundred are scattered across half a continent, a wide shallow ruin rather than a killing blow. That is the whole decision.

The highlighted area is not the ring. It is the ring clipped to what the target actually holds, so the shape you see is their border — and you can tell before you spend thirty-six thousand whether the blast reaches their capital or stops at the river.

While one is falling, everybody sees a ring in the caster's colour with "Caster → Victim" above it. A weapon this loud should never be anonymous.

You cannot even hold the price without Warehouses. Storage caps at 3 000 a resource, so twelve thousand of anything is four times beyond a bare realm. Calling this once needs three levels of Warehouse; calling it twice needs seven.

That is the whole design. A late-game surplus finally has somewhere to go, and the Warehouse stops being a curiosity and becomes the building that unlocks the endgame.

Defend is the order the ground-control rule has been asking for. Only the strongest unit in range counts and the effect reaches three tiles, so the same army spread along a border holds many times more of it than it does in a heap — and re-spreading it by hand every time the front moves is a chore nobody keeps up with.

Only the contested border. Coastline, riverbank and open wilderness are all "border" as far as the map is concerned, and a garrison strung along them is an army scattered across ground nobody is coming from. You defend against somebody, so the order only knows about somebodies — and refuses outright if no kingdom is touching you yet.

It is a policy, not an order. Take ground and your men walk forward onto the new border; lose ground and they fall back onto the new one. Nothing to click. Give the army a manual move order and the policy ends — otherwise the order you just gave would be quietly undone two seconds later.

And they stay on the line. A garrisoned soldier will hit anything he can reach from where he is posted — soldiers, buildings, an enemy rampart built right against your border, all of it. What he will not do is walk off to find it: the reach is 3.5 tiles from his post, measured from the post and not from the man, so a garrison can never inch its way into enemy land one target at a time and leave the gap it was standing in wide open.

What the masons do

Your realm mends 26 HP a second in total, spread over whatever is damaged, stonework first. That is deliberately far below what an army does — four knights take a rampart apart five times faster than this puts it back — so it never reads as invulnerability. What it does do is bleed an attacker's progress while they work, and quietly put a province back together once they have gone.

MendingGold per HPA full repair
An ordinary building0.0918 gold on a 200-HP Farm
A wall, a gate or a Watchtower0.55 341 gold on a 620-HP rampart

Stonework costs six times what a house does to mend, and that is the counterweight to the whole defensive game. Without it, "repair on" plus a walled border would be a fortress that mends itself for pocket change. At this price, holding a rampart under siege eats a third of a mid-game treasury — a wall is something you keep paying for.

Run out of gold and the masons simply stop for the tick. The order stays on: a treasury that refills is a job that resumes.

War at sea

Build a Harbour on a coastal tile, press H, and click a shore across the water. A transport carries your attack ratio there and lands it as an invasion.

  • Transports route over water only — a real path, so they round a headland instead of grinding along it.
  • Click a little inland and it lands on the nearest beach rather than sailing in circles.
  • Redirect one mid-voyage by right-clicking with it selected.
  • Right-click open water and it holds station there — sails out, waits, and does not time out. Park a loaded ship off a coast and choose your moment.
  • The number under the hull is how many men are aboard, shown only on your own and your allies' ships. To everyone else it is a hull on the horizon.
  • Landing on an ally's coast disembarks without invading.
  • They are defenceless at sea. Sinking one drowns the men.

Warships

Which is what the Warship is for. With a Harbour of your own, right-click open water and a hull is laid down at your nearest pier and sails to the spot you clicked. It fights like any other soldier — it hunts on its own once you are at war, and takes orders like a squad — with one difference that decides everything about it: it never touches the shore. It claims no ground, scrubs none, and cannot help you take a single field.

  • What it kills: transports, merchantmen, other warships — and Harbours, which it can burn to the ground from the water.
  • One berth per Harbour level. A level-3 pier keeps three hulls. A navy is bought pier by pier, and every hull already at sea makes the next one dearer.
  • Every people sails the same ship — a human carrack, a dwarven ironclad, an elven cutter — with identical statistics. You should know whose fleet is on the horizon before you can read its health bar; you should not have to learn three sets of numbers.
  • It is in the Light edition too.

