A land worth fighting for. An empire waiting to rise.Gather, build, and conquer the Verdant Vale.
Choose a key for each command. Assigning an occupied key swaps the two commands. Shift modifiers keep their behavior. Camera arrows, Space, groups 1–9, camera bookmarks, Enter and Escape remain fixed.
Alliances share vision and stop combat. Merchants earn gold on Market return trips. Agreements last five minutes; victory remains individual.
Start by sending villagers to berries, trees, and gold. Train more villagers at your Town Center, build houses to raise your population limit, and establish a barracks. Scout the map to find your rival. Conquest requires defeating all opposing units and buildings except farms; losing a Town Center does not end the match. Villagers can rebuild it. Choose Town Center destruction in the lobby for a shorter match. Relic control adds another route: store every relic in completed owned monasteries and hold them for 16:40 of simulation time. Losing any relic resets the hold. Both players see an active countdown, without revealing hidden monastery locations. Full elimination also wins.
Villagers carry up to 20 resources (25/40 with worker logistics), return to a compatible completed drop-off to deposit them, then resume gathering. Resource totals increase on delivery. Mills receive food; lumber camps receive wood; mining camps receive gold and stone. Town Centers receive all resources. Farms initially yield 600 food and support one farmer. Mills offer three farm stewardship upgrades in Feudal, Castle, and Imperial ages; newly planted or reseeded farms then yield 750, 1,000, or 1,400 food. Existing farms keep their remaining stock. Reseeding costs 60 wood and requires planting work. Toggle automatic reseeding at a farm or mill. Feudal Markets buy or sell 100 food, wood, or stone for gold; Shift-click trades 500. Prices rise when bought and fall when sold, and displayed quotes include the margin. Select villagers, choose a building, and place its foundation. Villagers must reach it to finish construction. Additional builders speed up the job. Choose Palisade and drag to place up to twenty connected sections at 15 wood each. Shift queues construction; blocked or unaffordable runs place nothing. A destroyed section opens a gap. Return cargo deposits a partial load and resumes work. Villagers repair friendly buildings and battering rams by right clicking them. Repairs consume half the original resource cost in proportion to health restored and pause without supplies. Soldiers and cavalry cannot be repaired. Cancel construction refunds the unbuilt share. The HUD counts assigned gatherers and idle workers. Town Center worker logistics upgrades unlock in Feudal and Castle ages, increasing cargo to 25/40 and travel speed by 10%/20%. Research pauses Town Center training; cancellation refunds its cost.
Feudal Age unlocks archers and towers. Castle Age unlocks knights, rams, and castles. Imperial Age costs 1,000 food and 800 gold, takes 60 seconds, and unlocks third-level economy, attack, and armor research. Choose a starting age in the lobby for a later-age skirmish or hosted match; both sides receive the same starting supplies. Spearmen counter knights; skirmishers counter archers but need room to throw. Rams resist arrows and break buildings, but infantry can destroy them. Select military units to choose Aggressive, Defensive, Stand ground, or Do not attack. Do not attack prevents automatic combat and retaliation, including during patrol and attack-move; a direct attack on an enemy still works. Defensive units return to their guard position; Stand ground prevents automatic chasing. Direct orders take priority. Shift-select production buildings to train using the shortest compatible queue. Shift-click a training action to queue five units. Select a building to train units. Repeat recruitment keeps one selected unit type training whenever resources and housing allow. Stop repeat keeps existing trainees in the queue. Right click with a building selected to set its rally point; Clear rally removes it. Ready trainees wait for housing if capacity falls. Press G to shelter selected foot units in a nearby Town Center, tower, or castle; Ctrl-right-click chooses a specific building. Select the building to release all occupants or click an occupant to release one. Shelter preserves population and cargo, heals slowly, and adds defensive arrows for villagers and ranged units. Feudal Blacksmiths research Forging (attack) and military armor upgrades; Feudal Universities research Masonry and the Treadmill crane; Town Centers let you cancel an age advancement for a refund.
Solo matches run on the server: they pause while this menu is open or when you disconnect, and Resume solo match reconnects from the same browser. Multiplayer needs both players connected to the same server. This is an original RTS in development, with no commercial-game assets.
Everything you can build, train and research. Choose an age to see what it unlocks; entries beyond your current age are dimmed. Costs: F food, W wood, G gold, S stone.