
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)
Special thanks to / Credits
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:
- Object:


Unmovable, indestructible and commonly neutral (gray colored circle). Just treat it as obstacle.
- Town Center (aka TC):
Unmovable, capturable base capable of production. Total number of owned TC is determining how many factories player can build. Very important - always consider occupying it with units.
- Structure: Unmovable. Destroyable. Either a neutral building
, fortification
, factory capable of production 

or other having some different speciality
.
- Unit: Core of the game - what is trained at TCs, move, fight.





Disclaimer - in-code unit is also any structure or object, so that term can also be used like that.
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:

- Zoom: Screen can be zoomed in/out by pinch gestures, but there are also zoom in
and zoom out
buttons for convinience.
- Unit properties: When any unit (structure or object) is tapped unit properties button
will show. Tap on it to show screen with unit information. After selecting unit there is also small unit info panel shown on left bottom corner. What exact properties mean will be shown in next section.
- Move: Tap on a unit to highlight its available destinations. Tap on a any highlighted tile to show the path to it:



. Tap the destination tile again to confirm the path and the unit will move there.
- Occupying: When unit capable of occuping (has "Can occupy buildings" in properties) is moved into unprotected TC
(or some other capturable structures) - it's taken over. There is also a chance to steal technology by occupying TC (except when it's neutral).
- Garrisoning units: Some structures and units can garrison other units. Capturables without any unit in garrison is considered unprotected. Move other unit on the tile of the carrier
to garrison it. Tap on the carrier to access garrisoned units. A new window will be shown in which you can see the available "rooms" with garrisoned units on the left side.
Tap on one of the garrisoned units to select it. You can then use its action or move it out of the carrier. Note some actions can't be used in some carriers (e.g., units can't attack directly from Wagons) and some units can't be garrisoned in some carriers (e.g., you can't store Wagons into Wagons). You can garrison some carriers in other carriers (e.g., you can store Wagons in Transport ships), though.
- Attack : When you select a unit (that can attack) possible targets to attack will be shown with a target icon
. In case of units with ranged attack tiles colored in red are showing maximum range. Tap on the target icon and your unit will attack immediately.
- Build/Mend: Tap on your worker to show the possible tiles to move to and shown by the mend
(if possible). Now tap again at the worker to switch to contruct ability. You can also use the "Construct/mend switch"
button on right side of screen to change. Tap on construct icon
to show list of things, that can be constructed. After selecting green colored semi-transparent image of it should show. If it's red, then something is colliding and it cannot be constructed there. You can move the image by dragging it. Tap it to construct. Beware - most start with only 1 hp and with special "under construction" status, which means it's not functional yet. Mending action can be used to recover hp (and remove some statuses like burning) of structures, machines, ships. When it's under construction different number of hp can be recovered and it recieves higher damage. "Under construction" status dissapears when hp reaches 100% and it will be fully functional by then.
- Abilities, like Heal
or Convert
: Tap on your unit (with one of the listed abilities), then on desired ability button. Possible targets to affect with ability should now have ability icon over them. Red colored tiles will show maximum range of ability. Tap on the ability icon to use it.
Warning! Some abilities of units Upgrades section work differently.
- Set Waypoint: Tap on a unit, tap on the "set waypoint" button
, then tap on any tile on the map to assign the waypoint to the unit. You can also just "press and hold" on a tile outside movement range until blue progress bar fills
, then green flag
with path to it would show. Tap it to place waypoint. When unit has waypoint it has indicator
over it and when it's selected "set waypoint" flag
will show target tile. Also at the end of each turn (if you do not give any command to the unit) it will automatically move towards the waypoint at the end of the turn. TCs and (other structures that can produce units) can also have a waypoint set, this waypoint will be assigned to each unit the structure produces. Units with waypoint set will be skipped when going through next/previous and counting units with action/move left.
- Stand ground: After unit is selected there is also stand ground button

