The complete player guide: controls for touch and mouse, every building, unit, era, god and piece of research, dragons, priests, walls and the rules of battle, the computer opponents, LAN multiplayer, saving and strategy for new and seasoned rulers.

What is Godsreach? #

Godsreach is a real-time strategy game in the classic mythological tradition. You lead the Reach: you start with a Keep and a handful of villagers, gather food, wood and gold, grow a village into a kingdom across four eras, take a god at each era-up, and finally raze the enemy Keep with soldiers, siege engines, priests and dragons.

Premium and offline

One purchase. No ads, no gems, no energy timers and no server you have to be connected to. Single-player and LAN games both play with no internet at all.

Touch and mouse alike

Every command works with a finger and with a mouse and keyboard, through the same order system. Neither is a second-class way to play.

Up to five sides

Play 1 v 1 up to 1 v 4. There are no teams: every side is against every other. Up to four people can share a match on a local network; the computer plays every empty seat.

Your match keeps

With Autosave on (the default), a single-player match saves itself every minute and whenever you put the app away, so a phone call or a flat battery costs you a minute at most. CONTINUE on the title screen picks it up. See saving.

Fair, fresh maps

The map is laid out anew every match, and every seat gets exactly the same patches around its town, turned to face it, so no side starts richer and no opening can be memorised.

The world is large: 500 units across, with towns in the corners (or evenly round a ring in three- and five-sided games). Each side wears its own colour, the same on every screen: Blue (always the host), Red, Green, Purple and Yellow.

Quick start: the first five minutes #

From the title screen choose PLAY (it reads NEW MATCH when a saved match is waiting under CONTINUE), pick the number of players, the computer's difficulty (start on Easy or Normal), the mode (Supremacy is the standard game) and whether to play with fog of war, then press BEGIN. You start with:

  • a finished Keep (your town centre, +10 population),
  • 6 villagers and 1 Spearman (population 7 of 10),
  • 200 food, 200 wood and 100 gold,
  • six resource patches around your town: two of food, two of wood and two of gold.
  1. Put everyone to work. Select villagers (tap one, or draw a box) and tap/right-click a resource patch. Split them between food and wood at first, with one or two on gold.
  2. Keep the Keep busy. Select the Keep and train villagers (50 food, 4 seconds each). Tap or right-click a resource with the Keep selected to set its rally point there: new villagers walk straight to it and start gathering.
  3. Build a House early. You start at 7 of 10 population. Each House (50 wood) adds 5 room once it is finished.
  4. Shorten the walk. Put a Granary next to your food and a Storehouse next to your wood or gold. Villagers always carry their load to the nearest finished building that accepts it.
  5. Research Iron Tools at the Keep (+1 resource per swing) and Carry Frames at the Granary (carry 15 instead of 10).
  6. Lay Farms before the wild food runs out: one villager per field, food forever.
  7. Save 400 food and 150 gold and advance to the Iron Era at the Keep. You choose your first god (Solen or Veyra) when you press Advance. The Iron Era unlocks the Barracks, walls, the Market and the Temple, and ends the truce: from then on you may attack, and be attacked.
Follow the alerts. Important news (an era reached, an attack, a god power, research done) appears as a line under your resources and fades after a few seconds; refusals appear in orange and say why. While you place a building, aim a power or attack-move, an instruction line above the bottom bar tells you exactly what to do next.

Reading the screen #

The map fills the whole screen; small see-through panels float over it.

WhereWhat it shows
Top left: the purseYour era, then each resource as a picture and its amount: berries for food, a tree for wood, a coin for gold, a star for favor (it stops at 100) and two people for population, used / room. On a narrow phone the era shortens to its first word (HEARTH, IRON...), and only then do the figures shrink.
Under the purseThe standing TRUCE line while the truce holds, and news lines that fade after about five seconds (orange for anything refused).
Top rightThe match clock, Stats (a standings table: workers, army, finished buildings, population, era by its short name and score, one column for you and one for each rival in its colour; a fallen rival reads OUT) and Pause.
Bottom leftThe minimap: resource patches in their colours, your things in blue, rivals in their colours (only what you can see or have found), the fog, a flashing dot where you are being attacked, and a white box for what is on screen.
Above the minimapIdle (count of idle villagers; glows orange when any are idle), Army and Home. With a keyboard you also get All and four control-group buttons. Under attack! appears here for a while after something of yours is hit.
Bottom rightBUILD. On a phone it opens and closes a drawer of building cards; on a desktop the cards stay open (HIDE tucks them away and is remembered). Your god-power buttons stand above it, each showing "ready" or the seconds left.
Bottom stripWhat your selection needs: a production building's train buttons, Cancel last and research; or, for units, Stop, Hold, Attack move, Deselect and a count. Things your era has not unlocked are shown greyed out with the era that opens them, never hidden. Red tint means you cannot afford it yet.
On the mapHealth bars on anything damaged and on your selected units; a building's name and progress bar when you point at it, tap it, select it, or while it builds, trains or researches; a resource patch's remaining amount when you point at or tap it; zz over idle villagers; each villager's load; a flashing red X where you are under attack.

The score in Stats is villagers × 10 + army value × 20 + finished buildings × 30, where a soldier's value is its food plus gold cost divided by 50.

Touch controls #

GestureWhat it does
Slide one fingerMoves the map. Flick it and the map glides on and slows to a stop.
Tap a unitSelects it.
Tap the same unit again quickly (double-tap)Selects every unit of that kind on screen.
Hold still a moment, then dragDraws a selection box (hold for about a third of a second before you move; a quick slide pans instead). The second press of a double-tap, held and dragged, does the same.
Tap the groundWith units selected: they walk there in formation. With a production building selected: moves its rally point. With only a building selected: deselects.
Tap a resource patchSelected villagers gather it; selected soldiers walk to it; selected dragons burn it (herds and forests).
Tap an enemyWith soldiers selected: attack it. Otherwise: shows its name and health.
Tap your own building with villagers selectedIf it is unfinished they build it; if it is damaged they repair it; if it is a Farm, Woodcutters, Market or Temple they go to work there.
Tap a place of work with the Keep selectedPuts the Keep's rally point on that Farm, Woodcutters, Market or Temple: the villagers it trains go straight to work there.
PinchZooms in and out.
Two fingers moving togetherPans the map.
Two fingers side by side, moved up or downTilts the camera: up looks out towards the horizon, down looks straight down. The angle carries over to your next match.
Tap or drag on the minimapMoves the camera there. With units selected, a tap also sends them there.

