is a turn based strategy game, it is not fancy, this is pure gameplay oriented strategy.

Help topics

Basic terms
How to play
Unit properties

Movement

Movement rules
Carry rules

Action

Attack rules
Who is effective against who
Action instinct
Saving damaged units
Conversion
Constructing
Sight, stealth and spying

Other

Technology
Allies
Unit/structure categories
Range and scale convention
Gems
Upgrade shop
Other gems usage
Badges (Multiplayer)


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Feedback

Basic terms

Terrain: aka tile - the background image representing type of terrain, like grass , desert , water etc. It's what the map is made from. It doesn't show anything when tapped. Cannot be changed.
On the tile there can also be some partially transparent images changing terrain like roads , forests etc. There are also various decorations which won't change anything or obstacles blocking passage . Some of those can be removed or placed by units.

Non-terrain: anything, that when tapped shows a circle around bottom of it is either:

Production

Training units or researching techs only takes time, so number of turns in turns based game. There are no resources required for any production. The only requirements can be building specific factory or researching some technology first.

Objectives, how to win

After starting map - on top of the screen should be objectives button . Tapping it shows what has to be done to win.
Most common objective - Eliminate all enemies means to take over all enemy owned (not neutral) TCs, destroy all enemy units and structures apart of those with No win requirement to kill like e.g. walls .
There can be some old maps where there are other objectives, only listed in the map introduction.

How to play:

 

Unit properties

 

Movement rules

 

Carry rules

 

Attack Rules

Who is effective against who:

 

Action Instinct

If you forget to use unit action in the current turn, and you press the Next Turn button, the unit will act something based on its AI: eg Archer will shoot a non-adjacent enemy, a Worker will mend nearby units, Healer will use Heal ability if there are wouded units in range.

but they will not:

Saving damaged units

Damaged units can be brought to full hp again by:

Conversion

Convert is an ability (of e.g. Healer ), that has chance to make enemy (or neutral) unit change side to yours. Basic chance is affected by target Mental resistance decreasing basic chance by that percentage.
Formula is Basic chance * (100% - target resistance), so 100% or greater are immune to first attempt.
E.g. Healer affected by tech Persuasion have 50% chance and trying to convert Catapult with 40% mental resistance final chance is 50% * (100%-40%) = 50% * 60% = 30%
Carriers with units inside are converted along with those units.
They are are harder to convert though, because Basic chance is raised to the power of total unit count, so e.g. if Healer with 35% chance would use Convert on Wagon with one unit inside chance of conversion success becomes 35%^2, so 12.25%.
Additionally carriers mental resistance for conversion formula is a sum of it's own and all of it's carried units resistance.
On failure Convert will place effect Lower Resist, which decrease Mental resistance by -25%.

Promote loyalty - is ability increasing target ally mental resistance, so it's mainly used as some protection against enemy conversion.

Dismiss propaganda - is ability which decreases duration of negative effects lowering mental resistance. Once decreased to 0 or less, they are removed.

Dismiss propaganda on enemy - is ability which decreases duration of positive effects increasing mental resistance. Once decreased to 0 or less, they are removed.

Constructing

Technology

Technologies are inventions to enhance some part of current game. They are split to:

Allies

You (or any player) can have allies (Human or AI) to help in the conquest. The teams representing allies and enemies can be set during game creation.

An ally can

An ally can not

Unit/structure categories

Those are not all categories. There is still some more, like cultural alignement, some specific for abilities used by unit, some showing general function of unit etc.

Range and scale convention

Scale
As can be seen even by only this help section - various objects in game are not properly scaled to each other. Or at least there is more than one scale. There are obstacle trees with the size of 1 tile, but also unit layer trees 1x2 tiles in size and in the same time terrain forests with multiple trees on the same tile. Units are represented by single ship (typical galley had crew of 80, typical trireme - around 200), single trebuchet (requiring 20 men up to even 100 according to chinese sources) single catapult (roman onager required crew of 8), but also single mounted knight, single archer etc. Buildings are little more uniformed, but still vary. Single tower would have up to 20 meters in diameter (roman watch towers taking around 10x10m were manned by less than 10 men), single castle taking 6 tiles if taking as whole bailey - around 100x100m ( were manned by not less than 300 people, so 50 per tile), single building of barracks possibly asorund 10x10m (looking at number of windows and size of the doors around 20 of crew). Number of men
Thus the meaning of single unit would depend on context. It can only be treated as single person or a man with horse if map is made specifically witch such convention - no big ships or buildings, proper sized trees, obstacles and most of all - text suggesting that. On most cases unit could be understood as military unit. So a group of men varying in size, depending on purpose and cost. Exact numbers could be imagined as archer unit being 10 to 50 men equipped with bow and arrows, but somewhat more - 20 to 100 footmen being swordsman unit. Knight unit representing 5 to 30 heavy armored cavalrymen with some servants/squires and spare horses each, while Foot Knight - 8 to 40, with some helpers. Spearman unit being 40 to 200. Range of attack
In simplest convention unit range would mean soemthing like: 2 ~ 5m
3 ~ 10-15m
4 ~ 25-40m
5 ~ 60-90m
6 ~ 130-160m
7 ~ 200m
8 ~ 240-270m
9 ~ 300-350m
10 ~ 400-500m
11 ~ 600-750m
12 ~ 1000-1500m
13 ~ 2000-3000m
14 more than 5000m
But some correction has to be made to include unit potential mobility (some units fast in reality could have higher range as indication of potentially closing some range and going back) and pure balance reasons. Speed
As total unit movement has to take into consideration longer term army movement - unit speed cannot be taken purely as indicator of particular means being faster and how much.
Just as some examples of how useless would comparing speed be:
Maximum possible velocity running war horse can achieve with armored knight on back would be 35-45km/h, running armored men around 15-20km/h, while light cavalry horse with rider 30-35km/h and non-weighted infantry up to 30-35km/h. For very short distances.
Maximum distance heavy cavalry could cover in one day would be 45-60km (considering changing horses), heavy infantry 30-40km, while light cavalry even 80km and lightest infantry even 70km.
Considering many days travel heavy cavalry could cover 25-30km per day, heavy infantry about the same, while light cavalry and light infantry even 65km
Meanwhile supplies and servants would always travel with ox driven carts speed of maximum 15-24km per day and depending on the terrain much less. Supposely 12-20km per day on average.

Gems

You can earn gems by completing campaign maps, and you will get more gems if you complete those maps with more stars (=> faster). You can also get gems by playing multiplayer matches to get daily gift.

Upgrade shop

On main menu there is Upgrades button. There you can spend your gems to upgrade the gameplay with aquiring new units/structures and effects.
These are the types you can choose from:

Other gems usage

Badges (Multiplayer)

You can earn badges in multiplayer games, all badge represent you activeness and responsiveness to games (so it DOES NOT show your skills in game!), so this badge shows the reliability of the player
Reason: The main reason of these badges is that there are many players who start a multiplayer game and do not finish them, uninstalling the game or, when they are losing, they just stop playing the game instead of withdrawing.
This is why we started valuating players who are active and always finish their games (winning/losing/withdrawing) with badges
How to earn badges: Play many games, and take many turns - your badge will go up.
Filtering out unreliable players: Also on creating a multiplayer game you can set the minimal badge requirement in the "Player Filter" field, so the players can join only by having the required badge (minimum).

Default badge (for rookies)
Level 1
Level 2
Level 3
Level 4
Level 5 the best and most active players



Feedback

Any comments, feedback, suggestions on Age of Strategy please write to us using the link below.
zerotouchsystems@gmail.com

 

Special thanks to / Credits