Notes de correctif

Ce qui a changé dans Empires — du plus récent au plus ancien, regroupé par semaine. Tous les changements ne figurent pas ici : seulement ceux qu'un joueur remarquerait. Empires est en bêta — attendez-vous à des changements fréquents.

  • UX Empires The Command follows your first turn through buying, selecting a card in your Hand, building and ending the turn. Enemy troop sheets list units with damage bonuses against them and the structures that train those units; the counter wiki links to those structures too.
  • UX Empires Match endings show the recorded cause before the damage score and rewards. Defeats by centre control or Wonder include a tip for interrupting that victory clock. The Wonder explanation no longer assumes it was never destroyed earlier.
More room to see the match

Eras strengthen the HQ, population is a resource, triples discover a card from the next era, and cavalry charges. The modern cards are gone by name: cataphracts, keshig and horse archers ride where tanks and jets stood, classes are Infantry and Cavalry, and a first counter triangle is in. The first shop always offers troops. A wider opening view and clearer rules after a player’s first match.

  • Équilibrage Empires The Air Base leaves the Command, and its Fighters with it: they were the last modern card in a game whose cards stop at the world wars, and the Song keep four cards. Keshig and Horse Archers still close the Air ladder, which now has a single step at 2.
  • Équilibrage Empires Greek Fire now counts toward the Siege ladder instead of Works — it is a weapon, not a wall. Its shots and its stock are unchanged.
  • Correction Empires When your Wonder countdown is active, the opponent prioritizes housing if other troops would take the population needed for its next siege response.
  • UX Empires Victory clocks now show both sides’ centre progress outside the scrolling resource bar. When the enemy holds the centre or has an active Wonder, the display explains how to interrupt the countdown. On mobile, the clocks make room for the map while you choose a position.
  • Fonctionnalité Empires Houses provide housing and a birthplace for Settlers, with no work posts. Your side still receives one Settler every two turns, subject to its population limit; before the first House, the HQ is the birthplace. Keep room beside a House for births.
  • Fonctionnalité Empires Advancing an era now strengthens your HQ: +5 HP and +5 max HP on the spot, like the Castle Age shoring up a Town Center. The era hint says so.
  • Fonctionnalité Empires Population is a resource. Every troop costs population while it lives — light troops the least, siege and heavy more, cataphracts the most — and Settlers count too. Housing (House, Granary, Ger Camp) raises the cap. A structure that cannot raise its troop waits and tells you why in the journal; the HUD shows Population used/cap next to your Settlers.
  • Fonctionnalité Empires Triples discover. Merge three copies into a 2★ or 3★ and the Command offers three cards from the next era, free: pick one for your hand. Skip it and the first one comes at the end of the turn. At the top era the pick comes from that era. The wiki rules page teaches it.
  • Équilibrage Empires Cavalry charge: Tumen riders move 4 and Cataphracts move 3 (each +1). With it the counter triangle closes for the first time — infantry beats cavalry of its age 78%, cavalry beats siege 53%, siege beats infantry — and the cannon stays the honest answer to cataphracts.
  • Contenu Empires Cards and troops now carry the names of the catalogue approved on 30 September, with a hard ceiling at the age of gunpowder: Merkava Complex is Cataphracts, Air Command is Keshig, Drone Swarm is Horse Archers, Armor Factory is Tumen, Grad Battery is Wasp-Nest Rockets, Anti-Air Tower is Theodosian Walls, Minefield is Great Wall, Defense Cannon is Greek Fire, Bunker is Long Walls, Artillery Battery is Cannon Foundry, Nile Guard is Medjay Post, Barracks is Hoplites, Recruitment Center is Legion, Mass Factory is Praetorians, Community Center is Ger Camp and Temple is Temple of Amun. Numbers did not change; art is still the old shapes until each card gets its own.
  • UX Empires The classes are now called Infantry, Ranged and Cavalry (they were Spear, Bow and Armor). Siege, Air and Works keep their names.
  • Équilibrage Empires A first counter triangle: Militia hit Armored targets for +2, like Infantry already did, and Cavalry (Tumen riders and Cataphracts) hit Artillery for +3. Measured in duels: infantry beats cavalry of its age 74% of the time (was 50%), and a rider now beats a catapult 55% (was 0%). The cannon's reach of 4 still wins against riders.
  • Équilibrage Empires Your very first shop always includes a card that trains troops — both seats. Before, it could open with three houses and nothing to fight with.
  • Correction Empires Horse Archers (the old Kamikaze Drone) are spent on the strike, as the card always said. The strike does not pay the defender's bounty.
  • Correction Empires Long Walls (the old Bunker) now deter: an enemy striking from an adjacent tile deals 1 less damage, as the wiki promised.
  • Équilibrage Empires Wasp-Nest Rockets keep one battery in the field instead of two. In the card arena it fell from 83 to 60 points, from untouchable to strong.
  • Correction Empires Idle Settlers find reachable work posts and go around structures instead of waiting against them.
  • UX Empires The map starts farther out. Use the mouse wheel to zoom around the point you are looking at. Classes and This turn keep a short preview and expand when you want to read more; the zoom controls stay clear.
  • Correction Empires Unit sheets include the attack, range and movement gained from class combos. The former Spear class is now called Infantry. Click the Settler counter for population and construction rules.
  • UX Empires The AI prioritizes housing when one population slot is left, before the limit is full. Rush-style play uses the same rule; training still needs enough population and space.
  • UX Empires The map now names the Centre under its ring, the tiles where a card can be placed glow gold with a border, and the hand says “place next to one of your Settlers”, which is the rule.
  • UX Empires Every card in the Command now shows how many copies are left in the match’s shared stock, out of the era’s total (18 in era 1, 13 in era 2, 9 in era 3). Buying takes one and selling or losing a structure gives it back; the fewer left, the rarer the card is in the shop. The number was already deciding the roll since late September — now you can see it.
  • UX Empires Next to Reroll, the Command now shows the weight of each class in the next roll — the same pool the shop draws from, with your closed ladder steps weighing their class up and cards running low in stock weighing down. Hover the line for the rule.
  • UX Empires The opening Command now always offers a structure that raises troops and one that houses people, so your first purchases can start an army and make room for it. The opponent also chooses its triple Discover card on purpose now — the one that merges, or a copy of what it already has — instead of taking the first.
  • Équilibrage Empires The Bunker now holds the Centre: while an enemy Bunker stands within 2 tiles of the Centre, the side holding it advances its clock at half speed (it still collects the gold). Destroy the Bunker to get the full clock back. The opponent builds its Bunker toward the Centre. Measured over 256 bot-versus-bot matches: games won at the Centre drop from half to about a third; more of them end by Wonder or at the turn limit.
  • Équilibrage Empires Cavalry now has 7 HP (was 5) and infantry hits cavalry for +4 (was +2), completing the infantry, cavalry and archer counter triangle.
  • Correction Empires In Attack posture, trained troops keep marching toward the enemy HQ when a route is clear. They still fight nearby enemies, break blocking buildings, and respond first to an active Wonder.
  • Correction Empires The opponent now leaves room for troops to emerge when it builds, including Bunkers near the Centre.
One match, and a wiki that matches it

The phase ladder is gone, the engine got three rules the screen was hiding, and the wiki was audited page by page against the game.

  • UX Empires The map now fills the game screen, with controls over it. Collapse Command to see more terrain; your hand and End turn stay within reach.
  • Fonctionnalité Empires There are no phases anymore. Empires opens straight on the match — thirty-five turns against the bot on the full map — and the Daily is that same match with the day's seed and ghost. Phase 1 to 3, their unlock and the «F2 unlocked» toast are retired; every older note about phases describes a ladder that no longer exists.
  • Équilibrage Empires At the turn cap, equal damage to both HQs — including no damage at all — is a draw, not a loss for the player.
  • Équilibrage Empires Merging counts now: a merged structure raises one troop per star, and the cap on a troop type is the sum of every structure of yours that raises it, tripled per star. Two Barracks hold six Infantry; a 2★ Barracks holds nine.
  • UX Empires The merged structure lands where you placed the newest copy, if it fits — before, it appeared on the oldest one, far from your click.
  • UX Empires Each line of the combo bar says whether the combo is active: dimmed with nothing closed, lit with the bonus it pays right now — «+1 attack», «+2 HP on structures». Civilizations do the same with the bonus of their current step.
  • Équilibrage Empires The Recruitment Center trains Militia — every three turns, cap two — instead of doing nothing.
  • Docs Empires New wiki page, The Command: every card by class with steps and payoff, by era with stock, offer, price and opening turn, who raises what and at which cadence, and the cards of each civilization — read from the game's rules.
  • Docs Empires Wiki audit against the engine: Heroes described the pre-26/09 system and now describes the choice of two leaders; Ghosts said «yesterday's best» and now says median; How to Play no longer claims that clearing forest opens a build spot or unblocks a merge, and the era 3 price is the one you actually pay; structure cards now say what the HQ does, what 2★ and 3★ change, and that the bunker shields structures too.
The wiki is Empires-only

The wiki now covers the game and nothing else.

