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
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.
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.
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.
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.
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.
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.
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.
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:
The map fills the whole screen; small see-through panels float over it.
| Where | What it shows |
|---|---|
| Top left: the purse | Your 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 purse | The standing TRUCE line while the truce holds, and news lines that fade after about five seconds (orange for anything refused). |
| Top right | The 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 left | The 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 minimap | Idle (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 right | BUILD. 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 strip | What 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 map | Health 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.
| Gesture | What it does |
|---|---|
| Slide one finger | Moves the map. Flick it and the map glides on and slows to a stop. |
| Tap a unit | Selects it. |
| Tap the same unit again quickly (double-tap) | Selects every unit of that kind on screen. |
| Hold still a moment, then drag | Draws 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 ground | With 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 patch | Selected villagers gather it; selected soldiers walk to it; selected dragons burn it (herds and forests). |
| Tap an enemy | With soldiers selected: attack it. Otherwise: shows its name and health. |
| Tap your own building with villagers selected | If 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 selected | Puts the Keep's rally point on that Farm, Woodcutters, Market or Temple: the villagers it trains go straight to work there. |
| Pinch | Zooms in and out. |
| Two fingers moving together | Pans the map. |
| Two fingers side by side, moved up or down | Tilts 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 minimap | Moves the camera there. With units selected, a tap also sends them there. |
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:
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 | What it does |
|---|---|
| Left-click | Selects 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-drag | Box-selects units. |
| Double-click a unit | Selects every unit of that kind on screen. |
| Double left-click the ground | Moves the selection there (or sets a production building's rally point). A single click on empty ground clears the selection. |
| Right-click | The 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 order | Queues 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). |
| Wheel | Zooms. Ctrl + wheel tilts the camera. |
| Middle-drag | Pans the map. |
| Pointer at the screen edge | Scrolls 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. |
| Minimap | Left-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.
| Key | Building | Era |
|---|---|---|
| H | House | Hearth |
| G | Granary | Hearth |
| E | Storehouse | Hearth |
| F | Farm | Hearth |
| C | Keep | Hearth |
| B | Barracks | Iron |
| L | Woodcutters | Iron |
| K | Market | Iron |
| T | Temple | Iron |
| R | Wall (gates are automatic) | Iron |
| N | Stables | Crown |
| Y | Watch Tower | Crown |
| U | Siege Workshop | Mythic |
| J | Dragon Roost | Mythic |
| Key | Action |
|---|---|
| 1–5 | With a finished production building selected: train its 1st to 5th unit |
| X | With a production building selected: cancel the last unit queued (full refund) |
| 1–4 | Otherwise: select control group 1–4 |
| Ctrl+1–4 | Assign the selection to that control group |
| Space | Jump to the latest attack on you; when nothing is happening, select all your units |
| Backspace | Jump to your Keep |
| . | Select all idle villagers; press again to cycle the camera through them |
| M | Select your whole army (every non-villager) |
| Z | Stop: drop every order, queued ones too |
| V | Hold position on/off |
| Q | Arm attack-move, then click the ground (or an enemy) |
| P | Arm your first god power that is ready |
| Enter | Confirm a placement, or cast an aimed power |
| Esc | Cancel placement, attack-move or an aimed power; otherwise pause. On the god screen, closes it ("not yet") |
| Shift | Hold while ordering to queue orders |
| Key | Action |
|---|---|
| WASD / arrows | Pan the map |
| + / - | Zoom in / out |
| Page Up / Page Down | Tilt the camera |
| F11 | Toggle 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.
From berry bushes, herds of animals, a few wild strays, and Farms. Pays for villagers, every unit and the era-ups.
From forests and Woodcutters' camps. Pays for almost every building and some research.
From gold seams and Markets. Every soldier costs gold, as do the era-ups and the bigger buildings.
Earned by villagers worshipping at a Temple, up to a cap of 100. Spent on the Stormcaller (25 favor).
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.
| Source | Rate | Runs out? | Notes |
|---|---|---|---|
| Patch (berries, herd, forest, gold) | 4 per swing, a swing every 0.8 s, while standing at the patch | Yes | Villagers 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. |
| Farm | 0.8 food per second (48 a minute) | Never | One farmer per field. No walking: the food goes straight into your stockpile. |
| Woodcutters | 0.45 wood per second per cutter (27 a minute), up to 4 cutters | Never | A camp of 4 earns 108 wood a minute. No walking. |
| Market | 0.5 gold per second per trader, × 0.6 to × 2.2 by distance, up to 5 traders | Never | See the Market. At most 3 Markets. |
| Temple | 0.6 favor per second per worshipper | Never | As many worshippers as you like; favor stops at 100. |
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.)
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 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.
