Browse open lobbies, host a match, or manage friends. Host runs the simulation; everyone else receives sync snapshots.
Join an open lobby. Password-protected games prompt for a password when you join.
Create a lobby and configure map & rules after players join. Only shown when you choose to host.
Send a friend request by player ID. They must accept before you can invite them to lobbies.
No friends yet — send a request using their player ID.
Compare stats with friends or see global rankings from recently connected players.
Connecting…
Waiting for host to configure the map and launch…
Size and land shape apply to the next generated battle. Preview updates the hidden setup preview (used when you launch).
These mirror solo setup and are shown in the lobby browser for other players.
Configure each seat in the lobby: set a slot to AI bot instead of a separate AI count.
Combined across every time period and game mode on this device.
Maps are stored locally in your browser. Use them in solo setup, multiplayer, or the map editor. Previews match the setup view: terrain, faction borders, and town markers.
No unlocked maps
Purchase maps in the Shop to use them here.
Economy, combat, movement, setup previews, and the live map. The terrain list at the end reflects the last map the game generated or loaded — use Generate New in solo setup, run a skirmish, or open the multiplayer lobby preview so those swatches match what you are playing on.
When you generate a procedural map, each faction’s capital seeds a distance-based territory; the game then balances land area between factions (± one tile when the map does not divide evenly) so borders stay smooth instead of jagged. Town count scales with buildable land so small maps are not carpeted in settlements. New towns are prioritized inside each faction’s compass wedge (same rotation as the first political pass) so they sit naturally in that side of the island instead of skewing into a neighbour’s heartland. Setup and lobby previews draw exact political ownership from the same hex data the match uses (cardinal neighbor edges, same faction colors).
In solo play, click Generate New when you want to lock in a layout: your last preview shares the same random seed as the very next Start provided you do not change map size, shape, or AI count before launching. If you skip preview entirely, each start still generates a full procedural map — it just will not match an older thumbnail sitting in the UI. Multiplayer reuses the lobby seed for both the lobby minimap and the host launch so every seat sees the same geography.
Your top-bar Income number is total cash per second after all controlled sources are counted. It includes city income plus the separate Land stat shown beside it, so the Land value is a breakdown, not extra money outside the total.
Every owned non-water territory tile contributes a small amount of cash. Capturing more ground therefore matters even before you take another town, while the map’s starting split is balanced so players begin with matching territory income.
Domination ends the match once you have captured every enemy city — straggler armies no longer matter if they have nowhere left to drill or recruit. Annihilation ignores the scoreboard of towns: you must destroy every hostile combat unit, while unarmed trade convoys never count toward that tally.
Every settlement owns a connected cluster of urban tiles (streets and built-up hexes tied to that city). The flag does not flip until you control the full cluster: every one of those urban tiles must be in friendly hands, with no defending combat presence on them, before ownership and income swap. Leaving a single urban tile contested or enemy-held keeps the town defender-owned, so surround and clear the built-up area methodically.
Once captured, garrison if you can — production can pause briefly while the town is still flagged as under combat pressure on that tick.
A factory is a major investment: it lifts both money and manpower income and is required to train armor. A harbor raises cash a bit, and it is needed where the urban footprint touches open water so you can build ships from that port.
Cities provide the larger economy: each town adds base cash and manpower growth, factories increase both, and harbors add extra cash. Manpower growth is separate from cash income and is spent on training infantry, marines, ships, and armor.
Trade convoys spawn between linked cities and pay a one-time bonus when they dock. If your budget stays underwater, unpaid upkeep will start chewing down army health until you recover — watch the treasury before you max out every regiment.
Mountains block normal land movement. Light infantry and armor path on land in all eight hex directions (no corner-cutting through peaks), cross constructed bridges as land, and avoid ocean unless you order them in or a short water shortcut saves a long detour (slow, drowning upkeep). Marines thrive on ocean hexes while amphibious; land regiments stranded in deep ocean hexes (inWater in code) suffer drowning upkeep about −2% max HP per second and severe march slowdown plus morale linkage. Ships fight only from water.
Attack % scales outgoing strikes vs the same regiment on baseline grass; Dmg taken % scales how hostile hits resolve on you (below 100% absorbs better; above 100% means more exposed).
Ocean headers: Ocean M/S = marines & ships on ocean (amphib for marines); Ocean drown ΔI / ΔA = light infantry vs armor caught drowning in ocean—same wording as unit cards (Atk + Dmg taken rows).
Trade convoys are civilians—no terrain combat multipliers.
Values mirror getTerrainAttackModifier / getTerrainDefenseModifier. Fort (Dmg taken 80%), morale, unpaid upkeep (−2.5% max HP/s), encirclement, and drowning combine separately—in play each shows as pills using the same short stat style.