  • Docs Empires The wiki pages for the tech tree, mutators and supplies are gone: none of those systems exists in the game. Foundations went with them — it was not about Empires.
  • Docs Empires Patch notes on the wiki list only Empires changes. Units that no structure raises and heroes that are never offered no longer get a page.
  • Docs Empires How to Play tells the real order: troops hit what is in reach, chase a fighter nearby, hit a structure nearby, and only then march on the enemy HQ. It also says what you start with and that a Settler can clear forest.
  • UX Empires The in-game rule now says the card goes to your hand first — select it there, then place it.
  • Docs Empires Empires Daily and Ghosts pages rewritten: the day's board starts fresh each day, and the ghost's vanguard is light ground troops only, never Settlers.
  • Équilibrage Empires Heroes are the face of a civilization now: Leonidas (Greeks), Scipio (Romans), Subutai (Mongols) and Shen Kuo (Song). Each makes his civilization's cards show up twice as often in the Command, starts its ladder one step lit, and adds a bonus on its axis — structure HP, troop attack, troop movement, or starting gold and interest. Mansa Musa, Hammurabi, Cosimo and Ashoka are retired.
  • Fonctionnalité Empires Every match opens with a choice of commander: two of the four leaders, drawn for that match (the same pair for everyone in the Daily), each with his civilization, his passive and the four cards it favours. The bot leads with one of the other two — or, in the Daily, with the leader of yesterday's median player. The old hero row and the no-hero option are gone.
  • Équilibrage Empires The Command deals a deck of 16. Out go the cards that did nothing but stand there (Wall, Steel Wall), the Naval Port on a map with no water, and the Tunnel Network. Era 1 has two houses and two cheap trainers (Barracks, Recruitment Center); era 2 has eight; era 3 comes back with the four strongest — Merkava Complex, Air Command, Artillery Battery, Grad Battery. Four cards per civilization (Air Base is Song now), and a civilization's ladder closes at 2, 3 and 4 cards.
  • Équilibrage Empires Eras have a floor. The second era never gets cheaper than 4 gold and the third never cheaper than 6, and the third era only opens on turn 8 — until then the button says so. Advancing is a choice again, not a ramp everyone climbs by turn 5.
  • Équilibrage Empires Class ladders pay off. Closing a step still makes that class show up more in the Command, and now it also counts on the field: Spear troops get +1 attack, Siege +1 range, Armor +3 HP, Air +1 move — for the troops those structures raise — and Works gives +2 HP to every structure you own, per step. Sell the card that closed the step and the bonus goes with it.
  • Fonctionnalité Empires The board is isometric. Every structure stands on its own raised block with its own shape — barracks, silos, domes, walls, airfields — and your HQ is a fortress with towers. Troops are tokens you can tell apart at a glance: pawn, tank, jet, missile.
  • Fonctionnalité Empires Things move. Troops slide from tile to tile, a unit that takes a hit flashes, and one that dies fades out where it fell, instead of vanishing between two turns.
  • Fonctionnalité Empires Rally points. Press Set rally point, pick a structure that trains troops, then pick a tile: its troops march there, fight whatever stands next to them on the way, and hold the spot. Without a rally point they play exactly as before.
  • Fonctionnalité Empires A hand, Battlegrounds style. Buying in the Command puts the card in your hand (up to 10); you place it on the board when you want. Your hand stays from one turn to the next.
  • Fonctionnalité Empires You can only build next to what you already have — one tile from one of your structures, diagonals included. Your base grows out from your HQ, and the tiles you can use light up when you pick a card.
  • Fonctionnalité Empires The Match and the Daily are played on a 32 × 32 map, like the game Empires grew out of. The map opens on your HQ; drag to look around and use + / − to zoom. Troops far from any enemy march five tiles a turn, so the armies still meet.
  • Fonctionnalité Empires The Command has eras, like Battlegrounds tiers. You start in era 1 with a small set of cards; advancing to era 2 opens armour, aircraft, artillery and defences, and era 3 the missiles and the nuclear silo — and each era shows one more card. Advancing costs 5 and then 8 gold, and the price drops by 1 every turn, down to 3.
  • Fonctionnalité Empires Every match opens with a starting squad, like the game Empires grew out of: one infantry and three settlers on the side of your HQ that faces the enemy, the same for both sides. The settlers go to work as soon as you have a building to staff, and the infantry marches out on turn 2.
  • Fonctionnalité Empires The map is fair and open. Terrain is now only forest, in small patches, and every map is mirrored so both sides get the same ground. The tiles around each HQ are always clear, and there is always a way through by land from one base to the other. Water and hills are gone.
  • Fonctionnalité Empires Clear a forest. When a forest touches your base and one of your Settlers is free, press Clear forest and pick the tile: the Settler cuts it down for 1 gold and it becomes open ground, so your troops can pass.
  • UX Empires On a phone the map now comes right after the turn bar, with your hand just below it and the shop after that. The shop and your hand used to sit above the board, and on most phones the map started below the bottom of the screen.
  • Équilibrage Empires Every structure now costs 3 gold, as in the game Empires grew out of. The choice is which card you buy, not which one is cheap.
  • Équilibrage Empires A 2★ now takes three copies of the same structure instead of two, and a 3★ takes three 2★. Rolling the shop for one kind can still get you a 3★ in a single match; it just takes longer, so it's a prize you chase.
  • Fonctionnalité Empires Phases 1 and 2 are now played on the full 32×32 map, in the same camera as the match. Phase 2 gives you 9 turns instead of 7 to make your first 2★. Phase 3 stays on the smaller map, so the armies still meet in time.
  • Fonctionnalité Empires The shop now draws from a pool you share with your opponent, like in TFT and Battlegrounds: 18 copies of each era-1 card, 13 of each era-2 card and 9 of each era-3 card. Buying takes a copy out, selling or losing a structure puts it back, and a card gets rarer as its copies run out. Once you have a card at 3★, it stops showing up in your shop.
  • Correction Empires On phones, your HQ is no longer hidden under the hero picker when a match starts, and the bottom rows of the map can be scrolled up above the console.
  • Correction Empires In Arabic, Empires now opens with the camera on your own base, not the enemy's.
  • Correction Empires When a match is lost, the Try again button now appears where End turn was. On phones it used to sit past the edge of the screen, and the result now shows at the top of the board, clear of the console.
  • Correction Empires How to play shows whole lines and fades at the bottom when there is more to read.
  • Correction Empires At the end of a match, the thumbs-up or thumbs-down question sits under the result, so it no longer pushes Try again off the screen. The welcome card's Play button lost its decorative arrow.
  • Correction Empires Wiki structure cards read "every turn" and "within 1 tile" instead of "every 1 turns" and "tile(s)", in every language, and the wiki footer has the Play Empires button its text promised.
  • UX Empires On phones and tablets, the Match · Daily switch moved up to the title line, so the board starts higher. On phones the historical subtitle under the title is hidden.
  • Correction Empires If you left the Empires Daily while it was still loading, it could pull you back in a moment later and restart the match you had returned to. You now stay where you went.
  • UX Empires Shop cards that train troops now show ⚔ and the troop they raise, and the battle rule tells you where to build them: toward the enemy, with free tiles beside them.
  • Correction Empires Phases 1 and 2 now end the moment you complete the objective, instead of making you play out the remaining turns.
  • UX Empires On a laptop screen the map now sits beside the shop instead of below it, so the whole board is visible without scrolling. Each phase also gets its own map and opening shop instead of sharing one.
  • UX Empires Phase titles no longer show a year. The shop offers structures from every era, so a date on the title promised a period the game does not stick to; the place and the story stay, and the campaign page on the wiki keeps the dates, and the welcome card and the homepage no longer quote years either.
  • Équilibrage Empires The daily challenge's ghost no longer punishes newcomers. It used to be yesterday's best player's army, so the better someone played, the harder the next day got for everyone — and a beginner facing a full armoured vanguard won 2 games in 100. The ghost now comes from the middle of yesterday's scoreboard, and its vanguard is light infantry only, at most two units. Facing it is still worth 10% more score, but only when there is really someone on the board.
Three mechanics come back: flanking, healing and freezing the shop

When the engine was rebuilt, some things the old game had did not make the trip. Three of them are back. Troops that catch an enemy between them hit harder. A wounded troop standing next to one of your own structures slowly recovers. And you can freeze the shop to keep this turn’s offer for the next one.

  • Fonctionnalité Empires Flanking: a troop attacking an enemy troop from one side deals 2 extra damage when an ally stands on the opposite side. Structures cannot be flanked.
  • Fonctionnalité Empires A wounded troop next to one of your own structures recovers 1 health at the start of each turn.
  • Fonctionnalité Empires The Freeze shop button keeps the current offer when you end the turn, once. It is free, clicking it again unfreezes, and rerolling also unfreezes.
Merging changes what a structure does — and there is a third way to win

Two changes, and both are about giving a choice consequences. First, merging: until now every structure gave the same thing at 2★, more health, which made the star level a size rather than a decision. Each card now has one gift of its own and merging doubles that gift — troop producers send out stronger troops, a house holds twice the people, and a wall is the only kind that still pays in health, because health is what a wall is for. A 2★ house is now as fragile as a 1★ one while covering four tiles instead of two, so merging your economy is a commitment and not a free upgrade. Second, a third way to win: a control point sits at the centre of the board, whoever has more troops near it holds it, holding pays a gold a turn, and holding it thirteen turns in a row wins the match outright. Equal troops from both sides freezes the counter instead of resetting it, so a standoff at the middle stalls both sides rather than one.

  • Fonctionnalité Empires A 2★ structure now gives a bonus that matches what it does. Troop producers send out stronger troops, houses hold twice the people, and fortifications get twice the health. Before, every structure just got tougher.
  • Équilibrage Empires A 2★ house no longer doubles its health — it doubles its population instead, and keeps the health of a 1★. Merging houses is now a real trade: more people, a softer target, and four tiles used instead of two.
  • Équilibrage Empires Phase 3 went from 18 turns to 19. With structures dying slightly sooner, the phase was falling just short of the bar the campaign holds itself to, and one turn put it back. Measured: more time beyond 19 buys nothing.
  • Fonctionnalité Empires A control point at the centre of the board is a third way to win. Hold it for 13 turns in a row and the match is yours, whatever the HQs are doing.
  • Fonctionnalité Empires Holding the point pays 1 gold per turn, and the HUD shows how many turns you have held it and how many you still need.
  • Fonctionnalité Empires Equal troops from both sides freezes the counter rather than resetting it, so parking a unit next to the point can stall an opponent but never erases their progress.
  • Équilibrage Empires The control point only counts from turn 5. Whoever moves first would otherwise reach the centre and sit on it before the other player had a single turn.
  • Équilibrage Empires Phases 1 to 3 do not have the control point — each teaches one thing, and the middle of the map is not it. The daily match and free play both have it.
The shop was already keeping score of your choices — now you can see it

Every structure you place commits you to a class, and closing a step in a class makes its cards show up more often in the shop. That has been running since the engine changed, and nothing on screen ever said so: the only way to notice was to feel that certain cards kept coming back. There is now a bar above the shop showing, for each class you have on the board, how many different cards you have placed and how many the next step needs. Selling also says what it gives back, because selling a commitment reopens the shop in another direction.