The tick and the cross

Placing a building or aiming a god power never happens by accident on touch. The building (or the power's circle) appears in the middle of the screen with a green tick and a red cross beside it:

  • Building: press on the building and drag it where you want it (or tap the ground to move it there), then tap the tick. The plate under it is green where it fits and red where it is blocked, and the tick is greyed out while it is blocked.
  • Wall: drag along the ground from where the wall should start to where it should end, then tap the tick. A plain tap lays a single segment.
  • God power: tap or drag to move the aiming circle, then tap the tick to call it down.
  • The cross cancels.

On touch, placement ends after each building. To give one villager a list of buildings, keep it selected and place them one after another: each new site goes on the end of its list (see placing buildings).

Mouse and keyboard #

MouseWhat it does
Left-clickSelects a unit or a building. Left-clicking a resource with villagers selected sends them to gather it; left-clicking your own unfinished, damaged or working building with villagers selected sends them to it.
Left-dragBox-selects units.
Double-click a unitSelects every unit of that kind on screen.
Double left-click the groundMoves the selection there (or sets a production building's rally point). A single click on empty ground clears the selection.
Right-clickThe smart command: move, gather, attack, build, repair, go to work, or set a rally point, depending on what is under the cursor. While placing or attack-moving, right-click cancels.
Shift + any orderQueues it after what the unit is already doing. Queued points are drawn on the ground while the unit is selected. Shift while placing keeps the same building ready to place again (not for the Keep or the Market).
WheelZooms. Ctrl + wheel tilts the camera.
Middle-dragPans the map.
Pointer at the screen edgeScrolls the map (can be turned off in Settings). The speed ramps up the closer you push to the very edge. The minimap does not trigger it.
MinimapLeft-click moves the camera there and, with units selected, sends them there (attack-moving if attack-move is armed). Right-click or drag only looks.

Building placement with a mouse: the building follows the cursor and a click places it. Walls: press where the wall starts, drag to where it ends, and let go.

Hotkey table #

Buildings (pressing the same key again cancels)
KeyBuildingEra
HHouseHearth
GGranaryHearth
EStorehouseHearth
FFarmHearth
CKeepHearth
BBarracksIron
LWoodcuttersIron
KMarketIron
TTempleIron
RWall (gates are automatic)Iron
NStablesCrown
YWatch TowerCrown
USiege WorkshopMythic
JDragon RoostMythic
Commands
KeyAction
1–5With a finished production building selected: train its 1st to 5th unit
XWith a production building selected: cancel the last unit queued (full refund)
1–4Otherwise: select control group 1–4
Ctrl+1–4Assign the selection to that control group
SpaceJump to the latest attack on you; when nothing is happening, select all your units
BackspaceJump to your Keep
.Select all idle villagers; press again to cycle the camera through them
MSelect your whole army (every non-villager)
ZStop: drop every order, queued ones too
VHold position on/off
QArm attack-move, then click the ground (or an enemy)
PArm your first god power that is ready
EnterConfirm a placement, or cast an aimed power
EscCancel placement, attack-move or an aimed power; otherwise pause. On the god screen, closes it ("not yet")
ShiftHold while ordering to queue orders
Camera and window
KeyAction
WASD / arrowsPan the map
+ / -Zoom in / out
Page Up / Page DownTilt the camera
F11Toggle full screen (works on the title screen too)

Control groups (keyboard players): the buttons above the minimap select a group with a click, centre the camera on it with a double-click, and assign the current selection when held for about half a second.

Resources and gathering #

Food

From berry bushes, herds of animals, a few wild strays, and Farms. Pays for villagers, every unit and the era-ups.

Wood

From forests and Woodcutters' camps. Pays for almost every building and some research.

Gold

From gold seams and Markets. Every soldier costs gold, as do the era-ups and the bigger buildings.

Favor

Earned by villagers worshipping at a Temple, up to a cap of 100. Spent on the Stormcaller (25 favor).

Resource patches

Patches come in sizes, and you can see the size: a big forest looks like a big forest. Base sizes are 400 (small), 900 (medium), 1,700 (large) and 2,600 (huge), each varied by roughly a sixth either way. Point at or tap a patch to see how much is left.

  • At home every side gets the same six: a small and a medium food patch, a medium and a large forest, and a medium and a small gold seam. Enough to open with, deliberately not enough to win on.
  • Out on the map are the big ones, in fair copies for every seat, with forests the most common, plus one huge gold seam in the very centre. Leaving home is how you pay for an army.
  • Food above 700 is a herd of animals; smaller food patches are berry bushes; a few small groups of wild strays (around 240 food) roam on their own. All are gathered the same way.

How fast gathering is

SourceRateRuns out?Notes
Patch (berries, herd, forest, gold)4 per swing, a swing every 0.8 s, while standing at the patchYesVillagers carry 10 (15 with Carry Frames) and walk it to the nearest drop-off. Iron Tools: +1 per swing. Veyra: +2 per swing. A patch a dragon has burned: double.
Farm0.8 food per second (48 a minute)NeverOne farmer per field. No walking: the food goes straight into your stockpile.
Woodcutters0.45 wood per second per cutter (27 a minute), up to 4 cuttersNeverA camp of 4 earns 108 wood a minute. No walking.
Market0.5 gold per second per trader, × 0.6 to × 2.2 by distance, up to 5 tradersNeverSee the Market. At most 3 Markets.
Temple0.6 favor per second per worshipperNeverAs many worshippers as you like; favor stops at 100.

Drop-offs

A gathering villager walks its load to the nearest finished building that accepts it: the Keep takes everything, the Granary takes food, the Storehouse takes wood and gold. Building a drop-off beside a patch is the single best thing you can do for a gathering crew. (The Woodcutters' camp is a place of work, not a drop-off.)

The Market

Send villagers to a Market and they go inside and trade, bringing in gold steadily whether or not there is ore left in the ground. Five can trade at each Market and you may have at most three. The further a Market stands from your nearest Keep, the more each trader earns: from ×0.6 (30 gold a minute each) within 8 units of the Keep, rising evenly to ×2.2 (66 gold a minute each) at 58 units or more. Select a Market to see what it is worth. A frontier Market earns over three times as much as one in your courtyard, and is that much easier to raid.

Villagers at work #

Villagers are the only units that gather, build and repair. They do not fight. Godsreach leaves the decisions to you: a villager that runs out of work waits for orders rather than wandering off to do something you did not ask for.

