Glossary
- Aftermath
- The 72 h after a world ends: the map, the table and the messages open, no commands. More →
- Assault
- Storming a city: the attack against the garrison, the armies inside, the Keep and the Wall. More →
- Caster
- A unit of 30 magic or more — every race's third tier. Only a caster casts. More →
- Capital
- Your city with the tallest Keep, the oldest among equals. Its Keep and Wall defend harder and a siege of it takes longer. More →
- Command limit
- How many armies you may field: 4, one more a city, more with Military science.
- Conquest
- A captured city held 24 h without losing it — the score's second line. More →
- Desertion
- Troops unfed or unpaid for 12 h start to leave, the cheapest first. More →
- Era
- One round of a world. The same map and guilds may come back for the next one. More →
- Field army
- An army outside every city: full upkeep, more outside your territory.
- Garrison
- The troops in a city. At home they cost half the upkeep, and they defend it. More →
- Guild
- The players of one homeland: allies who share sight and gates and can't attack one another. More →
- Hall
- The board across every world that has ended, by points. More →
- Homeland
- A walled region of the map with a fixed number of seats — a guild's home. More →
- Keep
- The city itself: its size, its tax, and the room — 4 levels a Keep level — the other buildings rise in. More →
- Mana
- What spells are paid with, made by Mage Towers. More →
- Merchant
- Where food, wood and iron are bought and sold for gold, at a price that moves. More →
- Pass
- One of a homeland's fast ways in; a city on its seat closes it. More →
- Player
- One seat in a world: a person's (or a computer player's) cities, armies, treasury and science.
- Protection
- Your first 24 h in a world, when no one may attack you.
- Raid
- A fight at a city's gates for a share of what it holds; it never takes the city. More →
- Repulsed
- A storm that wins, but not by much: both sides keep their losses and the siege starts again. More →
- Round
- 30 days, from a world's start to its end by score. More →
- Rung
- A named step of a science track — Roads, Charters, Drill — on top of its level's stat. More →
- Siege
- The hours an army waits at closed gates before it storms at full strength — never under 6 h. More →
- Spoils
- Plunder counted in hours of the victim's income — the score's third line. More →
- Territory
- The hexes within 6 of one of your cities; an army past it pays more upkeep. More →
- Tier
- A unit's place in its race's five, I to V; the Barracks unlocks them in turn. More →
- Unrest
- A captured city's first 12 h: it yields nothing. More →
- World
- A game on a map — what the lobby lists, with its own round, guilds and score.