. After tapping it and confirming unit will loose remaining actions and movement. It will also have indicator
over it and in later turns - it will be skipped when going through next/previous and counting units with action/move left.
- Multiselect: Double tap on your unit and it will highlight all nearby units of the same unit type. This does not work on units that have heal/mend/convert/build ability as the double tap will change their mode instead.
- Production: Tap on one of your Town Centers (TC)
or factories to select it. A new window will be shown in which you can see its current production (by default "no production") on the right side:
Tap on the current production to show production screen where you can set the production to one of the available units or technologies:
Use the button at the bottom of Production screen to switch between those two types.
Warning! All progress on the current production is lost when you set TC or factory to produce something else.
- Game info panel:



- it shows numbers of current/max factories, current/max mega factories (e.g. castles), current/max population (total number of units). Player cannot go over those limits. Tapping on the panel shows currently researched technologies.
- Next turn: After doing everything in the turn tap next turn button

.
If something important was not done the game will remind player and not process next turn until tapping again. Then next 
and previous 
buttons will also appear to go to next unit with action left, factory or TC with production not set.
- More:
- it will show/hide additional helpful buttons:
- Select factories:

- it will select all factories with production of war units.
- Show productions:

- it switch to show or not show current production in bubble
, when factory or TC is selected.
- Leave TC:

- when any TC is currently selected and button is tapped and then confirmed TC will become neutral. Productions must be stopped first (by going into production screen and tapping red "X cancel " text).
- Menu:
.
- Kill unit:

- After tapping it and confirming unit be permamently removed from game.
Unit properties
- Basic properties listed in table on the right side of unit properties. Cost, Hp, Attack power, Armor, Pierce armor, Speed, Sight, Action/turn etc. They are numerical and determine many things. If property is not shown it means it has default value (commonly 0), which doesn't affect anything. Some (like speed and Carry capacity can have a symbol
beside. It means tapping it will show details. Speed shows how fast unit would go through different terrain types (or on which structure can be build), while carry shows what unit categories can be garrisoned in.
- Specials aka specs listed under unit description as text. Those modify how game behaves in regard of unit/structure. E.g. some carriers have "No attack from inside".
- Categories listed in separate table under description. They determine bonus damage unit takes, in what it can be garrisoned and by what unit can be affected with.
- Damage bonuses additional damage from unit attack against specific targets.
Each row in table means separate bonus and under every one of them it's stated what it affects. Commonly it's against [Category name], which means it will affect every unit, that have such category.
If unit have bonuses over multiple categories - they are not stacking! Only the strongest one is used.
Under one row (only one numerical bonus value) there could be:
- several bullet points (•), which mean addition (logical OR), so each is separate set of targets being affected. E.g.
+100% | •[Structure] •[Siege machine] |
would affect Guard Tower, Posthouse etc. (all those who have [Structure]) and also Catapult, Siege Ram etc. (all those who have [Siege machine]).
- categories just beside each other (like [Category1][Category2]) - which mean intersection (logical AND) - so only units having all those categories are affected. E.g.
+20% | [Light infantry][Melee] |
would affect Spearman (have both categories), but not Archer (lacks [Melee] category).
- ", except " text like [Category1], except[Category2], which means exclusion (logical NOT), so only units having first category, but not having second category are affected. E.g.
+40% | [Medium infantry], except[Shield bearer] |
would not affect Swordsman (have [Shield bearer]), but some units from upgrade shop without this category will be affected.
- Active effects list of all effects currently affecting unit. Tapping
show details of each. If unit has any listed here on help/units section, then it's either:
- Weapon effect - some units (like Battering Ram
) have an effect, which is placed after attack on target.
- Aura - some units, structures (like Posthouse
) have and effect, which affects specified targets ([Horse] category for posthouse) within range (in case of posthouse - it's 0, so only those on the same tile).
- Triggering effect - some units from upgrades shop can have effect, which affects them every time some stated trigger happen (like killing an enemy, dealing damage, recieving damage).
- Abilities - listed in separate table under categories and basic properties. Tapping symbol
shows details.
- Produces - it's a list in separate table on bottom, which shows what units can be produced by factory/TC. The same table shows constructs, which can be started by unit like Worker. It's a Tapping any unit will show it's name.
Movement rules
- Units can move amount of tiles equal to it's speed, but modified by terrain type movement would go through. It will move shown in details
number of tiles (rounded down) only when it's already on specific terrain type and each tile it travels would be of this type. Otherwise there is mixed movement and total tiles would be in betweeen of the values. Ground units move faster on roads and slower through trenches, moats, swamps. Mounted units go slower through forests and have lesser boost on roads. Ground machines have biggest boost on roads, but most cannot travel through forests.
- Units can pass through allied unit/structure during movement, unless it has "Impassable" spec (like e.g. Wall
).
- Units cannot pass through neutral and enemy unit/structure during movement, unless it has "Passable by the enemy" spec (like e.g. Bridge
).
- Units with "Flying" (like e.g. Flying scout
) spec can move through both allied and enemy, but cannot go though "Impassable" (like e.g. Cave wall
) unless it also has "Can be flown through" (like e.g. Wall
).
- Units with "Movement uses action" spec (like e.g. Catapult
) can move only when they still have action and loose 1 action if they moved. Units with "Movement uses all action" need all their actions and use them all.
Carry rules
- Carrier lists what units it can carry.
- Unit inside carrier cannot be targeted. Only carrier can. It's reversed if carrier has "Unprotected garrisoning" (like TC
), so carrier cannot be targeted if it carries anything and first carried unit can be targeted.
- Unit inside can attack if carrier has "Attack from inside" (like Guard tower
) (except when unit has "No attack if garrisoned", like Assasin
). Units also cannot attack if carrier has "No attack from inside" (like Barracks
).
- If carrier has Heal rate (like Posthouse
) then garrisoned units will be healed by Heal rate (of carrier) * Heal affect (of unit carried). If at least one unit with Heal ability and Heal Rate is garrisoned, then carrier heal rate is multiplied by 5.
- If carrier has Mend rate then garrisoned units will be repaired by Mend rate (of carrier) * Mend affect (of unit carried).