  • Fonctionnalité Empires A bar above the shop shows how close each class is to its next step — Works 2/4, Air 2/3. It counts different cards, not copies: two houses are a merge, a house and a bunker are a step.
  • Fonctionnalité Empires The bar only lists classes you actually have on the board, so it starts empty and grows with what you buy.
  • UX Empires The sell button now warns when a sale undoes a step you had closed. Selling already reopened the shop that way; you just could not tell before clicking.
La partie libre disparaît : tout le monde commence à la F1

Jusqu'à aujourd'hui, on pouvait sauter directement au match de 35 tours depuis la barre des phases, ce qui rendait l'échelle d'hier décorative — un clic franchissait les quatre barreaux. Cela voulait aussi dire que la première chose qu'un nouveau venu voyait était la phase la plus longue du jeu, sans aucun objectif à l'écran. Empires ouvre désormais sur la F1, la phase de cinq tours qui apprend à acheter une structure et à la placer, et le long match est le sommet de l'échelle plutôt que la porte d'entrée.

  • UX Empires La partie libre a disparu. Empires ouvre sur la F1, et le match de 35 tours est ce qu'on atteint en franchissant la F1, la F2 et la F3 — le prix au sommet de l'échelle, pas son entrée.
  • UX Empires Votre premier match dure maintenant cinq tours et n'a qu'une chose à faire — poser trois structures sur le plateau — au lieu de trente-cinq tours sans rien d'annoncé à l'écran.
Terminer une phase veut enfin dire quelque chose, et le résultat quitte votre téléphone

Empires avait quatre phases entre lesquelles on cliquait dans n'importe quel ordre : rien ne se verrouillait, rien ne s'ouvrait, rien n'était retenu. Réussir la F1 changeait le plateau et rien d'autre. Les phases forment désormais une échelle — chacune s'ouvre quand vous réussissez la précédente, l'écran de fin vous dit ce que vous venez de débloquer, et le jeu s'en souvient d'une session à l'autre. Et le résultat du défi du jour peut maintenant être partagé sous forme de carte, comme les sept autres défis le permettaient déjà ; Empires était le seul dont le résultat ne quittait jamais l'appareil.

  • Fonctionnalité Empires Réussir une phase débloque maintenant la suivante, et le jeu s'en souvient. Les quatre phases étaient libres d'accès dans n'importe quel ordre : en terminer une ne changeait strictement rien.
  • Fonctionnalité Empires Une phase verrouillée dit ce qui l'ouvre, au lieu de simplement refuser le clic.
  • Fonctionnalité Empires L'écran de fin de match dit maintenant ce que vous avez débloqué — une fois, la première, et non à chaque reprise d'une phase déjà réussie.
  • Fonctionnalité Empires Le résultat du défi du jour peut maintenant être partagé sous forme de carte, comme pour les autres défis quotidiens. Empires était le seul des huit dont le résultat ne quittait jamais votre appareil.
  • Correction Empires Un réglage hérité de la campagne à douze phases était encore stocké sur votre appareil sans qu'aucun code ne le lise, à une écriture erronée d'effacer votre progression. Il a disparu ; ce que vous avez réussi est conservé sous son propre nom.
  • Fonctionnalité Empires Le défi quotidien d'Empires est de retour : un match par jour, la même carte pour tout le monde, choisie par la date du jour.
  • Fonctionnalité Empires Le meilleur joueur d'hier laisse un fantôme — jusqu'à cinq unités de son armée finale se rangent aux côtés de votre adversaire au début de la journée, et la carte au-dessus du plateau vous dit à qui elles appartiennent.
  • Correction Empires Le plateau d'Empires était dessiné sur 140 pixels de large — une structure était un carré de 10 pixels et un soldat un point. Il remplit maintenant l'écran, environ quatre fois plus large : vous voyez enfin ce que sont vraiment vos structures et vos troupes.
  • Fonctionnalité Empires Structures et troupes affichent maintenant une barre de vie quand elles sont blessées, et les deux QG l'affichent en permanence. Le combat se déroulait sans aucun moyen de savoir qui le gagnait.
  • Fonctionnalité Empires Une structure fusionnée affiche maintenant son niveau d'étoile sur la pièce — deux étoiles pour un 2★, trois pour un 3★ — et le plateau fait clignoter la structure qui vient de fusionner, avec une ligne disant ce qu'elle est devenue. La fusion se produisait dans un silence complet.
  • Fonctionnalité Empires Le bouton de vente indique maintenant combien d'or il rend avant que vous cliquiez. Un 2★ rend plus qu'un 1★, et il n'y avait aucun moyen de le savoir sans vendre.
  • Fonctionnalité Empires Le tableau de bord montre maintenant d'où vient votre or — base, postes occupés, intérêts, reliques — au lieu d'un seul nombre qui grandissait tout seul. L'or apparaissait de nulle part.
  • Fonctionnalité Empires Les Colons sont maintenant comptés dans le tableau de bord (vivants, au travail, et le plafond), une ligne relie chacun de ceux qui travaillent au poste qu'il occupe, et les inoccupés sont dessinés en pointillés. Un Colon inoccupé ne rapporte rien, et rien ne permettait de le voir.
  • Fonctionnalité Empires Empires parle maintenant les onze langues. Tout l'écran — tour, or, revenu, Colons, la boutique, la carte du défi du jour — était de l'anglais en dur jusqu'à aujourd'hui, et les noms de structure dans la boutique étaient les identifiants bruts du moteur, tirets bas retirés.
  • Correction Empires Le quatrième onglet de phase affichait « PARTIDA » pour tout le monde, dans toutes les langues : l'étiquette venait de l'identifiant portugais du moteur. Il affiche maintenant Match, traduit comme le reste.
  • Fonctionnalité Empires Un journal de tour se tient maintenant à côté du plateau et raconte ce qui s'est passé pendant que vous ne regardiez pas : ce qui a fusionné, ce qui a été détruit, ce que vos troupes ont ramassé, qui est né et qui est mort, et quand une structure n'a pas eu la place de produire. Le jeu faisait tout cela en silence.
  • Correction Empires Les noms de structure s'affichaient en portugais pour les joueurs anglophones — « Quartel » au lieu de « Barracks » — parce que la boutique lisait les noms propres au moteur au lieu des noms d'affichage. Aucune autre langue n'était touchée.
  • Correction Empires La fin d'un match disait seulement qu'il était terminé. Elle dit maintenant si vous avez gagné, perdu ou fait match nul.
  • Fonctionnalité Empires Vous pouvez maintenant choisir un héros avant un match, et le choix persiste d'une session à l'autre. Chaque carte dit exactement ce que fait le héros — or supplémentaire par tour, population supplémentaire — et l'effet apparaît sur la ligne de revenu. Le jeu enregistrait votre choix et l'ignorait.
  • Fonctionnalité Empires Le plateau a maintenant des illustrations : chaque structure porte l'icône de sa classe, si bien qu'on distingue une machine de siège d'un rempart d'un coup d'œil, et l'eau, la forêt et les collines ont une texture au lieu d'être trois aplats de couleur. Tout est dessiné dans le jeu, donc cela reste net à n'importe quelle taille.
  • Correction Empires Le QG était étiqueté « QG » — l'abréviation portugaise — dans toutes les langues. Il utilise maintenant celle de chaque langue, et tout le tableau de bord tient enfin sur un écran de téléphone au lieu de se briser en un mot par ligne.
  • Correction Empires La carte de partage de campagne annonçait dix phases franchies. La campagne en compte douze ; la carte lit maintenant le nombre dans les données du jeu et parle les onze langues.
  • Correction Empires Le Classement affiche maintenant le tableau du défi Empires du jour à côté du tableau de la campagne de tous les temps, avec votre propre résultat du jour (issue et tours).
  • Correction Empires La carte d'accueil et le classement de la campagne annonçaient « dix » phases ; la campagne en compte douze depuis un moment. Chaque compte affiché à l'écran vient désormais de la campagne elle-même.
  • Correction Empires Le glossaire en cours de match disait encore que la fusion demande trois copies ; il affiche maintenant le nombre que les règles utilisent vraiment.
La fusion coûte deux copies, et la troisième étoile arrive enfin

L'échelle des étoiles promettait trois degrés — une structure passe de 1x1 à 2x2 puis à 3x3 à mesure qu'elle fusionne — mais le degré du haut ne s'était jamais produit dans un vrai match, et la raison tenait de l'arithmétique plutôt que de la malchance. Une troisième étoile demandait neuf copies de la même carte, et un match entier n'achète qu'environ sept cartes. Aucune boutique, aucun plateau et aucun adversaire ne pouvait combler cet écart. La fusion demande désormais deux copies au lieu de trois, si bien qu'une deuxième étoile coûte deux cartes et une troisième en coûte quatre. Les deuxièmes étoiles arrivent maintenant plusieurs fois par match au lieu d'une fois de temps en temps, et la troisième étoile apparaît comme la récompense rare qu'elle a toujours dû être — au plus une par match. Une structure fusionnée vaut deux fois sa base au lieu de trois fois, parce qu'elle a mangé deux cartes au lieu de trois.

