Кампания
Десять фаз, один босс. Каждая фаза — реальное историческое событие, тактическую форму которого воспроизводит бой: путь от Фермопил (480 до н. э.) до падения Константинополя (1453). Противник крепчает по ходу забега — смотрите измеренную долю побед каждой фазы, чтобы понять настоящую сложность: больший гандикап не всегда означает более тяжёлый бой. Ваш инструментарий раскрывается по одной системе за фазу в начале игры — сперва основная петля, затем древо технологий, рынок, уровни, — чтобы старт оставался простым; когда всё уже в руках, набор перестаёт расти. Растёт противник — и растёт ваше владение им.
The campaign plays as a run: tech you research carries from
phase to phase and compounds — but the web deepens as it grows (every
2 nodes, the next ones cost +1 ◈), so the full tree is a
late-campaign achievement, not a Phase 3 formality. Win a phase and you claim the
spoils of victory — pick one of three tech nodes, granted
free into the run — so each victory deepens the build you carry forward.
New campaign resets the ladder and the web together; heroes,
Supplies and perks are yours for good.
There is no permadeath — a defeat just replays the phase. What carries the
stakes is your run score: each phase cleared is worth in
proportion to how hard it is to win (the measured clear rate below), so
razing the boss is worth several times the opening phases — and clean runs,
with fewer retries, score higher.
The run is a bookend: you open holding the Persians at the pass and close
watching a later empire take the last Roman city — and Phase 9, the
Persian Immortals, calls back to Phase 1. Difficulty is not chronology:
Troy (1200 BC) sits at Phase 5 because the difficulty curve
rules, not the calendar. The geography teaches itself along the way: Greece →
Gaul → the steppe → China → the Aegean → the Levant → Judea → Anatolia.
The percentage on each phase is a measured clear rate — the
share of test matches that beat the phase (higher = easier), not a guess — see
Enemies & Difficulty for the full ladder,
Tech Tree and Heroes
for the tools that move it. The one lesson the back half hammers home:
a fortress falls to a plan, not to patience.
Phase 1 480 BC · Hold the Hot Gates 59% clear rate
Rush · 1× handicap
· +1 units
480 BC · Thermopylae, Greece
A narrow pass, a wall of shields, and a raiding column that outnumbers you. Hold the corridor — you don't have to win the war today, only the choke.
History
A few thousand Greeks held the entire Persian army here for three days, because the pass was too narrow for numbers to matter. Told to surrender their weapons, Leonidas answered 'come and take them.' Warned the enemy arrows would blot out the sun, a Spartan shrugged: 'good — then we'll fight in the shade.'
How to win
Build 2 more Settlers and a Barracks — the raiders hit around turn 5–8. Hold your infantry across the central corridor: like a phalanx in the pass, in a choke numbers stop counting.
Phase 2 50 BC · The Roman War Machine 34% clear rate
Strategic · 1× handicap
50 BC · Gaul, Rome's frontier
A balanced enemy that fights the way Rome did — with roads, supply and drilled ranks, not heroics. Out-organize it: economy and positioning are enough here.
History
Rome rarely won by genius on the day — it won before the day, with paved roads, standing supply lines, and legions drilled to build a fortified camp every single night. Caesar's men half-joked they conquered Gaul with the shovel as much as the sword.
How to win
The strategist balances economy and army. Reach Tier 2 before turn 10 and use the tech tree — it will do the same.
Phase 3 1241 · The Mongol Horde 28% clear rate
Rush · 1.3× handicap
1206–1241 · the steppe rides west
A faster, better-funded raid that hits like steppe cavalry: everywhere at once, and early. Hold the line, then strike back when the charge overextends.
History
The Mongols built the largest land empire in history on horseback and speed — and on the feigned retreat: pretend to flee, let the enemy break ranks chasing you, then wheel around and destroy them. Masters of hit-and-run a thousand years before the phrase existed.
How to win
A better-funded rush: it arrives with more units. Hold the line for 8 turns, then counter-attack with the army you built up.
Phase 4 1000 AD · The Song Miracle 25% clear rate
Strategic · 1.4× handicap
c. 1000 AD · Song dynasty China
A rich, industrializing rival in a flat-out production race — like Song China, where whoever tooled up first pulled ahead. Don't fall behind on tech.