An invasion is a convoy, and a convoy can be met. Before warships, a landing could only be answered where it landed. Now the crossing itself is contestable: two hulls parked off your coast make an amphibious assault a decision rather than a formality, and two parked off theirs can shut a trade route and burn the pier it ran from.

The three peoples

PeopleStrengthsWeaknesses
Humans
Traders and generalists
+10 % gold from every building, +10 % defence on the plains. The only Dragons on the map No speciality
Dwarves
Slow, rich, immovable
+20 % tile defence on everything they own and +10 % again in the mountains, quarries run 30 % hotter, the toughest units in the game Soldiers are slow, recruitment 10 % slower, and their line infantry — the Shieldbearercannot attack anything at all
Elves
Fast, fragile, far-seeing
Forest and mountain do not slow them at all, +10 % defence in the forest, lumber 30 % hotter, recruitment 5 % faster, take ground fastest, Phoenixes rise again −8 % tile defence, thin armies

Every people fights hardest for its own country. Humans on the plains, dwarves in the mountains, elves in the forest — +10 % tile defence, and nothing extra anywhere else. It is the same ground each of them farms at full rate, so where your border settles is a decision and not just a number.

Note that this is separate from the terrain's own defence: mountain is dear ground for everybody to attack, and dearer again when it is dwarves standing on it.

Monster camps

The wilderness is not empty. Camps are tiny teamless realms that hate everyone — including each other — scattered across the whole map, roughly one per 1 400 tiles of land.

LairBreedsNotes
Orc CampOrc Raiders, occasional OgresRaiders burn territory as they pass
Goblin WarrenGoblinsFast, fragile, always in numbers
Murloc LagoonMurlocsAlways coastal
Wyvern NestWyvernsFly over everything
Griffin NestGriffinsVery fast, wide vision

Creatures stay on a leash near their lair. Every camp sits on a hoard it has foraged and plundered, and whoever destroys the lair inherits all of it — camps are worth hunting. Raze the lair and the warband dies with it.

Cleared camps do not stay cleared: a new warband moves into the wilderness elsewhere after a while. New camps never appear on a built-up patch, and are refused on claimed land 65 % of the time. Camp-held ground does not count against the victory line.

War & trade

There are no alliances. You cannot propose one, accept one or break one. The only side you have is the team the lobby dealt you — in free-for-all that is nobody at all, which is what the mode has always claimed and now actually means.

Negotiated alliances were an open invitation to the thing that ruins a hundred-player map: two kingdoms shake hands, then four, then the lobby is one bloc against three stragglers and the war is over before it is fought. A treaty you cannot sign is a treaty nobody can pressure you into.

A war has to be declared

Your soldiers will not attack a kingdom you have never fought. Two armies can stand on either side of a border indefinitely and neither will draw. Watchtowers hold their fire. Even a wizard's blast spares bystanders from a realm you have no quarrel with.

There are two ways to start one, and both are deliberate:

  • Attack their territory. The ordinary way, against a neighbour you share a border with.
  • Send your soldiers after one of their units. Select your men and right-click the unit itself — a caravan on the road, a patrol crossing your fields. This works at any distance and needs no shared border, which is the whole point: a loaded wagon belonging to a kingdom on the other side of the map used to be untouchable no matter what it drove past. Your men will chase it until it is dead, and any other march order calls them back.
  • Send your soldiers at one of their walls. Select your men and right-click the wall. Same gesture, aimed at stonework — and the only answer to a frontier somebody closed against a realm they had never fought. See Walls & gates.

From that moment the two realms are at war permanently — soldiers engage on sight, towers shoot, ground can be taken by units, and the trade road between you closes for the rest of the match. Kingdoms you are at war with wear crossed swords over their name on the map.

This makes a border a decision instead of an accident. You can raise a farm next to a stranger's frontier without losing a patrol to it, and you can keep a rich neighbour rich because their market is worth more to you than their province. When you do decide to take their land, you are choosing to lose the trade as well — and everyone can see you chose it.