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.
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.
| Building | Key | Era | Cost | Build time | Health | Size | What it does |
|---|---|---|---|---|---|---|---|
| Keep | C | Hearth | 250 W, 100 G | 45 s | 1,500 | 8×8 | Your 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. |
| House | H | Hearth | 50 W | 8 s | 400 | 3×3 | +5 population when finished. |
| Granary | G | Hearth | 60 W | 12 s | 500 | 3.5×3.5 | Food drop-off. Researches Carry Frames. |
| Storehouse | E | Hearth | 60 W | 12 s | 500 | 4×3 | Wood and gold drop-off. |
| Farm | F | Hearth | 60 W | 9 s | 300 | 4×4 | A field for one farmer: 0.8 food a second, forever. Units walk over fields, and fields can be laid edge to edge. |
| Barracks | B | Iron | 120 W, 50 G | 20 s | 900 | 5×4 | Trains Spearman, Swordsman, Archer, and Champion from the Crown Era. Researches Tempered Blades and Chainmail. |
| Woodcutters | L | Iron | 70 W | 13 s | 320 | 4×3.5 | Up to 4 villagers work the coppice: 0.45 wood a second each, forever. |
| Market | K | Iron | 120 W, 40 G | 22 s | 600 | 4.5×4 | Up to 5 traders bring in gold forever; worth more the further from your Keep. Maximum 3. |
| Temple | T | Iron | 100 W, 60 G | 30 s | 1,000 | 5×5 | Worshippers earn favor. Trains Priests, and the Stormcaller in the Mythic Era. |
| Wall | R | Iron | 20 W | 4 s | 600 | 2×2 | A span of stone nobody walks through. Dragged out in lines at any angle. See walls. |
| Gate | auto | Iron | 35 W | 6 s | 750 | 2×2 | Laid automatically as every fifth wall segment. Opens for its owner only. |
| Stables | N | Crown | 150 W, 60 G | 24 s | 900 | 5×4 | Trains Horseman, Horse Archer, War Priest, and Lancer and Battle Mage from the Mythic Era. |
| Watch Tower | Y | Crown | 150 W, 30 G | 18 s | 900 | 2.5×2.5 | Shoots the nearest hostile unit within 13: 14 pierce damage every 1.5 s. See towers. |
| Siege Workshop | U | Mythic | 200 W, 100 G | 28 s | 1,000 | 5×4 | Builds Catapults. |
| Dragon Roost | J | Mythic | 600 W, 450 G | 60 s | 2,600 | 7×7 | Raises 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.
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.
| Era | Cost to reach | Research time | Unlocks | God offered |
|---|---|---|---|---|
| Hearth Era | start | – | Keep, House, Granary, Storehouse, Farm. Villagers. Iron Tools, Carry Frames. The truce holds. | none |
| Iron Era | 400 food, 150 gold | 40 s | Barracks (Spearman, Swordsman, Archer), Woodcutters, Market, Temple (Priest), Wall and Gate, Tempered Blades. The truce ends: you may attack. | Solen or Veyra |
| Crown Era | 700 food, 350 gold | 55 s | Stables (Horseman, Horse Archer, War Priest), Champion, Watch Tower, Chainmail. | Kargath or Ilmara |
| Mythic Era | 1,000 food, 600 gold | 70 s | Siege Workshop (Catapult), Lancer and Battle Mage (Stables), Stormcaller (Temple), Dragon Roost (Dragon). | Orun or Nyxa |
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
the dawn rider
mother of harvests
CROWN ERA
lord of the anvil
the tide weaver
MYTHIC ERA
keeper of the hours
the veiled night
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.