  • Équilibrage Empires Fusionner une structure demande maintenant deux copies de la même carte au lieu de trois. Une deuxième étoile coûte deux cartes, une troisième en coûte quatre.
  • Équilibrage Empires Une structure fusionnée vaut maintenant deux fois sa santé, sa population et son personnel de base au lieu de trois fois — elle a mangé deux cartes, pas trois.
  • Correction Empires La troisième étoile était inatteignable en pratique. Elle arrive désormais, et jamais plus d'une fois dans un match.
  • Correction Empires Le bouton de fusion et ses infobulles annonçaient « trois copies » en texte figé et continuaient de le dire après le changement de règle. Ils lisent maintenant le nombre depuis les règles, si bien que l'écran et le jeu sont toujours d'accord.
Your army marches out of the barracks on its own

Combat used to arrive in your hand as cards you placed one by one, which meant most of a turn went to moving and attacking with pieces the game had already decided you would get. Now the structure that makes a troop is the place the troop appears. Barracks, armor factories, air bases, artillery batteries, ports and tunnels put their units straight on the map beside themselves, on their own clock, up to a limit per structure, and those units advance and fight without being told to. What stays in your hands is the part that was always a decision: which structures you buy, where you put them, what you merge — and the Settler, who still comes to your hand from the HQ for you to place yourself.

  • Équilibrage Empires Your army no longer arrives as cards to place by hand. Barracks, armor factories, air bases, artillery batteries, ports and tunnels now put their troops straight on the map next to themselves, on their own clock, up to a limit per structure. Settlers still come to your hand from the HQ, and you still place those yourself — deciding where people go is the part that was always yours.
  • Équilibrage Empires A merged structure keeps paying off for its troops: the extra attack it grants now reaches the units it sends out on its own, not only the ones you order it to build.
  • Correction Empires The troops a structure sends out on its own no longer take up your population. That budget is for the choices you make — the people you welcome, the units you order, the Settlers you post — and a structure that arms itself was quietly spending it. What limits a structure's output is its own cap, as it always was. Before this, a barracks could fill your population by itself and leave you unable to take in a single person.
  • Correction Empires Early lessons that never taught you to fight no longer place soldiers on your map. They could not march or attack there anyway — they only stood in your settlers' way.
The rulebook now explains how to take a commitment back

The page that teaches you how to merge structures only ever taught half the decision: it explained how to commit and never how to stop. It now finishes the thought. Selling a structure hands back a third of what you paid and lowers your step in that kind of structure, so the shop stops leaning that way. Merging is not worth undoing, because a merged structure has swallowed three or nine cards. And the oath you swear to an order is the one commitment with no way out — the page says so plainly, and says where the idea comes from: the historical argument that undoing an entrenched claim takes a costly event rather than a decision. The scheme of three orders the oath sits on is itself an eleventh-century argument made by one of those orders, not a description of any real society, and the page says that too.

  • Contenu How to Play now explains what can be undone and what cannot: selling returns a third and lowers your step, merging is not worth reversing, and the oath is permanent.
  • Contenu The two historical claims behind that section are named with author and year, including the objection to the three-orders scheme.
You can now see what you are committing to

Yesterday's change made the shop follow your board: two different structures of the same kind make that kind far likelier to be offered, and the next step of the same commitment multiplies it again. It worked, and it was invisible — you had to keep the count in your head, and the moment that matters most, being one structure away from the next step, looked exactly like every other moment. The panel above the shop now shows it: one line per kind you own, filled squares for what you have and the number you need. The kind you are one structure away from closing turns amber, so the decision that changes your shop the most is the one that catches your eye.

  • UX A panel above the shop shows every kind of structure you own, how many DIFFERENT ones of it are on your map, and how many you need for the next step.
  • UX The kind you are one structure away from closing is highlighted, because that is the purchase that changes your shop the most.
Holding the centre can now win you the match

A neutral point sits in the middle of every map. It has been handing out gold for months, but it could never actually end a match — the third way to win existed on paper and nowhere else. Now it does: hold the centre for sixteen straight turns and the match is yours. It is deliberately slow. Razing the enemy headquarters is still the fastest way to win, and the turn limit still decides the games nobody closes out; the centre is the third clock, not the default one.

  • Fonctionnalité Holding the centre is now a way to win. A neutral point sits in the middle of the map: hold it for sixteen straight turns and the match is yours.
  • Équilibrage The centre only starts counting on turn 3, and losing it resets your count to zero — contesting it freezes the count instead. Sixteen turns is deliberately long: it is a third way to win, not the default one.
  • Correction Campaign phases are untouched. A phase with its own goal still ends on that goal and nothing else — you cannot lose a tutorial to a centre it never taught you about.
  • Équilibrage When the turn limit decides the match, the gold your chartered sites let you carry now counts first, and damage to the enemy headquarters breaks whatever is left. Chartering costs you a workplace — it should be worth something when nobody wins outright.
  • UX The centre point is drawn on the board, in the colour of whoever holds it, with a ring that fills as the count climbs and the count itself next to it.
Changing your mind now has a price, and the price is a third

Yesterday the shop started following what you commit to: put two different structures of the same kind on the map and that kind starts showing up far more often. Today you can take that back. Select one of your structures and you can sell it — you get a third of what you paid, and the kind you were leaning on stops being favoured from the next turn onward. The button tells you which step you are giving up before you click, because giving up a step is the real cost; the gold is a rounding error. One thing on the board is still permanent: the oath you swear to an order. That one was always meant to be a decision you live with, and it still is.

  • Fonctionnalité You can sell your own structures. A structure returns a third of its price, and a merged structure returns a third of everything that went into it.
  • Fonctionnalité Selling the last structure of a kind lowers your step in that kind, so the shop stops favouring it from the next turn. Selling a spare copy does not — steps count different structures, not copies.
  • UX The sell button names the step you are about to lose and what it drops to, and says plainly that the oath is the one thing that does not come back.
  • UX Demolish is now for units only, and it still returns nothing.
Every structure you can buy now has something to gain from merging

Until now only five structures — all military — got anything out of merging three copies, so the Merge ×3 button stayed dark for most of your board. Now every card you can buy pays for the merge, and it pays in what that card is for: houses raise the population ceiling, walls and defenses get the health of all three, and the recruitment centre gets the work posts of all three. The rule is the same everywhere — a merged structure gives back exactly what the three gave together, and what you actually win is the space the other two were using.

  • Fonctionnalité Houses, walls, bunkers, towers and every other structure can be merged. The offer used to list five military structures and nothing else.
  • Équilibrage A merged house holds as much population as the three it replaced; a merged wall has the health of three walls; a merged recruitment centre has the work posts of three.
  • Correction Yesterday's note said the merge offer no longer lists structures that gain nothing from merging. That was true while houses gained nothing — it is not true any more, because now they do.
Every structure now starts on a single tile

Barracks, armour plants and houses used to be born big — a barracks covered nine tiles the moment you placed it, a house four. That made size useless as a way to read a structure's degree: a three-tile-wide structure could be a fresh barracks or a twice-merged anything, and a merged barracks ended up as large as your HQ. From today every structure you can buy starts on one tile and grows only by merging: one tile, then 2x2, then 3x3. Merging a barracks used to demand a clear 4x4 square — sixteen free tiles side by side — which is why so many merges were refused for lack of room. It now asks for four, the same as everything else.

  • Équilibrage Barracks and armour plants now start on one tile instead of nine; houses start on one tile instead of four.
  • Équilibrage Merging a barracks or an armour plant to the second degree now needs a clear 2x2 square instead of a clear 4x4 one.
  • Équilibrage Because a barracks is smaller, its attack aura covers less ground, and building next to one gives you a shorter stretch of free tiles. Both were side effects of the old size.
  • UX Size means degree again: on the board, a bigger structure is a structure you merged, not a structure that was born large.
The shop stops selling eras and starts following what you commit to

Until today the shop showed you a narrow slice of the catalogue and sold you the rest: five gold widened it, eight widened it again. Wider turned out to be worse. With two dozen structures competing for a handful of slots, the one you were collecting almost never came back — three copies of the same structure, the thing that makes it bigger, was practically out of reach. So the toll is gone. Every structure is available from the first turn, and what narrows the shop now is your own board: put two DIFFERENT structures of the same kind on the map and that kind starts appearing far more often, which turns collecting three copies into a plan instead of a wish. Nothing is ever taken out of the shop — committing makes a kind likelier, never exclusive, so you can always change your mind.

  • Équilibrage Advancing an era no longer costs gold, and the option no longer exists during a match. Gold is for buying, rerolling and freezing.
  • Équilibrage The shop offers the whole catalogue from the first turn instead of unlocking it era by era. An era is now what a structure is — its historical band and its look — and no longer a price.
  • Équilibrage An era still shapes the shop, as rarity rather than as a gate: your opening offers lean heavily on first-era structures, and structures from later eras start out rare and become as common as the rest over the first few turns. Nothing is withheld — a later-era structure can show up on turn one, it is just unlikely.
  • Équilibrage Two different structures of the same kind on your map make that kind three times likelier to be offered; the next step of the same commitment multiplies it again. Wide kinds like walls and mines need more structures to reach each step than narrow ones like armour or artillery, so a narrow commitment concentrates the shop harder.
  • Correction A structure from a later era can be placed the moment you buy it. Before, the shop could sell you something your era did not allow you to put on the map.
  • Équilibrage The shop shows three structures and one power every turn. The extra slots that gold used to buy went away with the toll.
  • Correction The rules page no longer lists a price for advancing an era, and the button for it is gone from the match. Both were still there describing something the game had stopped doing.
  • UX The top bar used to show the era you had paid gold to reach — stuck at the first one all match now that the toll is gone. It shows which kind you've committed to instead, and how far: blank until you finish your first step, then something like 'Spear 2'.
Three structures become one bigger structure — and you say where it stands

Merging three copies of the same structure has been in the game since August, but nothing on screen let you do it: the game merged for the bots and never offered it to you. It is a button now, and merging is not just a star — the structure grows, taking more room than the three it replaced, so you choose which of the highlighted tiles it should stand on. The board shows the degree too: a structure merged twice wears two stars, a structure merged three times wears three. Until today they all wore one, and you had no way to see the difference you paid six structures for.