Attack Rules
- Types: damage applied is atacking unit attack power decreased by armor value of defender, depending on type:
- Normal
- melee, impact, catapult (big) projectiles.
- Piercing
- arrows, bolts or other small projectiles.
Note! - any attacker with non-zero attack will always deal at least 1 hp, regardless armor.
- Unatackable: structures with such spec (like TC
) cannot be targeted and so cannot be attacked.
- Bonus damage: if a unit have bonus over other unit category (eg. Knight
have +50% vs Medium Infantry, which is one of Swordsman
categories) then bonus +X% damage will modify attacker attack power (rounding down) before being decreased by armor.
- Counter attack: if the defending unit is on an adjacent tile to the attacking unit and it survives attack, then it will counterattack - apply it's attack value as damage with 50% power penalty and bonuses applied (if it have such against attacker).
- Special effects: weapon effects or abilities. Those - if have damage - it's not decreased by armor (unless stated by spec).
- Area damage: units with "Power range" property deal damage not only to the target, but also to units on tiles in range = power range. The damage done is decreased for splash damage in most cases, though.
- Inaccuracy: - normally all attacks are presented as average, dodging ability of enemy are represented by higher armor values and so attacks do not ever miss. The only exception is when attacker has "Miss (*speed) X%" property. E.g. Catapult
has 15%, so is inaccurate and gets more and more inaccurate depending on the speed of the target, i.e. a Knight is much harder to be hit than a Healer. For each speed point the target has the chance to hit is lowered by 15%. If Knight with speed of 5 is targeted, the chance to hit it is lowered by 5 * 15% -> 75%, i.e. Catapult has only 25% chance to hit the Knight.
However, if target of attack would recieve any bonus damage (even 0, but is on a list) attack always lands on.
If unit with inaccuracy misses, one of the eight tiles around the target is randomly selected and hit instead. If something is on this tile - it becomes primary target. Area damage is in such case dealt around this hit tile instead of around original targeted one.
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:
- attack a unit/structure adjacent to them (that could potentially counterattack)
- move
Saving damaged units
Damaged units can be brought to full hp again by:
- Mend action
- recovers hp of targeted units by the amount of unit Mend rate multiplied by target Mend affect. Only units/structures with Mend affect and either not full hp or with one of effects removed by Mend action, like Burning
can be targetted
- Heal
- ability (of e.g. Healer
) , that recovers hp (and also removes some negative effects, like poison) of targeted units. It's unique in two details - it's power (base amount of hp healed) is set by unit Heal rate and multiplied by target Heal affect; it can only target units, that are damaged or have one of the effects removed by Heal, like Poisoned
and have Heal affect.
- Being garrisoned within carrier having Heal rate or Mend rate correspondingly.
- Being affected by some other abilities, that can recover hp.
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
- Some units like Worker -
have ability to use Construct action. In Produces table under Unit properties there is a list of units/structures, which can be made by this action.
- construct -
action makes units with 1 hp only and "Under construction" status. However when something with "Immediate built" (like e.g. Catapult
) is started - it will have amount of hp equal to mend action used.
- Mend -
has to be used to get hp to 100%, which removes "Under construction" status.
When mend target is "Under construction" then instead of Mend affect - Construct affect is used to determine hp recovered. So Hp recovered = Mend rate * Construct affect (not rounded, decimals are just hidden).
When unit/structure "Under construction" is being attacked and it has Construct affect higher than 100%, then it recieves additional damage. Attacker attack is then multiplied by Construct affect (and bonus damage if applicable) before decreasing by armor.
Some units from upgrade shop with "Limited construction" can only mend units they can construct.
Sight, stealth and spying
-
- Sight: - if map visibility is set as Fog - map starts as black squares everywhere and only tiles within owned units/structures Sight range are visible. Once tile is seen once - it's treated as Explored and if it's outside Sight - terrain is seen, but greyed out - units/structures/objects are still hidden. Setting map visibility to Explored sets whole terrain as explored, but still greyed out. When map is set as Reveal - whole map is treated as within Sight range.
- Invisibility: - some units like Assassin -
have "Stealth unit" spec. Enemy units cannot detect such units until they are next to it (except units, that also have "Stealth unit" spec or "Sees stealth units" spec in which case they use their normal Sight). When enemy unit movement would end on stealth unit and it also has then enemy is stopped just before it, but can use action (if still has action points), but when stealth unit also have "Can be treaded" spec then enemy would end move on it destroying it.
- Spying of carriers: - when unit with "Lurks carriers" spec stand next to the enemy carrier, then carry screen can be opened, as if it was yours.
