π History & Empires
What gold does: it buys troops (1π° = 1,000 troops, placed in your selected territory) and pays for every troop movement β attacks and transfers both cost 1π° per 10,000 troops moved.
What troops do: battles are won by power = troops Γ kill ratio (set by stability). The winner loses 1/5 of its committed troops, the loser 1/2. Garrisons also keep conquered land loyal: keep MORE troops there than the land had before you invaded, or it may revolt.
How it changes: winning attacks raises the attacking lands Γ1.2; failed offensives, bloody defenses, and losing income-rich territory all drain it β and every loss is amplified the farther a land is from your motherland.
Why it matters: low-PS territories fight feebly and rise in revolution (up to 75% per turn below 5% PS), breaking away as independent republics.
βΈ Pause: appears beside the speed slider while the simulation runs β click it to freeze the world mid-history, and click βΆ Resume to continue.
Speed slider: sets how long each turn takes, from a blistering 0.1s to a leisurely 2s per turn. You can drag it while the simulation is running.
π How to Play
Goal: conquer half of the world’s nations before your empire is erased. Every country on Earth starts as its own empire β bigger lands begin with more gold and troops (Russia = 100π° = 100,000βοΈ).
Your turn: click one of your countries to command it. Buy troops with the buttons or the gold slider. Set the send slider, then click a red-outlined enemy neighbor to attack, or tick π Transfer mode and click a green friendly neighbor to redeploy. Ctrl+click a friendly neighbor, then keep clicking to join up to four into the attack in one continuous move (each contributes an equal share). When you’re done, press End Turn β other players move, then every AI empire acts, then revolts erupt and incomes are paid.
π° Gold is your engine: income each turn equals the total land value you hold. It buys troops (1π° = 1,000) and fuels every movement (1π° per 10,000 troops moved). Conquest grows your income β but losing a rich province shatters stability empire-wide.
βοΈ Troops are your sword and your police. Battle power = troops Γ kill ratio; the winner loses 1/5 of the troops committed, the loser 1/2. Occupied land compares your garrison to the army it had before you invaded β station more than that or face up to 95% revolt odds.
ποΈ Political stability is each territory’s allegiance to your motherland, and it decides the kill ratio (80+ β 2:1 down to <20 β 0.2:1). Victories raise it; failed attacks, bloody defenses, and lost income lands drain it β amplified by Γ(1 + 0.5 per border-hop) from your motherland, uncapped. Unstable or under-garrisoned lands secede as independent republics after the turn.
The loop that wins games: gold buys troops β troops win battles and hold conquests β victories keep stability high β stability makes troops deadly and lands loyal β conquest brings more gold. Break any link and the empire unravels.