  • Fonctionnalité Merge ×3 is a button. Three copies of the same structure at the same degree become one of the next degree, and you click a golden tile to say where it stands.
  • Fonctionnalité Merged structures show their degree on the board — two stars or three, instead of the single star every merged structure used to wear.
  • Correction The merge offer no longer lists structures that gain nothing from merging. Merging three houses would have destroyed two of them for no benefit.
  • UX When three are ready but the bigger structure has nowhere to fit, the button says so instead of just being greyed out.
  • Correction Playing in Portuguese, the four labels at the top of the screen — gold, research, turn and population — showed up translated and then switched to English on the first update, staying English for the rest of the match. They stay in your language now.
  • Correction The wiki said trainer structures merge automatically and that merging frees up tiles. Both stopped being true when merged structures started growing — you decide when to merge, and the merged structure takes more room, not less. Corrected in all eleven languages.
The line that teaches stops being a receipt

Everything the game says during a match shares one line, and more than half of what it said there was confirming something you had just watched happen: a unit moved, a structure went up, a card became a soldier. Because the phase’s advice only comes back when that line is empty, your very first click erased it — and it never returned. The board already shows you that the unit moved, so it no longer says so, and the advice stays where you can read it. Combat still speaks: a hit or a kill goes by fast enough to miss.

  • UX Moving a unit with nothing to fight no longer writes a line. The phase’s advice stays on screen instead of being replaced by a note about what you just did.
  • UX Placing a structure or a unit no longer announces itself. It appears on the board, which is the announcement.
  • Correction Refusals sometimes showed their internal label instead of the sentence — clicking an invalid tile could print a code rather than telling you the tile was occupied or out of range. They read as sentences now, in your language.
The homepage said ten. The campaign has twelve.

The first paragraph of the site — and the description that search engines and link previews show — promised "ten real last stands" for a campaign that runs twelve phases. All ten translations carried the same wrong number, faithfully. The same sentence named the fall of Rome as one of its three examples, and the fall of Rome is not a phase in this game. Both are fixed, in all eleven languages, and the count is now read from the campaign itself instead of being written into the sentence — so it cannot drift again.

  • Correction The homepage and the description shown by search engines said ten phases. The campaign has twelve — corrected in all eleven languages.
  • Correction The homepage listed the fall of Rome among its three examples. It is not a phase — the Domesday Book of 1086 takes its place, alongside Thermopylae and the fall of Constantinople.
  • Contenu The campaign is now described as real historical turning points rather than last stands. Half of it is not a siege: the Domesday Book is a land survey and the Song Miracle is an economy.
Opening Empires means you are already playing

Until today, arriving at Empires meant arriving at a screen about Empires: pick a phase, pick a hero, pick a civilization, read the history, then press Start. The campaign screen was a tollgate. It is now a destination — opening the game drops you straight into the phase you are on, and the Campaign button brings the screen back whenever you want to switch phase, change hero or check your score. Your match keeps running while you are in there.

  • UX Opening Empires starts the phase you are on. No screen in between, nothing to press first.
  • UX A Campaign button sits next to Restart during play. It brings back the phase list, heroes, civilizations and your score without ending the match you are in.
  • UX The boss phase no longer opens its introduction on its own when it is simply the phase you are on. It still plays when you choose to enter the fight.
  • UX The daily challenge is untouched: it never starts by itself, because starting it would spend the one attempt you get that day.
  • Correction The top bar shows your real gold in the first two phases instead of zero.
  • Correction The daily challenge keeps your opponent's name on screen during the match, whichever phase the day lands on. Before, it appeared on four days in twelve and vanished on the rest.
The screen before a match asks you one thing

The campaign screen used to open with everything at once: the phase tabs, the six heroes, the six civilizations, the daily challenge, your supplies and perks, the campaign score and three paragraphs of history — nineteen things, all before you had pressed anything. It now says which phase you are on, what that phase is, and offers the button that starts it. Everything else is still there, behind two drawers you open when you want them: Loadout for what changes this match, Progress for what carries between them. Switching to an earlier phase now costs one extra click, which is the trade: the screen stops offering and starts telling you where you are.

  • UX The campaign screen shows the phase you are on and the button that starts it. Nothing else is offered until you ask for it.
  • UX Loadout holds what changes the match you are about to play: the phase you pick, your hero, your civilization, your run modifier, and the history behind each.
  • UX Progress holds what carries between matches: the daily challenge, supplies, perks and your campaign score.
  • Correction The opening paragraph claimed the campaign was ten phases long. It is twelve, and the progress bar three lines below it had been saying so all along. It said ten in both languages the game is written in — the mistake had been translated rather than read. The paragraph is gone.
The civilizations stop greeting you before your first match

Picking a civilization was always meant to arrive the way the heroes do — after you have won your first phase, so that an opening screen asks you for one decision instead of several. It never did. Since the six labour regimes were added they have been on screen from the very first visit: six named choices and a paragraph about tribute and forced work, offered to someone who has not yet moved a Settler. They now appear when the heroes do.

  • Correction The six civilizations, and the note explaining whichever one you picked, now appear only once your first phase is won — alongside the heroes. A first visit shows the phase and the button that starts it.
  • Correction Starting a new campaign hides them again, along with everything else a first screen leaves out, even if you had a civilization selected before.
  • Correction The age in the top bar keeps its translation for the whole match instead of reverting to English after the first turn.
  • UX The Command's step is called an era everywhere in the game now — the top bar, the advance button and its message, and the phase four coach.
  • UX The in-game glossary had two entries for the same idea. It has one.
Three of the same structure now become one bigger structure — and only when you say so

Merging three copies of the same structure used to happen by itself at the end of a turn, and all it did was gild the survivor: same size, same tile, a little more attack on what it trains. Two things change. First, the merged structure takes up more ground — a one-tile structure becomes two by two, and merging three of those makes it three by three. It can refuse: if the bigger footprint would land in water or forest, or on top of something else, the merge does not happen and the log says why, rather than quietly doing nothing. Second, your own structures no longer merge on their own. Three of a kind is now a choice you make against keeping three separate structures that each produce on their own clock — and the game should not be making that choice for you a beat after you bought the third card. Opponents still merge automatically, so the difficulty you are used to is the difficulty you get.

  • Fonctionnalité Empires A merged structure grows: one tile becomes 2x2, and three 2x2 become 3x3. Three grades, no fourth.
  • Fonctionnalité Empires A merge that would not fit — water, forest, or another structure in the way — is refused with the reason recorded, instead of failing silently.
  • UX Empires Your structures no longer merge by themselves. Merging is an action you take; the opponent's structures still merge automatically.
  • Correction Empires The work-post phase no longer promises posts from every structure: only the Community Center and the Recruitment Center add posts of their own.
  • Correction Empires Terrain is now checked when a structure is placed, not only when the map offers you the tile — walls can no longer end up in a lake.
  • Équilibrage Empires Holding the monument pays 1 gold per turn instead of supplies, which this mode never spends. Before: a resource with no use; after: the currency the Command actually charges.
  • Docs Empires The engine dump now publishes the positional bonuses, terrain rules, sight ranges and every civil-layer number, so these pages cannot drift from the game.
  • Docs Empires The merge threshold and the golden stat multiplier were literals inside the engine; they are named constants now, so the wiki reads them from the engine dump instead of hardcoding them.
Forcing someone now costs you something

Phase 7 exists to teach that there are three ways to meet a person, and that forcing them is the one with a price: they walk for the edge of the map and leave if they get there. It wasn't teaching that at all. Forcing someone completed the phase on the very same click, so the game ended before that person took a single step — the harshest choice was also the fastest, and its cost never appeared. Now welcoming and employing count immediately, while a forced Settler only counts once you have held on to them for a couple of turns. Forced Settlers also stopped being sent off to fetch relics, which was dragging them around the map instead of letting them run.

  • Équilibrage Forcing someone counts toward the phase goal only after you have held them for a couple of turns. Welcoming and employing still count right away.
  • Correction Forced Settlers are no longer picked to fetch relics. Someone you hold by force does not run your errands — and now you can actually watch them walk for the edge.
  • Docs Empires The design rules now list winning a phase by meeting its goal as a victory condition, alongside razing the HQ and the turn-cap tiebreaker.
  • Correction The Work Post card now shows its name and what it does, instead of a question mark.
  • Correction People you can recruit are visible from the start of the phase that teaches recruiting. Fog hides who owns things, never that they exist.
  • Correction Phase results now read "1 person" rather than "1 people".
Six civilizations, and each one works differently

Rome, China, the Mongols, the Ottomans, the Inca and Egypt have been written down in this game for months without being playable. They are playable now — and not as stat bundles. Each one is a different answer to the question the civil layer asks: what do you do with people. Rome's forced Settlers never run, because there is nowhere in that empire that is not that empire — but every one of them needs a guard, and the guard costs population. China's registry reaches further than its roads, so your people can hold a post from further away; a state that sees everything grants nothing, so China cannot charter. The Mongols tax what moves: your people earn wherever they stand, post or no post, and nothing is ever banked. The Ottomans have land-for-service as standing practice, so swearing to the Warriors costs no work post. The Inca take tribute in work that ends — a forced Settler serves their turns and becomes free instead of fleeing. Egypt's centre stores from the start, and only the centre. Picking none of them plays exactly the game you already know.

