You start with a single patch of land. Send attack waves to take neutral or enemy tiles, spend money on buildings and technologies, and keep your army fed. Rough ground costs more to conquer, so the map itself is part of the fight. Hover over any button in the game for exact numbers and detailed description.
⚒ Buildings
FarmFood for your army. Produces no money and cannot be upgraded — if you need more food, build more farms (each one costs a little more and gives a little more).
Village → TownRaises your unit cap with every level. Upgraded to the top it turns into a Town.
MineYour main source of steady money. Can only stand on mountains. Every extra mine costs more and slightly lowers the yield of all your mines.
Tower → CastleDefends the land around it: tiles inside its range are much more expensive and slower for the enemy to capture, and the tower shoots automatically at incoming attackers and enemy catapults. Every level adds range and firepower; at the top level it becomes a Castle.
CatapultSiege weapon — the only way to tear down enemy buildings. It fires at one target in range at a time, either picked by hand or automatically (enemy catapults first, then towers, then economy). Upgrades add range. Not allowed on mountains, and enemy towers shoot back at it.
CastleA tower built straight at maximum level: full defensive range and automatic fire, no upgrading afterwards. Expensive, and unlocked only after you have upgraded a tower into a castle yourself.
TownA village built straight at Town level, with all its bonuses at once: a large extra unit cap, a small steady income and the defence of a level‑1 tower — at the price of extra food upkeep. Unlocked after you have grown a village into a town yourself.
Every building keeps a protective zone around it — nothing else can be placed too close. Clicking near your own building of the same upgradable type (village, tower) upgrades it instead of placing a new one. Buildings take a few seconds to finish and can be destroyed by enemy catapults.
📜 Technologies
AttackMakes every attack wave you send stronger, so you take tiles faster and lose fewer of them on the way.
DefenseMakes your whole territory tougher — enemies need more units for every tile they try to take from you.
ArmorCuts your own unit losses — both when your waves attack and when your land is defended. Limited number of levels.
EconomyRaises all of your ongoing money income at once — the earlier you take it, the more it pays back.
PopulationYour units regrow faster, so you can attack again sooner after a costly push.
WallMore hit points for every building you own, which means enemy catapults need much longer to bring anything down. Price doubles each level.
Catapult PowerHarder-hitting catapults, and at the first level it unlocks Cluster Shot: a manually aimed volley that hits every building inside a small circle. Price doubles each level.
🗺 Terrain
LowlandOrdinary open ground. The cheapest terrain to capture and the natural place for farms, villages and towers.
CoastThe belt of shore that runs along every body of water. It behaves like normal land — it is simply where the map ends.
HillsCostlier to conquer than lowland. Towers, castles and catapults built here see further, which makes hills good ground for both defence and siege.
MountainsThe most expensive land to take, and the only place where mines can be dug. Towers and castles get the biggest range bonus here; catapults cannot be built on mountains at all.
High mountainsImpassable rock. Nobody can own or build on it, and it blocks the fire of towers and catapults — a natural wall that shapes where the fighting happens.
WaterSea and shallows cannot be crossed, owned or built on. They cut the map into regions and protect whatever lies behind them.