as the War Turns
Time makes turns. You make history.
A persistent strategy world that keeps your place. Every few hours the world hands you more turns. Spend them now, or bank them for the move nobody sees coming.
Here a tick arrives every two seconds; in the real game it's every few hours. Tap a tile next to your scout to move. Forest costs 2 turns, hills 2, mountains 3.
How a session goes
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Come back to a fuller bank
Turns and resources pile up while you're away, up to a cap. Nothing moves or finishes on a timer.
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Decide: spend or hoard
Claim land, build a lumber yard, recruit, march. Or save everything and stay quiet. Your rivals can't tell which.
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See what the neighbours did
Borders moved overnight. A scout appeared at the edge of your fog. Now you have something to think about until the next tick.
What makes it different
Checking more often doesn't earn more
Someone who plays once a day gets the same turns as someone who refreshes all afternoon.
The map is the economy
Forests become lumber, hills become iron, villages become gold. Where you settle decides what you can afford.
Seasons reset power, not history
Each season is a fresh, fair world. Your records, banners and titles carry forward; your armies don't.
Every world can be replayed
Finished seasons become archives you can scrub through, from first settlement to final siege.
Build your own worlds
Everything in the game, from terrain to units to whole peoples, is described as data. That makes it possible to hand the tools to players.
Race builder
Define a people: starting units, terrain affinities, unique buildings, and what they're good at.
Working preview for the dev teamCampaign builder
Hand-place landmarks and scenarios on top of a generated world, then share it as a season.
PlannedRules lab
Tune tick length, turn caps and costs on a live test world. This is what the dev console does today.
Available to the dev teamChecking the test world…