The wilds are exempt. Orcs, goblins and murlocs keep no treaties and need no declaration: they attack anybody, and anybody may cut them down. Clearing a camp is not a war.

There is no chat. What is left of diplomacy is help for your own team, and on a team-mate's ground the two mouse buttons do the two things worth doing: right-click opens the wheel, with Aid in the middle, left-click opens the aid cart. Everything else is map pings.

ActionCostNotes
Gift resources10 % tax, 0 % with a Market Instant. The answer to terrain specialisation
Send your peoplefree, 8 s per recipient Right-click a team-mate's ground and take Aid in the middle of the wheel. The share your attack slider is set to leaves your reserve for theirs at once, with nothing lost on the way. Only what fits under their population ceiling crosses — the rest simply stays at home, so you can never waste men on a country that is already full
Relief caravanfree, 8 s cooldown Up to 600 of each resource. Both kingdoms need a Market. It walks the real distance and can be raided — the killer takes a quarter of the load, and the rest is lost
Adjacency defenceautomatic+15 % for both of you, for sharing a border
Market networkautomaticEvery team-mate's Market raises the whole team's income by 4 %, up to +20 %
Map pingsfree"Attack here", "defend here", "need resources"

Caravans

Every Market sends gold caravans to other markets on its own — you never build or pay for one. The freight is set when the wagon leaves (up to 500, richer the further it is going). Kill somebody else's and the freight is yours.

A trade route is a round trip. When the wagon reaches the far market the goods are sold there — an ally takes their 40 % on the spot — but you are not paid until it is back through your own gate. For the whole journey home the profit is sitting on a cart in the open.

A raider takes a quarter of what the wagon is worth, and the same quarter whether he catches it on the way out or on the way home — killing a trader is how you stop a rival getting rich, not how you get rich yourself. So a trade route is worth escorting, and worth raiding. It is also worth keeping short when the road runs past somebody you do not trust.

How many can be out at once: one per market level you own, counted across the whole realm. Five levels of Market — one hall at five, or five halls at one — means five wagons on the road, and no more until one comes home.

How a trader finds its way

Wagons and merchantmen steer themselves, and you never give them an order. Two rules govern how: they go round what they cannot go through, and they reconsider the errand every two seconds.

  • Obstacles are routed around, not walked into. A wagon works out a real road to its market and follows it — round a bay of deep water, round a spur of High Peaks, and through the gate in a rampart rather than into the stonework beside it. A merchantman does the same at sea, working round a headland instead of pressing against it. Neither will ever set out at something it has no route to.
  • The orders are re-asked every two seconds. An errand that was legal when it was set can stop being legal while the journey is still happening — and until recently nothing noticed. Every wagon and hull now re-checks, on the road:
    • Is the market still standing and finished?
    • Has it changed hands? A market captured by somebody you are at war with is no longer a place you may trade, even though the building has not moved.
    • Is it still reachable — over land for a wagon, over one connected body of water for a hull?
  • If the answer is no, it goes somewhere else. The trader picks the best market still open to it and sets off there, exactly as the dispatch would have chosen. Only if there is nowhere left at all does it turn for home with the load unsold — and only if it has no home to return to either is it scuttled.

What this means at the table. Taking a rival's market no longer strands the caravans already bound for it — they will simply take their custom elsewhere, so cutting a realm out of the trade network means closing every road to it, not one. And declaring war no longer quietly kills the wagons already on the road to your new enemy: they turn aside, and the freight is still there to be raided.

A wagon cannot swim. A market across open water, or behind a sealed mountain range, is never chosen and cannot be chosen by hand: the road has to exist. Trade over water is what harbours are for.

It does follow a real road, though. A caravan routes properly around anything in its way and finds the gate in your own wall rather than pressing into the rampart beside it — so walling your realm in does not quietly strangle your own trade. If one ever does end up somewhere useless, select it and Scrap it.