  • A patch runs out: the villager moves on only to another patch of the same kind right next to it (within about 12 units, the next stand of the same wood). Otherwise it goes idle and you are told, with a reminder to build a Market if it was gold.
  • A building is finished: its builders go idle (anyone holding a load takes it home first). The exception: the villager sent to raise a Farm or Woodcutters stays and works it, if there is room. A Market's builder waits, because trading is your choice.
  • Walk a villager into a patch with a plain move and it starts gathering there.
  • Building lists: lay out a new site while your selected villagers are already building and it goes on the end of their list: one villager can lay out and raise ten houses, one after another, and then waits. Shift with a mouse queues any order the same way.
  • Repair: send villagers to a damaged building of yours and they mend it, free, at half the speed it went up.
  • Places of work: Farms, Woodcutters, Markets and Temples report how many villagers they hold when selected. If you send more than fit, the extras carry on as they were.
  • Rally points: put the Keep's rally point on a resource and new villagers gather it; put it on a Farm, Woodcutters, Market or Temple with room and they go to work there.
  • Find the idle: the Idle button (or .) selects every idle villager and moves the camera to the next one each time you press it. Idle villagers show zz over their heads.

Villagers working, hauling or building are allowed to overlap one another so they never jam at a drop-off; soldiers and walking units keep their distance.

Population and houses #

  • Every unit takes room: villagers, Spearmen, Swordsmen and Priests take 1; Archers, Horsemen, Horse Archers and War Priests 2; Champions, Lancers, Battle Mages, Stormcallers and Catapults 3; a Dragon takes 6.
  • Room comes from your Keep (+10) and each House (+5), counted only once the building is finished and lost if it is destroyed.
  • The hard limit is 200, however many houses you build.
  • Room is reserved the moment a unit is queued, so a full queue can block training even before the units appear.
  • A second Keep may only be raised when your population is completely full (and below 200). It then adds 10 room, takes all resources and trains villagers. Markets measure their distance from your nearest Keep, so a second Keep beside a Market lowers what that Market earns.

Buildings #

Build time is in villager-seconds: two villagers raise a building in half the time, four in a quarter. Every building has 30% armor against hack damage and 80% against pierce, so arrows barely scratch them. Buildings see 21 units through the fog.

All buildings. Cost in wood (W) and gold (G).
BuildingKeyEraCostBuild timeHealthSizeWhat it does
KeepCHearth250 W, 100 G45 s1,5008×8Your town centre. +10 population. Trains Villagers. Accepts all resources. Researches the era advances and Iron Tools. Losing your last one loses the match (Supremacy). A second one only when your population is full.
HouseHHearth50 W8 s4003×3+5 population when finished.
GranaryGHearth60 W12 s5003.5×3.5Food drop-off. Researches Carry Frames.
StorehouseEHearth60 W12 s5004×3Wood and gold drop-off.
FarmFHearth60 W9 s3004×4A field for one farmer: 0.8 food a second, forever. Units walk over fields, and fields can be laid edge to edge.
BarracksBIron120 W, 50 G20 s9005×4Trains Spearman, Swordsman, Archer, and Champion from the Crown Era. Researches Tempered Blades and Chainmail.
WoodcuttersLIron70 W13 s3204×3.5Up to 4 villagers work the coppice: 0.45 wood a second each, forever.
MarketKIron120 W, 40 G22 s6004.5×4Up to 5 traders bring in gold forever; worth more the further from your Keep. Maximum 3.
TempleTIron100 W, 60 G30 s1,0005×5Worshippers earn favor. Trains Priests, and the Stormcaller in the Mythic Era.
WallRIron20 W4 s6002×2A span of stone nobody walks through. Dragged out in lines at any angle. See walls.
GateautoIron35 W6 s7502×2Laid automatically as every fifth wall segment. Opens for its owner only.
StablesNCrown150 W, 60 G24 s9005×4Trains Horseman, Horse Archer, War Priest, and Lancer and Battle Mage from the Mythic Era.
Watch TowerYCrown150 W, 30 G18 s9002.5×2.5Shoots the nearest hostile unit within 13: 14 pierce damage every 1.5 s. See towers.
Siege WorkshopUMythic200 W, 100 G28 s1,0005×4Builds Catapults.
Dragon RoostJMythic600 W, 450 G60 s2,6007×7Raises Dragons. See dragons.

Every production building has a queue of 10. Cost and population are taken when you queue; units train oldest first; Cancel last (or X) removes the newest order with a full refund. Each production building has its own rally point: select it, then tap/double-click the ground or right-click. New units walk to the flag and spread out around it. A production building can train and research at the same time, but researches only one thing at once.

Buildings grow a little with every era their side reaches (6% per era; walls, gates and fields keep their size), and your buildings take a gold trim when you reach the Iron Era.

Placing and raising buildings #

  • Press a building card (or its hotkey). If no villager is selected, the game picks builders for you: idle villagers first, then working ones; two for anything that takes more than 8 seconds, otherwise one.
  • The preview shows the real building on a plate: green where it fits, red where it is blocked. Sites snap to a grid.
  • A site is blocked by other buildings (yours or anyone's), by resource patches still standing, and on a hilly map by ground too steep to build on. Buildings other than fields and walls keep a little walking room around them.
  • Locked buildings are shown greyed out with the era that unlocks them. If you cannot afford one, the card is tinted red and the game tells you what you are short of.
  • Resources are paid when the site is laid out. A site under construction stays reachable for its builders; once finished, a building blocks movement (except Farms, which are walked over, and your own Gates).

The four eras #

Each era opens a new tier of the game. You advance at the Keep: pressing Advance opens a screen with the two gods the next era offers. Choose one (or press NOT YET) and the research starts, paid for then. In a single-player game the match waits while you choose; in a LAN game it does not. When the era arrives a column of light rises over each of your Keeps, the era's name crosses the screen, and your god's blessing and power take effect. Every side is told whenever any side advances.

EraCost to reachResearch timeUnlocksGod offered
Hearth Erastart–Keep, House, Granary, Storehouse, Farm. Villagers. Iron Tools, Carry Frames. The truce holds.none
Iron Era400 food, 150 gold40 sBarracks (Spearman, Swordsman, Archer), Woodcutters, Market, Temple (Priest), Wall and Gate, Tempered Blades. The truce ends: you may attack.Solen or Veyra
Crown Era700 food, 350 gold55 sStables (Horseman, Horse Archer, War Priest), Champion, Watch Tower, Chainmail.Kargath or Ilmara
Mythic Era1,000 food, 600 gold70 sSiege Workshop (Catapult), Lancer and Battle Mage (Stables), Stormcaller (Temple), Dragon Roost (Dragon).Orun or Nyxa
Keep the Keep free. The era advances and Iron Tools share the Keep's single research slot. Get Iron Tools done early so the slot is free the moment you can afford the next era. The Keep keeps training villagers while it researches.

The six gods #

At each era-up you choose one of two gods. The choice is permanent, every blessing you take stacks with the others, and each god gives you one power: a targeted spell with its own cooldown, ready the moment you take the god. Neither god of a pair is the better pick; each leans a different way.

