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Game manual

Basic information about the game

The game is turn-based so effects of our moves will appear after round calculation (with some exceptions discribed below). Rounds are calculated at 7:00, 12:00, 15:00, 16:00, 17:00, 18:00, 19:00, 20:00, 21:00, 22:00 and 30 min after those hours on main world and every 10 min between 19:30-21:30 on slow world. Number of turns and times of their calculation may change.

 

Game window

User interface

  • 1 - time left to the end of the round
  • 2 - name of logged in user
  • 3 - round number and current season
  • 4 - your resources and current stability level

Maps

On maps you can watch current state of your provinces. There are three types of map: war map, economic map and diplomatic map. To move map you have to drag it and drop. On war and economic map there provinces have limited visibility. Information about darkened provinces are incomplete. Full information of province is available if it is near your kingdom border and if you have army or spy in it.

On war map you can control your armies. Additionaly it shows information about land relief: province color indicates altitude over sea level (provinces localised higher have harder conditions). Water is indicated with light blue color (with texture). Many factors depends on land relief among others: units speed, farm income, population growth...

Economic map

Diplomatic map allows you management of spies and political relations status.

On the economic map, we can see buildings raised in particular provinces. This time, color means the intensity of the trade in current region. Possesion of the trade routes provides significant income for the kingdom.

To learn more about the province you should click on it twice.

Moving units

Example of ordering unit move

Units may be moved on war and diplomatic map (respectively army and spies). To move a unit it should be selected - clicking on it once and next making a doubleclick on the desired target province. Destination province will be highlighted blue.

Since the range of military units is limited, after selection of the unit the provinces to which we can go will be dotted. Of course sailing a ship on land is prohibited and respectively moving land units on water. However it is posible to transport those land units by means of ships.

Unit destination can be cancelled before round recalculation by clicking on it’s current province twice.

Transfering units on the ship

Ship transport

To transport land unit by ship - ship and the unit need to be in neighbouring provinces. You can put units on the ship by selecting army and clicking on the ship. In the next round your units will be transfered.

Capitals and resource

Resources available in game are: gold, sulphur, salt, iron and wood. Wood may be obtained from all provines be means of lumber mill. Gold is the most important currency in game. Incomes of gold are generated by gold mines, taxes, trade, farms, etc. Remaining resources may be only gathered from mains or by means of trade between kingdoms. Resources appear only in some provinces and they are denoted on war and economic maps (for example gold is Gold).

Capital of the kingdom is special province and differ somehow from other ones. It is significantly easier to defend capital (units gets bonus). Additionally capital is invulnerable to the rebellions (on the other hand it can be plundered by displeased citizens). Marking of the special province on the war map looks like: Capital

Stability and rebellions

Stability defines degree of the kingdom citizens happines. It is crucial parameter infulenced by many factors, for example taxes, kingdom size (the greater kingdom the more difficult to remain its stability). However, the greatest influence have the amount of gold being paid out for continual researches. Low stability is the direct reason of rebellions. Rebellion causes loss of the province in aid of newly araised self-proclaimed kingdom. We can lead one of the rebllions to the victory if we choose the rebellious province option during registration..

‘Kingdom’ tab and continual researches

Creating an emblem

In ‘kingdom’ tab you can hire a spy (witch is instant), change capital and create or change your emblem.

Most important part of this tab are taxes and continual researches sliders. Here you can set tax rate and what percentage will be invested in developement of your kingdom. Lack of investitions is surely going to ruin your country.

Units

View of units recruitements tab

Units in game can be distinguished to land and marine. Land units types are: cavalry, infantry, ranged and siege. It’s worth to remember that fast cavalry is very efficient versus weak-armoured ranged units, but is vulnerable to infantry equiped with long weapons. Slow infantry however loses in confrontation with ranged units, which can keep safe distance. Wise unit selection will let you win many battles. Next problem you may encounter is sieging fortresses - this is done by using siege machines. Great infantry-only army will also manage the walls, but sending archers to siege fortress will not be your best idea.

Commanders

Kingdoms with great military traditions (frequent wars, high military investments) may hope for the emergence of the remarkable commanders. Army leaded by the experienced man is stronger. Moreover each of the commander gather experience during his life. Veterans who had fought many wars are important backup for all units.

Auction house tab

In the auction house resources may be exchanged. This tab operates as a annoucements board. Each player can put on the market specified amount of his resources for some time. In this period other player may buy resources.
It is good to know that agile resources manipulation in auction house can boost your’s kingdom resources .