  • Fonctionnalité You can now pick a civilization before a match. Each is a labour regime with one rule of its own and one cost of its own.
  • Contenu Every civilization now carries the century it refers to. Rome without a period would be false — the farming republic and the slave-worked empire are different economies.
  • Équilibrage Choosing no civilization changes nothing: every rule falls back to the default the game already had.
Gold that survives the turn — if you pay for it

Your gold has always vanished at the end of every turn. It still does, and that is the point: the game starts with nothing anyone can hoard, and keeping wealth is something you go and take rather than something you were given. A Charter is how. Play it on one of your own structures and that structure stops working for you — the people there are its own now — but from then on some of your gold survives into the next turn. It cannot be undone. Do it once and a third order opens up: the Townsmen, who let you keep the whole surplus, and who were greyed out until now precisely because they had nothing to stand on. A game where you never charter anything plays exactly as it did before.

  • Fonctionnalité New Charter card. Played on one of your own staffable structures: it leaves your command, and gold starts carrying over between turns.
  • Fonctionnalité Each chartered site raises how much gold survives the end of your turn. Your HQ can never be chartered.
  • Fonctionnalité The Townsmen unlock once you hold a charter. Swearing to them keeps your entire surplus from turn to turn.
  • Équilibrage Nothing changes for a game without charters: with none, the end-of-turn wipe behaves exactly as before.
Your hero swears to an order — and pays for it

Picking a hero used to be picking a stat line. Now the axis they belong to becomes a choice you make during the match: your hero swears to one of three orders, once, and it holds for the rest of the game. The Warriors hand you a soldier and take a work post away as a fief — it does not come back. The Prayers make your forced Settlers stop running and let your people live closer together, in exchange for a tithe every turn and a promise you cannot take back: you may never force anyone again. The Townsmen are there too, greyed out, because they need a chartered site first — you can see the third road and what it costs before you pick one of the other two.

  • Fonctionnalité Your hero can swear to an order. One oath per match, and it cannot be undone.
  • Fonctionnalité The Warriors: a soldier now, and one work post given away permanently.
  • Fonctionnalité The Prayers: forced Settlers stop fleeing and your population cap rises — for a tithe every turn, and forcing anyone is closed to you from then on.
  • Contenu The Townsmen appear locked, with the reason, rather than being hidden. They unlock when chartered sites exist.
You decide who gets the job

Until now the game quietly chose which of your people held a post and which stood idle — it filled the slots in whatever order they happened to be in. That was fine while everyone earned the same. It stopped being fine when forced Settlers started earning double at a post and nothing without one: the game could leave your most valuable Settler standing around and you had no way to say otherwise. Now your HQ hands you a Work Post every turn. Drag it from a person to a place and that person holds the job, even when someone else is closer. It is the first card in the game you play on two things instead of on a tile. Phase 8, The Domesday Book, teaches it.

  • Fonctionnalité New card type: the Work Post. Played from a person to a place — your HQ, a structure, or a collection point — instead of onto a tile.
  • Fonctionnalité A person holding a Work Post keeps the slot even when others could take it. It matters most for a forced Settler, who earns double at a post and nothing without one.
  • Contenu New phase 8: The Domesday Book. The campaign is now twelve phases; Masada, the Fabian Strategy, the Ten Thousand Immortals and Constantinople each moved down one number, with their settings untouched.
  • UX Phase goals now read in plain language instead of the internal name — "Assign work posts" rather than "bond".
Your headquarters gets the ground it was promised

The headquarters has been four tiles across for a long time, but the map was still being drawn as if it were a single tile. Two things followed from that. Forest, water and mountain could land inside your own base and in the ring around it — the ring where your first Settlers appear and where everything you build has to touch. And the second player's base could be set so near the top edge that a quarter of it hung off the board, leaving it with less wall to defend than the opponent had. Both are fixed, and the two halves of the map are now exact mirrors down to the last tile.

  • Correction No terrain is generated inside a headquarters or in the ring around it. Your starting squad and your first structures always have the room they need.
  • Correction Both headquarters now sit entirely on the board. The second player's could hang off the top edge and end up with twelve tiles of surface instead of sixteen.
  • Correction The two halves of the map are now exact mirrors. Clearing the ground around the bases used to leave a few tiles different on one side.
A new phase seven: the day Rome's people walked out

The three verbs now have a phase that teaches them. Phase 7 is The Secession of the Plebs — 494 BC, when the plebeians of Rome are said to have simply left the city and refused to serve until their debts were dealt with. Reach someone who belongs to nobody and choose: welcome them, put them to work, or force them. Bring one in and the phase is yours. The old difficulty ladder shifts down one — Masada is now phase 8 and the Commander is phase 11 — but none of their settings changed.

  • Contenu New phase 7: The Secession of the Plebs. It teaches the three ways to answer a person who belongs to nobody, and it is where you find out what forcing someone actually costs.
  • Contenu The campaign is now eleven phases. Masada, the Fabian Strategy, the Ten Thousand Immortals and Constantinople each moved down one number; their opponents, handicaps and boss rules are untouched.
  • Fonctionnalité People you can reach appear only in the phase that teaches what to do with them, so nobody shows up offering a choice the phase would refuse.
  • Contenu The wiki counts eleven phases now, and the note about the Immortals calling back to the opening points at their new number.
There are people on the map, and you decide what they become

Six people now live on every map, belonging to nobody. Move one of your own next to them and the game asks a question it never asked before: welcome them, put them to work, or force them. Welcoming and employing both give you an ordinary Settler. Forcing gives you double output at a post — and every turn that person walks one step toward the edge of the map. If there is a way out, they take it and they are gone. Blocking the way, with your own units or with walls, is the only thing that keeps them. The choice appears on the later phases for now; the tutorial phase that teaches it comes next.

  • Fonctionnalité Neutral people now live on the map, away from both bases. Move a unit next to one to make contact.
  • Fonctionnalité Three ways to answer: welcome them as an equal, put them to work, or force them. All three cost population rather than gold — the limit is room in your civilization, not money.
  • Fonctionnalité A forced person produces double at a post, and walks toward the map edge every turn. Reaching the edge means they are gone for good. Close the way and they stay.
  • UX The gold readout counts forced Settlers separately, so doubled income is visible instead of mysterious.
  • Contenu People only appear in phases that have taught you what to do with them, so nobody shows up on screen offering a choice the phase would refuse.
Settlers now earn where they stand

A Settler used to pay you 1 gold a turn just for being alive — it made no difference whether it stood on your doorstep or wandered into a corner of the map. Now a Settler only earns while it holds a post: next to your HQ, on a resource point, or at a structure that takes Settlers. Your HQ has three posts, so the opening turn is exactly what it always was — three Settlers, three gold. Past that, more income means finding somewhere for people to work, which is the first reason to expand that has nothing to do with fighting. The gold line in the HUD now tells you how many are working and how many are idle.

  • Fonctionnalité Settlers earn gold only while posted — at your HQ, on a resource point, or at a structure that takes Settlers. A Settler with nowhere to work still costs population and brings in nothing.
  • Fonctionnalité Your HQ holds three posts, so turn one is unchanged: three Settlers, three gold. Growing past that means opening new places to work.
  • UX The gold readout now shows how many Settlers are working and how many are idle, so a drop in income explains itself.
  • Correction Settlers no longer abandon their post to fetch relics. Only idle ones go, which means a relic run is a choice you can see the cost of instead of one the game made for you.
  • Correction Autopilot no longer freezes when the first structure in its hand doesn't fit anywhere — it now tries the rest of the hand instead of giving up for the whole match.
Full-auto no longer plays systems the phase hasn't taught

Running a tutorial phase on Autopilot used to let the bot buy, build and deploy in phases where you can't — Phase 1 only lets you move, but the bot finished it with four structures and eight people. It also poisoned what carried into the next phase, handing you structures you were never able to put up. The bot now plays with the same tools the phase gives you.

  • Correction Autopilot now follows the phase's own limits: it won't buy, build or deploy in phases that haven't unlocked those yet.
  • Correction What carries into the next phase now reflects what was actually possible in the one you played.
  • Fonctionnalité Autopilot can now finish every tutorial phase on its own. It learned the two things it never knew how to do: walk Settlers to collection points, and order units at a structure.
The campaign remembers what you built

Clearing a tutorial phase used to wipe everything — you'd finish with a barracks, a house and ten Settlers, and the next phase handed you three Settlers again. Now the next phase starts with what the last one ended with: your structures, your units, your banked ◈ and your era, rebuilt around your new base on the new map. Your HQ is new each phase, positions are new, and everything comes back at full health. Losing a phase doesn't carry anything forward, and "New campaign" starts you clean.

  • Fonctionnalité Tutorial phases now carry your structures, units, banked ◈ Resources and era into the next phase instead of resetting you to the starting squad.
  • Contenu Housing is restored before your units are, so the population it gives you is already there when your army arrives — no more army trimmed against a ceiling that was about to rise.
  • Contenu Only phases that carry a tutorial goal pass your progress on. The later difficulty phases still start from the standard squad, so their challenge is unchanged.
  • Correction What you carry replaces your starting squad instead of stacking on top of it — otherwise every phase quietly doubled your people for free.
Finishing a tutorial phase no longer claims you destroyed anything

Clearing one of the early phases used to end with "Victory — enemy HQ destroyed!", even though the enemy HQ was standing and destroying it isn't possible there. The end-of-phase line now says what you actually did — "Phase complete — 3 units trained" — and running out of turns says so plainly instead of pretending a battle was lost. Selecting a unit also stopped promising red attack tiles in phases where nothing can attack.