To use a power, press its button (above BUILD, or P for the first ready one), aim the circle and confirm with the tick (or Enter). Damage from powers ignores armor, and buildings caught in a striking power take double. Healing powers mend only your own units. A rival's power cast near anything of yours is announced.

IRON ERA

Solen

the dawn rider

BLESSING
All your units move 25% faster.
POWER: SUNFIRE
Burns every enemy unit within 8 of the target for 130 damage (260 to buildings).
COOLDOWN
150 seconds

Veyra

mother of harvests

BLESSING
Your villagers gather 50% more per swing (+2 on top of the base 4).
POWER: MENDING RAIN
Heals each of your units within 9 of the target by 140.
COOLDOWN
130 seconds

CROWN ERA

Kargath

lord of the anvil

BLESSING
Your units hit 35% harder.
POWER: BLOOD OATH
Wounds every enemy unit within 10 for 120 (240 to buildings) and heals your own units there by 120.
COOLDOWN
170 seconds

Ilmara

the tide weaver

BLESSING
Your units recover four times faster near your buildings (10 health a second instead of 2.5).
POWER: MOONLIT TIDE
Heals each of your units within 15 of the target by 220.
COOLDOWN
150 seconds

MYTHIC ERA

Orun

keeper of the hours

BLESSING
Training, research and building go 40% faster.
POWER: HARVEST OF AGES
Adds 600 to every resource patch within 13 of the target, bringing mined-out patches back to life.
COOLDOWN
190 seconds

Nyxa

the veiled night

BLESSING
Your units see 30% further.
POWER: NIGHT'S EYE
Lifts the fog over a circle of radius 26 for 30 seconds.
COOLDOWN
120 seconds

Units #

Armor is the share of that kind of damage a unit ignores. Rate is the time between blows. Speeds are relative (a villager walks at 6.2). RIDER marks mounted units, which Spearmen are made for; FLIES marks flyers, which only ranged and flying attackers can reach.

Every unit. F = food, G = gold.
UnitTrained atEraCostTimePopHealthAttackRangeRateSpeedArmor hack / pierceSightBonus
VillagerKeepHearth50 F4 s150–––6.20% / 0%13Gathers, builds, repairs. Never fights.
SpearmanBarracksIron50 F, 20 G7 s11108 hackmelee1.3 s5.615% / 10%13×3 vs Champion; ×2.5 vs any rider
SwordsmanBarracksIron45 F, 15 G6 s11007 hackmelee1.0 s6.412% / 15%13×1.7 vs Spearman
ArcherBarracksIron70 F, 45 G10 s2759 pierce81.6 s5.90% / 20%14×2 vs Spearman. Hits flyers.
ChampionBarracksCrown100 F, 80 G14 s319017 hackmelee1.1 s816% / 20%13×2.5 vs Archer
Horseman RIDERStablesCrown70 F, 60 G12 s21609 hackmelee1.2 s9.512% / 30%15×2.5 vs Archer. Fastest unit.
Horse Archer RIDERStablesCrown90 F, 90 G15 s21308 pierce81.5 s95% / 25%15×1.8 vs Spearman. Hits flyers.
War Priest RIDERStablesCrown70 F, 90 G14 s2150–––8.65% / 15%13Mends 7 health a second; blesses; smites. See priests.
PriestTempleIron50 F, 70 G12 s190–––4.80% / 10%12 (+22)Mends 5 health a second; blesses; smites; sight grows while standing still.
Lancer RIDERStablesMythic120 F, 110 G18 s332019 hackmelee1.3 s830% / 30%14×1.8 vs Champion. Heavy cavalry.
Battle Mage RIDERStablesMythic110 F, 140 G18 s317014 pierce92.2 s85% / 30%15Bolts burst: half damage to every other enemy unit within 2.8. Hits flyers.
Stormcaller FLIESTempleMythic150 F, 80 G, 25 favor20 s324021 hackmelee1.2 s8.518% / 38%13×2 vs Archer. Flies over walls. Needs a god.
CatapultSiege WorkshopMythic120 F, 220 G24 s326016 hack154.5 s3.25% / 60%16×5 vs buildings. Looks for buildings first. Hits flyers.
Dragon FLIESDragon RoostMythic350 F, 450 G45 s61,50040 hack73.0 s8.530% / 35%22×2.5 vs buildings; fire bursts: half damage to every other enemy unit within 4.5. Hits flyers.

Roles at a glance

Spearman

Cheap and sturdy. The answer to every rider and to the Champion. Loses to Archers and Swordsmen.

Swordsman

The line: cheapest soldier, quickest to train and to strike, good against Spearmen. What a big army is mostly made of.

Archer

Shoots from 8. Shreds Spearmen, reaches flyers, but is fragile and has no hack armor: Champions and Horsemen run it down.

Champion

Heavy, fast infantry that cuts through Archers. Spearmen deal it triple damage.

Horseman

The fastest thing on the map: raids, scouting and riding down archers and casters. Spears are made for it.

Horse Archer

Shoots from the saddle and kites Spearmen; Horsemen catch it.

Lancer

Heavy cavalry with 320 health and good armor that goes through foot soldiers. Still a rider: spears hurt.

Battle Mage

A mage on horseback whose bolts burst over everything round the target: the answer to a crowd.

Stormcaller

The Temple's myth unit. Flies over walls and spear lines, and only ranged and flying attackers can touch it.

Catapult

Slow and helpless up close, but out-ranges every tower and tears buildings apart. Arrows barely hurt it (60% pierce armor); blades do.

Combat rules #

How damage is worked out

Damage = Attack × bonuses × (1 − target's armor against that damage type) × your damage boosts

  • Two damage types. Hack (blades, spears, boulders, dragon fire) and pierce (arrows and bolts). Each unit has a separate armor value against each.
  • Bonuses multiply: a unit's bonus against one named unit, the Spearman's ×2.5 against anything mounted, and the siege bonus against buildings.
  • Damage boosts: Tempered Blades (+40% for melee units), Kargath (+35% for everything) and a priest's blessing (+25%) all multiply together.
  • Armor: Chainmail adds 18 percentage points to both armor values of all your units (a Spearman's 15% hack armor becomes 33%).
  • Missiles never miss, but a shot whose target dies before it lands is wasted. Catapult boulders fly slower, in an arc.
  • God-power damage ignores armor.
Worked examples (no upgrades)
BlowSumDamage
Spearman hits a Champion8 × 3 × (1 − 0.16)20.2
Spearman hits a Horseman8 × 2.5 × (1 − 0.12)17.6
Archer hits a Spearman9 × 2 × (1 − 0.10)16.2
Champion hits an Archer17 × 2.5 × (1 − 0)42.5
Archer hits a building9 × (1 − 0.8)1.8
Swordsman hits a building7 × (1 − 0.3)4.9
Catapult hits a building16 × 5 × (1 − 0.3)56
Dragon hits a building40 × 2.5 × (1 − 0.3)70

