The goal of the game ist to conquer all countries. To reach this goal, every player has a certain amount of credits he can invest into the building and movement of armies, the creation of cities or the development in his countries.

At the beginning of each turn, every player's credit points are reset to 100 and he receives additional money from taxes. From that money, armies' wages and cities' maintenance costs have to be paid.


Building armies

Every player has only one campaign army (marked with a diamond above the figure) which he can move between countries and with which he can attack alien countries. Building a new campaign army requires 100 credits, which means that no further action is possible during the same period. Once the campaign army is destroyed, rebuilding it costs 100 credit points again.

You can build an army on the „Army" screen.

Which units can be built in a country depends on the education level of this country. When a unit is created, the population will be decreased by the amount required for the chosen type (people). On the field you will always see the most valuable unit of an army.

The required expenditures for increasing and maintaining an army depend on the level of production of the hosting country. The better the performance of the economy, the less money is required. Furthermore, less people are required for building an army, when the country has a strong economy.

Moving an army and fighting

A player's campaign army can be moved to any neigbouring country. By that, credit points for the current turn will be reduced by the required move costs of both countries, the starting, as well as the destination country. Moving to an alien country always requires 50 credits, whereas for a country belonging to the player, move points depend on the available infrastructure, i.e. multiple moves are possible for high infrastructure values only.

The required move points for moving to/from a country can be
read of the upper half of the panel under „Move costs".



A country conquered for the first time often contains soldiers, that are willing to join your campaign army for free. These partisans don't demand any wage for all following turns, as long as they are not integrated into an home army.

How many partisans will join your army, can
be seen on the „country" screen.

A combat follows if there is an hostile army in the attacked country. The likelihood for winning is determined by the number and strength of units in both armies.

The upper bar shows the number of units in both armies, while the lower bar represents their relative strengths. Beneath follows a detailed list of all units (defending army on the right side is split in number of units for field- and for home army, which is only possible when there is a city in the attacked country).

In case there has been a city in the conquered country, the city will be destroyed. The defeated player loses the army which was involved in the battle, and his credit points for the current period will be set to 0.

If a conquered country has been owned by another player, it will lose part of his capital stock. I.e. the levels of education, infrastructure, income etc. will collapse. The breakdown will be even larger if a battle has been been necessary to conquer the country.



Cities are important for defending countries. The money required for building (1) and maintaining (2) a city depends on the country's level of production (the higher the level of production, the less money is required). Moreover, building a new city requires 100 credits.
In return, the strength of any military unit is multiplied (3) during combats, and the development of the country regarding different
parameters, depending on the type of city, will be enhanced (4). In addition, the impact of an attack on this country will be mitigated, i.e. income, education level etc. won't be reduced as much as without a city (when the city survives the battle).
On the contrary, a city that is lost to an opponent, faces a higher reduction in these values, which means that it is less valuable to attack a country with a city.


The blue player has built a castle, and has set up an army with two catapults. The strength of these catapults is multiplied by 4 (the multiplier for a castle), which means that the strength of the two units equals the strength of 8 catapults in a country without a city.

The strength of an army (in/out of a city) can be seen on the "Army" screen, only if the option "Show details" on the "options" screen is selected.


Home army

Every country with a city may hold one home army, which can not be moved. To set up an home army, the campaign army has to be in town. On the "army" screen, units can then be moved between the home and the campaign army.



Money and taxes

At the beginning of each turn (you finish a turn by pressing the NEXT button), the players receive additional money from taxes. Taxes will be raised on a country's total income which is equal to the income per capita * the population.

The tax rate can be set on the „Parameter" screen. The obtaining tax income might be spent on the following parameters:

(1) Income: the remaining share, which is equal to the player's net income.
(2) Production:reduces the cost of production and maintenance for armies and cities.
(3)  Education: enables construction of better armies.
(4)  Infrastructure: allows moving the campaign army several fields in one turn (inside your own territory).
(4) Population: increases the population growth rate.
The„apply to all countries"-checkbox lets you assign the changed settings to all your countries. If the „keep tax rate constant"-checkbox is checked, the computer will automatically adjust your tax rate to remain at the same fraction of income (see the undermost number on the right hand side) in all future periods. This means that for an economically developing country (with rising total income) the tax income as well as the investment in the different branches will automatically increase, too.

Changes will only be applied when you click the "back" button or the "next" button. Selecting another country will reset the values and show the new country's parameters.
Applying the settings to all countries might lead to slightliy different tax rates due to rounding errors. There should be no differences in the long run.



Reputation represents the satisfaction of a country's inhabitants. It is basically determined by the development of income, the tax burden and the redistribution of the taxes. If the reputation gets too low, the population engages in uprising. The insurgents then attack the country like any foreign army, regardless of the existence of an army in this country. This means that the player will lose the country in case of a succeding revolt.

You can see your own reputation in the selected country in the
upper part of the panel (1). The reputation of the country can
be seen on the
"Player" screen (2).



Tips & Tricks

1. Armies

A battle conists of a maximum of 3 rounds. The army winning a round can nevertheless be reduced, depending on the size of the army. The weaker armies will always be destroyed first. You should therefore pay attention to have some weak units in your (larger) campaign army, since losing a stronger unit is much more expensive.

2. Countries

A conquered country which formerly belonged to another player, loses much of its capital stock and experiences a breakdown on th elevel of production, education and so on. The destrcution is even larger when a battle was necessary to defeat the country. A well developed country might not look as attractive after the fight as it did before. It might be worthwile waiting with your attack until there is no army in the country any more.

3. Cities

Cities are quite expensive, but at strategically important locations very helpful, e.g. for protection of a country that you try to develop rapidly. Before deleting a country, you should remember to shift all units from the home army to your campaign army, since these units will be deleted otherwise.

4. Taxes

Since taxes are raised on the total income of the population, you should refrain from imposing high taxes and avoid a decreasing total income. On the other hand, the different policies require money to develop. There are 2 basic strategies to promote development:

  • You can set a low inital tax rate to increase per capita income rapidly,
  • or you can invest mainly in the development of the population to increase total income.

On a small playing field or with many opponents, you should not invest too much in development of your countries, but rather try to grab much of the tax income, since the possiblity of losing the country quite quickly is relatively high.

You should also care about your income and about your wealth. With cash lower than 0 and sn income smaller than the expenditures, your armies will be decreased or even cities can be pulled down.