Como Jogar

Empires é uma campanha roguelite construída sobre uma partida de auto-battler. Numa partida você compra estruturas no Comando (a loja), elas treinam unidades que marcham e lutam sozinhas, e você vence arrasando o QG inimigo — cerca de 35 rodadas num tabuleiro 32×32. Uma run encadeia dez dessas partidas numa campanha só. O resto desta página é a partida; a run é a moldura em volta dela.

The campaign is a run

You don't play the ten phases as separate levels — you play them as one run. The tech you research carries from phase to phase and compounds, but the web deepens as it grows: every 2 nodes you allocate, the next ones cost +1 ◈ — so a full tree is a late-run achievement, not a Phase 3 formality. Clear a phase and you claim the spoils of victory: one of three tech nodes, granted free. There's no permadeath — a defeat just replays the phase. What carries the stakes is your run score, worth more for the harder phases and higher for clean runs. New campaign resets the ladder and the tree together; your heroes and Supplies stay yours for good. The full phase-by-phase breakdown is on the Campaign page.

Your first turns

  1. Click a unit — green tiles are moves, red tiles are attacks. Your own ◈ control point already pays out Research from turn 1 — no need to move a worker onto it.
  2. Open the Command (the shop, right side) and buy a structure. It goes to your hand; build it next to a structure you already own — it trains units automatically.
  3. Units march and fight on their own. There's no micro — where you build and stand is the whole decision.
  4. Spend Research in the tech tree to buff your army — it's live from turn 1.
  5. End your turn. The enemy plays, combat resolves, and you repeat until one HQ is razed.

Tier (raising it with gold to unlock stronger cards) isn't part of your first turns — it reveals starting Phase 4, once you've played the earlier phases and the game has walked you through the systems before it.

Economy

Two resources: Gold (spend-or-lose every turn) and Research (persistent — powers the tech tree). Numbers below are live from the engine.

Gold / worker / turn 1
Worker cap 10 hard ceiling — population is what actually limits you first
Population cap 5 the real near-term limit on workers — 1 pop/worker
House / Community Center +6 / +12 pop buy one to raise the cap and keep fielding workers
Starting gold 3 (3 workers at T1)
Gold at turn end Resets to 0
Relic bonus +1g/turn 5 relics on the map
Market rate 2 : 1 gold ↔ research (both ways)

Command (the shop)

Reroll cost 1g
Tier 2 upgrade 5g –1g/turn · floor 3g
Tier 3 upgrade 8g –1g/turn · floor 3g
Offers at tier 1 4 cards
Offers at tier 2 5 cards
Offers at tier 3 6 cards

Research & the tech tree

Research ticks up every turn on its own — you start owning one ◈ control point right next to your squad, no action needed. The only one worth fighting for is the enemy's, deep in their territory. Short on one resource? Trade at the market (gold ↔ research, both ways — see the rate above). You spend Research in the tech tree: a web of nodes across three axes — offense, defense and economy. You can only allocate a node next to one you already own. Your allocations now persist across campaign phases, so the tree is a campaign-long plan, not a per-match reset.

Combat

Units march 5 tiles/turn toward a rally point and attack automatically. Zone of control costs +1 movement around enemy units. Aerial units bypass terrain. Match ends when an HQ is destroyed or the turn cap (35) is reached — tiebreaker: most HQ damage dealt.

Units counter each other rock-paper-scissors style: anti-tank shreds armor, anti-air owns the skies, siege breaks structures. The full bonus matrix is on the Counters page.

The ages

Age 0Foundations

Settlers and the first hearth.

Age 1Ancient

Spears, walls, the first armies.

Age 2Classical

Cavalry, siege engines, organized states.

Age 3Industrial

Armor, flight, mass production.

Age 4Modern

Missiles and the atom — the age that could end all ages.