Orders and how soldiers behave

  • Move (tap the ground / right-click): units walk there and ignore enemies until they arrive, even when hit. Groups arrive in formation facing the way they marched: melee in front, ranged behind, villagers and priests at the back.
  • Attack-move (Q or the Attack move button, then the ground): units fight everything they meet on the way, buildings included, then wait there.
  • Attack (tap / right-click an enemy with soldiers selected).
  • Hold (V): units defend their spot and strike anything in reach, but never chase.
  • Stop (Z): drop every order, including queued ones.
  • On their own, idle soldiers pick up enemies that come within reach and fight back when hit. When anything of yours is attacked, idle soldiers within 28 rush to help. A soldier with nothing in reach in an enemy village walks to the nearest enemy building within 24 and knocks it down (unless holding). Catapults look for buildings before units.
  • Your soldiers only pick targets you can see through the fog.
  • Units that cannot reach where they were sent re-plan, then try the nearest reachable ground, then stop and wait for orders rather than push at a wall forever.

Healing

  • A unit that has been out of combat for 8 seconds and stands within 9 of one of your finished buildings recovers 2.5 health a second (10 with Ilmara).
  • Priests and War Priests mend the most hurt friend near them (see priests).
  • Mending Rain, Blood Oath and Moonlit Tide heal in an area.
  • Villagers repair damaged buildings for free at half their build speed.

Buildings and siege

Buildings shrug off arrows (80% pierce armor) and take hack blows at 70%. Soldiers can take buildings down, but slowly; Catapults (×5 against buildings, range 15, beyond a Watch Tower's 13) and Dragons (×2.5) are made for it. Sunfire and Blood Oath deal double to buildings. Only the Watch Tower fights back.

When you are attacked, a horn sounds (at most every 45 seconds), a notice appears (at most every 20 seconds), a red X flashes at the spot and on the minimap, and the Under attack! button (or Space) jumps you there. Whoever hits you is glimpsed through the fog for a few seconds wherever they stand.

Counters and the flying rule #

The heart of the army game is a triangle: Spearman beats Champion, Champion beats Archer, Archer beats Spearman. Riders sit beside it: spears beat every horse, and Horsemen ride down Archers.

The counter triangle Spearman deals triple damage to the Champion and two and a half times to every rider. The Champion deals two and a half times to the Archer. The Archer deals double to the Spearman. The Horseman deals two and a half times to the Archer. SPEARMAN CHAMPION ARCHER RIDERS Horseman leads ×3 ×2.5 ×2 ×2.5 vs any rider Horseman ×2.5
What to bring against each enemy (the same answers the computer uses)
If they fieldBringWhy
ChampionsSpearmen (Lancers help)Spearman ×3, Lancer ×1.8 against them
Horsemen, Horse Archers, LancersSpearmen×2.5 against every rider
ArchersHorsemen, Champions×2.5 each, and Archers have no hack armor
Battle Mages, War PriestsHorsemenCasters and healers on horseback are run down by the fastest riders
SpearmenArchers, Swordsmen, Horse Archers×2, ×1.7 and ×1.8
Dragons, StormcallersArchers (and anything else that shoots or flies)Nothing on foot with a blade can reach a flyer
CatapultsAnything fast with a blade5% hack armor, slow, useless up close
Massed infantryBattle Mages, DragonsTheir blasts hit everyone round the target

The flying rule

Swords and spears cannot reach the sky. A flyer (the Dragon and the Stormcaller) can only be hit by things that shoot or fly: Archers, Horse Archers, Battle Mages, Catapults, Dragons, Stormcallers, Watch Towers, a priest's smite, and god powers. Melee soldiers simply refuse the order ("send archers, catapults, battle mages or dragons"). Flyers also ignore walls and buildings and fly straight to where they are sent.

Dragons #

A dragon silhouette breathing fire

The Mythic Era's last word. Dragons are dear, slow to raise and take six mouths of population each, but there is no limit beyond what you can pay for and house.

  • Where: the Dragon Roost (J, Mythic Era): 600 wood and 450 gold, 60 villager-seconds, 2,600 health, a 7×7 plot. Put several villagers on it.
  • Cost: 350 food and 450 gold, 45 seconds, 6 population.
  • Strength: 1,500 health, 30% hack and 35% pierce armor, speed 8.5, and the widest sight of any unit (22). Its big body is also easy to tap.
  • Fire: 40 hack damage from 7 away every 3 seconds; the blast bursts over its target, dealing half damage to every other enemy unit within 4.5. Against buildings it hits ×2.5 (70 damage a breath to a building).
  • Flight: it flies over walls, gates, buildings and cliffs, and only ranged and flying attackers can hit it (see the flying rule). A Dragon can itself fight other flyers.
  • Upgrades: a dragon counts as a ranged attacker, so Tempered Blades does not help it; Kargath's blessing and a priest's blessing do.
  • The announcement: when any side's first Dragon takes wing, every side hears it. Yours: "YOUR FIRST DRAGON TAKES WING!". Theirs: a warning that they have a dragon and that Archers bring it down.
  • Breeds: each side's colour flies its own breed. Blue and Purple share one that breathes a stream of flame, Red has its own flame-breather, and Green and Yellow fly a breed that spits fireballs. The breeds look different; their numbers are identical.

Burning herds and forests

Send selected Dragons at a herd or a forest (not gold): they fly within reach and set it alight. A roasted herd's animals fall where they stood; a burned forest goes black. From then on, villagers gather that patch twice as fast (double per swing) until it is gone. The burn uses one breath and does not use up any of the patch.

Dragon economy. Before a big push, have a dragon roast the herd or the big forest your villagers are working: every swing there is doubled for the rest of the patch.

The computer builds a Dragon Roost once it reaches the Mythic Era and can afford it with some to spare, on every difficulty except Easy.

Priests and War Priests #

The Priest (Temple, Iron Era) and the mounted War Priest (Stables, Crown Era) never take orders to attack and never pick fights. They follow your army and do three things, checked once a second:

  1. Mend. The most hurt friendly unit within 7 is healed: 5 health a second by a Priest, 7 by a War Priest. You see a green ring and rising motes.
  2. Bless. With nobody to mend, it blesses up to 6 of your soldiers within 9 that are not already blessed: they strike 25% harder for 12 seconds. A priest blesses at most every 15 seconds. Blessed soldiers glitter with gold.
  3. Smite. With nobody to mend and no blessing to give, it smites the nearest enemy within 9 with a bolt of violet fire: 10 damage about every 3 seconds, which armor does not reduce (4 against buildings). Smite reaches flyers. It obeys the truce.

