The world map is the heart of your strategic endeavors. Mastering the land and leveraging your infrastructure is the true path to victory.
Your kingdom is not a monolith. Your population is dynamically distributed across your lands based on logic and strategy. This is a critical concept to understand.
Colonization is the primary way to expand your kingdom's influence by claiming new, unclaimed tiles on the map. To colonize a new region, you must meet several requirements.
Upon successful colonization, the new land becomes part of your kingdom, and the AI will generate a unique name and story for your newly acquired region.
Each tile has a terrain type that provides powerful, unique advantages.
A standard terrain that slightly penalizes the defender, making it an ideal battleground for aggressors. Mechanics: -10% strength for the defending army.
An economic powerhouse that attracts civilians and boosts growth. While ideal for agriculture and commerce, its open nature makes it difficult to defend.
A key defensive terrain. Provides a significant bonus to the defending army and attracts soldiers to be garrisoned there. Mechanics: +30% strength for the defending army.
The perfect ambush location. Imposes a crippling penalty on any attacking force. Mechanics: -30% strength for the attacking army.
A highly strategic terrain offering both unparalleled defense and a unique economic advantage.
A harsh environment that penalizes attackers and most buildings. However, it is the ideal location for an Alchemist's Tower; the arcane energies of the desert doubles the effectiveness and duration of any buff created by the tower. Mechanics: -20% strength for the attacking army. Reduces the effectiveness of most buildings by 50%.
A beautiful but harsh landscape. The biting cold and difficult terrain hinder invading armies, but the frozen ground is not suitable for large-scale agriculture. However, the isolation and serene atmosphere strengthen the local faith.
A purely economic terrain. Provides a direct income boost to your treasury. Mechanics: +12 Gold per tick.
Reduces nationwide construction and recruitment costs, and attracts a small garrison to protect it. Mechanics: -0.9% nationwide recruitment and construction cost.
The knowledge of the ancients hidden in these ruins helps accelerate your research. Mechanics: -2.1% nationwide technology upgrade cost.
Special Event: Occasionally, a powerful Guardian Golem will awaken in these ruins. Its presence will increase construction costs and decrease stability kingdom-wide until it is defeated. Conquering the Golem grants the
Golem's Aura buff, greatly reducing construction costs for a limited time.
A cursed land that drains stability and population. It is also the origin of deadly plagues. Its negative effects can only be countered by building a Shrine upon it.
Special Event: Occasionally, a deadly Plague will emerge from a Swamp. This plague is a kingdom-wide debuff that causes your population to decline every tick until it is cleansed. The only way to cleanse a plague is by using a 'Guardian Spirit' charge from a Shrine built on the very same Swamp where the plague originated.
A dangerous but potentially rewarding land. A fierce dragon will sometimes rampage, causing widespread instability. Suppressing it yields great rewards.
The world is dynamic and unpredictable. From time to time, special events may occur on your lands, granting temporary but powerful effects.
A rare, divine blessing from nature itself may descend upon one of your natural regions (Forests, Hills, Lakefronts, or Fertile Plains). A kingdom can only have one Gaia's Blessing active at a time.
Mechanics: While active, this blessing provides a significant reduction to your kingdom's total army upkeep and a bonus to your population growth rate.
A building in your Capital is twice as effective. This powerful x2 bonus multiplier applies to the passive, per-tick effects of most core buildings, including the Market, Farm, Academy, Barracks, Courthouse, City, Bank, Church, and Shrine.
The ultimate civilian magnet. Its primary purpose is to massively increase your population and concentrate your workforce, boosting your tax base. Mechanics: +0.6% population growth per day per level.
Your primary direct income booster. Each Market provides a flat amount of gold every tick. Mechanics: +1 Gold per tick per level.
Level 6 Unlock: Unlocks the Guildmaster, a shrewd merchant who can provide intelligence on the economic booms of other kingdoms.
Reduces the upkeep cost for your entire army. Essential for maintaining a large military. Mechanics: -0,6% army upkeep cost per level (doubled on Fertile Plains).
Level 6 Unlock: Unlocks the Old Farmer, a wise elder who can provide warnings about natural events like plagues or dragon rampages in the region.
Passively increases your kingdom's social stability each tick and attracts a small garrison. Mechanics: +6% stability per day per level.
Level 6 Unlock: Unlocks the Chief Magistrate, a specialist who can provide hints about corruption within your council.
The cornerstone of defense. Massively attracts soldiers to be garrisoned and provides a powerful, scaling defensive bonus to the tile it's on. It also unlocks the unique 'Mobilization' action.
Level 6 Unlock: Unlocks the Garrison Captain, a veteran soldier who can provide intelligence on the army sizes of other kingdoms.
Reduces the gold cost of recruiting new soldiers nationwide and attracts a moderate garrison. Mechanics: -1.2% recruitment cost per level.
Reduces the gold cost of technology upgrades. Does not provide a military bonus. Mechanics: -1.2% technology upgrade cost per level.
Level 6 Unlock: Unlocks the Headmaster, a scholar who can offer intelligence on the technological progress of other kingdoms.
Increases your espionage defense and the cost for others to fund rebels in your kingdom. Mechanics: Increases spy and fund rebel defense modifiers.
Level 6 Unlock: Unlocks the Archbishop, a spiritual leader who can report on the stability levels of other realms.
These advanced structures unlock powerful and unique game mechanics.
The heart of your alliance and global influence. Only one may be built. Leveling up the Palace is a major investment that unlocks powerful new diplomatic features for you and your allies to use.
Note: To visit another ruler's Palace, you must have an active Information Sharing pact with them, and you must have constructed your own Palace first.
The cornerstone of the Alliance Economy. For a full explanation of this high-risk, high-reward mechanic, please see the "Advanced Guide: The Alliance Economy". Mechanics: Generates an identical gold bonus for both players, calculated from the average bank power of both allies in a Joint Development treaty.
A unique roleplaying building that allows you, the ruler, to go "incognito" and visit the establishment to meet unique, AI-generated NPCs from across the world. A higher level tavern increases the chance of meeting an interesting NPC.
Provides a small nationwide defensive bonus. Its true power is unlocked when built on a Swamp of Lost Souls, allowing it to generate "Guardian Spirit" charges. These charges can be used to either cure a deadly plague or activate a massive +30% nationwide defensive buff. The duration of this buff increases with the Shrine's level.
Allows you to sacrifice a Technology Level for a powerful, temporary buff to either Attack or Defense. The strength and duration of this buff increase with the tower's level. Furthermore, this effect is doubled if the tower is built on a Desert.
Level 6 Unlock: Unlocks the Alchemist, an eccentric researcher who can detect powerful magical buffs active in other kingdoms.
Allows you to invest gold to host a grand fair. Both the duration and the income bonus increase with the Fairground's level.
Strategic Note: Only one Grand Fair can be active in your entire kingdom at any given time. Choose the location and timing of your festival wisely to maximize its economic impact.
A unique building (limit 1) that unlocks the ability for your kingdom to discover and claim hidden world treasures that appear randomly across the map.