Development
Grow villages, trade, scout and send raids. Normal attacks and building destruction are not yet allowed.
REAL-TIME STRATEGY
Build. Unite. Conquer.
Discipline and powerful infantry.
An aggressive start and strong raids.
Fast cavalry, reliable defence.
Mobile riders and swift attacks.
Abundant resources and solid defence.
Strength and endurance
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Gather wood, clay, iron and crop. Develop resource fields and buildings to support your growing army.

Found new villages, trade with other players and join an alliance. Coordinate your defence and attacks.

Research troops in the academy, train and upgrade them. Send your hero on adventures to bring back rewards.

Climb the weekly attacker, defender, raider and population growth rankings. Points for your places add to your season score.

A strong economy and powerful infantry. A tribe for a balanced empire that grows steadily.
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Quickly trained troops and strong raids. A tribe for an active, aggressive start.
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Fast cavalry and reliable defence. A tribe for a safer start and mobile forces.
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Mobile, powerful cavalry. A tribe for active attacks and quick decisions on the map.
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Abundant resource production and solid defence. A tribe for efficient villages and a growing economy.
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Strong infantry and defensive cavalry, but troops cost more and take longer to train. The Asclepeion lets you heal 60% of eligible battle casualties. Your army must make up for a weaker wall.
Choose tribeA season has three stages. Each opens up more possibilities and raises the stakes in the fight for victory.
Grow villages, trade, scout and send raids. Normal attacks and building destruction are not yet allowed.
Normal attacks begin. Rams can destroy walls: strengthen your defence and prepare for the decisive stage.
Catapults, loyalty reduction and village conquest become available. The Aztecs appear and weekly TOP points double.
When war beginsAll protection ends and new protection cannot be ordered. Prepare your villages for this in advance.

When enabled, the weather seasons affect production, defence and action durations. This world cycle runs separately alongside the game stages.

When enabled, the weather seasons affect production, defence and action durations. This world cycle runs separately alongside the game stages.

When enabled, the weather seasons affect production, defence and action durations. This world cycle runs separately alongside the game stages.

When enabled, the weather seasons affect production, defence and action durations. This world cycle runs separately alongside the game stages.
At the end of the war, the player with the highest overall score wins. Points accumulate throughout the season, and the final war can change the leader.
Points are awarded for places 1–10 in attack, defence, raiding and population growth. Your place in each ranking counts.
“Best of the week” sums your points across all four categories. Completed weeks accumulate; “Contenders” also includes the current week’s projection.
Weekly TOP points count double. Conquering another player’s village transfers 10% of their confirmed points to you. Losing a village can cost you points.
| Place | Points | Place | Points |
|---|---|---|---|
| 1 | 12 | 6 | 6 |
| 2 | 10 | 7 | 5 |
| 3 | 9 | 8 | 4 |
| 4 | 8 | 9 | 3 |
| 5 | 7 | 10 | 2 |
These values double during the war week. A TOP 10 place earns points even with a category score of 0. “Best of the week” is a total and does not award extra points again.
Example: 1st place in attack (12) and 3rd in population growth (9) give 21 weekly points. The same result in the war week gives 42 points.
The 10% transfer is rounded down to a whole point. If final scores are tied, the player with the lower player ID ranks higher.

A computer-controlled war tribe. Four Aztec villages grow stronger, launch attacks and become valuable conquest targets.
points for each Aztec village you own at the end of the war
The reward is given for ownership at the end of the war. Hours held do not grant extra points.
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Active in the last 15 minutes.
When enabled, the weather seasons affect production, defence and action durations. This world cycle runs separately alongside the game stages.