The Priest's far sight: a Priest sees 12, but the longer it stands still the further it sees, up to 22 more (34 in all) after about ten seconds. Walking resets it. It is the way to look into the fog without sending an army.

Priests walk at the back of a formation with the villagers. The War Priest keeps pace with cavalry (speed 8.6 against the Priest's 4.8).

Walls, gates and towers #

Walls arrive with the Iron Era, exactly when the truce ends and there is something to keep out.

  • Drawing a wall: press R (or the Wall card). With a mouse, press where it starts, drag to where it ends, and let go. On touch, drag along the ground, then tap the tick. A plain click or tap lays one segment.
  • Any angle: runs follow the line you drag, diagonals included; the segments overlap at the corners so a diagonal wall stays closed. A single run is at most 40 segments.
  • The preview shows every segment: green where it will go, red where it is blocked or your wood runs out, and taller where a gate will be.
  • Gates: every fifth segment you lay becomes a Gate automatically (35 wood, 750 health), so you never wall yourself in. Your own people walk through your gates; every other side's are shut out.
  • Builders start from the nearer end, each takes a stretch, and none goes back to gathering until the last segment is up. Hold Shift to keep laying wall.
  • Cost: 20 wood and 4 villager-seconds a segment, 600 health. Nobody walks through a wall, so it decides where a fight happens.

Watch Towers

The Watch Tower (Crown Era, 150 wood and 30 gold) is the only building that fights back. It shoots the nearest hostile unit within 13 for 14 pierce damage every 1.5 seconds, reduced by the target's pierce armor. It can hit flyers. It never shoots buildings, will not fire until finished, and obeys the truce. Every foot soldier is out-ranged by it; a Catapult (range 15) is not.

A good choke: a wall across the approach, a gate in it, a Watch Tower or two behind it, and Archers on Hold behind the wall. Remember that Dragons and Stormcallers fly straight over it.

Research #

Each upgrade is researched once, at a specific building, and applies to your units only. A building researches one thing at a time.

ResearchWhereEraCostTimeEffect
Iron ToolsKeepHearth150 F, 75 W25 sVillagers gather one extra resource per swing (4 to 5).
Carry FramesGranaryHearth120 F, 100 W25 sVillagers carry 15 instead of 10, so they walk back less often.
Tempered BladesBarracksIron200 F, 100 G30 sMelee units hit 40% harder (Spearman, Swordsman, Champion, Horseman, Lancer, Stormcaller).
ChainmailBarracksCrown180 F, 120 W30 sAll your units gain 18% armor against both damage types.
Advance to the Iron EraKeepHearth400 F, 150 G40 sSee the four eras.
Advance to the Crown EraKeepIron700 F, 350 G55 s
Advance to the Mythic EraKeepCrown1,000 F, 600 G70 s

Orun's blessing makes research (and training, and building) 40% faster. Next-era research is shown greyed out with the era it needs, so you can see what you are saving for.

The truce #

Nobody may start a fight in the Hearth Era. The opening is a race of economies and build orders, not a rush.

  • A side may attack once it reaches the Iron Era.
  • Being attacked ends your own truce at once: falling behind in eras never leaves you defenceless, and retaliation is never blocked.
  • What the truce blocks is starting a fight: attack orders, attack-move aggression, soldiers picking their own targets, Watch Towers and priests' smites. A refused attack order tells you why.
  • The standing line under your purse says TRUCE while it holds. In Deathmatch there is no truce at all, and a God-difficulty computer does not wait for one.
  • The computer is bound by the same rule: it researches its era-up as soon as its difficulty allows and it can pay, and while saving it holds back half of the cost rather than spending it on soldiers it cannot use yet.

Fog of war #

Fog of war is chosen on the New Match screen (On or Off). With it on, the map has three shades:

  • Clear: ground something of yours can see right now.
  • A light haze: ground you have explored that nothing of yours is watching. You can still read the land and the patches; enemies there are not shown.
  • The veil: ground nobody of yours has ever seen. Still translucent, so the lie of the land is always readable.

Enemy units are drawn, labelled, shown on the minimap and open to orders only while something of yours can see them. An enemy building shows as soon as any corner of it is in sight and stays on your map once found. Whoever hits you is glimpsed for a few seconds wherever they stand. Sounds on the map are only heard where you can see.

How far things see
WhoSight
Buildings21
Most units (villagers, Spearman, Swordsman, Champion, War Priest, Stormcaller)13
Archer, Lancer14
Horseman, Horse Archer, Battle Mage15
Catapult16
Dragon22
Priest12, growing to 34 standing still

Every unit sees further than it can shoot, so you are never shot at by something you cannot see. Nyxa's blessing adds 30% to all your units' sight, and Night's Eye lifts the fog over a wide circle for 30 seconds. The computer plays without fog, but it only knows about your army what its own units and buildings can see.

Computer opponents #

The computer plays by your rules. It starts exactly as you do (a Keep, six villagers and a Spearman; it gets 150 gold to your 100), its villagers really gather, walk to its own drop-offs and can be killed to starve it, it lives under the same population cap and builds Houses, and its units feel its gods' blessings and its research exactly as yours do.

EasyNormalHardGod
In a lineA gentle opponent: slow to gather, late and small attacks.Steady pressure from a fair opponent.Gathers faster, fields more barracks, attacks sooner.Relentless. Ignores the truce and comes early, in waves.
Gathering speed×0.6×0.88×1.3×1.7
Villagers it keeps471218
Barracks / Stables1 / 12 / 13 / 24 / 2
Most soldiers at once81840200
Wave size (min–max)2–63–144–246–40
Attacks when its army is1.8× yours1.3× yoursequal to yours0.9× yours
Comes anyway after about7 min, then every 46 min, then every 3.54 min, then every 2.53 min, then every 2
Earliest Iron / Crown / Mythic9 / 18 / 28 min6 / 13 / 21 min4 / 9 / 15 minas soon as it can pay
Dragon Roostneveryesyesyes
Respects the truceyesyesyesno

Wave timings are jittered by up to 30% either way, so attacks never land on a predictable clock. "Its army against yours" means what it has seen of your army; a person sitting in a computer seat in a LAN game plays at full speed, with no handicap.

How it plays

  • Picks a rival: the nearest side still standing, or whoever is in its base right now.
  • Scouts: one early scout walks to look at your base and comes back. It will not blind-rush a base it has never seen.
  • Grows waves: it musters soldiers a little way out of town towards you and waits for a full wave; waves grow with every attack and as the match wears on, from raids to armies.
  • Hits soft targets: villagers and outlying buildings before defended ones.
  • Mixes its army: roughly four in ten foot soldiers, a third shooting, a quarter riders and a healer for every dozen; half the time it trains the counter to the most valuable unit it has seen of yours.
  • Retreats and defends: badly hurt soldiers (below a quarter health) go home and rejoin at 70%; soldiers of yours near its town always come first.
  • Uses its gods: it takes a god at every era-up, casts striking powers only on a crowd of at least three of your units it can see, and heals when at least three of its own are hurt.
  • Plays the whole game: fields, Woodcutters and Markets once the ground near home is bare; drop-offs beside far patches; a Temple and, in the Mythic Era, Stormcallers, a Siege Workshop and (above Easy) dragons. With its Keep gone, its villagers try to raise another.