- Stealing: - when TC is being occupied there is fixed chance of getting random tech. But if unit with "Can steal techs" spec stand beside enemy or ally TC, TC dialog can be opened as if it's own. Then tap on the "Steal" icon
. Techs possible to be stolen are listed along with confirmation. After confirming you have a chance to copy random tech from the owner of given TC.
- Sabotage: - when unit with "Can steal techs" stand beside any enemy TC and open the TC dialog, current production is seen with cancel symbol
over it. You can tap on it and sabotage it by clearing the production (all turns towards producing it are lost), however your unit is sacrificed by this action.
- Traps: - structures with "Interrupts movement" and "Trap like" specs will stop any unit trying to pass through them and force them to step on itself, but doing 1 attack in the process and being destroyed. Structures/units with "Stops movement before it" will stop enemy just before it.
Technology
Technologies are inventions to enhance some part of current game. They are split to:
- Unlocking techs - with green flask icon on them - they unlock some part of game, like allow to start producing units or allow to start using some abilities, that require them (like e.g. Ballistics
unlocks among others production of Catapult
).
- Upgrading techs - with blue flask icon on them - they change some units to their upgraded version (like e.g. To Broad Swordsman
changes all units of Swordman
to stronger Broad swordsman
).
- Bonus techs - with orange flask icon on them - they change some unit parameters - commonly they affect more units, than upgrade techs (like e.g. Ranged reach lv1
changes all affected units range by +1).
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
- mend your units
- heal your units
An ally can not
- occupy your TC
- attack any of your units
- go inside your carrier units
Unit/structure categories
Attack categories
- Ranged - all units having long ranged attacks as main attack, will have this category, including Skirmishers, Archers, Siege, Towers, Ships.
- Throwing - mainly use thrown projectiles, also signifies more combat ability on closer distances and skirmishing.
- Sling - subcategory for units that mainly use slings.
- Archers - use arrow-like projectile shot, including crossbow usage.
- Gunman - gunpowder-based projectile attack of small scale.
- Artillery - ranged attacks from machines, used either as field artillery or siege machines with heavy projectiles or amassed smaller ones.
- Catapult - any unit attacking with heavy projectiles that depends on ballistic trajectory.
- Cannon - any unit with cannon attack as main
- Rocket - any unit using rocket propelling for projectiles.
- Melee - all units using melee range attacks as main attack, will have this category.
- Polearm - subcategory for units specialized in anti-mounted combat with longer reach (no neccessarily above 1).
- Lance - subcategory for mounted units specialized in anti-mounted combat.
- Impact - close ranged attacks with constructs, intended either as defensive ones (e.g. traps) or ofensive like various ramming.
- Misc - all units, that don't have any attack categories like Ranged, Melee or Impact should have this one.
Body base/movement categories
- Flesh and blood - all units that represent human formation with some possible trained animals, eg. as mounts, so there is no construct as essential part of a unit.
- Foot - all units that come into battle without any sort of mount.
- Heavy Infantry - foot unit organized into tight ranks.
- Medium Infantry - a little more versatile foot unit, still very often employing tight formation, but less dependend on it.
- Light Infantry - foot unit employing looser formations, depending more on controlling actions, than protecting each other.
- Irregular Infantry - foot unit not fighting in any sort of predictible, regular formations.
- Mounted - any unit, that at least significant part of comes into battle mounted.
- Heavy Cavalry - main part of unit is based on trained rider and mount, capable of tight formation charge.
- Slow - indicator for heavy cavalry less dependant on charges, or in some other way not being so weak against foot anti-mounted attacks.
- Medium Cavalry - main difference between heavy cavalry comes in almost always having faster mounts and charge movement is capable of looser formation, thus being less vurnerable.
- Light Cavalry - employing fast movements to pursue enemy, with loose formation, much less dependand on impact.
- Irregular Cavalry - cavalry unit not fighting in any sort of predictible, regular formations.
- Mounted Infantry - mounted units not fighting as cavalry at all. Mounts are only used for transportation.
Subcategories meaning exact type of mounts used:
- Horse
- Camel
- Elephant
- Chariot - mainly travelling on battlefield using a chariot platform.
- Heavy armored - mostly equipped with armor providing full body protection.
- Medium armored - mostly equipped with armor giving some protection, either by only some parts of body being fully armored or whole armor being weaker.
- Light armored - mostly equipped with inadequate armors providing only some protection.
- Unarmored - mostly not using any kind of armor.
- Heavy clothed - mostly utilising multi layered clothes, which can provide some protection.
- Shield bearer - mostly fighting with shields.
- Big shield bearer - mostly fighting with shields covering huge area of body and capable to be used for shield wall tactics.
- Agile defence - indicator for high armor values coming from pure agility.
