THRONES OF AETHERIA

— 🛢️ OIL 0 ⚙️ STEEL 0 💰 GOLD 0 🔬 TECH 0
world map

Briefing

Hover or click a territory.

War Log

Field Manual

Goal: the Dawn Concord wins by taking Ironhold & Tengoku (★), the Dusk Dominion by taking Albion & Vol'Kar — or by overrunning 70% of the realms.
Turn: collect → Research (1 chance) → muster on native land (the build menu opens on your capital) → move/attack. Each region acts once per turn. You may march into allied realms' land — your units stay yours (shown in your colour, not gifted), but are lost if that land is overrun.
Sea & ships: armies cross water only aboard ⛵ Troop Ships (carry 2). Build hulls at a seaside capital (or any coastal home) — they launch into the adjacent sea. Load troops from a coast into your ship's sea zone, sail, then amphibiously assault an enemy coast. 🐙 Leviathans fight for the sea zones; an unescorted troop ship is sunk.
Logistics: land you don't own natively defends at −2, can't build, and starves (−1/turn) if cut off from supply. Hold a region 3 turns to make it native (🚩 = not yet yours).
Battle = no dice. Both sides secretly pick a strategy; the pentagon decides losses. Capitals (★) get a home bonus.
Capital fall = leaderless. If your capital is captured, that realm is skipped (no collect/build/move) until a teammate retakes it — so defend your ★ and liberate a fallen ally fast.
Composition matters: a combined-arms host (all of ⚔️🏹🐗🐉) gets +3 vs one missing a type · a 🐉 Wyvern-only force gets +4 against a 🏹 Siege-Engine-only force · at sea, 🐙 Leviathans get +2 against fleets carrying ⛵ Troop Ships (which they hunt down first).
Resources: 🛢️oil ⚙️steel 💰gold. 🔊 toggles sound.