Topics
How to play
Buildings
At the bottom of the screen are three tiles: Economy, Defence and War. Open one, choose a building, then click on your own land. With the keys: one key opens each group (1, 2 and 3 by default), then 1 to 4 chooses the building at that place in the open group. After one building the build mode ends:
- Economy: House, Farm, Market and Treasury give you a bigger store, more points and more gold
- Defence: the Rampart guards all of your land
- War: Barracks help your attacks, and the Harbour sends ships across the sea and holds warships
A rampart works like a ditch around all of your land. An enemy wave loses part of its points when it first enters your land, once.
A harbour stands on your coast, next to the open sea. With one, a click on land beyond the sea sends a ship with your free points; it lands at the coast and its points start a wave there. Point at land across the sea first: a dashed line shows the way from your harbour, a ship sign marks where it would land, and the cursor tells how many points it would carry, or why no ship can go. Your ships carry a flag that you see at every zoom, and a dot on the small map. Next to the abilities, the Warship tile (key W by default) puts a warship at your harbour: it guards the sea around it and sinks enemy ships it catches.
If someone takes the land a building stands on, the building becomes theirs.

House
Your store holds 200 more Action Points. Build one for 100 gold in 10 s; each further one costs 50% more.

Farm
+3 Action Points per second. Build one for 100 gold in 15 s; each further one costs 50% more.

Market
Trade in all your land: each of your buildings, wherever it stands, brings gold per second (fortress 0.45, house 0.15, farm 0.15, barracks 0.08, treasury 0.15, rampart 0.08, harbour 0.15). A market takes up to 8 buildings, the nearest first; a building trades with one market only. More markets trade more. Build one for 200 gold in 25 s; each further one costs 50% more.

Treasury
+2.5 gold per second. Build one for 225 gold in 25 s; each further one costs 50% more.

Rampart
Wall and ditch for all your land: waves of other realms and of mercenaries take 2x as long per piece. Such a wave loses 33.33% of the points it has left when it takes its first piece of your land, once per wave. Your waves and those of your allies flow as ever. Several ramparts do not add up. Build one for 50 gold in 15 s; each further one costs 50% more.

Barracks
Enemy land everywhere costs your waves 40% less. Several barracks do not add up, and allies gain nothing from it. Build one for 70 gold in 20 s; each further one costs 50% more.

Harbour
Stands on your land next to the open sea, not at ice or a small lake. Sends transports to land beyond the sea and holds up to 2 warships. Build one for 120 gold in 25 s; each further one costs 50% more.

Transport
A click on land of another landmass, where you hold nothing yet, sends a ship from your nearest harbour on that sea. It carries the points a wave would get and a waiting army; they leave your store and do not defend while at sea. It sails 8 pieces per second and lands at the nearest free or enemy coast; its load starts a wave there. The new bridgehead does not fall as cut-off land for 15 s. At most 3 of your transports are at sea at once. Others see only how big a ship is.

Warship
For 150 gold at a harbour of yours; each further one costs 10% more while it lives. It cruises up to 30 pieces around its harbour and chases enemy transports there, 1.5x as fast: one it catches sinks with its load. Warships of different realms closer than 6 pieces fight: the weaker sinks, the stronger loses as much strength. Strength 100, it regains 5 per second near its harbour. If the harbour falls, its warships sink.