iAuto joinAutomatically joins you to the lobby as soon as another player joins it. Once you are in, a war horn sounds to alert you – even if the game is minimized or in another tab.Alert onlyDoes not join you – the war horn only sounds when the first player (or AI player) enters an empty lobby. Players who join after that do not trigger it again.
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 — or press and hold it on a touchscreen — for exact numbers and detailed description.
🎮 Controls
Mouse: drag to move the map, wheel to zoom, right‑click your own building to upgrade or demolish it. An upgrade takes 3 s just like putting up a new building – a yellow ring fills above the icon and the level only goes up when it finishes. Upgrade to max in the same menu shows what all the remaining levels cost together and then buys them one after another, waiting out every timer, until the building tops out. Demolition takes 8 s – a red ring counts it down and the refund arrives when the building falls; right‑click again to cancel. Touch: one finger drags, two fingers pinch to zoom, the +/− buttons zoom too, and press and hold your own building to open the same menu. On a phone the building and technology panels are tucked away behind the two tabs at the left and right edge of the map.
1Select Farm to build
2Select Village to build
3Select Mine to build
4Select Tower to build
5Select Catapult to build
6Select Castle to build (once unlocked)
7Select Town to build (once unlocked)
W / SAttack power +5% / -5%
TabSwitch attack mode: Conquest ↔ Raiding
SpaceToggle outline view (territory as filled colour or just borders)
EscCancel the current build selection
💰 Resources
FoodFeeds your army and drives how fast it regrows. Produced by Farms; Towns eat a little of it as upkeep. Above ~80% coverage (food vs. current units) your units regrow at full speed; between 60–80% regrowth is halved; between 40–60% it stops; below 40% your army starves and shrinks. Surplus food above 100% coverage adds extra regrowth, up to a cap.
MoneySpent on buildings and technologies. Comes from a small fixed base income, from Mines (only buildable on the strip of land bordering mountains) and from merchant carts that your Towns send along the roads. Land and army size do not earn any money. Each additional mine costs more than the last and slightly lowers the yield of all your other mines.
⚒ 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. When finished it builds roads to your nearby villages and towns. Upgraded to the top it turns into a Town, which spawns a merchant cart every 10–40 seconds.
MineYour main source of steady money, paid out in one sum every 5 seconds. Can only stand on the strip of land that borders 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. Built on hills it sees further, 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 merchant cart every 10–40 seconds and the defence of a level‑1 tower — at the price of extra food upkeep. Like a village, it builds roads to your nearby villages and towns when finished. Unlocked after you have grown a village into a town yourself.
Merchant cartSpawned by every Town every 10–40 seconds. The merchant cart generates gold every time it passes through another city. The longer it travels, the more gold it generates. In every village or town it reaches it has a 30% chance to end its journey. It needs roads connecting your villages and towns to travel on — if a road is cut, any cart on it is lost, and enemy raiders who catch a cart take its gold. Carts can be destroyed by enemy towers and castles.
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 your base income, your mines and the gold of your merchant carts — 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
LowlandOpen plain — the cheapest ground to capture and the only terrain for farms. Villages, towns, towers and catapults can stand here too.
CoastThe band of shore along every lake and sea, outlined by a dark shoreline. Captured as cheaply as lowland, but only towers and castles can be built on it (and mines, where mountains come close to the shore).
HillsDrawn as rolling humps. Twice as costly as lowland to capture, and slower. Villages, towns, towers and catapults can be built here, and towers, castles and catapults on hills see further — good ground for both defence and siege.
MountainsDrawn as jagged peaks. Impassable rock: nobody can own or build on it, and it blocks the fire of towers and catapults. The strip of land along mountains is the only place where mines can be dug.
WaterLakes and seas cannot be crossed, owned or built on. They cut the map into regions and protect whatever lies behind them.
RoadThe dotted red line between your villages and towns. Roads are built automatically when a village or town is finished, always inside your own land and around water and mountains. Merchant carts travel along them. If you lose the land under a road or one of its settlements, that stretch of road is gone for good — only a new village or town can reconnect it. Tribal villages build no roads.
⚔ Attacking
ConquestThe classic attack mode. Captured territory stays yours permanently, and any economic buildings standing on the captured tiles are annexed intact. Tribes keep only villages and farms — towns and mines they capture are razed for 50 % of their value. The stronger the defender is relative to your attacking force, the more expensive the tile is to take.
RaidingA hit-and-run mode. Captured tiles are temporary (shown hatched in your colour) and return to the defender once the raid ends. No buildings are annexed — everything on the raided tiles is destroyed instead, and you collect 50% of its value as loot when the raid ends. The power ratio is inverted: the smaller your force is compared with the defender's, the cheaper and more effective the raid becomes.
Counter-attacksWhen the defender sends a wave back at an attacking wave, the two clash. The attacker's units count with his Attack technology, the defender's with his Defense technology (equal levels = 1:1). A raid also hits harder in a clash the more efficient it is — up to 2× — so stopping a small, well-sized raid can take up to twice its size.
Attack power:
30% (600)
Attack power sliderSets what share of your available units are sent in the next attack wave, from 1% up to 100%. The number in brackets next to it shows exactly how many units that percentage represents. A bigger wave hits harder but leaves less at home to defend or attack elsewhere; a smaller wave is cheaper to send but weaker on arrival.
Diplomacy
AlliancesRight‑click (or press and hold) another player's land, or use the banner button next to their name in the leaderboard, to offer an alliance. An alliance lasts 3 minutes: allies cannot attack each other in any way — no conquest, no raids, no catapults — and attacks already running between them are called off. Crossed banners next to the name show your allies (only you and your ally see it).
Alliance roadsRoads connect the nearest towns of two allies — along a long shared border several of them, at least a catapult's range apart — and your ally's merchant carts glow in their colour. Merchant carts may travel into the ally's road network, and when a cart delivers to an ally's town, both of you get gold +50 % — its owner 1.5× the usual amount and the ally the same again. When the alliance ends, carts on the ally's roads are lost.
TargetFrom the same menu you can mark an enemy with a red target for 60 seconds. Only you and your allies see it. If more players mark the same enemy, the target keeps the colour of the first one and shows how many have marked it.
Renewal30 seconds before the end both allies are asked whether to renew. Only if both say yes does the alliance continue for another 3 minutes.
BetrayalYou may break an alliance early, but you become a traitor for 30 seconds: a broken shield appears next to your name for everyone, attacks on you are 50 % stronger.
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