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.

Read from the engine's rules at build time — this page updates with every release.