Game modes and victory #

Supremacy

The standard game: grow from a village, advance through the eras, raze their Keep. A side is out when its last Keep falls.

Deathmatch

Every side starts with 4,000 food, wood and gold, and there is no truce. Straight to the armies. Victory as in Supremacy.

Conquest

No surrender: every last building and unit must fall, theirs and yours. You lose only when nothing of yours is left.

Winning and losing

  • You lose when your last Keep falls (in Conquest, when you have nothing left at all).
  • With several rivals, each one that loses its last Keep is out: what is left of its village crumbles, and the map belongs to those still playing.
  • The last rival asks for terms. When the final enemy Keep falls in Supremacy or Deathmatch, the game pauses with "They ask for terms" and tells you what they have left. Accept and the victory is yours on the spot. Choose No mercy and the match goes on until every last enemy building and soldier is gone; your idle soldiers in their village go after the next building by themselves.
  • After the result you can Play again or Keep looking around.

LAN multiplayer #

Up to four people on the same Wi-Fi or local network can share a match of up to five sides. No internet, no account and no server are needed. Every seat no person takes is played by the computer.

Hosting

  1. Main menu > MULTIPLAYER > HOST A GAME.
  2. Read out the join code shown in large letters (eight characters, like K7QM-2XDA). The seat list shows who holds each colour; you are always Blue.
  3. SET UP THE MATCH to choose the number of sides, the computer's difficulty, the mode and fog, then BEGIN. Once people have joined, the map and number of sides are fixed.

Joining

  1. Main menu > MULTIPLAYER > JOIN A GAME.
  2. Type the host's code and press JOIN. On a PC, games heard on the network are also listed with their open seats; tap one to join. (An iPhone or iPad does not hear other games by itself: type the code.)
  3. You are told which colour you play. Your camera starts over your own Keep.

Good to know

  • Each player sees the match from their own seat; "you" is always your own side.
  • A LAN match cannot be paused for everyone, and the god screen does not stop the clock: choose quickly.
  • If a player leaves, the computer takes over their seat where they left it, including any god choice left hanging.
  • If the host leaves, the match ends for everyone who joined.
  • Both copies must be the same version of the game; a mismatch is refused with a message.
  • LAN matches are not saved, by the host or by anyone who joined: saving is for single-player matches.
  • Nothing happening? Check the code against the host's screen and that both are on the same network. Windows may ask the host to let the game through its firewall.

Strategy for beginners #

  1. Never stop making villagers in the opening. A villager is the fastest thing in the game to make (4 seconds) and pays for itself many times over.
  2. Watch the Idle button. Villagers wait for orders when their patch runs out or a building is finished. An orange Idle count is lost income.
  3. Build ahead on houses. If your population (the two people in the purse) is within a few of its room, start a House now: room only counts once it is finished.
  4. Drop-offs next to patches. A Granary at the berries and a Storehouse at the forest can double what a crew brings in, just by shortening the walk.
  5. Use the truce. Nobody can attack you before they reach the Iron Era. Spend it on economy, then advance.
  6. Lay Farms before the food runs out. Six to eight fields keep villager and army production going for the whole match.
  7. Mix your army. Spearmen in front, Archers behind, and the counter triangle will do much of the work for you.
  8. Fight near home when you can. Your units heal near your own buildings once out of combat, and villagers repair for free.
  9. Read the alerts. When the horn sounds, press Space or tap Under attack! to jump there.
  10. Start on Easy. Its first attacks are small and late. Move up a level when you win comfortably.

Advanced strategy #

Economy

  • Upgrade order: Iron Tools adds 25% per swing; Carry Frames cuts trips by a third. On patches far from a drop-off, Carry Frames matters more; close in, Iron Tools does. Both are cheap and Hearth-Era.
  • Veyra stacks: base 4 + Iron Tools 1 + Veyra 2 = 7 per swing, and a dragon-scorched patch doubles that to 14.
  • Frontier Markets: a Market 58 or more units from your nearest Keep earns 66 gold a minute per trader, 330 a minute when full. Three of them is a war chest that never runs dry, if you can defend them.
  • Renewables free your villagers from walking and keep paying when the map is bare: 48 food a minute per Farm, 108 wood a minute per full Woodcutters' camp.
  • Harvest of Ages adds 600 to every patch in its circle: cast it over a cluster of mined-out patches near a drop-off.

Army

  • Swordsmen are the efficient line: 60 resources and 6 seconds, the fastest swing in the game, and ×1.7 against Spearmen. Fill with them, then add the specialist the enemy's army asks for.
  • Train from several buildings. Every soldier takes longer to train than a villager, so a bigger army means more Barracks and Stables, not one building working harder.
  • Champions and Horsemen against archer-heavy armies; Spearmen whenever you see horses.
  • Battle Mages and Dragons punish clumps. Spread your own army when they appear, and focus them with Archers.
  • Blessings and priests: a Priest or two behind the line mends between fights and blesses six soldiers for +25%, stacking with Tempered Blades and Kargath. War Priests keep up with cavalry raids.
  • Catapults need an escort: they out-range Watch Towers but die quickly to anything with a blade.
  • Plain move to disengage: a move order ignores enemies even when hit, so it is the way to pull a hurt army out.

Map and timing

  • Scout with a Priest: park it out of sight and let its view grow to 34.
  • Choose gods for your plan: Solen's speed for raids and map control, Veyra for a booming economy; Kargath for a fighting army, Ilmara to fight near your walls; Orun for production and renewed patches, Nyxa to see their every move.
  • Time your era-up against the computer. Each difficulty has an earliest minute for each era; advancing first gives you the right to attack while it is still bound by the truce (unless it hits you first).
  • Wall the approach, not the town. A short wall with a tower behind it at a choke costs less than a ring and makes the enemy walk into your fire. Flyers ignore it, so keep archers home in the Mythic Era.
  • The centre gold: the one huge seam is in the middle of the map. Holding it, with a Storehouse beside it, pays for a late-game army.

Saving and continuing #

A single-player match looks after itself. With Autosave on (it is, unless you turn it off in Settings), the game writes the match down:

  • every minute of play,
  • whenever the app goes to the background: you switch apps, take a call, lock the phone or swipe the game away,
  • when the game is closed, and
  • when you leave the match for the main menu.

