Guide · Glossary
  1. Contents
  2. Getting started
  3. Races
  4. Units
  5. Buildings
  6. Economy and upkeep
  7. Combat and sieges
  8. Magic
  9. Map and movement
  10. Guilds
  11. The round and scoring
  12. Glossary

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.