- Very agile defence - indicator for very high armor values coming from pure agility.
- Animal - those neutral animals on maps.
- Construct - anything man-made.
- Ship - unit consisiting of one or more ships.
- Siege ship - ship with structure made for one or more heavy artillery weapon like catapult or siege cannon.
- Attack ship - ship with wide deck prepared for a lot of archers, gunmen or light siege machines.
- Anti-ship ship - ship with reinforced hull, prepared for ramming or at least some close ship-to-ship combat.
- Non-war ship - ship with hull unprepared for any attacks. Often specialised in other tasks.
- Transport ship - ship specifically made for transporting heavy load.
- Boarding ship - ship prepared for boarding with deck, hull and additional elements made just for it. Often more resistant towards specific kind of anti-ship attacks despite less overall resilence.
- Light ship - ship made for speed and long distance travel.
- Great ship - either prototype of or exact line ship. Made to be strong enough to survive heavy attacks.
- Structure - any kind of stationary construction above ground.
- Building - structure with proper interior big enough for fighting inside.
- Mega building - enourmous structure or complex of structures of huge total size.
- Fortification - structures especially enhanced to be able to resist attacks.
- Big - subcategory for multi-tile fortifications.
Subcategories meaning exact type of structures:
- Gate
- Bridge
- Trap - shallow ground contruction, elements placed on ground or some combination of those, made for the purpose of harming enemy.
- Groundwork - any ground contruction.
- Machine - Any kind of moving unit, which most important part is a construct or group of.
- Siege machine - a unit consisting of machine or group of machines prepared for attacks or used in sieges, thus having at least some workforce and possibly engineers, projectiles etc.
- Armored siege machine - a unit consisting of at least one very heavy machine, mostly used for sieges.
- Light siege - subcategory for siege machines indicating the unit consist of only relatively small machines, capable to be transported by normal means, like wagons.
- Unknown machine - special category for machines not commonly known in current time or at all.
- Simple - indicator for being simple enough to be constructed on the field by workers.
- Burnable - subcategory for all with weakness against fire. Most constructs have this.
- Neutral - anything not falling under previous categories, but sometimes can be met on maps, like obstacles, plants etc.
Additional weaknesses/strenghts categories
- Flying - anything defending by going in the air.
- Underwater - anything hiding under water surface.
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:
- units/structures: if you own such then you can build the given unit/structure. They are freely usable in campaigns, but in random and multiplayer games they available only if the game creator sets up the "Enable upgrades" setting to Yes
- in game effects: there are effects (eg. cure unit) that can be used in the gameplay, once you consumed it, you can buy it again.
- there are restrictions about these effects:
- you can only use them after the 5th turn.
- you can use only ONE each turn.
- They can be be used in campaigns under those restrictions, but in random and multiplayer games they available only if the game creator sets up the "Spell upgrades" setting to one of these:
- Yes(5): 5 in game effects can be used by each player (eg. Strength)
- Yes(10): the same as "Yes(5)" but 10 effects available for each player.
- out of game effects: there are effects what you can use in the menu (eg. unlocking a map). Once you consumed it, you can buy it again.
Other gems usage
- Cosmetics - under that section you can get things, that only change visual aspects, like unit skins will change how specific unit looks like (or some set in case of skin packs), loading screens will add (and allow to select) some new wallpapers shown e.g. when map is loading.
- Market maps - a section which allows to buy and download maps uploaded by players.
- Multiplayer bets - multiplayer game can be set to have amount of gems required to join it. Gems from bet are passed to winners.
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
- The following works were used in accordance to the license respectively issued to each. Thank you to each of these fantastic authors for the licensed use of their creations:
Jorge Avila , designer of a very useful 'mission' background
Daniel Cook, author of some very nice looking original terrain art
Jetrel, Saphy, Zabin, Bertram, modified Cook's images to 32x32 dimensions among other things
The TomeTik by David E. Gervais forum, many great and useful designs were found there
Danimal , the splash screen image character
Rachel Wan , the splash screen image background
Scrittl , some nice tech icons
Designed by Freepik
- Music by:
Jonathan Hurrell, http://zweiforce.com
Nancy Hurrell, http://www.hurrellharp.com
Synergy Brass, http://www.synergybrass.com
also Music by Crusoe on youtube
- Splash arts: thanks to Sir Thomas!
- Arabic Translation: thanks to Mustafa Mashkoor Nasir Alghurabi!
- Most of all, special thanks to the various members of our forum who have contributed by editing the existing graphics as well as augmenting with their own original handiwork!
- EXTRA SPECIAL thanks to Josh and the Stylin' Strategists for all the help in terrain design, unit designs, and many many more!