Weapons free automatically when enemies sit inside range arcs. A unit can still advance on its orders while shooting, but only at roughly a third of normal march speed so kiting and standoff fights remain readable.
Stress can break morale and send a formation routing. To recover, rest on safe owned ground with no enemies in suppression range so healing and cohesion ticks can fire (see healing below).
When a land pocket is fully cut off by hostile control, it is marked encircled. Units caught inside take about 3.5% max HP attrition per second, flash a warning, and cannot heal until the pocket is broken. You may still attack outward and seize tiles to reopen a corridor — the penalty is meant to reward tightening sieges without making escape impossible.
Regeneration ticks only when the hex is yours, the tile is not encircled, and there are no hostile combat units threatening the area. HP, manpower, and morale all inch back together, shown with the small green + pulse when a tick lands.
While a condition is active, units show an icon above the marker when applicable, plus matching detail pills on the unit sheet. Each card below uses your equipped unit skin (trade convoys always use gold markers).
Click or box-select troops; hold Shift to add to the selection. Issue moves with a right-click, chain Shift + right-click waypoints along a path, or click-drag from a selected unit to paint a stroke of destinations across the map.
On narrow screens the unit sheet surfaces Move, Waypoint, and Formation buttons. Pick a mode, then tap the map to issue that order class without a right mouse button. Camera zoom and pan still use the usual pinch and drag gestures layered underneath.
Each class below uses the classic marker style (always shown here, regardless of your equipped skin). Combat units follow your skin in play; trade convoys always use the gold square or gold ship wedge shown below.
Your bread-and-butter land fighters: cheap to raise, flexible on most terrain, and ideal for skirmishing, capping urban tiles, and screening heavier columns. They pay normal combat penalties when attacking into rough ground or cities but are not as debuffed as heavies.
Armored formations unlocked once the city builds a factory. They cost far more cash but only use 1k manpower, hit harder, and absorb more; they are deliberately clumsy assaulting woods, hills, swamps, towns, mountains, or water — use them as breakthrough wedges on open ground instead of forcing frontal pushes into dense terrain.
Amphibious specialists. They fight and move at full strength on water tiles and cope well on coastal sand, but take a damage penalty on drier inland terrain. Use them for beach landings and fighting on the water grid where regular infantry are heavily slowed.
Built from harbors, these hulls live entirely on the water mesh. They duel other fleets, screen amphibious wedges, and can interdict lanes, but they will never march inland or flip a town by themselves — team them with infantry that can actually enter the urban tiles.
Unarmed haulers spawned between partnered cities. They ignore combat orders, do not contribute to annihilation scoring, and exist purely to deliver lump income when they finish the route. Routers try to skirt hot corridors when a safer detour exists.
The same economic unit when the pathfinder chooses an ocean hop: still defenseless, still paid only on docking, still invisible to the “kill every army” win condition — just faster when bluewater movement beats hugging every beach tile.
Giving one move order to many selected regiments distributes their destinations along a shallow line aimed perpendicular to the overall advance. That keeps a broad stack from piling onto a single hex and clogging choke points the moment the order lands.
Nothing stops you from detaching a subgroup with another click or issuing a shorter stroke if you deliberately want a tighter clump for urban brawls; formations are a convenience default, not a hard constraint.
Convoys bridge production pockets: they spawn on timers from connected cities, attempt to avoid obvious kill boxes, and pay their lump sum the moment they unload. Shut them down economically by taking the endpoints or hunting them mid-route — just remember they never satisfy annihilation by themselves.
Gold: 1000
Spend 100 gold to permanently unlock troop styles. Equip below — Yours and AI use independent picks.
Unlock deck — buy once to own forever. Equip unlocked skins from the dropdowns above.
Standard
Ancient civilizations
Ancient-era counter shapes with classical emblems. Dual-emblem packs include two equip styles.
Countryballs
Polandball-style armies with meme eyes.
World War II
Visual style for the battlefield terrain.
Spend 100 gold to unlock frontline and command styles.
Border between painted territory zones.
Frontline color
Movement order style on the map.
Arrow color
Design your own island battlegrounds. Feature in development.
Track achievements and lifetime statistics across every match.
Clear all saved data for this browser: achievements, lifetime stats, gold, and unlocked unit skins. This cannot be undone.
Default era for solo setup, multiplayer, and the map editor. Unlock era skins in the Shop to choose a period.
Orders and map tools.
A compact strategy game — economy, territory, and campaigns across land and sea.
Type
Use the Layers strip during play to toggle terrain style, borders, territory overlay, cities, city names, and units.
Progress reset and other options are under Main menu → Settings.
This will abandon the current war and return to the main menu.