Upcoming Features

After each game, you have the option to vote on a random community-suggested feature.
The most popular features will be implemented into the next update.
Here you can browse the current list of suggested features, or add your own feature suggestion

  • 3
    Single Player Campaign
    A campaign mode where you start with only light-infantry available and can unlock additional units, buildings, and upgrades with resources earned by conquering islands.
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  • 3
    Factions
    Add factions with unique mechanics/troops which players select before the game starts.

    These factions are TBD and will be discussed/voted on upon approval of this feature.
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  • 3
    Split!
    Half of the units remain in place while other moves to the next hex!
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  • 2
    Dynamic Balancing
    At the end of each game, a random stat from any unit/building/upgrade is selected for the player to vote on. The player selects whether it should be increased, decreased, or remain the same. This stat is then changed (very slightly) globally for all players and all games in the future.
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  • 2
    Upgrades
    not to be confused with upgrades already in game but can upgrade a unit to another unit. Example : archer to crossbowman or pikemen to halberdiers
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  • -2
    New Unit: Assassin
    A quick unit with low health and fast attack speed. Gains an additional 25% flanking bonus.

    Can't take control of territories.

    Unit stats:
    ATK: 10
    DEF: 0
    SPD: 25
    HP: 100
    RANGE: 50
    COOLDOWN: 0.5
    COST: 50/50/85

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  • -2
    Mechanic change: Unit Buildings
    Each unit requires a specific building to be constructed before they can be trained. They are then trained from this building and spawn at it's location. Light infantry are still produced at the settlement.

    e.g. in order to be able to build archers, you must first build an archery range.
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  • -5
    Mechanic change: Recruitment time
    Adjust the production to a more 'traditional' RTS approach.

    Once enough resources are gathered, The player selects the unit they want to produce next, and it takes some time to produce.

    Units can be queued to automatically start training once it is their turn.
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  • -7
    New unit: Firebomber
    An AOE unit that lights an entire hex on fire, damaging any units on it.

    Stats:

    ATK: 10 / second (10 seconds)
    DEF: 0
    SPD: 15
    HP: 150
    RANGE: 60
    COOLDOWN: 15
    COST: 75/60/85
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  • -8
    New Unit: Ballista
    A siege unit that does extra damage against buildings.

    Requires time to set-up before movement and attacking.

    +50% against buildings

    Unit stats:
    ATK: 50
    DEF: 0
    SPD: 9
    HP: 250
    RANGE: 125
    COOLDOWN: 3
    SET-UP: 2
    COST: 100/75/50
    Love
    Yes please *cough* catapult spam *cough*
    BigBadBison
    Trebuchet spam is already a viable strategy ;)
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