| Unit | Trained at | Era | Cost | Time | Pop | Health | Attack | Range | Rate | Speed | Armor hack / pierce | Sight | Bonus |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Villager | Keep | Hearth | 50 F | 4 s | 1 | 50 | – | – | – | 6.2 | 0% / 0% | 13 | Gathers, builds, repairs. Never fights. |
| Spearman | Barracks | Iron | 50 F, 20 G | 7 s | 1 | 110 | 8 hack | melee | 1.3 s | 5.6 | 15% / 10% | 13 | ×3 vs Champion; ×2.5 vs any rider |
| Swordsman | Barracks | Iron | 45 F, 15 G | 6 s | 1 | 100 | 7 hack | melee | 1.0 s | 6.4 | 12% / 15% | 13 | ×1.7 vs Spearman |
| Archer | Barracks | Iron | 70 F, 45 G | 10 s | 2 | 75 | 9 pierce | 8 | 1.6 s | 5.9 | 0% / 20% | 14 | ×2 vs Spearman. Hits flyers. |
| Champion | Barracks | Crown | 100 F, 80 G | 14 s | 3 | 190 | 17 hack | melee | 1.1 s | 8 | 16% / 20% | 13 | ×2.5 vs Archer |
| Horseman RIDER | Stables | Crown | 70 F, 60 G | 12 s | 2 | 160 | 9 hack | melee | 1.2 s | 9.5 | 12% / 30% | 15 | ×2.5 vs Archer. Fastest unit. |
| Horse Archer RIDER | Stables | Crown | 90 F, 90 G | 15 s | 2 | 130 | 8 pierce | 8 | 1.5 s | 9 | 5% / 25% | 15 | ×1.8 vs Spearman. Hits flyers. |
| War Priest RIDER | Stables | Crown | 70 F, 90 G | 14 s | 2 | 150 | – | – | – | 8.6 | 5% / 15% | 13 | Mends 7 health a second; blesses; smites. See priests. |
| Priest | Temple | Iron | 50 F, 70 G | 12 s | 1 | 90 | – | – | – | 4.8 | 0% / 10% | 12 (+22) | Mends 5 health a second; blesses; smites; sight grows while standing still. |
| Lancer RIDER | Stables | Mythic | 120 F, 110 G | 18 s | 3 | 320 | 19 hack | melee | 1.3 s | 8 | 30% / 30% | 14 | ×1.8 vs Champion. Heavy cavalry. |
| Battle Mage RIDER | Stables | Mythic | 110 F, 140 G | 18 s | 3 | 170 | 14 pierce | 9 | 2.2 s | 8 | 5% / 30% | 15 | Bolts burst: half damage to every other enemy unit within 2.8. Hits flyers. |
| Stormcaller FLIES | Temple | Mythic | 150 F, 80 G, 25 favor | 20 s | 3 | 240 | 21 hack | melee | 1.2 s | 8.5 | 18% / 38% | 13 | ×2 vs Archer. Flies over walls. Needs a god. |
| Catapult | Siege Workshop | Mythic | 120 F, 220 G | 24 s | 3 | 260 | 16 hack | 15 | 4.5 s | 3.2 | 5% / 60% | 16 | ×5 vs buildings. Looks for buildings first. Hits flyers. |
| Dragon FLIES | Dragon Roost | Mythic | 350 F, 450 G | 45 s | 6 | 1,500 | 40 hack | 7 | 3.0 s | 8.5 | 30% / 35% | 22 | ×2.5 vs buildings; fire bursts: half damage to every other enemy unit within 4.5. Hits flyers. |
Cheap and sturdy. The answer to every rider and to the Champion. Loses to Archers and Swordsmen.
The line: cheapest soldier, quickest to train and to strike, good against Spearmen. What a big army is mostly made of.
Shoots from 8. Shreds Spearmen, reaches flyers, but is fragile and has no hack armor: Champions and Horsemen run it down.
Heavy, fast infantry that cuts through Archers. Spearmen deal it triple damage.
The fastest thing on the map: raids, scouting and riding down archers and casters. Spears are made for it.
Shoots from the saddle and kites Spearmen; Horsemen catch it.
Heavy cavalry with 320 health and good armor that goes through foot soldiers. Still a rider: spears hurt.
A mage on horseback whose bolts burst over everything round the target: the answer to a crowd.
The Temple's myth unit. Flies over walls and spear lines, and only ranged and flying attackers can touch it.
Slow and helpless up close, but out-ranges every tower and tears buildings apart. Arrows barely hurt it (60% pierce armor); blades do.
Damage = Attack × bonuses × (1 − target's armor against that damage type) × your damage boosts
| Blow | Sum | Damage |
|---|---|---|
| Spearman hits a Champion | 8 × 3 × (1 − 0.16) | 20.2 |
| Spearman hits a Horseman | 8 × 2.5 × (1 − 0.12) | 17.6 |
| Archer hits a Spearman | 9 × 2 × (1 − 0.10) | 16.2 |
| Champion hits an Archer | 17 × 2.5 × (1 − 0) | 42.5 |
| Archer hits a building | 9 × (1 − 0.8) | 1.8 |
| Swordsman hits a building | 7 × (1 − 0.3) | 4.9 |
| Catapult hits a building | 16 × 5 × (1 − 0.3) | 56 |
| Dragon hits a building | 40 × 2.5 × (1 − 0.3) | 70 |
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.