  • Correction The end-of-phase screen now names what you accomplished instead of always claiming the enemy HQ fell.
  • Correction Running out of turns in a tutorial phase now says the goal wasn't reached, instead of reporting a defeat you never fought.
  • Correction Clicking a unit only mentions red attack tiles when there is actually something to attack.
The goal on screen is now the goal of the phase

The banner above the board always said "Destroy the enemy HQ". In the six tutorial phases that is the one thing you cannot do, and it contradicted the tip right below it. It now names what the phase actually asks for and counts your progress — "Claim the collection points — 1/2". The hint bar and the start-of-match line follow the same rule, and Phase 1's old step-by-step tutorial is retired: it kept pointing at a Command shop that early phases no longer have.

  • Correction The goal banner now shows the phase's real goal and your progress toward it, instead of always saying "Destroy the enemy HQ".
  • Correction The hint bar and the match-start message no longer tell you to buy or attack in phases where neither is available yet.
  • UX Phase 1's old three-step tutorial is gone. The phase itself is the tutorial now: one goal, one system, and a tip written for it.
Phase 6: stop taking what you're given and order the army you want

Up to now your structures decided what you got — a card a turn, take it or leave it. Phase 6 hands you the other lever: put up a Barracks and tell it what to make. Training is free and instant; what limits you is your population and one order per structure at a time. A structure only takes orders from the turn after you place it, so expect to end a turn before your first order goes through. Train three units and the phase is done.

  • Contenu Phase 6 has a new goal: train three units at a structure you placed. This is the second way to get an army — the first, playing the cards structures hand you, is Phase 5.
  • Contenu A structure you just placed won't take a training order until the next turn. That was always the rule; now a phase teaches it instead of letting you find it by being refused.
  • Équilibrage Phase 6 no longer has an attacking opponent and its clear rate is now 100% — a tutorial rather than a difficulty step, so it counts for the smallest share of your run score.
  • Contenu Phase 6 no longer opens the tech tree; like the five before it, it teaches one system and stops there.
Phase 5: your structures hand you units — and your camp runs out of room

Your HQ gives you a Settler card every turn, and the structures you place give you more. Phase 5 is about putting those cards on the map. You'll get one out and then hit a wall: your camp is full. Buy a house at the Command, place it, and the room appears. Play three unit cards and the phase is done. It is the first phase that asks you to use everything the last three taught.

  • Contenu Phase 5 has a new goal: play three unit cards onto the map. Unit cards in your hand are now playable, not just visible.
  • Contenu Population is now something you meet on purpose: your camp holds five to start, and houses raise the ceiling. Before, the limit existed but nothing ever explained it.
  • Équilibrage Phase 5 no longer has an attacking opponent and its clear rate is now 100% — it stopped being the campaign's difficulty wall and became a tutorial.
  • Contenu Phase 5 no longer opens the tech tree; like the four before it, it teaches one system and stops there.
Phase 4: the card you bought becomes a structure

Phase 4 closes the loop the last one opened. Buy a structure at the Command, then click it in your hand and click a tile next to something you already own — that's it, it's on the map. Placing costs nothing; the gold you spent at the Command was the whole price. Put down two and the phase is done. Unit and power cards stay locked next to your structures until the phase that teaches them.

  • Contenu Phase 4 has a new goal: place two structures. Structures in your hand are now playable; units and powers stay locked until later.
  • Correction Placing a structure no longer opens the training and upgrade menus on it. Those belong to a later phase — before this, putting down a Barracks in an early phase dumped three trainable units and two upgrade branches on you at once.
  • Équilibrage Phase 4 has no attacking opponent and its clear rate is now 100% — a tutorial rather than a difficulty step, so it counts for the smallest share of your run score.
  • Contenu Phase 4 no longer opens the tech tree or the market; like the three before it, it teaches one system and stops there.
Phase 3 introduces the Command — and the fact that gold doesn't pile up

Phase 3 is the first tutorial phase with a button to press rather than a place to walk to. Your Settlers pay you 3 gold every turn and every card in the Command costs 3, so you can buy exactly one per turn — and whatever you don't spend is gone when the turn ends. Buy three cards and the phase is done. The cards land in your hand where you can see them, marked as locked: playing them is what a later phase teaches.

  • Contenu Phase 3 has a new goal: buy three cards at the Command. Building, combat and playing cards stay off until later phases turn them on.
  • Contenu Cards you buy now show up in your hand with a lock and a short reason while the phase that teaches them is still ahead of you — you can see what you own instead of it disappearing.
  • Équilibrage Phase 3 no longer has an attacking opponent and its clear rate is now 100% — a tutorial rather than a difficulty step, so it counts for the smallest share of your run score.
  • Contenu Phase 3 no longer opens the tech tree; like Phases 1 and 2, it teaches one system and stops there.
Phase 2 now answers one question: where does my ◈ come from?

Phase 2 used to be a second full match against a balanced opponent. It is now the second lesson. You still only move — but now you can see what holding ground pays you: park a Settler on a collection point and it feeds you ◈ at the end of every turn. Hold one point and you earn +3 a turn, hold both and you earn +5. Bank 30 and the phase is done. Nothing attacks you in either tutorial phase now.

  • Contenu Phase 2 has a new goal: bank 30 ◈. You earn it by keeping Settlers on the collection points — one point pays +3 a turn, both pay +5.
  • Contenu Phase 2 no longer opens the tech tree. The tech tree now arrives later in the campaign, once the systems it builds on have been taught.
  • Équilibrage Phases that haven't taught combat yet no longer let the enemy march on you at all — previously an opponent set to never act could still walk into your HQ and end the run around turn 10.
  • Équilibrage Phase 2 has no attacking opponent and its clear rate is now 100% — like Phase 1, it is a tutorial rather than a difficulty step, so it counts for the smallest share of your run score.
Phase 1 is now a real first lesson: just move

Phase 1 used to hand you the whole game on turn one — build, buy, fight, hold a corridor — and expect you to work it out. It is now a single lesson. The only thing you can do is move a unit, and you win by walking two Settlers onto the two collection points near your base. Nothing attacks you while you learn. The other nine phases are untouched.

  • Contenu Phase 1 now teaches one thing: how to move. Buying, building and combat are switched off until later phases turn them on.
  • Contenu Phase 1 has a new goal — claim the two collection points near your base by moving a Settler next to each one. You no longer have to destroy the enemy HQ to clear it.
  • Équilibrage Phase 1 no longer has an opponent that attacks, and its clear rate is now 100% — it is a tutorial, not a difficulty step, so it also counts for the smallest share of your run score.
  • UX Phase 1's tip now tells you how to move (click a unit, then click a highlighted tile) instead of telling you to build a Barracks.
Empires: the Missile Center trains Missiles again

The Missile Center structure can now produce the Missile card — it had a page in the wiki but nothing actually trained it.

  • Contenu Empires The Missile Center now trains the Missile card.
Empires: Phase 5 and Phase 9 are a fair fight again

A previous release's marching fix made the enemy defend the fortress phases smarter — but it left Phase 5 (The Siege of Troy) and Phase 9 (The Ten Thousand Immortals) tougher than intended, with no clean lever to soften them back down. Both phases now scale the enemy's fortifications directly instead of just its gold income, bringing their clear rate back toward the rest of the campaign.

  • Équilibrage Empires Phase 5 (The Siege of Troy): the enemy's structures and units are less fortified now. Clear rate moves from roughly 1 in 5 attempts up to about 1 in 4.
  • Équilibrage Empires Phase 9 (The Ten Thousand Immortals): same fix applied to the entrenched garrison. Clear rate moves from roughly 1 in 8 attempts up to about 1 in 6.
Empires: the game now recovers from a hiccup while loading

Loading the game engine could fail entirely on a brief network or CDN hiccup, leaving nothing on screen. It now retries automatically, and if it still can't load, you get a clear message telling you to check your connection and try again.

  • Correction Empires The game now retries automatically if loading the engine hits a brief network hiccup, instead of failing outright.
  • UX Empires If the engine still can't load, you now see a clear message instead of a silent failure.
Empires: run modifiers are now actually pickable

The run modifier picker — an optional harder challenge that multiplies your score — was gated on a state a campaign could never actually reach, so it never appeared. It now shows up right where it was meant to: at the start of any new campaign, once you've beaten a full campaign at least once.

  • Correction Fixed the run modifier picker so it actually becomes available: once you've beaten a full campaign (reached and cleared the final phase) at least one time, every new campaign you start offers the choice from the very first phase.
Armies that got stuck on the map

Units marching on their own toward the enemy HQ could get permanently wedged next to a forest or a river, even with a clear detour one tile away. Fixed the routing, then rebalanced the campaign around it — the enemy navigates better too now, so a few phases shifted.

  • Correction Units marching automatically toward the enemy HQ could get stuck forever beside a forest or river, even when a detour was right there — the old routing only ever took a step that looked closer in a straight line, and never around an obstacle. Marching now finds the real route, the same way your manual moves already did.
  • Équilibrage That fix changes how both sides play, not just how they look — the enemy finds its way around obstacles better now too. Phases 6, 7 and 8 got easier to compensate and are a bit gentler than before. Phases 5 and 9 got harder and don't have a full fix yet — see known issues.
  • Contenu Conscription now reads 'power cards cost 1 less gold' and Quarry 'buildings cost 1 less gold at the Command'. Both previously described a discount in Personnel and Supplies — resources the game hasn't used since the Battlegrounds rework, so the text described a saving you could never see. The discounts themselves are unchanged; only the description was wrong.
The Settler cap that shouldn't have been there

You started every match already over the Settler limit — three Settlers against a cap of two, flagged in red before you'd done anything. That cap was a bug, and it's gone. Population is what limits your workforce now, the way it was always meant to.