What a delivery is worth to the sender, as a multiple of the freight:

PartnerYou getThey getWhy
Your own market×1.0 Moving money from one pocket to the other
An ally×1.040 % A shared enterprise: both treasuries grow
A rival×1.6nothing You take their host's share and 20 % for the nerve. You are extracting, not developing
Another people+0.5unchanged What a dwarf hall wants is not what an elf grove wants, and the merchant profits by the gap
A rival of another people×2.1 nothingThe best trade in the game

One blow closes a road for ever. The moment you attack a kingdom's border — or a single soldier of yours strikes a single soldier of theirs — neither of you will ever send the other a caravan again. Not after a ceasefire, not ever. Peace ends a war; it does not make the merchants forget. The same blow is what lets your soldiers engage theirs at all.

So the richest trade partner in the game is a rival you have never fought, of a people not your own — and the moment you decide to take their land, you have spent that for good. That is the price of opening a war, and it is meant to be felt.

Pick the partner yourself: left-click one of your Markets to take it in hand (it pulses gold), then right-click any other market to fix its route there. Right-click your own land instead and it goes back to choosing for itself, which is the default and is usually fine — a merchant left alone already chases the best-paying deal it can reach.

Trade ships

Harbours do exactly the same thing, over water. Each one sends merchantmen to foreign harbours on its own: out with a hold of goods, the host paid on arrival, and you paid only when the hull ties up at home again — the same round trip, the same payout table, the same permanent grudge rule. A hull carries about 45 % more than a cart of the same trade and sails much further, and the limit is one ship at sea per harbour level you own.

What is different is the map. A ship is stopped by the first stretch of land exactly as a wagon is stopped by the first stretch of sea, so a harbour trades with every harbour on its own water and none anywhere else — a port on a landlocked lake trades only with that lake. That is what makes an island kingdom viable: no road reaches it, and it does not need one.

Pick the partner yourself the same way: left-click one of your Harbours, then right-click another harbour. A market pairs only with a market and a harbour only with a harbour — the two trade by different means, and neither can finish the other's journey.

A river port sails. A Harbour on a river bank taxes and trades like any other, and launches from the stream as well. Whether it can send a merchantman to a particular partner is the usual question of one water: a river that meets the sea shares the sea's water, a landlocked stream does not.

A merchantman is a civilian — it never fights, takes no orders, and cannot be told where to go beyond naming its partner. Caught in open water it has nowhere at all to run, and everything in the hold goes to whoever sank it.

Victory & defeat

There is no clock on the war. It ends when a team holds 90 % of the settled world — every claimable tile, minus whatever monster camps are squatting on right now, and minus every tile under a wall or a gate. A bar in the top bar tracks the leader's share.

Stonework is written off, and that is deliberate. Nothing takes ground through a standing wall and population cannot break one — only trained soldiers can. Without this rule a single kingdom that walled itself into a corner could hold a whole world hostage: everyone else has won, and nobody can finish. So a realm that turtles is a siege you may leave to rot, not a stalemate that denies the map.

The line is 90 %, not 95. The last few per cent of a decided war is a hunt for one-tile holdouts, and it is nobody's favourite part of a match.

Losing your last tile ends your kingdom. Its treasury goes to whoever struck last, and your entire army dies with you.

Defeat is private. The war does not stop because you lost it. Only you get the screen, and you choose: leave, or stay and watch how it finishes.

Victory does not evict anyone either. The world stops but stays on screen. You can dismiss the standings and keep flying over the finished map for as long as you like — and nothing starts another match except the button that says so.

Closing the tab is not surrender. Your kingdom goes to sleep: it keeps its land, buildings and armies, goes on recruiting, and can still be attacked. Rejoin under the same name and you get it back.

Controls

InputDoes
Double left-click on landAttack with your troop ratio
Left-dragBox-select your units — or, with the wall tool in hand, draw the wall
Right-click empty-handedThe wheel: attack in the centre, units inside, buildings outside
Right-click with units selected Move there. With a transport selected: a shore is "land here", open water is "wait there"
Middle-drag · WASD · arrowsPan
WheelZoom
19, 0Attack ratio, 10 %–100 %
Q W E TTrain your people's four units — line, ranged, caster, elite
BBuild mode · H transport · F Meteor
V · N Wall tool · gate tool. Drag to draw; the tool puts itself down afterwards. Hold Shift as you let go to keep drawing
XSelected units spare buildings · Delete disband
Buttons under the troop bar Defend holds the contested border and follows it · Repair keeps the masons working, for gold · your people's power, then click where it should fall
The wheel is live It re-prices itself while it is open — a slice you cannot afford lights up the moment the resources land, without closing and re-opening it
SpaceFly home to your capital · Tab hide the interface
GFull screen · M sound · Esc cancel

