The Command
The Command is the shop. Everything on this page is read from the same rules file the engine applies, so the tables and the match cannot disagree. How the pieces fit together is on the How to Play page; here is the reference.
Class ladders
Different cards of a class on the map close its steps. Each closed step adds one to the class's weight in the offer and pays the bonus below, per step: it travels with the troops those structures raise, and the Works bonus sits on every structure you own. Sell the card that closed a step and the bonus goes with it.
| Class | Cards | Steps | Pays per step |
|---|---|---|---|
| Infantry | Legion, Praetorians, Hoplites, Medjay Post | 2 / 3 | +1 attack for its troops |
| Ranged | Qin Crossbowmen, Cretan Archers | 2 | +1 range for its troops |
| Siege | Cannon Foundry, Siege Engineers, Wasp-Nest Rockets, Greek Fire | 2 | +1 range for its troops |
| Cavalry | Cataphracts, Tumen, Chariot Yard, Stable, Xiongnu Horse Archers | 2 / 3 | +3 HP for its troops |
| Air | Keshig, Horse Archers | 2 | +1 move for its troops |
| Works | Long Walls, Great Wall, House, Ger Camp, Theodosian Walls, Pyramid, Granary, Temple of Amun | 2 / 4 / 6 | +2 HP on every structure |
| Trade | Appian Way, Market, Yam | 2 / 3 | +1 gold per turn |
| Faith | Monastery, Al-Azhar | 2 | +1 to every heal your troops already get |
Eras and stock
The Command offers cards up to your era. Advancing costs gold on the spot: the second era gets cheaper by one each turn down to its floor, and the third only opens later, already at its floor. Each era brings a bigger offer. Every card has a shared stock of copies per era: buying takes one out, selling or losing a structure puts them back, and a card you already hold at 3★ stops showing up for you.
| Era | Cards | Copies in stock | Cards per offer | Price to advance | Floor | Opens on turn |
|---|---|---|---|---|---|---|
| 1 | House, Ger Camp, Legion, Praetorians, Hoplites, Granary, Qin Crossbowmen, Cretan Archers, Chariot Yard, Appian Way, Xiongnu Horse Archers | 18 | 3 | — | — | — |
| 2 | Siege Engineers, Long Walls, Great Wall, Greek Fire, Horse Archers, Tumen, Theodosian Walls, Pyramid, Temple of Amun, Medjay Post, Stable, Market, Yam, Monastery, Al-Azhar | 13 | 4 | 5 | 4 | — |
| 3 | Cannon Foundry, Wasp-Nest Rockets, Keshig, Cataphracts | 9 | 5 | 8 | 6 | — |
Planned eras planned
The card catalog is already drawn in 6 eras, up to 1945. Matches still play with 3; the rest arrive in a later update. Every card is anchored to a real year, and none is later than the last year of its era.
| Era | Up to | Cards drawn |
|---|---|---|
| I · Bronze Age | 800 BC | 7 |
| II · Classical Antiquity | 400 | 38 |
| III · Early Middle Ages | 1100 | 21 |
| IV · Late Middle Ages & Renaissance | 1650 | 39 |
| V · Early Modern & Revolutions | 1815 | 15 |
| VI · Industry & World Wars | 1945 | 15 |
Who raises what
Only these structures put troops on the map; the rest are civil — population, defenses, mines. Cadence follows the match clock: a structure raises on the turns that are multiples of its interval, not a fixed number of turns after you place it. The cap is per one-star structure and adds up: two structures raising the same troop share one cap that is the sum of both, and each star triples a structure's share. A merged structure keeps every copy that went into it, raises one troop per star, and lands where you placed the newest copy, if it fits.
| Structures | Era | Raises | Cadence | Cap (one star) |
|---|---|---|---|---|
| Hoplites | 1 | Infantry | every turn | 3 |
| Praetorians | 1 | Militia | every 2 turns | 4 |
| Qin Crossbowmen | 1 | Archer | every 2 turns | 2 |
| Chariot Yard | 1 | War Chariot | every 2 turns | 2 |
| Legion | 1 | Militia | every 3 turns | 2 |
| Cretan Archers | 1 | Archer | every 3 turns | 2 |
| Xiongnu Horse Archers | 1 | Horse Archer | every 3 turns | 2 |
| Tumen | 2 | Cavalry | every turn | 3 |
| Horse Archers | 2 | Horse Archers | every 2 turns | 4 |
| Medjay Post | 2 | Infantry | every 2 turns | 2 |
| Stable | 2 | Cavalry | every 2 turns | 3 |
| Siege Engineers | 2 | Catapult | every 3 turns | 1 |
| Cannon Foundry | 3 | Cannon | every 3 turns | 1 |
| Wasp-Nest Rockets | 3 | Fire Arrows | every 3 turns | 1 |
| Keshig | 3 | Keshig Guard | every 4 turns | 1 |
| Cataphracts | 3 | Cataphract | every 4 turns | 1 |
Civilizations
Each card also belongs to one civilization; the ladders and their bonuses are on How to Play.
- Greeks — Cannon Foundry, Long Walls, Greek Fire, Hoplites, Cretan Archers
- Romans — Legion, Cataphracts, Praetorians, Theodosian Walls, Appian Way
- Mongols — Siege Engineers, Ger Camp, Keshig, Horse Archers, Tumen, Yam, Xiongnu Horse Archers
- Song — Wasp-Nest Rockets, Great Wall, House, Qin Crossbowmen
- Egyptians — Pyramid, Granary, Temple of Amun, Medjay Post, Chariot Yard, Al-Azhar
Read from the engine's rules at build time — this page updates with every release.