To save at a moment of your choosing, press Pause, then Save game (the button reads "Saved" for a moment). It works with Autosave off as well.

When a saved match is waiting, the title screen leads with CONTINUE and says where you left off, for example CONTINUE - IRON ERA, 23:10, and PLAY becomes NEW MATCH. Continue, and the match is back as it was, with the line "Welcome back" and the era and time played.

Battery low? Just put the phone down. The save is kept on the device itself, so it survives the game closing, the battery dying and the phone restarting; with Autosave on, the most you lose is the last minute of play.

What a save keeps

  • Every side: food, wood, gold and favor, population, era, research, gods (with each power's time left to recharge, and a god still waiting to be chosen), and whether the truce still holds for it.
  • Every building: where it stands, its health, how far it is built, its training queue and research in progress, and its rally point.
  • Every unit: where it stands and faces, its health, the load a villager is carrying, and Hold.
  • What villagers were doing: gathering a patch, raising a building, or working a Farm, Woodcutters, Market or Temple. They go straight back to it.
  • The map: what is left in every patch, and which herds and forests a dragon has burned.
  • The match: the clock, the difficulty, the mode, fog on or off and the ground you have explored, a refused surrender (No mercy), and where the camera was.

What it does not keep

  • Soldiers' orders. A march, an attack or a queue of orders is not kept: soldiers stand where they were and, like any idle soldier, fight what comes into reach. Give them their orders again.
  • A villager's list of buildings beyond the one it was raising.
  • Anything in the air: arrows and fire in flight, a priest's blessing, and the sight that Night's Eye opened.
  • The computer's plans. Its attack timers start again from the beginning, so its next wave may come a little later than it would have.

Good to know

  • One save. There is a single saved match. A new match takes its place the first time the new one is saved.
  • Single player only. LAN matches are never saved, whether you host or join.
  • A finished match is not kept. Win or lose, the save is deleted: CONTINUE would only bring back the ending.
  • With Autosave off, only Save game writes the match down, and leaving for the main menu loses anything since you last pressed it.

Settings #

Open SETTINGS from the title screen or from the pause screen. Everything is kept as you change it, Sound included; DEFAULTS puts everything back as shipped.

SettingRange (default)What it does
SoundOn / Off (On)Off mutes everything: music, effects and ambience.
Music0–100% (80%)Music volume. A battle track plays while your side is fighting.
Effects0–100% (100%)Combat, building, voice and interface sounds.
Ambience0–100% (50%)Background sound of the world.
Camera speed×0.4–×2.0 (×1.0)How fast the keyboard and finger drags move the map.
Edge scroll (PC)On / Off (On)Whether the pointer at the screen edge moves the map.
Edge speed (PC)×0.4–×2.0 (×1.0)How fast edge scrolling is.
AutosaveOn / Off (On)Saves a single-player match every minute of play, whenever the app goes to the background or closes, and when you leave for the main menu. See saving.
HUD size75–150% (100%)Size of every panel and button, on top of the size picked for your screen. Applied when you let go of the slider.
SceneryLow / Medium / High (High)How much scenery is planted (35%, 65% or all of it). Lower it for smoother play on older devices. On the title screen it applies at once; in a match, from the next one.
Shadows (PC)On / Off (On)Real-time shadows. Phones and tablets never draw them.

The pause screen (Esc or Pause) shows your era and time played, with Resume, Save game (single player only), Settings and Main menu. Leaving asks you to confirm: with Autosave on, a single-player match is saved as you go and CONTINUE on the title screen picks it up; with Autosave off, or in a LAN match, what was not saved is lost. Pausing stops the world in single-player; menus never stop the camera, so you can still look around. Your last match setup (sides, difficulty, mode, fog) and the build-card drawer state are remembered between sessions.

FAQ #

My soldiers will not attack. Why?

The truce: nobody may start a fight before reaching the Iron Era. Advance at the Keep (400 food, 150 gold). Your soldiers always defend themselves, and being attacked ends your truce at once.

My Spearmen and Swordsmen ignore the dragon.

Melee units cannot reach flyers. Use Archers, Horse Archers, Battle Mages, Catapults, Watch Towers, your own Dragons or Stormcallers, or a god power. See the flying rule.

Why are my villagers standing around?

Villagers wait for orders when their patch runs out (with no patch of the same kind right beside it) or when they finish a building. Tap Idle or press . to find them, then send them to work. Only the builder of a Farm or Woodcutters starts working it automatically.

I cannot train any more units.

Check your population (the two people in the purse): you need room for the unit's population, and queued units reserve room. Build Houses (+5 each). The absolute limit is 200. Also check the queue (10 per building) and your food and gold.

Can I build a second Keep?

Yes, but only when your population is completely full and below 200. It costs 250 wood and 100 gold and takes 45 villager-seconds.

Why can't I build a fourth Market?

Three Markets is the limit. Build them far from your Keep: each trader earns up to 2.2 times as much on the frontier.

Where is the Wall hotkey? W moves the camera.

Walls are on R. Gates do not have a key: every fifth segment you lay is a gate.

The building turns red when I place it.

It overlaps another building or a resource patch, or the ground is too steep. Move it to open, level ground. Fields and walls may sit edge to edge.

How do I get favor and what is it for?

Send villagers to worship at a Temple: each earns 0.6 favor a second, up to 100. A Stormcaller costs 25 favor (plus food and gold) and needs the Mythic Era.

When can I use my god power?

As soon as you take the god. After each cast it recharges (120 to 190 seconds depending on the god). The button shows "ready" or the seconds left.

Can I save a match and finish it later?

Yes, in single player. With Autosave on (the default) the match saves itself every minute and whenever you put the app away; Save game on the pause screen saves at any moment. CONTINUE on the title screen picks it up. There is one save, and LAN matches are not saved. See saving and continuing.

My battery died mid-battle. Is the match gone?

No. With Autosave on, the match was saved within the last minute of play, and the save is kept on the device through a restart. Open the game and press CONTINUE.

Does the game need an internet connection?

No. Single-player plays fully offline, and LAN multiplayer only needs the devices to be on the same local network. There are no ads, gems or energy timers.

Can I play with a friend on another network over the internet?

Multiplayer is built for a local network (LAN): everyone should be on the same Wi-Fi or local network. There is no online matchmaking.

Can I pause a multiplayer game?

No. A LAN match keeps running for everyone, and the god screen does not stop the clock either.

What happens when the last enemy Keep falls?

They ask for terms: accept for an instant victory, or choose No mercy to fight on until nothing of theirs is left. In Conquest there are no terms.

Can I turn off the fog of war?

Yes, on the New Match screen before you begin (Fog of war: On / Off).