History & Empires

🌍 History & Empires

Turn β€”
πŸ‘€ β€”
πŸ’° β€”
How to get gold: every turn you earn the total land value of all the territories you own (hover any country to see its value per turn). More land means more income, and conquering a country adds its income to yours β€” but losing an income-rich land devastates your empire’s stability.

What gold does: it buys troops (1πŸ’° = 1,000 troops, placed in your selected territory) and pays for every troop movement β€” attacks and transfers both cost 1πŸ’° per 10,000 troops moved.
βš”οΈ β€”
How to get troops: select one of your territories and buy them with gold (1πŸ’° = 1,000). Troops stay where you place them β€” use Transfer mode to redeploy.

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.
πŸ›οΈ β€”%
What political stability is: each territory’s allegiance to your motherland (1–100). It sets how deadly its troops are: 80+ kills 2:1, 60+ 1:1, 40+ 0.5:1, 20+ 0.25:1, below 20 just 0.2:1. This box shows your empire-wide total PS.

How it changes: winning attacks raises the attacking lands Γ—1.2; 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.
🏳️ β€”
β–Ά Simulation mode: watches the AI world play itself β€” pressing it is like clicking End Turn over and over automatically. Empires wage war, revolutions erupt, and the map redraws itself while you just watch. Once running, this button becomes ⏹ Exit Simulation, which stops the auto-play (the world keeps its new borders β€” press 🏁 Begin Game to claim an empire the simulation made powerful).

⏸ Pause: appears beside the speed slider while the simulation runs β€” click it to freeze the world mid-history, and click β–Ά 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.
Loading world map… (internet connection required the first time)

πŸ“– 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 = 100πŸ’° = 100,000βš”οΈ).

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 🚚 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.

πŸ’° Gold is your engine: income each turn equals the total land value you hold. It buys troops (1πŸ’° = 1,000) and fuels every movement (1πŸ’° per 10,000 troops moved). Conquest grows your income β€” but losing a rich province shatters stability empire-wide.

βš”οΈ 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.

πŸ›οΈ 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.