Every number

ConstantValue
Tick rate10 per second
Grid / largest world672 × 420
Smallest world384 × 240
Starting troops450
Population ceiling(200 + 12 × tiles^0.62) × (1 + housing)
Housing per village level+30 %, uncapped — build as many as you can pay for
Each extra building of a kind×1.6 the last, compounding (the 10th costs 68× the 1st)
Capturing a villagekept if the taker is the same race · otherwise demolished for 25 % per level in materials, no gold
Recruitment peak65 % occupancy, 3.6 % of ceiling per second
Food upkeep0.004 per person per second
Base tile cost3.6 troops · unowned wilderness ×0.36
Building on the wrong ground60 % output — a preference, not a sentence
A realm down to 4 tiles or fewerfalls; its army lays down its arms and the land goes back to the wilderness
Unit ground controlradius 3, +100 % per holding point, max +400 %
Unit assault discount−18 % per assault point, max −60 %
Defender loss per tile55 % of the attacker's spend
Conquest speed2–48 tiles per tick per attack
Overreach+100 % cost per 36 000 tiles held
Wall / gate health620 / 440 · nothing may be built on one, ever
Wall price step+35 % per 20 segments standing
Soldiers against a wall×2.2 their damage · a flier razes it in 3 passes
An attack against a wallno damage at all
Wall a realm can man1 segment per 6 tiles held · the rest crumbles
Bot fortification limit8 % of its own border, 60 segments
Storage cap3 000, +3 000 per Warehouse level
Army limit3 + 2 per hall + 1 per level, max 80
Unit price escalation+30 % per one already alive
Building price escalation+65 % per one already owned
Max building level5
Aura per level+25 % strength, +18 % radius
Attrition in enemy land0.5 HP per second
Spawn protection60 s, ×2 defence
Starting realmradius 5 · at least 10 tiles from a neighbour
Spawn click nudgeup to 18 tiles to the nearest legal ground
Clearance from a monster camp3 — its own palisade and nothing more
Moving your homelandfree and unlimited, until the war starts
Dry land in a world52 %, guaranteed on every seed · rivers cut through it
Head tax0.0014 gold per person, +7 % per Market/Harbour level (cap +180 %)
Trade buildings' own incomeMarket 0.64/s per level · Harbour 0.40/s · Village 0.04/s
Race power12 000 wood and 12 000 stone and 12 000 gold · +80 % per use
Race power blast16–150 tiles, set with the wheel · 100–120 strikes whatever the size · clipped to the target's own ground
Standing garrisonre-posts every 2 s · contested border only · hits anything within 3.5 tiles of its post, walls included · never leaves it
Losing ground costs you0.55 men per point of tile cost, but never below 22 % of your ceiling
Caravan payout×1.0 own or ally (they get 40 %) · ×1.6 a rival (they get nothing) · +0.5 another people · ×2.1 both
When you are paidthe host on arrival, the sender only when the trader is home
Traders you may have out1 caravan per market level · 1 merchantman per harbour level
Warships you may have out1 per harbour level, counting every pier you own · 420 HP · 26 damage · reach 10 — the longest in the game · no capture, no raze
Sending people to a team-materight-click their ground, Aid in the middle of the wheel · your attack share, instantly and in full · clipped to their ceiling, surplus stays home · 8 s per recipient
Trade ships×1.45 freight · 300 tiles of reach · same water only — a river that meets the sea counts as the sea
Trade after a fightnever again, in either direction, for the rest of the match
Riversunclaimable by anyone · half marching speed on the banks · navigable, and a Harbour on the bank launches from them
Repair rate26 HP per second for the whole realm, stonework first
Repair price0.09 gold/HP · 0.55 on walls, gates and Watchtowers
Victory line90 % of settled land — camps and walled tiles excluded