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.
| If they field | Bring | Why |
|---|---|---|
| Champions | Spearmen (Lancers help) | Spearman ×3, Lancer ×1.8 against them |
| Horsemen, Horse Archers, Lancers | Spearmen | ×2.5 against every rider |
| Archers | Horsemen, Champions | ×2.5 each, and Archers have no hack armor |
| Battle Mages, War Priests | Horsemen | Casters and healers on horseback are run down by the fastest riders |
| Spearmen | Archers, Swordsmen, Horse Archers | ×2, ×1.7 and ×1.8 |
| Dragons, Stormcallers | Archers (and anything else that shoots or flies) | Nothing on foot with a blade can reach a flyer |
| Catapults | Anything fast with a blade | 5% hack armor, slow, useless up close |
| Massed infantry | Battle Mages, Dragons | Their blasts hit everyone round the target |
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.
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.
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.
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:
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 arrive with the Iron Era, exactly when the truce ends and there is something to keep out.
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.
Each upgrade is researched once, at a specific building, and applies to your units only. A building researches one thing at a time.
| Research | Where | Era | Cost | Time | Effect |
|---|---|---|---|---|---|
| Iron Tools | Keep | Hearth | 150 F, 75 W | 25 s | Villagers gather one extra resource per swing (4 to 5). |
| Carry Frames | Granary | Hearth | 120 F, 100 W | 25 s | Villagers carry 15 instead of 10, so they walk back less often. |
| Tempered Blades | Barracks | Iron | 200 F, 100 G | 30 s | Melee units hit 40% harder (Spearman, Swordsman, Champion, Horseman, Lancer, Stormcaller). |
| Chainmail | Barracks | Crown | 180 F, 120 W | 30 s | All your units gain 18% armor against both damage types. |
| Advance to the Iron Era | Keep | Hearth | 400 F, 150 G | 40 s | See the four eras. |
| Advance to the Crown Era | Keep | Iron | 700 F, 350 G | 55 s | |
| Advance to the Mythic Era | Keep | Crown | 1,000 F, 600 G | 70 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.
Nobody may start a fight in the Hearth Era. The opening is a race of economies and build orders, not a rush.
Fog of war is chosen on the New Match screen (On or Off). With it on, the map has three shades:
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.
| Who | Sight |
|---|---|
| Buildings | 21 |
| Most units (villagers, Spearman, Swordsman, Champion, War Priest, Stormcaller) | 13 |
| Archer, Lancer | 14 |
| Horseman, Horse Archer, Battle Mage | 15 |
| Catapult | 16 |
| Dragon | 22 |
| Priest | 12, 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.
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.
| Easy | Normal | Hard | God | |
|---|---|---|---|---|
| In a line | A 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 keeps | 4 | 7 | 12 | 18 |
| Barracks / Stables | 1 / 1 | 2 / 1 | 3 / 2 | 4 / 2 |
| Most soldiers at once | 8 | 18 | 40 | 200 |
| Wave size (min–max) | 2–6 | 3–14 | 4–24 | 6–40 |
| Attacks when its army is | 1.8× yours | 1.3× yours | equal to yours | 0.9× yours |
| Comes anyway after about | 7 min, then every 4 | 6 min, then every 3.5 | 4 min, then every 2.5 | 3 min, then every 2 |
| Earliest Iron / Crown / Mythic | 9 / 18 / 28 min | 6 / 13 / 21 min | 4 / 9 / 15 min | as soon as it can pay |
| Dragon Roost | never | yes | yes | yes |
| Respects the truce | yes | yes | yes | no |
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.
The standard game: grow from a village, advance through the eras, raze their Keep. A side is out when its last Keep falls.
Every side starts with 4,000 food, wood and gold, and there is no truce. Straight to the armies. Victory as in Supremacy.
No surrender: every last building and unit must fall, theirs and yours. You lose only when nothing of yours is left.
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.
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:
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.
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.
| Setting | Range (default) | What it does |
|---|---|---|
| Sound | On / Off (On) | Off mutes everything: music, effects and ambience. |
| Music | 0–100% (80%) | Music volume. A battle track plays while your side is fighting. |
| Effects | 0–100% (100%) | Combat, building, voice and interface sounds. |
| Ambience | 0–100% (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. |
| Autosave | On / 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 size | 75–150% (100%) | Size of every panel and button, on top of the size picked for your screen. Applied when you let go of the slider. |
| Scenery | Low / 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.
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.
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.
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.
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.
Yes, but only when your population is completely full and below 200. It costs 250 wood and 100 gold and takes 45 villager-seconds.
Three Markets is the limit. Build them far from your Keep: each trader earns up to 2.2 times as much on the frontier.
Walls are on R. Gates do not have a key: every fifth segment you lay is a gate.
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.
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.
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.
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.
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.
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.
Multiplayer is built for a local network (LAN): everyone should be on the same Wi-Fi or local network. There is no online matchmaking.
No. A LAN match keeps running for everyone, and the god screen does not stop the clock either.
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.
Yes, on the New Match screen before you begin (Fog of war: On / Off).