  • Correction Removed a Settler cap of half your population that was never part of the design. It meant your starting squad of three Settlers was already over the limit on turn one, the counter showed 3/2 in red, and the next Settler was locked until you built a House. The real limit is 10 Settlers; before that, what constrains you is population — one per Settler — exactly as intended.
  • UX The Settler counter now reads 3/10 at the start instead of 3/2, and the tutorial no longer explains a rule that didn't exist. Building a House still matters — it raises the population that lets you field more Settlers.
Counters, out in the open

Units have always dealt bonus damage against certain classes — armored, air, heavy, structures — but the game never told you which or how much. Those numbers now show up where you actually decide: on the card, in the shop, and when you inspect a unit on the board.

  • UX Unit cards in your hand now show what they counter right on the card — an Anti-Tank Infantry reads '+4 Armored · +3 Heavy'. Before, the only place those numbers existed was the wiki, so picking the right unit for the fight meant guessing.
  • UX Buying a structure in the Command now tells you what its troops counter — a Barracks reads 'Generates Infantry (ATK 3·HP 5) · +2 vs Armored'. Buying a structure is choosing which troop you'll field all match, so the counter belongs in that decision.
  • UX Hovering any unit on the board now spells out its counters. The tooltip used to say just 'Counter' — telling you a bonus existed without saying against what. Now you can read the enemy's army and answer it.
Tech tree cleanup — no more do-nothing nodes

A fidelity pass on the tech tree and hero roster: two heroes' abilities were pure flavor text with no actual effect, six tech-tree nodes tied to unplayable civilizations did nothing when allocated, and the tutorial pointed at a Settler-buying mechanic that has never existed. All fixed; the tech tree was also rebalanced so the campaign's pacing holds with six fewer nodes.

  • Contenu Hannibal's 'Ambush' and Saladin's 'Rally' abilities described bonuses (extra attack from forest or high ground, buffing nearby allies) that never actually triggered in a match. Their card text now describes what they really do: their raw stats are simply the toughest in the roster, no hidden trigger.
  • Contenu Removed six tech-tree keystones (one per unplayable civilization) that had no effect when allocated — they cost Research and did nothing. The tree is now 19 nodes, all of them doing something.
  • Équilibrage Rebalanced the tech tree's per-node campaign surcharge (every 3 nodes owned → every 2) to keep the full tree spanning roughly the same stretch of the campaign after the six dead nodes came out.
  • Correction Two tech nodes' descriptions didn't match what they actually did: Masonry claimed a construction discount it never granted, and Sanitation said it only buffed 'defensive structures' when it actually buffs every structure you own, HQ included. Both now describe the real effect.
  • Correction The Phase 1 tutorial and early hints told you to 'buy a worker' at the Command — Settlers have never been for sale there; your HQ mints one for free each turn. The hints now say so.
  • Correction Empires Structure placement now correctly blocks a new structure from overlapping another one already on the board — a rare footprint-overlap bug that could leave a structure paid-for and listed but never actually placed. Fixing this also uncovered that it had been quietly inflating how often a rookie could clear the early campaign, so expect the opening phases to feel a little tougher and truer to their intended difficulty.
  • Équilibrage Empires Phase 1 (Thermopylae): the enemy now fields one extra unit per squad (unit bonus 0 → 1). Sitting back and doing nothing could win the phase — that broke the first rule of the campaign, so the opening fight now punishes passivity while staying winnable for an engaged rookie.
  • UX Empires Empires now begins downloading its engine in the background as soon as you open the hub — by the time you pick a hero and press Start, most of the wait is already done. First-visit load time is now also measured for real, so future speedups chase data instead of guesses.
  • Correction Empires If the engine fails to download on the first try (a network hiccup), Retry now really retries — it used to replay the same failure until a full page reload.
  • Équilibrage Empires Campaign XP now pays the phase bonus only on a phase's FIRST clear. Replaying a cleared phase (including on Autopilot) earns the base amount — the same rule Supplies and victory spoils always had, closing an unlimited XP farm.
  • Fonctionnalité Empires Ghost lobby: win the Empires Daily and your final army's vanguard may haunt tomorrow's players. Today's board can carry up to 5 units from yesterday's best result, and beating an active ghost pays +10% on the daily score.
  • Correction Empires A batch of fixes from a full narrated playthrough: truncated card names, cut-off tech labels, a hub that flashed broken before the first match, a briefing tip now matching the wiki, and phase 9's missing date.
  • Fonctionnalité Your best-ever run score now has an all-time leaderboard rank, shown on the campaign victory screen the moment you set a new record.
Mutators, and Supplies for playing well

Once you've beaten the campaign, a mutator lets you replay it harder for a bigger score. Supplies now also reward clearing phases, not just waiting.

  • Fonctionnalité Mutators: after beating the Commander, pick one modifier — Raiding Column, Entrenched Enemy or The Horde — that toughens every phase of your next campaign in exchange for a run-score multiplier.
  • Fonctionnalité Supplies now reward performance, not just time: clearing a phase for the first time in a run mints Supplies proportional to how hard that phase is, on top of the existing idle trickle.
The campaign becomes a run

Tech now carries from phase to phase and resets on New Campaign — with spoils for every first clear, a run score, and a Daily leaderboard.

  • Fonctionnalité Campaign tech is now run-scoped: nodes you research carry from phase to phase and compound. 'New campaign' resets the ladder and the tech web together — heroes, Supplies and perks stay yours for good.
  • Fonctionnalité Research gets pricier as your web grows: every few nodes allocated in a campaign, future nodes cost +1 ◈. A full web is a late-campaign achievement, not an early formality.
  • Fonctionnalité Spoils of victory: clear a phase for the first time and pick one of three tech nodes, granted free into your run.
  • Fonctionnalité Run score: each phase cleared is worth points in proportion to how hard it is — the boss is worth several times the opening — with a small penalty per retry. There is no permadeath; a defeat just replays the phase. The score is what carries the stakes.
  • Fonctionnalité The Daily now has a leaderboard: your score is submitted when you finish, and the daily card shows the top players and your rank.
Cleaner first match

Less thrown at you up front, and you can actually see the board.

  • Fonctionnalité Phase 1 is now a clean intro — you start with 3 Settlers and 1 infantry, no hero. You pick your hero after clearing Phase 1, so the first match is about learning the loop, not choosing.
  • UX Structures are flattened on the board — the 3D blocks were hiding units standing behind them. Structures are near-flat now; the HQ keeps a subtle raise.
Onboarding polish

Making the systems legible to a first-time player.

  • UX Tech tree now shows an axis legend — Military (attack / siege), Economic (income), Civil (defense / pop) — so you can tell which coloured branch does what. The coaching says 'allocate attack/siege'; now you can see where that is.
  • UX New '?' button in the HUD opens a glossary — ◈ Research, Gold, Pop, Tier, the Command, Fusion, auto-combat, Zone of Control, HQ and Hero, defined in one place. A fallback for anyone who skipped the first-turn coaching.
  • UX Mobile play tightened up: the board stacks above the sidebar, controls wrap instead of overflowing, and the Tech Tree / Glossary panels open full-screen so they're readable on a phone.
  • Correction Locked hero tooltip now reads 'Reach Phase N to unlock' (was 'Complete Phase N') — matching when the hero actually unlocks. Plus internal hardening so a corrupted local save can't break a match start.
Balance: Phase 8 eased

First measured balance pass — Phase 8 was a brick wall; it isn't anymore.

  • Équilibrage Phase 8 (Vanguard): the adaptive enemy's resource handicap dropped from 1.4x to 1.2x. In our test matches the phase went from near-unwinnable (about 1 clear in 8 attempts) to a hard-but-fair wall (about 1 in 4), so Phases 7 and 8 no longer feel like the same brick twice.
Presentation pass

Sharper first impression: branded share, a boot that teaches, and a clearer board.

  • Fonctionnalité Daily result share is now a branded image card, not just text — one tap turns a run into something postable.
  • UX The ~20s engine boot now cycles gameplay tips (phase strategy, your hero's ability, fusion / fog / tech basics) instead of a blank wait.
  • UX Visual pass on the board: clearer unit/structure hierarchy, auto-fit zoom at match start, and a bolder win/lose result banner.
Stability + honest progression

A stability pass on six confirmed bugs; full-auto reframed so wins still mean something.

  • Correction Stability pass on six confirmed bugs — a build break that could hold up updates, a slow memory leak from lingering input listeners, Daily results that could show up incomplete, and a hiccup during game boot.
  • Fonctionnalité Full-auto (Autopilot) is now a replay/farm tool: it only unlocks on a phase you've already beaten by hand, and never on the Daily. Your first clear of every phase is manual.
  • Fonctionnalité Your hero is now identifiable on the board instead of an anonymous soldier.
  • Fonctionnalité Fog of war is now real AoE2-style vision (it actually hides the enemy), not just a cosmetic overlay.
Foundations: English-first + measured difficulty

The product went fully English, the difficulty curve got measured (not guessed), and tech allocations started to persist.

  • Équilibrage The enemy's difficulty handicap wasn't being applied consistently behind the scenes, so some phases played easier or harder than intended. Fixed — and the entire Phase 1 to 10 difficulty curve was re-measured from real test matches afterwards.
  • Équilibrage The difficulty shown for each campaign phase now comes straight from those measured test matches — what the campaign screen says is what the enemy actually does.
  • Fonctionnalité Tech tree allocations now persist across campaign phases instead of resetting every match — builds become a campaign-long strategy.
  • Fonctionnalité Triple structure fusion (3 copies -> a 2-star golden version) is now automatic.
  • Fonctionnalité The tech tree can be opened and browsed from the phase-select screen, outside a match, for planning.
  • Contenu The whole game now ships in English — every structure, power and keyword has an English name, with a guard in place so internal names can't leak into what you see.
  • Correction Cleared out the remains of an older, unshipped design — one game, one source of truth.