History
Song China ran an economy centuries ahead of its time: printed books, the world's first paper money, and gunpowder — which they famously spent on festival fireworks long before anyone turned it into a weapon. When your rival can out-produce you, tempo is everything.
How to win
The enemy has a heavy war chest. Prioritize the Market and Tier 2 before turn 12 — whoever tiers up first controls the match.
Phase 5 1200 BC · The Siege of Troy 19% clear rate
Turtle · 1.5× handicap
c. 1200 BC · the walls of Troy
A fortress that waits behind its walls and stockpiles. Patience won't crack it — like Troy, it falls only to a plan. You must attack.
History
For ten years the Greeks couldn't take Troy by force. It fell to a trick: a giant wooden horse left as a 'gift,' soldiers hidden inside, wheeled through the city's own gates. A turtle doesn't lose to patience — it loses to a plan.
How to win
The turtle sits still. YOU have to attack — push into its territory and destroy the HQ before its army grows too large.
Phase 6 332 BC · Alexander at Tyre 19% clear rate
Turtle · 1.7× handicap
332 BC · the island fortress of Tyre
Reinforced walls that basic weapons can't dent. You need siege tech and a hero on the line — like Alexander, who refused to let a wall stop him.
History
Tyre was an island fortress everyone called impregnable. Alexander's answer: build a half-mile causeway out to it, roll siege towers across, and take it in seven months. Told the sea was in the way, he essentially turned an island into a peninsula — out of spite and engineering.
How to win
Reinforced walls: basic weapons won't cut it. Allocate attack nodes in the tech tree and put your hero on the front line.
Phase 7 73 AD · The Ramp at Masada 19% clear rate
Turtle · 1.8× handicap
73 AD · the rock fortress of Masada
An armored fortress on high ground — only total mastery of tech and economy takes it. This is a siege of engineering, not bravery.
History
Masada sat on a desert cliff, unreachable. So the Roman legions built the mountain up to it — a colossal earthen ramp, hauled stone by stone, until the wall was simply within reach. Rome didn't climb the rock; Rome moved the rock. Logistics beats any height.
How to win
A near-impenetrable bastion. The tech tree is mandatory — allocate forge + tactics, max out Settlers, and use the market to convert what you're missing.
Phase 8 217 BC · The Fabian Strategy 38% clear rate
Adaptive · 1× handicap
217 BC · Rome against Hannibal
An enemy that adapts to everything you try — attrition made intelligent. Strike fast and commit, before it reads you and counters. Like fighting Fabius.
History
After Hannibal wrecked every army Rome sent at him, Fabius Maximus tried something radical: never give battle. Shadow the enemy, cut his supply, adapt, never take the bait — and wear him down over years. Rome mocked him as 'the Delayer.' Then it worked, and the insult became a title.
How to win
The adaptive bot changes strategy in response to yours. Be aggressive in the first 10 turns — don't give it time to adapt.
Phase 9 480 BC · The Ten Thousand Immortals 13% clear rate
Turtle · 1.6× handicap
· +1 units
Achaemenid Persia · the King's elite
A fortress reinforced by an elite vanguard that just keeps coming — it starts with extra troops and never thins out. Hero forward, tech maxed, waste no turn.
History
The Persian 'Immortals' were an elite corps kept permanently at exactly ten thousand: the instant one fell, another stepped into his place — so to the enemy the unit never seemed to shrink. The most efficient HR in antiquity: every vacancy filled the same day. (Yes — the same empire you held at the pass in Phase 1.)
How to win
It starts with extra infantry. Hero up front, tech tree maxed, market for whatever's missing. Every wasted turn is a turn the enemy uses to grow.
Phase 10 1453 · The Fall of Constantinople BOSS 9% clear rate
Turtle · 1.4× handicap
· +2 units · HQ 2× HP
1453 · the walls of Constantinople
The first boss: a fortified capital (HQ HP ×2), extra squads, and reinforcements every 6 turns. It took the end of an era to fall — it will take total mastery from you.
History
Constantinople's triple walls held for a thousand years — no army could crack them. Then in 1453 the Ottomans arrived with a cannon nearly nine metres long, firing stone balls the weight of a small car. The walls that outlasted empires fell to a giant bronze tube. When patience meets firepower, firepower wins.
How to win
Reinforcements arrive on turns 6, 12, 18… You have a window. Concentrate your forces in the central corridor and hit the HQ before turn 18. After that it's too late.